Turn Phase
1) Upkeep Phase (Players & GM)
2) Movement Phase (Players Only)
3) Arkham Encounter Phase (RP, Skill Checks, Combat, Close/Seal Portals)
4) Other Worlds Encounter Phase (RP, Skill Checks, Combat)
5) Mythos Phase (GM Only - board update, monster movements)
Phase performed by players. Those Players who have become Arrested or Lost in Time and Space (LiTaS) the previous turn are delayed and lose their turn.
1. Upkeep Phase All Players except Lost their turn.
(a) If Lost in Time and Space (LiTaS), move to anywhere in Arkham.
(b) Perform Upkeep Actions, except Bless, Curse, Bank Loan and
Retainer during the first Upkeep Phase after a player acquires them.
(c) Adjust Skills up to Focus stops.
2. Movement Phase All Players except Lost their turn and Delayed ; if Delayed
receive no Movement Points and stand up marker, if in Jail goto Police
Station.
(a) In Arkham Receive # MP equal to Speed, unless modified by card effect in
play. Spend 1 MP to move to a connected street area or location. To leave a
location, player must evade or fight each monster there, unless monster is
elusive. Remove explored marker if player leaves location. Any combat ends
movement.
(b) In OtherWorld Receive no Movement Points.
i. Left Area Move to right area of Other World.
ii. Right Area Move to corresponding gate, place an explored marker under
player. If no corresponding gate, player is LiTaS.
iii. Any investigator who “returns to Arkham” (using Find Gate, ...)
reappears at a corresponding gate and gains an explored marker (LiTaS
if no corresponding gate).
(c) Must fight or evade each monster in the area; unless returned
this turn from an Other World; or unless monster is Elusive. Take Clues
after combat if any.
3. Arkham Encounters Phase All Players in Arkham except Lost their turn.
(a) No Gate. Player may:
i. Resolve special ability of location, only once. Player must be able to
meet the requirements (≥1$ to shop, Clues, Gate or Monster
trophies). When shopping, they must purchase one of the GM-drawn items if
they have enough money to do so. If available, half prices round up.
Modifiers to toughness apply to the use of monster trophy. OR
ii. Shuffle and Resolve location card. Player immediately receives any
benefits when he agrees to meet the requirements. Special events:
A. A Gate or a Gate and a Monster appear Disregard if at sealed
location. Otherwise, add a doom token and place Gate. If at a
closed location, place Gate above the closed marker; when it is
later closed resolve the effects of a closed location.
Investigators at this location are sucked into gate and delayed and
need not meet previous requirements (miss turns, ...) if any. Place
Monster if any (two monsters if five players or more) ; it is not
encountered and remains on the board.
B. Only a Monster appears Disregard if at sealed location. It must be
fought or evaded, then returned to cup if not defeated. If
defeated, take monster as trophy (unless special ability).
C. Move to another location If sent to another location, combat only
occurs with monsters that appear as a result of the encounter, but
not with preexisting monster in either location. Have a normal
Encounter phase at new location, following either the “Gate” or “No
Gate” instructions. Take Clues if any.
(b) Gate. If no explored marker, move to left area of Other World. Otherwise
player may:
i. Close and Seal Gates by making a Lore or Fight check with modifier on
gate marker.
A. If success: Take gate as trophy. All monsters in Arkham, Sky and Outskirts
with dimension symbol of gate are returned to the cup. Seal:
immediately spend five Clues to take unused doom token and place
as elder sign here.
B. Fail No effect.
ii. Elder Signs Must have Elder Sign Unique Item.
A. Return elder sign card to the box
B. Close Gate and take as trophy. All monsters in Arkham, Sky and
Outskirts with dimension symbol of gate are returned to the cup.
Take doom token from doom track and place as Elder Sign here.
C. Lose 1 Sanity and 1 Stamina.
4. Other World Encounters Phase All Players in Other World except Lost their turn.
(a) Draw gate cards until card matches an encounter symbol. Place non-matching
cards at bottom of deck.
(b) Perform matching location entry encounter, otherwise perform encounter
for “Other” entry. Monsters that appear must be fought or evaded, return
to cup if not defeated, take as trophy otherwise (unless special ability).
(c) Any investigator who “returns to Arkham” (sent by an encounter, ...)
reappears at a corresponding gate and gains an explored marker (LiTaS
if no corresponding gate). If he was delayed, he remains delayed. However
if an encounter says “Move to X”, X being an Arkham location, the
investigator does not get an explored marker even if there is a gate in X.
5. Mythos Phase GM Only.
(a) GM draws a Mythos card.
(b) GM Opens Gate. If location has:
i. Elder Sign No gate or monster can appear. Exception: if gate location
colored in red, Gate Burst. Remove Elder Sign token and Open Gate as
normal, except do not add a doom token and cause no Monster Surge.
ii. Open Gate Monster Surge. Spawn a # of monsters equal to the # of open
gates or the # of investigators, whichever is greater. Place monsters
as evenly as possible, with no gate having more than the gate that
caused the Monster Surge. If > monster limit, players choose which
gates get monsters before drawing, remaining monsters go to Outskirts.
iii. No Elder Sign or Open Gate
A. Add a doom token to doom track. Proceed to final battle directly if
applicable.
B. Discard all Clues at location
C. Draw random gate marker and place face up on location. Players here
are immediately moved to corresponding Other World and delayed.
D. Draw monster (two monsters if five players or more). Place at
location if # of monsters ≤ monster limit, otherwise in
Outskirts.
(c) Place a Clue at indicated location if no Open Gate there. Players there
may immediately take Clue.
(d) Move Monsters
i. Move monsters with corresponding dimension symbols along arrow of
same color as the box around the symbol. If Gate Burst, all Flying
monsters move. Monsters do not move or end movement if in same
location than a player unless Elusive.
ii. If there is an equal choice between player targets, target the player
with the lowest Sneak skill.
Monster Border Effects:
i. Black Normal move.
ii. Yellow Never Move.
iii. Red (Fast0. Move twice, following appropriate arrows. Stop if they
are they encounter a player.
iv. Green Special, see back of Monster marker.
v. Blue Flying. Move to connected street area containing player with
lowest Sneak skill. Otherwise move to Sky. From Sky, move to any
street location with investigator with lowest sneak value.
vi. Purple Stalker. Move normally unless player in street area connected
by one yellow line or adjacent unstable location. Cannot enter stable
locations.
vii. Orange Aquatic. If monster is on aquatic location move to player with
lowest Sneak skill on other aquatic location. Otherwise move as Black
bordered.
(e) Mythos Text
i. Headline Resolve then discard.
ii. Environment Place face up. Discard all other Environment cards.
iii. Rumor If no Rumor card is in play, place face up. Otherwise, discard.
Rumor card in play is discarded when its Pass/Fail condition is met,
along with corresponding activity and closed markers.
iv. Closed Location If a card causes a location to temporarily close,
monsters and investigators at that location are immediately moved
into a street area.
(f) Goto Upkeep Phase.
Skill Checks
1. Roll # dice = skill + modifier. If skill + modifier < 1, automatically 0
successes. Otherwise, need # of dice with successes ≥ difficulty to
pass. (Default difficulty is 1).
2. Success if 5 or 6 normally, 6 if cursed, or 4,5 or 6 if blessed
3. After Skill Check (pass or fail), player may always spend Clues, one at a
time. For each Clue spent, roll an additional die. Each success is added to
original total.
Evading Monsters
1. Evade Skill Check. Cannot Evade if monster surprises the investigator. Use
Sneak skill with Sneak and Evade Skill bonuses. Modified by monster Awareness.
2. Elusive monters do not have to be evaded.
3. Pass Continue as normal. Can remain in same place.
4. Fail Monster deals combat damage, begin Combat.
Combat
Note: Some monsters have special abilities, see Monster Chip.
1. Combat with Dunwich Horror Shuffle the Dunwich Horror deck and draw a card to
determine the creature’s abilities for the duration of the combat.
2. To fight an Elusive monster player must first pass an Evade check.
3. Horror Skill Check. Use Will skill with Will and Horror Skill bonuses.
Modified by monster Horror Rating. Pass, nothing. If the monster is
Nightmarish X, lose X Sanity. Fail, lose Sanity. Only one Horror check per
battle.
4. Choose Fight or Flee. Cannot Flee monster with Ambush or during the first
round of a surprise combat.
(a) Flee Do an evade check. Pass Battle ends.
(b) Fight
i. Combat Skill Check Use Fight skill with Fight and Combat skill
bonuses.
ii. Choose any combination of weapons and spells with up to a total of 2
hand icons.
iii. Weapons automatically grant combat bonus.
iv. Cast Spells. Hand(s) used to cast a Spell, whether the Spell Check
passes or fails, cannot be reused until another Combat round. Spells
that are refreshed (such as during the Final Battle) must be re-cast
every combat round.
v. A spell or weapon or Magical Effect continues to give bonus if the
required number of hands is devoted to it. Switching weapons/spells
is possible every combat round, releasing a spell or weapon makes it
stop working.
vi. Weapons and Spells providing Physical/Magical Bonus give half normal
bonus (round up) against monster with Physical/Magical Resistance,
and no bonus against monster with Physical/Magical Immunity.
vii. Modify by monster Combat Rating. Difficulty is Toughness.
viii. Pass If monster is Spawn or Endless, return it to cup. Otherwise,
take monster as trophy. If monster is Overwhelming X, lose X Stamina.
If Dunwich Horror, remove the Dunwich Horror tokens. Player may
search the Common Item, Unique Item, Skill, Spell or Ally decks for
any one card and take it.
5. Fail Fight or Flee: Lose Stamina equal to Combat Damage. Goto Choose Fight or
Flee.
Casting Spells
1. During specified phase, pay Sanity cost of spell and Exhaust.
2. Spell Skill Check. Use Lore skill with Lore and Spell Skill bonuses. Add
casting modifier. Pass Gain benefits of spell. Take corresponding Magical
Effect card if applicable. Fail No effect.
3. If applicable, hands are used regardless if spell is successful or not.
Investigator Status
1. Sanity and Stamina
(a) Can never exceed maximum Sanity or Stamina
(b) If Sanity or Stamina are ever reduced to 0
i. Discard half of items (count all Common Items, Unique Items, Spells,
Deputy’s Revolver and PatrolWagon), half of Clues (round down), all
Retainers. Restore Sanity or Stamina to 1. OR
ii. If 0 Stamina, draw an Injury card and restore Stamina to its maximum
value or if 0 Sanity, draw a Madness card and restore Sanity to its
maximum value.
iii. In Arkham If Sanity was 0, goto Arkham Asylum. If Stamina was 0, goto
St. Mary’s Hospital.
iv. In Other World Player is Lost in Time and Space.
(c) If both Sanity and Stamina are reduced to 0, investigator is devoured.
(d) If Maximum Sanity or Stamina is reduced to 0, investigator is devoured.
2. Delayed Place investigator marker on its side.
3. "Stay here next turn" Equivalent to delayed and different from “Lose your
next turn”.
4. Arrested Move to Jail, lose half of money (round down), be delayed and lose
next turn.
5. Barred: May enter street areas from a barred neighbourhood but not its
locations, unless with an open Gate, or as a result of actions taken in other
phases (returning from being lost in time and space, arrested, sent to the
Asylum, …). If no appropriate Barred card left, take one from another
investigator. All Barred cards are discarded when the Terror level goes up.
6. Benefits / Detriments: If another investigator already has a Benefit you are
told to draw, you may take it. If a Detriment, you must take it.
7. Blessed / Cursed: If Blessed investigator is Cursed, discard Blessing. If
Cursed investigator is Blessed, discard Curse.
8. Conditions: Begin the game face down. Turn face up when active. Turn sideways
when exhausted and refresh during Upkeep.
9. Devoured: Discard all cards except unspent trophies. Shuffle investigator
sheet with unused sheets. Draw new investigator at random and set up as in
Game Setup.
10. Lost in Time and Space: Move to LiTaS area, be delayed and lose next turn.
11. Retirement: If a player has 2+ total Injury / Madness cards, he may
voluntarily retire his investigator and set up another.
12. Tasks and Missions: End move at each location in the listed order. Perform
the proper sacrifice at the start of Upkeep if required. Place a Clue token
on the card to indicate a completed step. Once all steps completed, receive
Payoff or resolve Effect and return card to the box.
Monster Limit and the Outskirts
1. Monster Limit Max: # of monsters in Arkham city (not Dunwich or Kingspoint)
and Sky area is # players+3 except when terror is 10, no limit.
2. If adding a monster would bring the number of monsters above the monster
limit, place monster in Outskirts area. If # monsters in Outskirts exceeds
(8- # of players), return all monsters in Outskirts to cup and increase
terror by 1. Continue adding monsters if applicable.
Terror Track
For each point terror level goes up:
1. Return to the box a random unclaimed Ally card (if any left).
Also:
(a) If terror level reaches 3, close General Store. Players and monsters
inside move to Rivertown.
(b) If terror level reaches 6, close the Curiositie Shoppe. Players and
monsters inside move to Northside.
(c) If terror level reaches 9, close Ye Olde Magick Shoppe. Players and
monsters inside move to Uptown.
(d) If terror level reaches 10, monster limit is removed. If it increases
again (eg Mythos card) add a doom token to the doom track per level it
increases.
10 Ancient One Awakens!
When one of the following occurs, immediately goto Final Battle:
1. Doom Track is full
2. Too many Gates open:
1-2 Players 8 Gates Open
3-4 Players 7 Gates Open
5-6 Players 6 Gates Open
7-8 Players 5 Gates Open
3. New Gate opens and no Gate Markers left
4. A Monster should spawn but none are left in the monster cup
5. Terror level reaches 10 and there are monsters in play equal to twice the
Monster Limit
Final Battle
Fill the Doom Track with doom tokens. All players in Lost in Time and Space are
devoured and eliminated. Perform AO’s start of battle action. Discard all
Environment and Rumor cards and the Herald sheet if any. No money can be
collected, no roll for Retainers or Bank loans. Then:
1. Refresh Each player performs Upkeep. Pass the first player marker to the
left. Trade items as if all players were in same location.
2. Attack Each player still alive starting from the first player may make a
Combat Check against AO, using its Combat Rating as modifier. For each # of
successes equals to # of players, remove one Stamina from AO. Carry over
remaining successes to next round.
3. Spells Spells only last for 1 combat round when fighting anAOand must be re-
cast. AO is not considered as a monster, spells specific to monsters (eg Red
Sign of Shudde M’ell) have no effect.
4. Ancient One Attacks The AO attacks each player in turn (see AO Card). Any
player reduced to 0 Stamina or Sanity is devoured and eliminated. If all
investigators are eliminated, players lose. Goto Refresh.
Epic Battle
Instead of following the normal rounds listed above use the Epic Battle rules.
1. Refresh Each player performs Upkeep. Pass the first player marker to the
left. Trade items as if all players were in same location.
2. Draw Epic Battle card Draw one card from the Epic Battle deck and follow the
rules on the card for attack sequence and effects. Goto Refresh.
(a) If the Epic Battle Card is a “Sinister Plot”, draw a card from the Ancient
One’s Plot deck.
Winning
1. Victory Conditions:
(a) Close the Gates A player closes the last gate on board. Players have gate
trophies (including gate just closed, not including trophies spent); # of players.
(b) Seal the Gates; 6 elder signs on the board.
(c) Banish the Ancient One Ancient One is defeated.
2. First Citizen of Arkham: Player with the most gate trophies. (Break ties by most monster trophies).
3. Scoring a Victory
Total Score is:
Highest Number on Doom Track
- Terror Track
+1 per unpaid/defaulted Bank Loan
-1 per elder sign played
+1 per unspent gate trophy
+1 per 3 unspent monster trophies
+1 per sane, surviving investigator
+1 per Task or Mission completed during the game
-1 per investigator retired during the game.
Miscellany [Version 1.11: November 23, 2007]
Arkham and Dunwich “In Arkham” applies to locations and areas in Arkham and Dunwich.
Arkham and Kingspoint “In Arkham” applies to locations and areas in Arkham and Kingspoint.
Curfew Deputy is not affected by Curfew penalty.
Discard Place card at bottom of appropriate deck.
Environment Environment cards do not affect investigators in Other Worlds except All Quiet in Arkham! and Ill Wind Grips Arkham.
Items
Common Items, Unique Items, Spells, Deputy’s Revolver, Patrol Wagon.
Return to box Monster/Item/Card is removed from game.
Rumours Cards that affect monsters at Miskatonic Uni do not affect those spawned by The Terrible Experiment card.
Special Card Limits At most one Retainer, Bank Loan, Silver Twilight Membership and Bless/Curse card per player.
Special items The Bullwhip and Cross do not have to be used in combat to use their special abilities.
Spending Trophies Return monster trophies to cup. Return Gate trophies to bottom of gate pile.
Timing Conflicts Players decide order.
Ties or Players Cannot Decide First player chooses.
Trading Players in same street area, OtherWorld or location may trade money, Common Items, Unique Items and Spells at any time except during combat.
Trophies When spent, monster and Gate trophies are returned to their respective cups. Use modified Toughness when spending monster trophies.
Based upon the modular reference sheet by Zeb Ulon http://www.boardgamegeek.com/file/info/28048
Created by SpinDisc http://www.randomdice.com/
This message was last edited by the GM at 13:34, Mon 10 Oct 2011.