Full manual text
A Conspirac y Revea led
Harrigan ran his bandaged hand across the map on the hotel
room’s wall. Dozens of documents and scraps of paper from all
over the world were pinned to their corresponding locations,
interconnected by a complex web of colored string. He followed a
red string from the transcribed testimony of a lunatic in Arkham
to a pencil rubbing of some pictographs he found in the Amazon.
From there, he traced a blue thread to a page torn from the journal
of that astronomer who was murdered in Sydney.
But the big picture still wasn’t emerging. Something was distracting
him. What was it? The vendor at the train station had a tattoo
on the back of his hand. Maybe that was it. Harrigan was sure
he’d seen that symbol before. It could be nothing. He may just be
paranoid. Still, he should make a drawing of the tattoo and show it
to Diana. She’d know for sure.
A sound in the street suddenly caught his attention. No, it was half
a sound. It was something that was going to be a sound, maybe a
scream, but was then cut off. He walked away from his map and
made sure the door to his room was locked.
During the nine hours he’d been in town, he went straight from the
train station to the museum, and then to the hotel. Who could have
found him so quickly?
Was it the curator? That old man had been so enthusiastic, pointing
gleefully at tiny etched figures on pottery shards. He lectured at
painful length about a primitive belief in an ancient evil that
would someday enter this world through magical doorways. Did
that odd little bookworm have Harrigan followed?
Something heavy fell to the floor outside in the hallway and arcane
forces began to violently shake the door in its frame. Harrigan sighed.
There would be no time for packing. He could take the essentials and
that was it. He picked up his gun, checked the clip, confirmed that
there was one in the chamber, and turned the safety off.
The door’s enameled wood began to splinter and one of the hinges
literally shook itself to pieces. Harrigan knew that he couldn’t leave
any clues. With a well-practiced snap, his cigarette lighter was
open, and he ran the flame across the bottom of the map. The fire
quickly ran along each thread, devouring the documents. If this is
the maid, Harrigan thought, I’m going to have a lot of explaining
to do.
The door exploded into the room with a thunderous crack, and the
thing stepped past the threshold.
It was not the maid.
The sight of the creature sent a cold shock through Harrigan’s spine,
but he couldn’t let himself stop moving; not if he hoped to reach
London by the end of the week. Harrigan closed his eyes and ran
for the open window. The room was filled with the roaring of
gunshots, fire, and madness.
Game Overview
Eldritch Horror is a cooperative game of investigation and horror inspired by the writings of H. P. Lovecraft. In each game, one of the Ancient Ones, a being of unimaginable power that predates time itself, is awakening. Players take on the roles of investigators who are attempting to solve mysteries, defend humanity from unimaginable horrors, and ultimately banish the Ancient One from this world. If investigators fail at their task, the Ancient One awakens, and mankind is doomed.usinG this Rulebook
This rulebook is written with the sole purpose of teaching
new players how to play Eldritch +orror
. For this reason, this
rulebook omits many rules exceptions and card
interactions. In addition to this rulebook, this game also
comes with a reference guide.
The reference guide addresses rules questions and special
exceptions that are not answered in this rulebook. The
guide also includes optional rules for adjusting game
difficulty, scoring, and playing one-player games. plAyeRs And investiGAtoRs
When playing Eldritch Horror, each player controls an
investigator. In this rulebook, the word “investigator”
refers to both the player controlling the investigator as
well as the in-game character.
strerd's NOTE
When combining information from the various expansions,
information was added where it fit logically. Official errata
has replaced original rules text (errata for other components
is included).
1
---
of millions of years after that, the Great Race of Yith projected their minds
into
strange conical beings and used their advanced technology to catalog knowledge
through
out time. The serpent people we
re once the undisputed rulers of the world, even
using their mastery of science and sorcery t
o subjugate early humans.
Yet, each in turn fell. Whe
ther the result of the e
lements, predators, o r their own over-
reaching ambition, each of these m
ighty civilizations fell to ruin. Their stories are
known to only a few. The knowledge of these species has been kept from humanity, and
yet, within these lost stories lays the only hope for the survival of mankind. To protect
t
his world from the imminent threat of the Ancient One, a few brave investigators
m
ust uncover this forsaken lore.
In the Forsaken Lore expansion, what the investigators previously
thought they understood was all an illusion. Now the Ancient Ones
have grown in power and stand ready to breach into our world. This
expansion includes a new Ancient One, Yig, as well as Mystery cards
for the existing Ancient Ones, hundreds of new stories to encounter,
and new Artifacts, Assets, and Spells for investigators to wield against
the Ancient Ones.
An AntArctic ExpEdition
The Antarctic fog parted, and the towering mountain range suddenly became visible.
The dark peaks reached impossibly
high into the air, vast and foreboding.
“You ever see mountains th
at big before?” Ropes asked, shouting over his plane
’s
engine. Ursula shook her head in response.
These peaks made the Himalay
as look like foothills. Ursula felt certain no one had
seen mountains that big before.
Not until Professor Lake’s transmission a few days
ago. A twinge of sorrow picked at her. Poor Lake. “What happened at the camp?”
Ropes winced. “It was
grim. Once t
he storm cleared and we were able to get there,
everyth
ing had been torn apart. Everyone was dead. Dogs too. Some
of the men had
been gutted. T
hey reckon one of the
scientists cracked up and killed them all. It’s…”
he couldn’t finish the thought. “I knew those guy
s. All of them. On the ship down
and across the i
ce shelf. They were all solid as an oak, you know? I guess there’s
something about being so cut-off down here. You eve
r hear of someone snapping like
that?”
Ursula’s
jaw clenched. Yes, she’d seen the horror that human madness could wreak.
She’d seen it in India, in Ecuador, and in Chicago. Still, how could one person
manage so much bloodshe
d? If it wasn’t some madman, what else could have possibly
been th
e source of such butchery?
“There’s the
opening,” Ropes pointed to a gap between the towering peaks. “You’re
going to want to brace yourself for what’s on the other side.” He paused for dramatic
effect. “It’s a city.”
The Mountains of Madness expansion leads investigators on the Miskatonic
Expedition to Antarctica to discover the history of the elder things, an
ancient alien race t hat was once the dominant s pecies on Earth. It
includes new investigators, Ancient Ones, Monsters, and encounters to
be used with Eldritch Horror. It also introduces entirely new mechanics
including a new side board, Unique Assets, the Focus action, TASK
Assets, and of course, an adventure into the Mountains of Madness.
The Strange Remnants expansion leads investigators to explore the
mysterious remnants of past civilizations and the ruins left behind. These ancient sites of power can be harnessed by the worshipers of the Ancient Ones for nefarious purposes or by the investigators to protect humanity. This expansion includes a new Ancient One and new investigators, Monsters, and encounters to be used with Eldritch Horror.
It also introduces entirely new mechanics including Adventures, Mystic
Ruins Encounters, the Focus action, and Unique Assets.
Under the Pyramids
“Come back!” Hanif stood at the top of the stairs in his fine white linen s
uit. If he
had his way, th
e stone
that covered these steps would be restored to where it had rested
for over 3000 years. “This place is not meant for the living! Jac
k?”
Inside the winding catacombs, Monterey Jac
k held his torch up
t
o the walls as he walked. How many mummified remains had been entombed here?
Each wore the inverted ankh and each was arm
ed with a khopesh. “Hanif!” Jack
called excitedl
y. “
This is the army of Nephren-Ka. We have found the Labyrinth of
Kish! Come down h
ere!”
Jack’s torch illuminated a mural on th
e wall. It depicted Akenaten’s prayer to the sun
and the arrival of the pri
est, Ne
phren-Ka. Look again, Jack. How many times had
Jack stared blankly at a shard of pottery or weathe
rworn stone only to have his father’s
voice gently
urge him to see more? Jack looked again. That was
not the sun. It was a
swirling mass of chaos
, and it was not sending a priest. It was resurrecting a king.
Nephre
n-Ka was not just named after the legendary Dark Pharaoh; he was that same
ancient horror. “Hanif! Get in here! This is an amazing—”
Jack turned and abruptly came face to face with Hanif, now clad in a black robe and wearing an inverted ankh
around his neck. “You were a brave man, Jack.” Hanif
rais
ed his khopesh to Jack’s throat. “Your father died bravely as well.”
The Under the Pyramids
expansion leads investigators on an expedition
beneath the pyramids of Giza to uncover the dark history of the Black
Pharaoh, a cruel ruler of ancient Egypt who was stricken from all records.
It includes new investigators, Ancient Ones, Monsters, and encounters to
be used with Eldritch Horror. It also introduces new mechanics inc
luding a
new side board, Unique Assets, Impairment tokens, and an adventure
Under the Pyramids.
EXPANSION oveRviewS
Long before humanity presumed to call itself the earth’s dominant
life form, there were
many others. Over a billion years ago, the e lder
things descended from space and built enormous cities. Hundreds
At the dawn of civilization, priests and prophets called for great
blocks of stone to be brought over vast distances
and then
inscribed with prayers and parables. The very sight of these
towers, ziggurats, and monuments brought all who
saw them to their knees. Now
moss covers these incre
feats of engineering and unspeakable horrors have taken
root within.
But the stones
have endured. The architects foresaw the coming of the Ancient One
and their work may yet
hold the ke to humanity’s survival. Only those of
sufficient courage and
skill will be able to unlock the secrets of these ancient
wonders!
2
The great magician h ad just spent the last hour watching more than a hundred well-
dressed audience membe
rs arrive and claim their tickets to the local p remiere of the
notorious play
, The King in Yellow. They had walked t hrough this door, but now they
were gone. In their place, each seat i n this theater was occupied by a life-sized puppet
instead. And e ach puppet
’s head had been turned to look in Dexter’s direction. “ A
competent illusion,” he called out with genuine admiration.
The mas
ked figure on stage st
epped down into the aisle. The c reature was wrapped in
moldering tatters
. Its mask moved slightly, i ndicating that its face—or whatever it was
t
hat the mask hid—was undulating in some abominable manner. The thing lurched
forward, knocking puppets to the ground and shattering them.
D
exter smiled and calmly rotated a small stone he had palmed. As he did, he muttered
arcane syllables that had been taught to him on a nameless island in the Pacific. The
creature struck with th
e speed of a viper, wrapping its clawed hands around the
m
agician’s throat. But it found nothing but smoke. The Great Dexter Drake was
gone.
The padlock and chain struck loudly against the floor, and the door to the theater s
wung open. Dexter returned his lock picks to
their hidden pocket and stepped forward cautiously.
In the Signs of Carcosa expansion, investigators must discover the cause
of the spreading madness that is sweeping the cities of the world. As the citizens of a population center lose their minds, they see the phantom spires of an alien city and visions of a faraway lake. This expansion includes a new Ancient One and new investigators, Monsters, and encounters to be used with Eldritch Horror. It also introduces entirely
new mechanics including Unique Assets and Impairment tokens.
found nothing but smoke The Great Dexter Drake was gone The padlock and chain struck loudly against the floor and the door to the theater s wung open Dexter returned his lock picks to their hidden pocket and stepped forward cautiously In the Signs of Carcosa expansion investigators must discover the cause of the spreading madness that is sweeping the cities of the world As the citizens of a population center lose their minds they see the phantom spires of an alien city and visions of a faraway lake This expansion includes a new Ancient One and new investigators Monsters and encounters to be used with Eldritch Horror It also introduces entirely new mechanics including Unique Assets and Impairment tokens
---
BASE Components
8 America
51 Mythos Cards
8 Asia/Australia
24 Other World
12 General
12 Special
(2 backs, 6 each)
32 Research
(4 backs, 8 each)
33223
5
Lo
re
Observ
ation
Influ
ence
Stre
ngth
Wi
ll
•
•
: Each investigator on
your space
r
A
eco
ction
vers 1 Sanity.
The
Musicia
n
Jim
Culver
4 Ancient One Sheets
0
1
12
3
42
2
1
1
—
—
{
Cult
is
ts
Se
t
Mythos
Deck
1
I:Stage
II:Stage
II
Place 1
Eldritch
the
up
Omen
After
resolving the
ealth and
Aza
th
•When 3 Mysteries
have been solved,
investigators win the
game.
World is Devoured!”
effect on
this s
the world in
heet and resolve
the “T he hal
f.
1 Game Board
prove
|
Sa
n
F
r
an
c
i
S
c
o
G
ai
ncanta
ti
Sp
ell
s
rkh
a
m
Gain
Ritual
lls
BueoS
a
ir
eS
Sp
Clue
en
s
ond
o
n
prove
]
itan
B
mprov
e
ro
m
the
a
h
Frica
e
art oF
the
PyramidS
the
himaLayaS
tungu
Ska
B
Legend
A
B
Reserve
A
pat
hs
tra
in
city
uncharted wilderness
ship sea
spac
es
B
O
m
e
n
T
racA
Servi
ceWhen per
Assets action, y
forming an
A
ou may
cquire
gain a Debt
Condition to
immediately
add 2 successes to
your test result.
0 Bank
Loan
prove
[
San
g
i
prove
}
ydn
ey
at
Mo
rs
ok
y
antarc
tica
the
amazon
1
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
2
3
1
REFERENCE
8 Europe
12 Investigator Sheets
with Matching Tokens and Plastic Stands
1 Reference Guide
122 Encounter Cards
(21 yellow, 18 green,
and 12 blue)
14 Artifact Cards
Condit
ion
Deal —
Common
Local Action:
Test .
If you pass, disc
this card.: Some men
have come
De
bt
Spe
ll
Ritu
alAction: Test [–
1. If you
pass, choose an
investigator on
your space that does not have
Blessing of
Isis
36 Condition Cards
20 Spell Cards
40 Asset Cards
Icon
Reference
2
Spawn
Clues
Number of Players
Monster Surge
Spawn Gates
11
1
4 Reference Cards 1 Doom Token
43 Monster
Tokens
1 Omen Token36 Clue Tokens30 Improvement
Tokens
(6 for each skill)
20 Travel
Ticket Tokens
4 Dice
78 Health and
Sanity Tokens
30 “1 Health”
12 “3 Health”
34 normal, 9 epic
9 Gate Tokens
(8 train, 12 ship) 4 Rumor Tokens
1 Mystery Token
1 Lead
Investigator
Token
18 Expedition
(6 backs, 3 each)
20 Eldritch T okens
EXPANSION
ComponenTS
(see next page)
Mystery Cards
(2 unique backs)
Adventure Cards
(3 unique backs)
Antarctica Side Board
p
W
er
h
f
e
or
n
m
a
n
s a
inmavyes
tspi
gaentdor
n
2
re
s
n
y
c
e
e
va
a
esr
ch
ini
fy
g
c
l
tic
— I
e h
at
em
e
.
iscot
O
n
cyoouurl p
b
ke
e
e n
gi
its
n
n
n
c
th
e
a
e
b
n
et
te
w
e
rs
t
en
pl
u
d
of i
ur a
nprd epd
A
Wea
d
h
v
t
f
er
eh
en
e
.n
Antarc
Gatheri
ng
You
pviersona
n
s
Outpost
Antarctica
Research
NEW ENCOUNTER CARDS
Mountains
Prelude Cards
Round
Overview Cards
Unique
Asset Cards
A
ns
c
e
p
1^
^
e
s
r p
fPo
arr
ce
m
epara
e
uir
n
d
d
e
o
ne for ce
e
r
m
of rav
A
r
o
eo
vcq
qel:u
e
u
n
^
Ea
c
tic
T
h
k
a
e
rav
t
c
s
t
t
i
t
el:
o
io
n
o
M
ca
o
n
v
e
b
n
a
f
s
d
r
v
pinv
o
e
ag
l
ec
mCom
a
t
sei
i
tsn
r
i
c
.
e
g
kt
a
rlesser va
Aa
le
t
u
s
t.
os
1
]
serv
e
nene
t
.
s
n
s
p
A
Tp
a
e
d
n
ssets:d
d
i
t
t
i
r
o
a
a
T
dGl
n
v
e
.
ea
as
oi
lt
l
r
e
r o
ctions:
n yo
u
po
P
r
e
^ t
A rform
h
s
e
p
a
a
c
c
t
e
i
.
ot n
Uni
que
Ass
et
t
as
Phase, you
may spend
yourself
mankind;
For the
Greater
Go
od
Adventure Token
7
24 “1 Sanity”
12 “3 Sanity”
16 Mystery Cards
(4 backs, 4 each)
1 Active
Expedition
Token
Focus Tokens
Mystic
Ruins
Mystic Ruins Token
Egypt Side Board
" G S J D BEgypt
3
---
EXPANSION COmpOnents
FORSAKEN LORE
•1 Ancient One Sheet
•148 Encounter Cards
8 America 8 Europe
8 Asia/Australia
4 General
6 Other W
orld
6 Expedition (6 unique backs)
20 Special (4 unique backs)
88 Research (5 unique backs)
•14 Mystery Cards (5 unique backs)
•6 Mythos Cards •
8 Artifact Cards
•16 Asset Cards •
24 Condition Cards
•28 Spell Cards •
8 Monster T okens (1 normal, 7 epic)
•6 Health and Sanity Tokens (4 health, 2 sanity)
4
Using ExpansionS
When playing with the expansion(s), add all expansion components to their respective decks or pools of Eldritch Horror components. Unless
otherwise instructed, use all components when playing with expansion(s).
Expansion iconS
Expansion cards are marked with the respective expansion icons to
distinguish them from the cards in the Eldritch Horror base game.
These icons are shown here under their respective game box images.
When used throughout this rulebook, these icons indicate expansion-specific rules.
MOUNTAINS OF MADNESS
•1 Antarctica Side Board
•8 Investigator Sheetswith tokens and plastic stands
•2 Ancient One Sheets
•168 Encounter Cards 4 America 4 Europe
4 Asia/Australia 4 General 6 Other World 16 Outpost
16 Mountains 6 Expedition (3 unique backs) 48 Research (2 unique backs) 24 Special (3 unique backs) 16 Antarctica Research
•26 Mythos Cards
• 8 Artifact Cards • 32 Condition Cards
•16 Spell Cards •
6 Prelude Cards • 42 Unique Asset Cards
•16 Asset Cards •
4 Round Overview Cards
•14 Mystery Cards (2 unique backs)
•12 Adventure Cards (3 unique backs)
•6 Clue Tokens •
8 Focus Tokens • 6 Gate Tokens
•1 Mystery Token •
22 Monster Tokens (14 normal, 8 epic)
•1 Adventure Token
STRANGE REMNANTS
•1 Ancient One Sheet
•4 Investigator Sheetswith tokens and plastic stands
•86 Encounter Cards
4 America 4 Europe 4 Asia/Australia 4 General
6 Other World
20 Mystic Ruins (4 unique backs)
20 Special (2 unique backs) 24 Research (5 unique backs)
•16 Asset Cards • 16 Spell Cards • 6 Adventure Cards
•4 Artifact Cards • 16 Condition Cards • 16 Condition Cards
•6 Mystery Cards • 20 Mythos Cards • 4 Prelude Cards
•4 Round Overview Cards • 24 Unique Asset Cards
•6 Monster Tokens (4 normal, 2 epic) • 1 Adventure Token
•10 Health and Sanity Tokens (6 Health, 4 Sanity)
•12 Focus Tokens • 1 Mystic Ruins Token
UNDER THE PYRAMIDS
•1 Egypt Side Board
•2 Ancient One Sheet
•8 Investigator Sheetswith tokens and plastic stands
•154 Encounter Cards
•22 Mythos Cards • 6 Prelude Cards • 4 Artifact Cards
•16 Asset Cards • 24 Spell Cards • 16 Condition Cards
•35 Unique Asset Cards • 12 Mystery Cards (2 unique backs)
•6 Adventure Cards • 12 Health and Sanity Tokens
•6 Clue Tokens • 20 Impairment Tokens
•6 Gate Tokens 1 Adventure Token
•1
Active Expedition Token
•122 Monster Tokens (7 normal, 5 epic)
SIGNS OF CARCOSA
4 America 4 Europe
4 Asia/Australia 4 General 6 Other World 16 Egypt
16 Africa12 Expedition (9 unique backs) 40 Special (4 unique backs) 48 Research (2 unique backs)
•4 Investigator Sheetswith tokens and plastic stands
•1 Ancient One Sheet
•84 Encounter Cards
4 America 4 Europe
4 Asia/Australia 4 General
6 Other World
6 Expedition
24 Research
32 Special (3 unique backs)
•24 Mythos Cards • 8 Mystery Cards • 4 Prelude Cards
•16 Asset Cards • 4 Artifact Cards • 16 Condition Cards
•12 Spell Cards Cards • 16 Unique Asset Cards
•8 Monster Tokens (6 normal, 2 epic)
•20 Impairment Token s
---
5
1.PLACE GAME BOARD - Unfold the game board and place it
in the center of the play area within easy reach of all players.
While a side board is in play, “game board” refers to both the
main board included in Eldritch Horror and the side board(s).
“Side board” refers to the side board but not the main board .
If the Rise of the Elder Things Ancient One or
the Doomsayer
from Antarctica Prelude card are to be used, also lay out the
Antarctica side board.
If the Nephren-ka Ancient One or the Under the Pyramids
Prelude card are to be used, also lay out the Egypt side board.
2.ORGANIZE TOKENS Organize the tokens as listed below:
A.Create the Gate stack by randomizing the nine Gate tokens,
placing them face down (common side up) in a stack within reach of
all players.
B. Create the Clue pool by placing the Clue tokens face down
(common side up) in a pile within reach of all players and randomize
them.
If the Antarctica or Egypt
side board(s) are in use,
include their respective Clue tokens (6 each) and Gate tokens (3
each) during the previous two steps. These correspond to locations
on the side board(s). Otherwise, return them to the game box
.
C. Create the general token pool by taking all Health, Sanity,
Improvement, Travel Ticket, Eldritch, Mystery, and Rumor tokens as
well as any standard expansion tokens and place them in piles within
reach of all players.
Add all Focus tokens and the Adventure token to
the general token pool.
Add all Impairment tokens and the Adventure token
to
the general token pool.
3.CHOOSE AND PLACE INVESTIGATORS - Players agree upon
one player to receive the Lead Investigator token. If they cannot
decide, players assign this token
to a random player as they see fit (for
example, by rolling a die).
Star
ting with the Lead Investigator and proceeding clockwise, each
player
chooses one investigator. He takes the corresponding
Investigator sheet, then places the matching Investigator token on the
game board space listed on the back of his Investigator sheet.
setup
Before playing each game, perform the following steps in order. The
setup diagram on
the next page shows an example of these steps.
Unless otherwise indicated by expansion-specific icons below, when
playing with expansions, add all expansion components to their
respective decks or token pools (or create additional decks/pools in
the case of new components).
Before setup, players draw one random
Prelude card. These cards alter game setup
and make each game feel unique.
The card’s effect is resolved
immediately after drawing the card, unless it specifies different
timing, such as “after
resolving setup.”
Starting Space
Investigator Sheet Back
Starting Possessions
1 Fishing Net Asset
Sydney, Australia
Silas Marsh
4.RECEIVE STARTING POSSESSIONS, HEALTH & SANITY
Each investigator receives the starting possessions listed on the back
of his Investigator sheet (see image above). He gains any Assets or
Spells listed by taking the matching card from the game box. Then he
takes a number of Health and Sanity tokens equal to his investigator’s
maximum Health and Sanity listed on the front of his Investigator
sheet (see “Health and Sanity” on page 17 ). He places these tokens
near his Investigator sheet.
5. DETERMINE ANCIENT ONE - As a group, players choose one of
the Ancient One sheets. Each Ancient One provides a different game
experience. For their first game, it is recommended players choose
“Azathoth,” as he is the most straightforward Ancient One. Place the
chosen sheet face up (displaying a Doom value in the top left corner)
near the game board and resolve any setup effects on the sheet.
6. CREATE MONSTER CUP - Take all non-epic Monster tokens and
place them in an opaque container such as a bowl, mug, or the cover of
the game box (not shown in setup diagram). Then shake this container to
randomize the Monster tokens.
Do not place the Epic Monster tokens in the Monster cup. Epic
Monster tokens are marked by their red color and clipped lower-left
corner (see “Epic Monsters”, page 18 ).
If the Rise of the Elder Things Ancient One or the Doomsa
yer
from Antarctica Prelude card are to be used, set aside the
following Monsters from the Monster cup:
1 Elder Thing 1 Giant Penguin
1 Proto-Shoggoth 1 Shoggoth
7.SEPARATE AND
PLACE DECKS - Take all Research Encounter
cards, Special Encounter cards, and Mystery cards that do not
correspond to the chosen Ancient One and return them to the game box
(see below). Those cards will not be used for this game.
- Shuffle all Expedition Encounter cards into a single deck,
regardless of card back.
- Shuffle the Spell cards and Condition cards into two separate decks.
Place these decks face up, with the top card’s name and artwork
visible.
- Set the Mythos cards aside for step 8. Then separate all other cards
into decks by card back and shuffle each deck.
If the Rise of the Elder Things Ancient One or the Doo
msayer
from An
tarctica Prelude card are to be used, also lay out the
Outpost, Mountain, and Antar
ctica Research Encounter cards.
If the Doomsayer from Antarctica, Cosmic
Alignment, or
Under the
Pyramids Prelude card is in use, shuffle and
place the Adventure cards near the board.
Otherwise, they are
returned to the game box.
Shuffle and place the Unique Asset deck near the
standard Asset deck.
If the Syzygy Ancient One or the Cosmic Alignment Prelude
card is in use, shuffle and lay out the Mystic Ruins Encounter cards.
Otherwise, return them
to the game box.
Then separate all other cards as listed below and place them near the
game board.
A
NCIENT ONE SPECIFIC CARDS
Cthulhu Mystery
Cards
Cthulhu Research
Encounter Cards
Cthulhu Special
Encounter Cards
Each Ancient One
has two unique decks of cards: the Mystery
deck and the Research deck. Some Ancient Ones also have a
Special Encounter
deck called out in the
ir setup effect. Each card
can be identified by an illustr
ation of its corresponding Ancient
One
on the c
ard’s back.
If the Nephren-ka Ancient One or the Under the Pyramids
Prelude card are to be used, set aside the following
Monsters from the Monster cup:
1 Mummy 1 Sand Dweller
1 Spawn of Sebak
game box Then separate all other cards as listed below and place them near the game board A NCIENT ONE SPECIFIC CARDS Cthulhu Mystery Cards Cthulhu Research Encounter Cards Cthulhu Special Encounter Cards Each Ancient One has two unique decks of cards the Mystery deck and the Research deck Some Ancient Ones also have a Special Encounter deck called out in the ir setup effect Each card can be identified by an illustr ation of its corresponding Ancient One on the c ard s back If the Nephren ka Ancient One or the Under the Pyramids Prelude card are to be used set aside the following Monsters from the Monster cup 1 Mummy 1 Sand Dweller 1 Spawn of Sebak
---
Phase 1: Action Phase
During this phase, each investigator resolves up to two actions.
Performing actions is the main way in which investigators
move about the game board and acquire beneficial cards and
tokens (such as Asset cards and travel tickets).
This phase starts with the Lead Investigator. He performs two
actions of his choice, then the investigator to his left performs
two actions, and so on, until each investigator has performed
his actions.
During the Action Phase, investigators may perform the following actions. The detailed rules for these actions are explained in the following sections.
^^Travel
^^Rest
^^Trade
^^Prepare for Travel
^^Acquire Assets^
Important:
Each investigator can perform each action
only once during a round. For example, an investigator
cannot perform two Rest actions.
Travel Actionc
Health Tokens Sanity Tokens TracPrarrTracwhAt ARe spACes And PAths?
The different types of spaces and paths are shown on the
Legend of the game board.
Tokens are often placed on 6 3 $ & ( 6 of the game board. Spaces
include named locations (such as Arkham ), as well as
numbered locations.
Examples of inv
estigators on paths
Each space is connected to at least one adjacent space by lines known as PATHS.
Each path has a type (color) that corresponds to a type of travel ticket (see “Travel Action”).
^ Component Actions
^
Focus
Rest ACtion
The investigator recovers 1 Health and 1 Sanity (see “Health and
Sanity” on page
17).
An investigator cannot perform this action if there is a Monster
on his space.
The investigator moves his Investigator token to any adjacent
space (see “What are Spaces and Paths?” on the right).
After moving, the inve stigator may spend any number of travel
tickets to move one additional space pe r ticket spent.
Investigators can only spend Train Tickets to move along Train
paths, and Ship Tickets to move along Ship paths (see “What are
Spaces and Paths?” on right). S
ee the “Action Phase Example”
diagram on page 9 for an example of a Travel action.
Moving to the Side Boards
Traveling to Antarctica can be a challenge. Below are the
two options available to investigators to reach their destination.
^ Antarctica on the main board and Miskatonic
Outpost on the
s
ide board are connected by a Local path. During the Action
Phase, an investigator may move from Antarctica to Miskatonic
Outpost or from Miskatonic Outpost to Antarctica.
•Each investigator may perform thi
s movement only once
per round.
•This movement does not require an action but cannot be
performed by a Delayed investigator.
^ Alternately, when an investigator performs an Acquire
Assets action, he may spend two successes to move to
Miskatonic Outpost.
•The Pyramids is connected to each of the following
spaces
by a Local path: Alexandria, Cairo, Tel el-Amarna, and The
Bent
Pyramid.
•The Heart of Africa is connected to The Nile River by a
Local path.
•Space
10 is connected to The Sahara Desert by
a Local path.
•Space 17 is connected to Cairo by a Ship path.
A number of spaces on the main board and side board are
connected by Local or Ship paths, allowing investigators to
move onto and off of the side board with the Travel action or
any other effect that allows an investigator to move.
8
^ Below is a list of spaces on the main board
connected by Local or Ship Paths.
A number of spaces on the Egypt side board are connected
to other spaces by Local paths. Spaces connected by Local paths
are so close to each other that moving between them does not
require an action.
^ During the Action Phase, an investigator may move along
any number of interconnected Local paths.
•Each investigator may perform this movement only
once per round.
•This movement does not require an action but cannot
be performed by a Delayed investigator.
LOCAL & SHIP PATHS
---
Phase 2: Encounter PhaseaEcrLcaEcr
During this phase, each investigator resolves one encounter.
Encounters often involve reading a short narrative on an
encounter card which can have positive and/or negative
effects.
This phase starts with the Lead Investigator. He resolves
an encounter, then the investigator to his left resolves an
encounter, and so on, until each investigator has resolved
one encounter.
During the Encounter Phase, if an investigator is on a space
cont
aining one or more Monsters, he must resolve a single
Combat Enc
ounter against each Monster on that space, one at
a time, in the order of his choice. If there are zero Monsters on
an investigator’s space, he instead resolves a location encounter
or a token encounter of his choice as described in the sections
below.
C
ombAt enCounteR s
If an investigator is on a space containing one or more
Monste
rs, he must resolve a single Combat Encounter against
each non-epic Monster on that space, one at a time, in the
order of his choice before encountering each epic Monster on
that
space, one at a time, in the order of his c
hoosing. Combat
Encounters are described in detail on page 17, 18.
After an investigator resolves all Combat Encounters, if there
are no Monste
rs in his space, he may resolve another
encounter
.
l
oCAtion enCounteRs
The investigator draws an encounter card matching his space’s artwork or from the General Encounter deck. He resolves the effect that matches his current space, then discards the card.
America Europe Asia/Australia General
If an investigator has multiple types of Encounter cards that he
could draw, he chooses which deck to draw from.
Example: An investigator is on Arkham. He can ch
oose to draw a card from
either the General Encounter deck or the America Encounter deck. If he
chooses to draw a Gene
ral Encounter card, he then resolves the “
of the
card.TEcr^
The text below each named space
on the game board lists the most common effect found on its
specific encounter cards.^^^r^Improve|
SanFranciSco
GainIncantationSpells
arkham
GainRitualSpells
BuenoSaireS
SpawnClueTokens
London
Improve'
iStanBuL
theheart oF
aFrica
the PyramidS
thehimaLayaS
tunguSka
b Legend A
b
Reserve A
b
Doom Track A
paths
train city
uncharted w ilderness
ship se a
spaces
b
O
m
e
n
T
r
ackA
SERVICE
When performing an Acquire
Assets action, you may
gain a Debt Condition to
immediately add 2 successes to
your test result.
-hur 7vhu0
Improve[
S
hanghai
Improve}
Sydney
DefeatMonsters
tokyo
antarctica
theamazon
1
4
5
6
7
8
9
10
11
12
13
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19
20
21
2
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01234567891011121314151617181920
Improve {
rome
Rome encounters often
improve the investigator’s
Will ({)
Investigators on the Antarctica or Egypt side boards
have access to thematic encounters related to the Antarctic or
Egyptian adventure s.
^ During the Encounter Phase, an investigator on Miskatonic
Outpost, Lake Camp, or Frozen Waste may encounter that
space by drawing an Outpost Encounter and resolving the
effect that corresponds to his space.
^ During the Encounter Phase, an investigator on Snowy
Mountains, City of the Elder Things, or Plateau of Leng may encounter that space by drawing a Mountain Encounter and resolving the effect that corresponds to his space.
^
During the Encounter Phase, an investigator on Alexandria,
The Bent Pyramid, or Cairo may encounter that space by
drawing an Egypt Encounter and resolving the effect
that corresponds to his space.
^ During the Encounter Phase, an investigator on The Sahara
Desert, Tel el-Amarna, or The Nile River may encounter that
spac
e by drawing an Africa Encounter and resolving the effect
that corresponds to his space.
10
---
t
oken enCounteR s
Some tokens are placed on spaces of the game board and
provide additional encounter options for investigators on that
space.
^ Clue tokens allow investigators to draw and resolve
Research Encounter cards.
Research Encounter
Card
Clue Token
to draw and resolve Other
World Encounter cards.
Other World
Encounter Card
Gate Token
ARKHAM
^ The Active Expedition token allows investigators to draw
and
resolve Expedition Encounter cards.
Expedition
Encounter Card
Active Expedition
Token
^ Rumor tokens allow investigators to resolve the encounter listed
on the RUMOR Mythos card that refers to that space.
t this
Therangers have is e
something unique abou
place and anama with a
large collection
A dozof astrsettled into
looking streference books.
Ponomical ren unpleasant-
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ngOing
Aligned
O —
RumOR
A
s a
attem
n e
est
nc
ptthese strangers
iga
, r
t
ountv
or
an ien
on
spacbased on his e 7 may
UM
OR
7
Space
Rumor Mythos
Card
Rumor Token
^ Defeated Investigator tokens allow investigators to resolve the
encounter listed on the
back of the defeated investigator's sheet (see
"Defeated Investigators" on page ??).
A Defeated
Investigator Token
“I’
acr
way.
m fine, darling. H
y
her
ourselfnods at th
possession
oss the
, b
e wn
hotel r
y the
s. As convincin
e equipment stroom. G
elp ” Lola
ain all of
g as
she is, y
f y
’
ou
, she
fail, the day D
after
Lola leavoom by 1. Ies the city
discar
wounds. succumbs to her Whether y
ou pass or not,
s on the stage elict
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into a derpossession
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. G
s. She’
The trail of Lola
s belongings lead
ain all of her
ou
D
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ou fail,
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r
Lola
etr
’
Whether y
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degenerates int
s dialogue
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ou
f y
o gibberish.
Noles
owld, Lola has per
Around the worfor sold-out houses. H,
, after being cast in
er from heroversial play” to recov
ylum, sheent reaow
started by travrevi
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she’ll play a differld. Sdohe
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ontr
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“take some time of the as
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that she has checked herself outut this time
the fight against the horreling to Tokyo to track
her big comeback. Bors that threaten this worwn
trical ende
doavor.
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Hayes
I
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per Around the worfor sold out houses H after being cast in er from heroversial play to recov ylum sheent reaow started by travrevi the only other y for s le in she ll play a differld Sdohe ous thea c ever ontr Yforello take some time of the as med drw the Loexhaustion amatic rla needed to that she has checked herself outut this time the fight against the horreling to Tokyo to track her big comeback Bors that threaten this worwn trical ende doavor Lola Hayes I e r 11 o mr The King in f s pA r r y k1 i so i o8 n sv l u g ee l rD s r e t
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hoice
Tokyo,
JP
Investigator
Sheet back
1
1
When an investigator encounters a Clue on the Antarctica side
board, he does not resolve a Research Encounter for the chosen
Ancient One. Instead, he draws and resolves an Antarctica Research
Encounter.
An Antarctica Research Encounter is considered a Research
Encounter for all game effects.
When an investigator encounters a Clue on the Egypt side board,
he draws a Research Encounter for the chosen Ancient One and
resolves the effect that corresponds to his space’s type as normal.
^
Gate tokens allow investigators
AdvEntUrEs
The Adventure cards in expansions represent the expeditions that
investigators can undertake for various rewards, such as retreating Doom
or advancing the active Mystery.
As an
encounter, an
investigator on
London may
draw and resolve a
random
After resolving that
encounter, he may
When this card
enters play, place
When this
Adventure is
completed,
Adve
nture.
he true purpose
of the stan
ding
stones, long thought
to be an ancient
Cosmic
Al ignment
— II
Ruins Under
the Stars
Adventure Card & Adventure Token
When an Adventure is drawn, the active investigator places it face up in
play and resolves that card’s “when this card enters play” effect.
Each Adventure has an effect that allows investigators to complete the
Adventure. When an Adventure is completed, the active investigator
resolves that card’s “when this Adventure is completed” effect, which
often includes drawing another Adventure representing the next chapter
of the story. Then the active investigator discards the Adventure, any
tokens on it, and any tokens placed by its effects.
The ANTARCTICA Adventures are used only if the Doomsayer
From Antarctica Prelude card is drawn at the beginning of the game.
Adventures are split into three stages, shown as a trait on the card’s front
(I, II, III), and tell the story of the Miskatonic Expedition to Antarctica
that will uncover the history of the elder things.
The COSMIC ALIGNMENT Adventures are used only if the In
Cosmic Alignment Prelude card is drawn at the beginning of the game.
Set aside all Adventure cards to be used as instructed by the Prelude. The
COSMIC ALIGNMENT Adventures are split into four stages, shown as
a trait (I, II, III, IV) on the cards’ fronts which will be called out during
the game.
After resolving setup, the In Cosmic Alignment Prelude instructs
investigators to draw the Adventure for the first stage of the story,
Discovery of a Cosmic Syzygy.
The MUSEUM HEIST Adventures are used only if the Under the
Pyramids Prelude card is drawn at the beginning of the game. Adventures
are split into four stages, shown as a trait on the card’s front (I, II, III,
IV), and tell the story of the unfortunate Erich Weiss who has been
framed for the theft of a valuable Egyptian relic.
The Mystic Ruins Encounter cards allow investigators to explore
strange and unexplained places around the globe. The Mystic Ruins Encounter cards are used only if Syzygy is the Ancient One or when using the In Cosmic Alignment Prelude c
ard.
To setup the Mystic Ruins Encounter deck, shuffle all Mystic Ruins Encounter cards into a single deck. Then another player cuts the deck.
corresponds to.
^ The Mystic Ruins token is placed on the space corresponding
to the top card of the Mystic Ruins Encounter deck. This space is referred to as the “Mystic Ruins space.” If the top card of the Mystic Ruins Encounter deck changes for any reason, move the Mystic Ruins token to the appropriate space.
^ During the Encounter Phase, an investigator on a space
containing the Mystic Ruins token may encounter it by drawing and resolving the top card of the Mystic Ruins Encounter deck.
Mystic Ruins
Encounter Card
Mystic Ruins Token
7
^ Mystic Ruins Encounters are complex encounters that may require
an investigator to resolve multiple tests.
^ Each Mystic Ruins Encounter’s back indicates the space it
---
1
3SagMr
spAwninG monsteRs
When an effect spawns a Monster, draw one random Monster token
from the Monster cup and place it on the space indicated by the
effect.
If the Monster has the spawn icon, look at the back of the Monster token and resolve its effect immediately after spawning it (for example, “When this Monster is spawned, move it to Heart of Africa”).whAt is the monsteR Cup?
During setup, players choose any opaque container, such as
the game box lid, to serve as the Monster cup. When a
Monster is spawned, one player draws a random Monster
token from the Monster cup without looking. When a
Monster is defeated or dicarded return it to the Monster
cup. Then shake the container to randomize the Monster
tokens. Sag
spAwninG Clues
When an effect spawns a Clue, take one random Clue token from
the Clue pool and place it face down on the space indicated on the
Clue token. Improve
SANFRANCISCO
gainRitualSpells
BUENOSAIRES
SpawnclueTokens
LONDON
Improve
ISTANBUL
Improve
ROME
THEHEART OF
AFRICA
THE PYRAMIDS
THEHIMALAYAS
TUNGUSKA
b legend A
b
Reserve A
b
doom track A
paths
train cit y
uncharted w ilderness
ship se a
spaces
b
o
m
e
n
t
r
ackA
SERVICE
When performing an acquire
assets action, you may
gain a debt condition to
immediately add 2 successes to
your test result.
Bank Loan0
Improve
S
HANGHAI
Improve
SYDNEY
defeatMonsters
TOKYO
ANTARCTICA
THEAMAZON
1
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
2
3
01234567891011121314151617181920 whAt ARe Clues?
Clue tokens represent secrets and lore about the Ancient
One. Investigators can collect these tokens by resolving
5esearch (ncounters (see page 33).
Investigators use Clues to solve Mysteries (see page 16), solve 5umors (see page 9), and to reroll dice during tests
(see page 1 ).
Winning the Game
Investigators immediately win the game if they solve three of the Ancient One’s Mysteries. If the Ancient One awakens, investigators will also need to solve the Final Mystery in order to win the game (see page 19).
Azathoth Mystery
Card Back
Azathoth Mystery
Card Front
When an investigator closes a Gate that corresponds to the current Omen, he
may spend 1 Clue to place 1 Eldritch token on this card.
At the end of the Mythos Phase, if there are Eldritch tokens on this card equal
to half ~, solve this Mystery.
T he Nemesis Moon appears in the
night sky, visible to
all and heralding an imminent doom.
Omen of
Devastation
Investigators lose the game if any of the following occur:^
^ If the Doom token reaches the “0” space of the Doom
track, the Ancient One awakens. The back of the Ancient One
sheet lists how investigators can lose the game (see “The
Ancient One Awakens” on page 19). ^^r^
^ All investigators have been eliminated from the game.
^ A card effect causes investigators to lose the game. This
most frequently appears on some RUMOR Mythos cards.
^ The investigators are required to draw a Mythos card but
cannot because the Mythos deck is empty.
From: Ramsay
To: Black Chamber
One of our Watches intercepted the following message from
a known Silver Twilight Lodge Member in Berlin on October
8th. Our initial attempts to decode have been unsuccessful.
Please give this material your highest priority.
This document is top secret and highly classified.
Possession of this document or knowledge of its
contents without the necessary security clearance
is an act of treason, punishable by death.
delwgejcufreeevlumvlequufkceeeidppuefmvleiu
vfvmgsuvgfigdvugmjcrubfmcrbjvcbbevmpwumedv
lfmmcrbicquegfigdvalugeubjcqrpfgmeuvcugvml
iumefmcrbluurbejrpdgfigijpuemecrbvqspuee
vleacdpfkgmalugrsscalugrgedcfkegmqfgyquo
ugfigufrrdedppmppghdrhjcerefcpvlvsyggre
We’ll need a keyword to unlock this. Contact our
agent within the lodge. Do not use the Watches.
-Scarborough
Spawn Icon
on a Monster
This Clue is placed on Arkham
Gain Incantation Spells
arkham
---
1
4
Additional Rules
This section lists all other rules needed to play the game.
TestsTarrgDcIrT
impRovement tokens
These tokens represent an investigator’s training in
particular skills. When an effect allows an investigator
to improve a skill, he gains an Improvement token
with the matching icon and
places it below hisEcr
1
He spots you and
unleashes a torrent of
arcane
You learn what he’s been reading and realize
that he has opened a portal between worlds;
You are stunned to see a familiar
face reading through tomes
of dark sorcery. You try to catch a
Great
Hall
of
Celae
no
Initial Effect
Pass Effect
Fail Effect
If an Other World Encounter card instructs an investigator to “close
this Gate,” he discards the Gate token from his space. After
resolving an Expedition Encounter, the investigator moves the
Active Expedition token to the space that matches the newly-
revealed top card of the Expedition Encounter deck.
Lore
Improvement
Token whAt ARe skills?
Each investigator has five different skills listed on the bottom of
his Investigator sheet. The number below each skill is the
number of dice the investigator rolls when resolving a test (see
“Tests” above).
Skills listed on an Investigator sheet
Complex enCounteR s
Expedition Encounters, Other World Encounters, and Special
Encounters are rewarding but dangerous adventures called complex
encounters. Each of these cards has three effects. To resolve these
encounters, an investigator first resolves the initial effect (the top box
of the card). Depending upon the result of this effect, he immediately
resolves one of the other two effects.
If he passes the test in the initial
effect, he resolves the card’
s pass
effect. If he fails the test, he resolves
the card’s fail effect. He resolves the
entire effect in the appropriate
box (which may involve additional tests), then discards the card.
skill valUes
Some effects in Under the Pyramids, such as Harvey Walter’s action ability
or Rex Murphy’s passive ability, reference an investigator’s skills as a
value. A skill’s value is equal to its printed value as modified by
Improvement tokens and Impairment tokens.
^ A skill’s value is not affected by bonuses from possessions
or other effects, since those effects are applied only when resolving a test.
For example, Rex Murphy has a printed ]
of 3 and a single “+1 ]”
Improvement token. As such, his ] value is 4 (3 from its printed value plus 1
from his Improvement token). The bonus to ] that Rex would gain from the
Personal Assistant Asset does not affect the skill’s value.
Investigator sheet with the “+1” side up.
Many effects require investigators to resolve a TEST. To resolve a test,
the investigator rolls dice to determine whether he passes or fails the
test. Passing tests often provides benefits to the investigator, while
failing tests often have negative side effects.
To resolve a test, the investigator rolls a number of dice equal to his
value in the listed skill, taking into account any effects that add or
subtract from his skill. Investigators roll a minimum of 1 die on each
test.
If he rolls at least one SUCCESS (a “5” or a “6”), he PASSES the
test. If he does not roll any successes, he FAILS the test. The number
of successes rolled is called the TEST RESULT.
When an investigator passes or fails a test, he follows the original
effect’s instructions for the matching result.
Example: Lily Chen has an “Arcane Tome” Asset card which reads: “When you
perform a Rest action, you may test [. If you pass, gain 1 Spell.” When resting,
Lily resolves this test using her Lore ([
) of 2. She rolls 2 dice with results of “1”
and “3.” Since she did not roll a “5” or “6,” she fails the test does not gain a
Spell.
An investigator can use only one card effect that provides a skill bonus
during each test (for example, an Asset that reads “Gain +1 [”). If
he has multiple card effects that provide a bonus, he uses the highest
bonus.
t
ests on CARds
On many cards, tests are declared using their skill icon embedded in
parent
hesis following a short narr ative. When an i
nvestigator is
resolving an effect that includes
a skill icon in the text, he must
immediately test t
skill. The test declaration may also indicat e a
modifier (such as “–1”), which causes t
he investigator to roll more or
fe
wer dice in the t
she fails the test does not gain a Spell An investigator can use only one card effect that provides a skill bonus during each test for example an Asset that reads Gain 1 If he has multiple card effects that provide a bonus he uses the highest bonus t ests on CARds On many cards tests are declared using their skill icon embedded in parent hesis following a short narr ative When an i nvestigator is resolving an effect that includes a skill icon in the text he must immediately test t skill The test declaration may also indicat e a modifier such as 1 which causes t he investigator to roll more or fe wer dice in the t
Note that most gameplay terms are capitalized on cards to help
differentiate them from narrative text.
R
eRollinG diCe
Immediately after rolling dice during a test, an investigator may spend
a Clue token to re-roll one die. He may perform this multiple times, as
long as he spends a Clue token each time. He determines whether he
passed or failed after resolving all rerolls.
If he improves that skill a second time, he flips that token to the
“+2” side. An investigator’s skill is equal t
printed on his
sheet plus the value of the matching Improvement token.
1 33 3 3
Lore ObservationInfluence Strength Will
impAIRment tokens
These tokens represent a new mechanic that interacts with
Improvement tokens and investigators’ skills. Impairment tokens
represent a permanent impairment to an investigator’s skills.
^ When an investigator impairs a skill, he gains an Impairment
token for that skill with the “–1” side up.
•If an investigator already has an Impairment token for that skill,
he flips that token to the “–2” side instead. Each “–2”
Impairment token counts as two “–1” Impairment tokens.
^ Improvement tokens and Impairment tokens negate one another.
If an investigator has both an Improvement token and an
Impairment token for the same skill, he discards both tokens.
^ An investigator cannot impair
a skill if doing so reduces that skill's
modified value to below 1.
•An investigator
cannot choose to impair a skill if doing so would
reduce that skill
’s modified value to below 1.
^ An investigator cannot
impair a single skill more than twice.
•An investigator cannot c
hoose to impair a skill if that skill has
already bee
n impaired twice.
---
delAyed investiGAtoRs
Investigators can become Delayed by various effects. A
Delayed investigator cannot perform actions.
When an investigator becomes Delayed, he tips his
Investigator token on its side to remember that he is
Delayed. Instead of performing actions during the Action
Phase, he stands up his Investigator token and is no
longer Delayed.
A Delayed Investigator’s Token
lOst in time and sp aCe
The Lost in Time and Space Condition affects investigators differently than other Conditions. When an investigator gains a Lost in Time and Space Condition, he resolves the following effects:
^ He removes his Investigator token from the game board.
^ He passes the Lead Investigator token to another
investigator, if able.
^ He discards any Detained Condition he has.
While an investigator has a Lost in Time and Space Condition,
he follows the rules below:
^
He cannot move or perform actions.
^ He does not occupy any space on the game board, nor
does he occupy the same space as tokens or other
investigators. This includes other investigators that have
Lost in Time and Space Conditions.
^ He is unaffected by effects of Mythos cards, @ effects, or
any other game effects except those of his Lost in Time and Space Condition.
^ His Investigator’s passive ability cannot be resolved and
does not affect other elements of the game.
^ He cannot spend resources as a part of a
group.
^ An investigator cannot give the Lead Investigator token
to another investigator that has a Lost in Time
and Space Condition.
^ If a Lost in Time and Space Condition effect would “spawn
1 Gate” and there are no Gates in the Gate stack or discard pile, he chooses one Gate on the game board instead.
^ An investigator that has a Lost in Time and Space
Condition loses the game if investigators lose the game, and he wins the game if investigators win the game.
1
6
HARRY HOUDINI
MAKES A SPLASH!
by Rex Murphy
Investigative Reporter
ARKHAM, Mass. — Va
ni conti
udeville
sensation Harry Houdi
s thrilling esc
nues to
sweep the nation with hi
nding stunt from
ape
acts. Since his heart-pou
h he was burieda few years back in whic
has skyrocketedalive, his popularity
ery evening nd
,
with sold out shows ev
too! We at
a
a book on the market,
fortune rece
the
Advertiser had the great
n the city — o
ntly
to see Houdini perform i n
his dime, no less, provided we
and boy, was it
publish
this review in return —
kicked off wi h a treat! The performance t
his legendary “Water Torture
every which way
Cell” act,
in which he was tied up
a tank of water,and held upside-down in
later, completelyonly to escape moments
a joy to beholdunharmed! Truly, it was
e show, we even
,
and near the end of th
w act in whigot to see a curious ne
of telepathy
ch
he harnessed the power
his beloved wife,
to
read the very thoughts of
Bess. Astounding!
on the police force, last nigh
hind both
questions.
ond
Investigators believe that the
robbers snuck in through a sec
then unleashed
ards
one or more large, predatory
animals. All six of the gu
killed,
suffering massive blood loss from
animal bites. Mysteriously, the
was left One particularly grim clue
erebehind, however. A sev d arm
was discovered under a large stone
over. statue that had been tipped
on, After an initial examinati police
believe that a guard managed to
g one
of the thieves underne h. The
top the statue over, pinnin
at
o cut
ording
thief was evidently forced t
accoff his own limb. It was,
to experts, a quick and clean cut.
Burns on the hand prevent the
fingerprints,
distinctive
Perhaps strangest of all, only a
actually missing
after the theft. According to
the museum’s staff, the stolen
the most
---
1
7
Health and Sanity
Each investigator starts the game with Health and Sanity
tokens equal to his maximum Health and Sanity, respectively.
Maximum Health
Maximum Sanity3 32 2 3
5
7
Lore ObservationInfluence Strength Will
t action & B D I J O W F T U J H B U P S P O Z P V S T Q B D F
S F D P W F S T 4 B O J U Z
t * O W F T U J H B U P S T P O Z P V S T Q B D F S P M M B E E J U J P O B M
E J F X I F O S F T P M W J O H U F T U T E V S J O H $ P N C B U
& O D P V O U F S T
“No, not quiet at all. Dead folks get downright
rambunctious when I play my horn.”
The Musician
Jim Culver
When an effect causes an investigator to lose Health or Sanity,
he discards Health or Sanity tokens from his Investigator sheet.
If an investigator recovers Health or Sanity, he gains Health
and Sanity tokens from the token pool. An investigator cannot have more Health or Sanity than his maximum.
Defeated Investigators
When an investigator has zero Health or Sanity, he is immediately
defeated and resolves the following steps:
1. Advance Doom: Advance Doom by 1.
2. Relocation: Move the Investigator token to the nearest City space. Then lay the Investigator token on its side and place a Health token on it to indicate the investigator has lost all Health, or place a S
anity token on it to indicate the
investigator has lost all Sanity.
A Defeated Investigator’s Token
3. Collect Possessions: The investigator discards all Condition cards, Health, Sanity, and Improvement tokens and places his possessions (Assets, Artifacts, S
pells, Clues, and travel
tickets) on his Investigator sheet. He places the sheet and possessions out of the way; they will be needed if an investigator encounters this defeated investigator.
4.
Pass Lead Investigator: If the defeated investigator has the Lead Investigator token, he must pass the token to an investigator of his choice.gaNIgar
After resolving the steps above, investigators continue resolving
the current phase of the game.
Choosin
G A new investiG AtoR
If an investigator is defeated, the player controlling that
inv
estigator cho
oses a new investigator at the end of the Mythos
Phase. To choose a new investigator, he chooses an
y unused
Investigator and follows steps 3-
4 of setup on page 5.
Encountering Defeated Investigators
Investigators may encounter a defeated investigator’s token in
order to retrieve its possessions and possibly retreat doom.
If an investigator is on the same space as a defeated
investigator’s token during the encounter phase, he may resolve
one of the encounters on the back of the defeated investigator’s
sheet. He resolves the “Crippled” encounter if the Investigator
token has a Health token on it or the “Insane” encounter if the
Investigator token has a Sanity token on it.
You find Silas and gain all of his
possessions. He has grown pale, and his
breath has become a loud wheeze. He
tells you, “I’m a Marsh. It’s in my blood.
Not long now, I’ll join my family, down
Silas had hidden his belongings in the
prearranged cache, but the man himself
is nowhere to be found. Gain all of his
possessions. You search local hospitals
filled with the unidentified dead or dying
|
Even as a child in Innsmouth, Silas had a special
connection to the sea. He’s an able and well-reasoned man
on land, but on the ocean he possesses a singular strength
and wit. It’s earned him a sterling reputation in every port
across the globe, particularly in Sydney, where Silas set
e last night. But this morning, the smell of the briny
y. There is something in his
1 Fishing Net Asset
Sydney, Australia
Silas Marsh
Crippled Encounter
Insane Encounter
After resolving this encounter, remove the defeated Investigator
token and Investigator sheet from the game. That investigator
cannot be used for the remainder of the game.
Devour ed Investigators
Some game effects cause investigators to be devoured. When
an investigator is devoured, he is considered defeated but only follows steps 1 and 4 of “Defeated Investigators” on the left. He then discards all Conditions, possessions, Health, Sanity, and Improvement tokens and removes his Investigator sheet and token from the game. At the end of the Mythos Phase, he chooses a new investigator as described on the left.
Combat Encounters
Resolving Combat Encounters is the main way in which investigators can defeat Monsters to remove them from the game board.
When encountering a Monster, the investigator flips the
Monster token facedown and reads the information on the
back of the token. He then resolves two tests, first a
will
test and then a strength test, to determine the result of the
Combat Encounter.
Horror
Toughness
Damage Will
Test
Strength
Test
Effect
Monster Token Back
of Defeated Investigators on the left He then discards all Conditions possessions Health Sanity and Improvement tokens and removes his Investigator sheet and token from the game At the end of the Mythos Phase he chooses a new investigator as described on the left Combat Encounters Resolving Combat Encounters is the main way in which investigators can defeat Monsters to remove them from the game board When encountering a Monster the investigator flips the Monster token facedown and reads the information on the back of the token He then resolves two tests first a will test and then a strength test to determine the result of the Combat Encounter Horror Toughness Damage Will Test Strength Test Effect Monster Token Back
---
Rumorsr
RUMOR Mythos cards often place Rumor tokens on
specific spaces of the game board. An investigator on
a space containing a Rumor token can encounter the
token during the Encounter Phase. To do so, he
resolves the effect on that Mythos card instead of
resolving an encounter card.
When a Mythos card is “solved,” discard the card along with any
tokens on it, then discard the corresponding Rumor token from
the game board.
Mysteries
In order to win the game, investigators need to solve three Mysteries. Each Ancient One has its own deck of Mystery cards with a unique
set of tasks that the investigators must resolve. During setup, draw one Mystery card and place it faceup next to the
Ancient One sheet. Each card lists how investigators can solve that Mystery. As soon as a Mystery is solved, immediately draw a new
Mystery card from the deck and place it faceup on top of
the old
Mystery card.
search for signs of the impact in the dead forest (|). If
he p
asses, he discovers the strange green meteorite; he
may spend 2 Clues to place 1 Eldritch token on this
card.
At the end of the Mythos Phase, if there are Eldritch
tokens on this
slowly burrow itself deeper into
the earth.
Seed of the Daemon
Sultan
A strange green comet has fallen from
the sky. Even after the impact, the
meteorite continues to
When an inv
card equal to half
estigator closes a G
~, solve this M
ate t
hat corr
ystery.
esponds to
the current Omen, he may spend 1 Clue to place 1
Eldritch token on this card.
At the end of the Mythos Phase, if there are Eldritch
tokens on this card equal to half~, solve this Mystery.
T he NWhen this car emesi
s Md enters playoon appears in the night sky, place the Myster, visible
toy token on Tunguska.
all and heralding an imminent doom.
As an encounter, an investigator on Tunguska may
attempt to
Omen of
Devastation
The Active
Mystery Card
A Completed
Mystery Card
As soon as three Mysteries are solved, investigators win the game. If
the Ancient One awakens, investigators need to solve the Final
Mystery in addition to three Mystery cards (see “Final Mystery” on
the right).
Rumor TokenTcOa
When the Doom token reaches the “0” space of the Doom track, the
Ancient One A
WAKENS. Flip the Ancient One sheet and
immediately resolve the “Awakens” effects (if any) on the
corne
r of the sheet. This sheet remains face down for the rest of the
game, and its effects replace those found on the front of the sheet
(including Cultist i
nformation). The back of the Ancient One sheet
also describes how the
i nvestigators can lose the game.
—
1
—
Cultis
ts
@
}–2
2
: Move this
Monster 1
space toward the
Shub-
Black Goat of the
Woods
With a Thousand
•
•
Young Each time Doom would
advance, spawn 1 Monster on
the space containing the Shub-
Niggurath Epic Monster. Then,
if there are 6 or more Monsters
on that space (including the
Shub-Niggurath Epic
MysteryThe feral mother of all
monstrosities has manifested! She is
an enormous cloud from which
dozens of tentacles extend and
retract. Wherever she goes
When the Shub-Niggurath
Epic Monster
is defeated, the Final
Mystery is solved
Battle in the
WFoodsinal
Shub-
Niggurath
Awake
ns!
Spawn the Shub-
Epic Monster on
random
Niggurath
space. Then
a
move all
Final
Mystery
Effects
Cultist
Information
Awakens
EffectEaParFaMrFM
Back of an Ancient One Sheet
eliminAted
plAyeRs
After the Ancient One has awakened, when an investigator is
defeated or devoured, the player controlling that investigator
is
ELIMINATED. Eliminated players do not select a new
investigator to control and can no longer participate in the
game.
If all players are eliminated, investigators lose the game.
f
inAl mysteRy
Once the Ancient One awakens, it is much more difficult
for investigators to win the game. Each Ancient One sheet
describes one FINAL M YSTERY
the investigators must solve in
order to win the game, usually confronting the Ancient One
head-on. DR
how do you deteRmine A RAndom
spACe?r
Some effects found on R
UMOR Mythos cards and
Mysteries place tokens on a “random space.” Whenever
an effect refers to a random space, that space is
determined by drawing one Clue token from the Clue
pool and using the space indicated by the back of the
token. The drawn Clue token is then discarded. w
Mountains of Madness and subsequent
expansions introduce a new mechanic:
“advance the active Mystery.” Due to the complexity of Mysteries,
this can result in a number of different effects. When investigators
One sheet describes one FINAL M YSTERY the investigators must solve in order to win the game usually confronting the Ancient One head on DR how do you deteRmine A RAndom spACe r Some effects found on R UMOR Mythos cards and Mysteries place tokens on a random space Whenever an effect refers to a random space that space is determined by drawing one Clue token from the Clue pool and using the space indicated by the back of the token The drawn Clue token is then discarded w Mountains of Madness and subsequent expansions introduce a new mechanic advance the active Mystery Due to the complexity of Mysteries this can result in a number of different effects When investigators
are instructed to advance the active Mystery, the active investigator
resolves one of the following effects that applies:
^
If the active Mystery requires one or more tokens t o be placed
on the card, place one token of that type on the card.
•Clues, Gates, and Monsters placed on the active Mystery in this
way are drawn from the Clue pool, Gate stack, and Monster cup,
respectively.
^ If the active Mystery requires an Epic Monster to be defeated,
place two Health on the card. The Epic Monster’s toughness is
reduced by one for each Health on the active Mystery.
^ If the active Mystery requires an investigator to spend one
or more Clues, place one Clue from the Clue pool on the card.
Any investigator may spend Clues placed on the active Mystery when resolving an effect of that card.
the AnCient one AwAkens
19
---
November 4th, 1926
Officer Muldoon,
texts. R
I send you t
his messag
I am a librarian from Miskatonic U
e to war
ni
n you of an imminent danger.
ecently, I visited the Danvers L
versity and a collector of strange and
rare
nal of theater director Timothy Cor
unatic Asylum, hoping to find the
jour nish. As you probably recall, Cornish
or
was committed to the asylum’s care af
y sound, I believ
ter his violent mental breakdo
As ridiculous as it ma e that Cornish may hav
inf
a blac
When I spok
k suit who had been
e to the staf
mation in that text, perhaps in code, that is vital to humanity
f they mentioned the coinc
e recorded
wn.
’s survival.
there that mor
mall
ning, also asking about Cor
idence of a man in
jour
y loud ticking of his watc
nal. Although they could not describe the man’s f
abnor
y
h. They told him, as they told me, that it
ace, they noted the
nish’s
was par
, it was tak
t of the evidence collected by the Boston Police Department.
Specificall
that you wo
I hesitate to tell you more regardin
en into custody by you, Officer Muldoon.
uld think me mad. However
g this dark-suited individual, f
erous men. They will kill for that jour
, I assure you that he and those lik
earing
e him
are dang
I am currently in Bost
nal. Please do not let it fall into
their hands.
on at the Ruyle Arms Hotel and am most eager to
Y
meet you. Be saf
rely,
e, Officer Muldoon, and do not speak of this to anyone.
ours most since
20
optionAl rUlEs
Some players may wish to adjust the game’s difficulty. This
section lists optional rules for adjusting the game’s difficulty.
AdjUsting gAmE diFFicUlty
If all players agree at the start of the game, they can use the
optional rules listed below to alter the difficulty of the game.
The back page contains variant Reference cards for these
configurations.
stAgEd diFFicUlty
Players can make the game’s difficulty increase in stages by
building stage I of the Mythos deck using only easy Mythos
cards, building stage II of the Mythos deck using only normal
Mythos cards, and building stage III of the Mythos deck
using only hard Mythos cards.
^
To increase the difficulty of this optional rule, players can
use normal blue Mythos cards when building stage I of
the Mythos deck and hard blue Mythos cards when
building stage II of the Mythos deck. Players may also
start with an easy blue Mythos card in play following the
“Starting Rumor” rule in the Eldritch Horror Reference
Guide.
What NoW?
Now that you’ve read this rulebook, you are ready to play
your first game! As questions arise during play, consult
the re
ference guide. Below are some examples of
commonly
referenced rules:
•When calculating half of a number, always round up.
•The Lead Investigator decides all disputes.
•Possessions that affect “an investigator,” may be used
on oneself unless it specifies “another investigator.”
insane game diFFiCUlty
If players wish to have a more challenging game experience
than Hard game difficulty from the base game, they can
make the game significantly more difficult by building the
Mythos deck using only hard Mythos cards.
Note—This optional rule may require additional expansions
depending on the chosen Ancient One.
c
ontrol yoUr FAtE
Instead of drawing a random Prelude card before setup,
players as a group may choose one Prelude card, following
the card’s effects as normal.
Alternatively, players may choose to not use a Prelude card.
---
Core Mechanics
Q. Can an investigator resolve a triggered effect multiple times?
A. No. A triggered effect is resolved exactly once for each time it is
triggered.
For example, the “Bank Loan” effect triggers exactly once when an
investigator performs the Acquire Assets action. As such, an investigator
would not be able to resolve that effect more than once to add more
than two successes to his test result.
Q. Can an investigator use an ability that lets him roll “additional” dice after he’s
already rolled for a test?
A. No. When an investigator resolves a test, he must declare any
additional dice he wish to roll before rolling any dice.
Q. When does the minimum-one-die-on-tests rule apply?
A. When resolving a test, the investigator, first, calculates his dice pool.
That is, he adds together his skill, Improvements, test modifier, bonuses,
and additional dice. Then he rolls his dice pool. At this point, if his dice
pool is zero or fewer dice, he rolls one die instead.
Q. What happens if an effect allows an investigator to reroll up to two dice but he has
rolled only one die?
A. The investigator may use that effect to reroll his single die.
He cannot use that effect to reroll a single die more than once.
Q. Is every roll considered a test?
A. No. An effect that tells you to
roll a specific number of dice, such as
the
effect on a Cursed Condition, is not a test. These rolls cannot be
rerolled or modified by effects that affect tests.
Q. Are effects t
hat say “may,” “or,” and “unless” optional?
A. Yes. Effects using the words “may,” “or,” and “unless” grant the
investigator a choice. If an effect says, “may,” the investigator chooses
to resolve that effect or not.
If an effect says, “or,” the investigator chooses one of the effects
separated by the “or.”
If an effect says, “unless,” the investigator may resolve the effect
following “unless.” However, if he chooses not to or is unable to resolve
that effect, he must resolve the effect preceding “unless.”
Q. If an investigator chooses an effect, can that effect be prevented?
A. Yes. The effect an investigator chooses can be prevented by another
effect. In such a case, the investigator’s choice is not negated. For
example, an investigator must discard his Spell unless he loses 2 Sanity.
If that investigator chooses to lose 2 Sanity, that loss of Sanity can be
prevented with the Whiskey Asset or the Instill Bravery Spell.
Q. Can an investigator choose not to apply a passive bonus when resolving a test?A.
No. A passive bonus, such as “gain +3
,” must be applied when
resolving a test with the indicated skill.
Some bonuses, such as “you may gain +5 during a Combat
Encounter,” use the word “may.” As such, these bonuses are optional
and do not need to be applied when resolving a test.
Investigators
Q. If an investigator uses an effect that applies to “investigators” or
"an investigator,” does that effect include himself?
A. Yes. Unless the effect says “other investigators” or “another
investigator,” it can affect any or all investigators, including the one who
is
using the effect.
Q. What happens if a new investigator’s starting possessions are being used by another
investigator?
A. When a player chooses a new investigator, he receives that
investigator’s starting possessions from the decks, discard piles, or
reserve. If the starting possessions are not in these places, such as if
another investigator or a defeated investigator has them, the new
investigator does not start with those possessions.
Q.When an investigator is defeated, can the newly chosen investigator be given the
Lead Investigator token at the end of the Mythos Phase?
A.Yes. Both choosing a new investigator and passing the Lead
Investigator token occur “at the end of the Mythos Phase.” The Lead
Investigator chooses the order to resolve effects that occur at the
same
time, so a new investigator can be chosen, and then the Lead
Investigator token can be passed to him.
Q.If all investigators are defeated at the same time, do investigators lose the game?
A.No. At the end of the Mythos Phase, each defeated investigator will
choose a new investigator to play as. However, if being
defeated would
cause a player to be eliminated, such as if the
Ancient One has awoken,
all players could be eliminated. In this case, investigators lose the game.
Q.How does Finn Edwards’s active ability work?
A.When Finn Edwards uses
his active ability, he chooses himself,
another investigator on his space, or both himself and another
investigator on his space.
If Finn chooses only himself, he moves to an adjacent space connected
by a Ship or Train path.
If Finn chooses only another
investigator on his space, that investigator
may move to an adjacent space connected by a
Ship or
Train path.
If Finn chooses both himself and another investigator on his space,
Finn moves to an adjacent space connected by a Ship or Train path,
and the chosen investigator may choose to move to that space as well.
Finn and the chosen investigator cannot move to separate spaces.
Q.What happens if Finn Edwards uses his passive ability to not discard a flipped
Unique Asset when instructed?
A.After resolving the effects on the back of a Unique Asset, if the
investigator was not instructed to “flip this card”, the Unique Asset is
shuffled into the Unique Asset deck.
This occurs most frequently
when Finn Edwards uses his passive
ability to choose not to discard a Unique Asset, but it could occur in
other ways. Regardless of how it occurs, the Unique Asset is shuffled
into the Unique Asset deck.
Q.How does Ursula Downs’s passive ability work?
A.Once per round, Ursula may choose to spend one fewer Focus
when paying for an effect, including spending a Focus to reroll a die
when resolving a test. This can reduce the cost of an effect to zero
Focus.
Q.Does Wilson Richards’s passive ability allow him to reroll a single die twice?A.
No. If Wilson or another investigator on Wilson’s space spends a
Focus to reroll a die and his dice pool is
only one die, that investigator
cannot use Wilson’s passive ability.
Q.How does Charlie Kane’s action ability work?
A.Charlie Kane’s action ability may allow another investigator to
perform one additional action whether that investigator has already
performed actions
during the round or not. However, he cannot affect
a Delayed investigator.
Q.While the Supplying the North Mystery is in play, can Charlie Kane purchase a
Provisions Unique Asset for another investigator?
A.No. The effect that allows an investigator to gain a Provisions
Unique Asset triggers when the investigator perform the Acquire
Assets action, but it is not a part of that action. As such, Charlie Kane
is not able to purchase a Provisions Unique Asset and allow another
investigator to gain that possession.
Likewise, Charlie Kane cannot spend two successes during an Acquire
Assets action to move another investigator to Miskatonic Outpost.
Q.Can “Skids” O’toole reroll a 1 if that die has already been rerolled?
A.Yes. When resolving a test, “Skids” O’toole can reroll any die with a
result of 1. There is no limit to the number
of dice he can reroll or the
number of times a die can be rerolled.
21
FAQ
gain a Provisions Unique Asset triggers when the investigator perform the Acquire Assets action but it is not a part of that action As such Charlie Kane is not able to purchase a Provisions Unique Asset and allow another investigator to gain that possession Likewise Charlie Kane cannot spend two successes during an Acquire Assets action to move another investigator to Miskatonic Outpost Q Can Skids O toole reroll a 1 if that die has already been rerolled A Yes When resolving a test Skids O toole can reroll any die with a result of 1 There is no limit to the number of dice he can reroll or the number of times a die can be rerolled 21 FAQ
---
Q.How does Hank Samson’s passive ability work?
A.When Hank Samson encounters a Monster, if that Monster has both
a test and a test, he resolves the test first. Then
he
resolves the test only if he lost one or more
Health from the
test.
If the Monster has a or other test in
place of the test, Hank
resolves that test first, and then he resolves the
test only if he lost
one or more Health.
If the Monster has an or other test in place of the test, Hank’s
passive ability has no effect on the encounter.
Q.If Hank Samson defeats a Monster and loses Health from the sametest,
does he resolve the test?
A.No.
When a Monster is defeated during a Combat Encounter, that
encounter immediately ends. Hank Samson will not resolve the
test. (Note: This ruling takes precedence over any other ruling it
contradicts.)
Q.How does Harvey Walters’s action ability work?
A.As an action, Harvey Walters chooses another investigator on his
space. That investigator improves one skill of his choice if Harvey’s
value for that skill is equal to or higher than his own. This comparison is
made using the skill’s modified value, including Improvement tokens and
Impairment tokens.
Bonuses to skills, such as from Assets, do not affect a skill’s modified
value.
Q.Is the additional Clue gained with Mandy Thompson’s passive ability gained from
the Research Encounter?
A.No. After resolving a Research Encounter, Mandy’s passive ability
could allow her to
gain an
additional Clue.
However, this Clue is gained from her passive ability, not the Research
Encounter.
Q.Can Minh Thi Phan use her action ability to gain a travel ticket even if her space
is not connected to another space by the appropriate path?
A.Yes. Minh’s action ability allows her to gain a travel ticket of her
choice, even if she could not gain that type of travel ticket using the
Prepare action. Furthermore, Minh can use her action ability even if she
is not on a City space.
Q.How does Rex Murphy’s passive ability work?
A.If at any time, Rex Murphy does not
have a Cursed Condition, he
immediately gains one Clue and improves one skill of his choice and
then gains a Cursed Condition.
Q.How does Sister Mary’s passive ability work?
A.Sister Mary and each other investigator on her space adds 1 to the
result of each die rolled as part of an effect printed on a Condition card
that has the Bane or Boon trait. This modification applies whether the
die is rolled as part of a test or not.
Q.Can Jenny Barnes use her action ability to allow herself or another investigator to
perform the Acquire Assets action if that investigator is not on a City space
or on a
space containing a Monster?
A.No. An investigator can perform the Acquire Assets action only if
he
is on a City space and only if there are no Monsters on his space.
Q.Can Michael McGlen use his action ability if he already has a Wanted
Condition?
A.Yes. Michael McGlen can use his action ability if he has a Wanted
Condition. If he does, he resolves all effects of the ability except that he
will not gain another Wanted Condition.
Q.Does Michael McGlen’s passive ability allow him to reroll the die rolled as part of
a Dark Pact’s reckoning effect?
A.Yes. Michael McGlen’s passive ability allows him to reroll any single
die that is rolled as part of a DEAL or PURSUIT Condition’s effect
even if the die is not rolled as part of a test. This includes the one die
rolled when resolving the effect of a Dark
Pact Condition or a
Promise of Power Condition.
Q.Can Wendy Adams’s passive ability stop her from gaining a Condition she
chooses to gain?
A.Yes. If an effect allows Wendy Adams to gain a Condition as part
of a cost, such as “you may gain a Madness Condition” or “unless
you
gain a Blight Condition,” she may use her passive ability to not gain
that Condition instead. If she does, the cost of gaining the Condition
has still been paid.
Ancient Ones & Mysteries
Q.Do effects that “advance the active Mystery” or “solve the active Mystery” affect
the Final Mystery?
A. No. The Final Mystery is not a Mystery card nor is it considered the
active Mystery. As such, effects that advance or solve the active
Mystery do not
affect the Final Mystery.
Q.If the third Mystery would be solved at the end of the Mythos Phase, but
investigators lose the game during the Mythos Phase, is this the investigators winning
and losing at the same time?
A.No. If investigators lose the game while resolving a Mythos card, the
Mythos Phase has not yet ended, and the third
Mystery is not yet
solved.
An example of investigators winning the game and losing the game at
the same time would be if the only remaining investigator is resolving a
Combat Encounter against the Cthulhu Epic Monster, and his
test result causes both the Cthulhu Epic Monster and the
investigator to be defeated at
the same time.
Q.Against Azathoth, what does the Eldritch token on the
Omen track do?
A.When the Omen advances to the green space, Doom advances by
one for each Eldritch token on that space. Note that Eldritch tokens
placed on the green space of the Omen track do not replace that space
of the track. This advancement of Doom is in addition to the
advancement for each Gate on the game board with the green Omen
icon.
Q.Against Yig, what happens when an investigator is defeated and Yig has
awoken?
A.Unlike other Ancient Ones, when an investigator is defeated, that
player is not eliminated. The player will selected a new investigator as if
the Ancient One has not awoken.
Q.When playing against Syzygy, do investigators need to solve two Mysteries to win
the game?
A.No. When the Syzygy Ancient One sheet is flipped, one Clue will be
placed on the Ancient One sheet for each solved Mystery. However,
the Sealing the Portal Special Encounters will also place Clues on the
Ancient One sheet.
Solving the Mysteries is not required to attempt the Special Encounters
or win the game. However, solving Mysteries greatly reduces the
difficulty of the Final Mystery.
Q.If an investigator defeats a Cultist Monster as part of a Spawn of Abhoth
Special Encounter during the Encounter Phase, can he resolve another encounter?A.
Yes. If an investigator defeats every Monster on his space during the
Encounter Phase, he may resolve an additional encounter of his choice.
Q.When resolving a Spawn of Abhoth Special Encounter, can an investigator
benefit from a bonus that applies during a Combat Encounter?
A.No. A Spawn of Abhoth Special Encounter is not a Combat
Encounter. As such, bonuses that state “during a Combat Encounter”
do not apply to tests resolved during the Special Encounter.
Note:
This is in contradiction to an entry in the Frequently Asked
Questions
section of some printings of the Under the Pyramids
expansion
rulebook. This ruling takes precedence over other rulings.
2
2
during the Encounter Phase can he resolve another encounter A Yes If an investigator defeats every Monster on his space during the Encounter Phase he may resolve an additional encounter of his choice Q When resolving a Spawn of Abhoth Special Encounter can an investigator benefit from a bonus that applies during a Combat Encounter A No A Spawn of Abhoth Special Encounter is not a Combat Encounter As such bonuses that state during a Combat Encounter do not apply to tests resolved during the Special Encounter Note This is in contradiction to an entry in the Frequently Asked Questions section of some printings of the Under the Pyramids expansion rulebook This ruling takes precedence over other rulings 2 2
---
Q.When resolving Nephren-Ka’s reckoning effect, if an investigator is already on
The Bent Pyramid, does he lose Sanity?
A.
Yes. The effect on the Nephren-Ka Ancient One sheet first
allows
each investigator to move one space toward The Bent Pyramid.
Then each investigator that did not move loses 1 Sanity. Because an
investigator on The Bent Pyramid
cannot move closer to the space he
occupies, he cannot move and will lose 1 Sanity.
Possessions & Conditions
Q. Can an investigator choose to discard a possession he does not want?
A. No. An investigator cannot
simply discard possessions he does not
want. However, he can trade those possession
to another investigator
or discard them if an effect causes him to.
Q. How does the Blunderbuss Asset’s effect work?
A. Similar to the Double-barreled Shotgun, an investigator with the
Blunderbuss gets two successes for each 6 he rolls when resolving a
test during
a Combat Encounter.
However, for each 1 he rolls during that test he negates one success.
This means that when calculating his total successes, he subtracts one
from the test result for each 1 he rolled to a minimum of zero
successes.
Q. Can the Grotesque Statue Artifact prevent other investigators from losing
Sanity?
A. No. The Grotesque Statue Artifact’s second effect allows the
investigator to spend one Clue to prevent himself from losing Sanity
from a single effect. It does not allow him to prevent any other
investigator from losing Sanity.
Q. Can the Agency Quarantine Asset or the Shrivelling Spell cause an Epic
Monster to lose Health?
A. Yes. Effects that cause Monsters to lose Health, such as the Agency
Quarantine Asset or the Shriveling Spell, can cause Epic Monsters to
lose Health.
Q. Can an investigator have multiple copies of the same Unique Asset?
A. Yes. There is no limit to the number of Unique Assets an
investigator can have.
Q. Can an investigator gain a random Unique Asset when told to gain a random
Asset?
A. No. If an effect says, “gain 1 random Asset from the deck,”
the
investigator gains the Asset from the Asset deck, not the Unique Asset
deck. An investigator gains a Unique Asset only if the effect specifically
calls for a Unique Asset.
Q. Can investigators trade Task Assets?
A. Yes. Task Assets, like other Assets, may be traded using the Trade
action. If a Task Asset has one or more tokens on it, those tokens
remain on the card when traded.
Q. What happens if an investigator gains a Courier Run Unique Asset and there
are
no Clues in the Clue pool that correspond to City spaces?
A. The investigator should discard the Clue on the nearest City space
containing a Clue, placing that Clue face up
on his
Courier Run
Unique Asset.
Q.Does an effect that gives a bonus to when
resolving Spell effects apply to the
test on the front of the Spell card?
A.Yes. All
text on the Spell card, both front and back, is that
Spell’s effect. As such, when resolving the test on the front of the
Spell, the investigator adds
one bonus to his .
Q.If an investigator fails to
cast the Wither Spell, can he still use a different Spell
or Asset to gain a
bonus to his test during a Combat Encounter?
A.Yes. Choosing to
resolve the Wither Spell does not prohibit the
investigator from using
other effects to modify his test.
Q.Can an investigator cast the Mists of Releh Spell if there are no Monsters on
his
space?
A.Yes. The Mists of
Releh Spell does not require
an investigator to be
on a space containing
a Monster. However, that investigator will still
suffer any consequences of resolving the Spell’s effects.
Q.Can
an investigator use the Mists of Releh Spell to encounter some of the
Monsters on
his space but not
all of them?
A. No. If an
investigator passes the test of the Mists of Releh Spell,
he chooses an encounter as
if there are no Monsters on
his space or
encounters all Monsters on his space as
normal.
Q.Can the Clairvoyance Spell allows an investigator to ignore Monsters on his
space?
A.No. The Clairvoyance Spell’s effect allows an investigator
to choose
to encounter a Clue on another space. The investigator is
considered to
be on
that space for all effects during that encounter.
Q.While casting a
Blessing of Isis or Plumb the Void Spell, when is
the investigator
chosen?
A.When resolving the effects of
a Blessing of Isis Spell or a Plumb the
Void Spell, you choose an
investigator before resolving the
test. This choice is made regardless of
the success or failure of
the
test.
Q.Can an investigator benefit from both the Storm
of Spirits Spell and a Weapon
Asset?
A.No. The Storm
of Spirits Spell allows an investigator to resolve a
test in place of
the test during a Combat Encounter.
If he
does, bonuses to his do not apply
to the test. However,
bonuses to the investigator’s apply to the test.
Q.If an investigator gains a
Condition during a Rest action, can he resolve a
“when you perform a Rest action” effect of that Condition?
A.No. All effects that trigger “when you perform a Rest
action” trigger
at the same time as the investigator performs that action.
Any
Conditions he gains
thereafter will not
trigger until the next time he
performs a Rest action.
Q.Can an investigator with
a Lost in
Time and Space Condition be moved by
another investigator using the Plumb the Void
Spell?
A.No. If an effect states that an investigator cannot move, such as a
Lost in Time and
Space Condition or a Detained Condition, that
investigator cannot move on his
own nor can he be moved by any effect.
Q.When can an investigator discard a Debt Condition with a Funding Condition?
A.If
an investigator would gain
a Debt Condition and he already has
a
Funding Condition, he may
discard the Funding Condition instead of
gaining the Debt Condition.
If an
investigator has both a Debt
Condition and a Funding Condition,
he may discard both cards at any time so long as
the effect of neither
Condition is currently being resolved.
For instance, a
Mythos card instructs investigators to
resolve
effects; an investigator may
choose to discard
both Conditions
before resolving the effect of either Condition, but he
cannot begin
resolving his Debt condition,
decide he doesn’t like what he sees, and
then discard both Conditions
before finishing the effect.
Q.Does an investigator
recover additional Health and Sanity from effects
(Healing Words Spell, Witch Doctor
Asset, Psychoanalist Asset, Provisions Unique
Asset, etc.) if he has a Condition that restricts him
from recovering Health or Sanity
(Poisoned,
Hypothermia, Infection, Despair, etc.) during a Rest action?A. No. An
investigator with a
Condition that restricts him from recovering Health
or Sanity
cannot recover
Health or Sanity from a Rest action including
additional Health and Sanity from other effects during a Rest action.
However, effects that cause an investigator to recover Health or
Sanity
without performing a Rest action, such as the Private Care Asset, affect
that
investigator as normal.
2
3
sees and then discard both Conditions before finishing the effect Q Does an investigator recover additional Health and Sanity from effects Healing Words Spell Witch Doctor Asset Psychoanalist Asset Provisions Unique Asset etc if he has a Condition that restricts him from recovering Health or Sanity Poisoned Hypothermia Infection Despair etc during a Rest action A No An investigator with a Condition that restricts him from recovering Health or Sanity cannot recover Health or Sanity from a Rest action including additional Health and Sanity from other effects during a Rest action However effects that cause an investigator to recover Health or Sanity without performing a Rest action such as the Private Care Asset affect that investigator as normal 2 3
---
Q.When an investigator moves to another space using the Kopesh of the Abyss
Artifact’s effect, does that investigator encounter the Monsters on his new space?A.
No. The investigator will encounter each Monster on his space. Then,
if he defeats all Monsters on his space, he may move to the nearest
space containing a Monster. He will not encounter the Monsters on his
new space nor will he resolve an additional encounter. If he remains on
that space until the next Encounter
Phase, he will then encounter each
Monster on that space as normal.
Q.Can the Crystal of the Elder Things Artifact from the Forsaken Lore
expansion negate Health loss that cannot be prevented (i.e. From the Out of the
Aeons Mythos card)?
A.Yes. An investigator with the Crystal of
the Elder Things Artifact
cannot lose Health or Sanity from Mythos
card text effects even if that
Health or Sanity loss cannot be prevented. The Crystal does not create
a prevention effect that “prevents” the loss of Health or Sanity if it
would occur. Instead, it prohibits Mythos card text effects from causing
the investigator to lose Health or Sanity.
Q.If an investigator with a Know Thy Enemy Unique Asset gains more than one
Clue during a Research Encounter, can he place multiple Eldritch tokens on his
task?
A.Yes. An investigator places one Eldritch token on a Know Thy
Enemy Unique Asset for each Clue he gains as part of a Research
Encounter.
However, Clues gained from other effects, such as Mandy Thompson’s
passive ability, are not gained as part of the
Research Encounter and
do not allow the investigator to place an Eldritch token on the Know
Thy Enemy Unique Asset.
Q.What happens if an investigator gains a Treasure Map Unique Asset and there
are no Clues in the Clue pool?
A.The investigator should
discard the Clue on the nearest space
containing a Clue, placing that Clue face up
on his Treasure Map
Unique Asset.
Q.If an investigator with a Record of Knowledge Unique Asset gains more than
one Clue during a Research Encounter, can he place multiple Eldritch tokens on his
task?
A.Yes. An investigator places one Eldritch token on a Record of
Knowledge Unique Asset for each Clue he gains as part of a
Research
Encounter.
However, Clues gained from other effects, such as Mandy
Thompson’s
passive ability, are not gained as part of the Research Encounter and
do
not allow the investigator to place an Eldritch
token on the Record
of Knowledge Unique Asset.
Actions & Delayed
Q.Can an investigator’s “additional” action be used to perform an action he has
already performed in that round?
A.No. An investigator may perform an action only once each round,
even if
he is able to perform an additional action, such as from the
Ruby of R’lyeh Artifact or Charlie Kane’s action ability.
Q.Can an investigator be Delayed more than once?
A.No. Becoming Delayed while already Delayed has no effect.
An investigator cannot
choose to become Delayed to pay
for an effect
if
he is already Delayed.
Q.What happens if an investigator becomes Delayed during his action?
A.If an investigator becomes Delayed during the Action Phase, he
immediately ends his current action, loses any remaining actions, and
ends his turn instead. If the investigator has no actions remaining to
lose, he will not become Delayed, and he will be able to perform
actions in the next round.
Q.If the Lead Investigator or investigators as a group choose an investigator to
become Delayed, can that investigator negate that effect with the Pocket Watch Asset?
A.Yes. The Pocket Watch Asset or Mark Harrigan’s passive
ability
prevents the investigator from becoming Delayed unless he chooses to
become Delayed to pay for an effect. In this case, there is a choice
involved, but that choice does not pay for an effect. This remains true
regardless of that investigator’s role in the decision making process and
even if the Lead Investigator is Mark Harrigan or the investigator with
the Pocket Watch Asset and he chooses himself.
Q.Can an investigator use a component action multiple times if he has access to
multiple copies of the same component?
A.Yes. An investigator may use each component action he has access to
up
to once per round.
For example, an investigator could perform the component local action
of a Detained Condition of another investigator on his space as his first
action; then perform the same component local action of a third
investigator’s Detained Condition as his second action. Similarly, if an
investigator has two copies of the Dog Sled Unique Asset, he could use
the component action of both of those Unique Assets during the same
round.
Encounters & Combat
Q.Can an investigator resolve an “as an encounter” effect if there
is a Monster on his
space?
A.No. Effects that say “as an encounter” are treated just like any other
encounter option available. The investigator must encounter all
Monsters on his space. Then, if there are no Monsters on his space, he
may resolve that effect as his additional encounter.
If an effect says “instead of resolving an encounter,” such as the
Detained Condition, this can be resolved even on a space containing
a
Monster.
Q.Why do some Research Encounter not give the investigator the Clue?
A.Some Research Encounters do not allow the investigator to “gain
this Clue.” However, these encounters often feature other beneficial
effects for the investigator, such as gaining an Artifact or retreating
Doom.
Q.Can an investigator use multiple weapons during combat?
A.An investigator can apply only a single bonus to a test. However, he
may use any other effects from his other possessions. For example, if an
investigator has a Bull Whip Asset and a .45 Automatic Asset, he may
apply the +3 bonus from the .45 to his instead of the +1 bonus
from the whip, and he may reroll one die by using the whip’s other
effect.
Q.What effects are negated by Physical Resistance and Magical Resistance?
A.When resolving a Combat
Encounter against a Monster with Physical
Resistance or Magical Resistance, an investigator cannot apply bonuses
to his dice pool as described in the Mountains of Madness rulesheet.
Bonuses are effects on cards or other components that grant extra dice
when testing a skill. Bonuses are always written with the following
format: “Gain +X Skill” where X is the number of dice and Skill is the
affected skill. For example, the .38 Revolver Asset says,
“Gain +2 …”
Any other effects that allow rerolls (such as the Lucky Rabbit’s Foot
Asset), dice manipulation (such as the Lucky Cigarette Case Asset), or
“additional dice” (such as Jim Culver’s and Agnes Baker’s passive
abilities) still apply.
Q.Does Physical Resistance or Magical Resistance restrict an investigator from using
the Storm of Spirits Spell, Shriveling Spell, or Banishment Spell?
A.No. The
Storm of Spirits Spell allows an investigator to test
in place of during Combat Encounters.
This is not a b
onus,
and as such, it is unaffected by
Magical Resistance or Physical Resistance.
Similarly, the Shriveling Spell and Banishment Spell do not apply a bonus
during a Combat Encounter, so
they are unaffected by Magical
Resistance or Physical Resistance.
2
4
rerolls such as the Lucky Rabbit s Foot Asset dice manipulation such as the Lucky Cigarette Case Asset or additional dice such as Jim Culver s and Agnes Baker s passive abilities still apply Q Does Physical Resistance or Magical Resistance restrict an investigator from using the Storm of Spirits Spell Shriveling Spell or Banishment Spell A No The Storm of Spirits Spell allows an investigator to test in place of during Combat Encounters This is not a b onus and as such it is unaffected by Magical Resistance or Physical Resistance Similarly the Shriveling Spell and Banishment Spell do not apply a bonus during a Combat Encounter so they are unaffected by Magical Resistance or Physical Resistance 2 4
---
Mythos, Gates & Monsters
Q.If a Mythos card’s effect causes another Mythos card to be resolved, should that
Mythos card’s icons be resolved as well?
A.Yes. When resolving a Mythos card, all elements of the card must
be resolved if possible. If a Mythos card’s effect is to resolve an
additional Mythos card, all elements of that additional card must also
be resolved.
Q.Is closing a Gate and discarding it the same thing?
A.No. Although closing a Gate does cause it to be discarded,
discarding a Gate is not considered
closing it. For example, if an
effect would discard a Gate while the Mysterious Lights Mythos card
is in play, that effect is still resolved, discarding the Gate, even though
“Gates cannot be closed.”
Q.When is a Monster’s spawn effect resolved?
A.When a Monster is spawned, it’s “When this Monster is spawned”
effect is resolved
immediately as part of the effect that spawned it.
Q.If a Monster’s or Epic Monster’s toughness is reduced to zero, is that Monster
defeated?
A.Yes. A Monster or Epic Monster is defeated if it has lost Health
equal to or greater than its toughness. If a Monster’s toughness is
reduced to zero, it is defeated. Even if it has not lost any Health, zero
lost Health is equal to zero toughness.
Q.What happens if an effect would cause the Omen to advance to the red space
while it is already on that space?
A.“Advance the Omen to the red space of the Omen track” means
to advance the Omen until it is on the red space. If the Omen starts
on the red space, it will advance four times in total and return to the
red space of the Omen track.
If Syzygy is the Ancient One, this will trigger its “When the Omen
advances to the red space of the Omen track” effect.
Q.Does the Spawn of Hastur Epic Monster’s ability prevent it from losing two
or more Health during a Combat Encounter?
A.Yes. If any effect, including the effects of a Combat Encounter,
would cause the Spawn of Hastur Epic Monster to lose two or more
Health, it loses one Health instead.
Spaces & Paths
Q.What space type are spaces on the Antarctica side board?
A.The spaces on the Antarctica side board do not have a space type.
When an investigator encounters a Clue on the Antarctica side board,
he draws and resolves an Antarctica Research Encounter.
Q.Are two spaces connected by a Local path adjacent?
A.Yes. Two spaces connected by a Local path are adjacent.
Q.Do paths leading off the side of the game board connect to the opposite side of
the game board?
A.Yes. Paths that lead off the side of the game board connect to the
corresponding paths on the opposite side of the game board. For
example, Tokyo and space 2 are adjacent, connected by a Ship path.
Q.Can there be multiple Clues on a space?
A.Yes. Some effects move Clues to other spaces or spawn Clues on
specific spaces. There is no limit to the number of Clues that can be
on a space. However, each Clue is encountered separately.
Q.Can an investigator interrupt part of his action to move along a Local path?
A.Yes. Once per round, during the Action Phase, an investigator may
move along any number of interconnected Local paths. This
movement can be resolved b before, after, or during any action the
investigator performs.
2
5
---
^ The first paragraph on the back of the “All In” Funding
Condition should read as follows: “With so much money
burning a hole in your pocket, you cannot resist the
opportunity to double your winnings. Roll 1 die.”
^ The Excavating the Elder Things Adventure’s second
paragraph should read as follows: “When this Adventure is
completed, advance the active Mystery by 1; then draw a random
ANTARCTICA III Adventure.”
^ The Through the Mountains Adventure ’s second
paragraph should read as follows: “When this Adventure is
completed, advance the active Mystery by 1; then draw a random
ANTARCTICA III Adventure.”
^ The Through the Frozen Waste Adventure ’s second
paragraph should read as follows: “When this Adventure is
completed, advance the active Mystery by 1; then draw a random
ANTARCTICA III Adventure.”
^ The Cold White Silence Mythos card’s effect should read
as follows: “When there are no Eldritch tokens on this card, each
investigator that has a Hypothermia Condition loses 4 Health and
becomes Delayed; then solve this RUMOR
.”
^ Starting from the release of the Strange Remnants expansion,
the formatting of a card’s trait line has changed. A card’s traits
are now separated by spaces, not commas.
^ The Haunter of the Dark Mystery card’s effect
should read as follows: “When this card enters play, spawn
the Haunter of the Dark Epic Monster on Arkham. An
investigator on Arkham chooses an encounter as if the Epic
Monster is not on his space unless he has the Shining
Trapezohedron Artifact.”
2
6
^ The “Shub-Niggurath Awakens!” text on the back of the
Shub-Niggurath Ancient One sheet should read as follows:
“Spawn the Shub-Niggurath Epic Monster on The Heart of Africa.
Then move all Ghoul, Goat Spawn, and Dark Young Monsters on
the game board to that space.”
^ The Mi-go Braincase Artifact should have the TEAMWORK
trait in addition to its other traits.
^ The second paragraph of the Fractured Reality Mythos
card’
s effect should read as follows: “When there are no Eldritch
tokens on this card, advance Doom by 1 for each Gate on the
game board, and then solve this RUMOR.”
^ The second paragraph of the Lost Knowledge Mythos
card’s effect should read as follows: “When there are no Eldritch
tokens on this card, each investigator discards all Clues, and then
discard all Clues on the game board and solve this RUMOR.”
^ The text effect of the Zombie Monster should read as
follows: “@: Spawn the Zombie Horde Epic Monster on this
space. If you do, discard this Monster.”
^ The Dynamite Asset’s effect should read as follows:
“
Action: You may discard this card to cause each Monster on
your space to lose 3 Health.”
^ The Holy Water
Asset’s second effect should read as follows:
“Action: You may discard this card to choose an investigator on your
space. That investigator gains a Blessed Condition.”
^ The Puzzle Box Asset’s effect should read as follows:
“When you perform a Rest action, you may attempt to open the
puzzle box (| –2). If you pass, you may discard this card to
gain 1 Artifact.”
^
The Police Ledger Asset’s effect should read as follows:
“When you perform a Rest action, you may attempt to decipher
the ledger (|). If you pass, you may discard this card to gain 1
Clue.”
^ From the Mountains of Madness expansion, the Exploring
Hyperborea Mystery’s final paragraph should read as
follows: “At the end of the Mythos Phase, if there are
Eldritch tokens on this card equal to half ~,
solve this
Mystery.”
^ From the Mountains of Madness expansion, Other World
Encounter #34’s fail effect should read as follows: “The shape
pulls you underground. Lose 1 Health. You see a little bit of light
and climb toward it (}
). If you pass, you climb out back on
Earth; close this Gate. If you fail, the ground crushes you; gain 1
INJURY Condition.”
E
RRATA
---
cRediTs
Game Design: Corey Konieczka and Nikki Valens
Additional Content and Design: Tim Uren and Richard Launius
Inspired by the Arkham Horror Design by: Kevin Wilson and Richard Launius
Editing and Proofreading: Brendan Weiskotten
Graphic Design:
Michael Silsby with Dallas Melhoff, Chris Beck, and Shaun
Boyke
Cover Art:
Anders Finer
Investigator Art: Magali Villeneuve
Game Board Location Art: Raymong Bonilla, David Griffith, Ed
Mattinian, Patrick McEvoy, Emilio Rodriguez, Tim Tsang, Magali Villeneuve,
and Drew Whitmore
Additional Interior Art: The artists of Call of Cthulhu LCG
and Arkham Horror Files products
Investigator and Location Art Direction: Zoë Robinson
Managing Art Director: Andrew Navaro
Managing Graphic Designer: Brian Schomburg
Production Manager: Eric Knight
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Playtesters: Steve Avery, Samuel Bailey, Deb Beck, Carolina Blanken, Joost
Boere, Shaun Boyke, Ricardo Basilio Donoso, Alexander Drechsel, Marieke
Franssen, Jason Glawe, Nathan I. Hajek, Trent Hammer, Anita Hilberdink, Tim
Huckelbery, Justin Kemppainen, Steven Kimball, Jose Anselmo Lapini Jr, Mark
Larson, Richard Launius, Josh Lewis, Scott Lewis, Emile de Maat, Danilo
Martins, Bas Mattern, Jason Maxwell, Eelco Osnabrugge, Marijke van der Pal,
Sebastiaan van der Pal, Adam Sadler, Brady Sadler, Martin van Schaijk, Alex
Stragey, Zach Tewalthomas, Leon Tichelaar, Marjan Tichelaar-Haug, Ian Tolen,
Vera Visscher, Remco van der Waal, Jason Walden, Ruud Wiegers, Brian
Wilson, Mark Zoghby
S
pecial thanks to all of our beta testers.
Graphic Design:
Monica Skupa
Eldritch Horror
Graphic Design: Michael Silsby
Cover Art: Jacob Murray Interior Art: Emilio Rodriguez, Stephen Somers, Magali Villeneuve, and the
artists of Call of Cthulhu LCG and Arkham Horror Files products.
Art Direction: Zoë Robinson and John Taillon
Managing Art Director: Andy Christensen
Managing Graphic Designer: Brian Schomburg
Production Manager: Eric Knight
Executive Producer: Michael Hurley Publisher: Christian T. Petersen
Playtesting: Samuel W. Bailey, Chiara Bertulessi, Simone Biga, Carolina
Blanken, Nayt Brookes, Andrea Dell’Agnese, Julia Faeta, Jason Glawe, Anita
Hilbe
rdink, Tim Huckelbery, Mike Kutz, Mark Larson, Emile de Maat,
Sebastiaan van der Pal, Marijke van der Pal-Scheeres, Chad Reverman, Martin van Schaijk, Léon Tichelaar, Marjan Tichelaar-Haug, and Vera Visscher.
Graphic Design:
Shaun Boyke
Eldritch Horror
Graphic Design: Michael Silsby
Cover Art: Jacob Murray Interior Art: Cristi Balanescu, Tiziano Baracchi,
Mauro Dal Bo, Guillaume Ducos, Tony Foti, Ed Mattinian, Stephen Somers,
Magali Villeneuve, and the artists of Call of Cthulhu LCG and Arkham Horror
Files products.
Art Direction: Taylor Ingvarsson and Zoë Robinson
Managing Art Director: Andy Christensen
Managing Graphic Designer: Brian Schomburg
Production Management: Megan Duehn and Simone Elliott
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Quality Assurance Coordinator: Zach Tewalthomas
Playtesting: René van den Berg, Carolina Blanken, Pieter Blanken, Marieke
Franssen, Anita Hilberdink, Mark Larson, Emile de Maat, Alex Ortloff, Martin van Schaijk, Maarten Schopman, Léon Tichelaar, Marjan Tichelaar- Haug, and Vera Visscher Special thanks to all of our beta testers.
Expansion Design: Nikki Valens
Eldritch Horror
Design: Corey Konieczka and Nikki Valens
Additional Content and Design: Tim Uren
Editing and Proofreading: Brendan W
eiskotten
Graphic Design: Michael Silsby
Cover Art:
Matthew Starbuck
Interior Art: Clark Huggins, Stephen Somers, and the artists of
Call of Cthulhu
LCG and Arkham Horror Files products.
Art Direction: John Taillon
Managing Art Director: Andrew Navaro
Managing Graphic Designer: Brian Schomburg
Production Manager: Eric Knight
Executive Producer: Michael Hurley
Publisher:
Christian T . Petersen
Playtesting: Audrey Bailey, Samuel
W. Bailey, Joe Baranoski,
Dane Beltrami, Nayt Brookes, Pippin Brown, Jeannine Duncan, Deb Freytag,
Jason Glawe, Eric Hanson, Anita Hilberdink, Tim Huckelbery, Mike Kutz,
Matthew Landis, Mark Larson, Josh Lewis, Kortnee Lewis, Scott Lewis, “Lovey
the Snake”, Emile de Maat, Sebastiaan van der Pal, Francis “Cake” Rosting,
Martin van Schaijk, Alex Stragey, Léon Tichelaar, Marjan Tichelaar-Haug, Vera
Visscher, and Remco van der Waal.
Expansion Design: Nikki V
alens
Eldritch Horror
Design: Corey Konieczka and Nikki Valens
Additional Writing: Paul Poppleton and Tim Uren
Proofreading: Dane Beltrami and Matthew Landis
Expansion Design: Nikki Valens
Eldritch Horror Design:
Corey Konieczka and Nikki V alens
Additional Writing: Dane Beltrami and Tim Uren
Proofreading: Matthew Landis
Graphic Design:
Taylor Ingvarsson and Michael Silsby
Cover Art:
Mark Poole
Interior Art: Tommy Arnold, Alexandr Elichev, Tony Foti, Emilio Rodriguez,
Magali Villeneuve, and the artists of Call of Cthulhu LCG and Arkham Horror Files
products Art Direction: Zoë Robinson and John Taillon
Managing Art Director: Andy Christensen
Managing Graphic Designer: Brian Schomburg
Production Management: Megan Duehn and Simone Elliott
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Quality Assurance Coordinator: Zach Tewalthomas
Playtesting: Carolina Blanken, Marieke Franssen, Anita Hilberdink, Mark
Larson, Scott Lewis, Emile de Maat, Alex Ortloff, Francis “Cake” Rosting Special thanks to all of our beta testers!
Expansion Design: Nikki V
alens
Eldritch Horror Design: Corey Konieczka and Nikki Valens
Additional Writing: Dane Beltrami and Tim Uren Proofreading: Matthew Landis
Expansion Design: Nikki Valens
Eldritch Horror Design: Corey Konieczka and Nikki Valens
Additional Writing: Dane Beltrami and Tim Uren
Graphic Design: Chris Beck and Duane Nichols Managing Graphic Designer: Brian Schomburg
Cover Art:
Cristi Balanescu
Interior Art: Mauro Dal Bo, Tony Foti, Jacob Murray, Stephen Somers, and the
artists of Call of Cthulhu LCG and Arkham Horror Files products
Art Direction: Taylor Ingvarsson
Managing Art Director: Andy Christensen
Creative Director: Andrew Navaro
Production Management: Jason Beaudoin and
Megan Duehn Quality Assurance Coordinator: Zach Tewalthomas
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Playtesting: Carolina Blanken, Anita Hilberdink, Matthew Landis, Mark
Larson, Emile de Maat, Alex Ortloff, Léon Tichelaar, Marjan Tichelaar-Haug Special thanks to all of our beta testers!
Rules compiled and layout by strerd:
https://www.boardgamegeek.com/user/strerd
© 2013, 2014 , 2015, 2016
Fantasy Flight Publishing, Inc. No part of this product
may be reproduced without specific permission. Eldritch Horror and Fantasy Flight
Supply are trademarks of Fantasy Flight Publishing, Inc. Fantasy Flight Games,
Arkham Horror, and the FFG logo are registered trademarks of Fantasy Flight
Publishing, Inc. All rights reserved. Fantasy Flight Games is located at 1995 West
County Road B2, Roseville, Minnesota, 55113, USA, and can be reached by
telephone at 651-639-1905. Retain this information for your records. Actual
components may vary from those shown. Made in China. THIS PRODUCT IS
NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE
OR YOUNGER.
Visit us on the W
eb at:
www.fantasyflightgames.com
2
8
2016 Fantasy Flight Publishing Inc No part of this product may be reproduced without specific permission Eldritch Horror and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing Inc Fantasy Flight Games Arkham Horror and the FFG logo are registered trademarks of Fantasy Flight Publishing Inc All rights reserved Fantasy Flight Games is located at 1995 West County Road B2 Roseville Minnesota 55113 USA and can be reached by telephone at 651 639 1905 Retain this information for your records Actual components may vary from those shown Made in China THIS PRODUCT IS NOT A TOY NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER Visit us on the W eb at www fantasyflightgames com 2 8
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I
NDEX
variant rEFErEncE cards
With the introduction of new mechanics in Eldritch Horror expansions, some player groups may wish for a more difficult or more relaxed
H [ S H U L H Q F H Z L W K F H U W D L Q S O D \ H U F R X Q W V 7 K H Y D U L D Q W 5 H I H U H Q F H F D U G V V K R Z Q E H O R Z F D Q E H X V H G W R L Q F U H D V H R U G H F U H D V H W K H J D P H ·s difficulty.
For 1 or 5 PlayErs
Players who desire a less punishing experience for 1 or 5 players can
use the following Reference cards instead of those from the base
game.
For 4, 7,
or 8 PlayErs
Players who desire a more challenging experience for 4, 7, or 8 players can use the following Reference cards instead of those from the base game.
2 1
1
Icon Reference
1
Spawn Clues
Number of Players
Monster Surge
Spawn Gates
1
2
3
Icon Reference
5
Spawn Clues
Number of Players
Monster Surge
Spawn Gates
2
12
Icon Reference
4
Spawn Clues
Number of Players
Monster Surge
Spawn Gates
1
3
4
Icon Reference
7
Spawn Clues
Number of Players
Monster Surge
Spawn Gates
13
4
Icon Reference
8
Spawn Clues
Number of Players
Monster Surge
Spawn Gates
Acquire Assets Action 9
Action Phase ................7, 8, 9
Example ................9
Active Expedition ................11
Adventures ................11
Ambush ................................18
Ancient One
Awakens ................19
Cards ................................5
Assets ................................15
Clues ................................11, 13
Combat
Encounters ................10, 17, 18
Example ..............................18
Complex Encounters 14
Components
Action ................................9
Base Game ................3
Expansions ................3, 4
Conditions ................15
Credits ................................28
Defeated Investigator 11, 17Delayed ................................16Doom track ................12
Elditch Tokens ................12
Eliminated Players................19
Encounter Phase ................7, 10
Errata ................................26
Event ................................12
Expansions
Symbols................................4
Using .................................4
FAQ ................................21~25
Focus Action ...............9
Game Difficulty
Staged ................................20
Insane ................................20
Gates ................................11, 12
Health .................................17
Impairment Tokens 14
Improvement Tokens 14
Introduction ................1
Investigators ................1
Location
Encounters ................10
Lost in Time & Space 16
Magical Resistance ...............18
Monster
Cup ................................13
Epic ................................18
Spawn ................................12
Surge ................................12
Mysteries ...............19
Mystic Ruins ...............11
Mythos
Deck ................................7
Phase ................................7, 12
Object of the Game 7
Omen ................................12
Track ................................12
Other World Encounter 11, 15
Overview
Expansion ...............2
Game ................................1
Paths ................................8
Local ................................8
Ship ................................8
Physical Resistance ............18
Players ................1
Playing the Game ................7
Possessions ................15
Prelude Cards ................6 , 20
Prepare for Travel Action 9
Random Space ................19
Reckoning ................12
Reroll ................14
Rest Action ................8
Rumors ................................11, 19
Sanity ................................17
Setup ................................5, 6
Skills ................................14
Spaces ................................8
Spawn
Clues ................................12, 13
Gates ................................12
Monsters ................13
Spells
................................15
Strength test ................18
Tests ................................14
Token Encounter ...............11
Trade Action ................9
Travel Action ................8
Unique Assets ................15
Will Test .................................18
Winning the Game ................13
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