Full manual text
Beings of ancient and bizarre intelligence, known as
Old Ones, are stirring within their vast cosmic prisons.
If they awake into the world, it will unleash an age
of madness, chaos, and destruction upon the very
fabric of reality. Everything you know and love will
be destroyed!
You are cursed with knowledge that the “sleeping
masses” cannot bear: that this Evil exists, and that it
must be stopped at all costs.
Shadows danced all around the gas street light
above you as the pilot flame sputtered a weak
yellow light. Even a small pool of light is better than
total darkness, you think to yourself. You check your
watch again for the third time in the last few minutes.
Where was she? Had something happened?
The sound of heels clicking on pavement draws your eyes across
the street. Slowly, as if the darkness were a cloak around her, a
woman comes into view. Her brown hair rests in a neat bun on her head
and glasses frame a nervous face. Her hands hold a large manila folder
with the words INNSMOUTH stamped on the outside in blocky type lettering.
“You’re late,” you say with a note of worry in your voice, taking the
folder she is handing you.
“I… I tried to get here as soon as I could.” Her voice is tight with fear, high
pitched and fast, her eyes moving nervously without pause. “You know how to fix
this?” The question in her voice cuts you like a knife. “You can… make IT go away?!”
You wince inwardly as her voice raises too loudly at that last bit, a nervous edge of
hysteria creeping into her tone.
In an instant, you’ve opened the folder, scanning the pictures
of some dockworkers and a place near a boardwalk
you’ve never seen before. The edge of the photo
is blurry, but the undulating mass of tentacles
and… something very large… are unmistakable.
You tuck it all away in your coat, a familiar
weight setting once more onto your
shoulders.
“I can try. It’s what we do,” is all you
can say. What promises can you make
someone when you are faced with the
spawn of chaos and madness incarnate?
You ball your hands into fists in your own
coat pocket to stop them from shaking
at the memory of the last time you came
close to one of these “Old Ones” and their
deformed and psychotic minions. That
you’ve made it this far is a miracle.
2
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OVERVIEW
You and your fellow players are investigators. You must work together to seal four gates to prevent the
awakening of Cthulhu, or the area from being overrun with cultists or Shoggoths. Failure means the
unleashing of an age of madness.
Pandemic – Reign of Cthulhu is a cooperative game. Each player has a specific role with special abilities to
improve their team’s chances. The players all win or lose together.
YOUR GOAL IS TO SEAL ALL 4 GATES.
THE PLAYERS LOSE IF:
Cthulhu awakens,
Not enough cultists are left when needed,
Not enough Shoggoths are left when needed,
Not enough Player cards are left when needed, or
All players are insane.
The woman’s eyes widen, her nostrils flaring as her hands
grab the front of your shirt. “Try?” Her voice is a
whimper edging to a siren’s wail. “Try?! You…you
HAVE to! You don’t know what I had to do to get
those…”
You shake her off, your gaze hardening
enough that the street light’s yellow glow
shows the danger in your eyes. It’s enough
to cause her to bite back her next few
words, straightening up as she steps back
half a pace.
“Thank you for the intel ma’am,” you say
as you turn and stride into the darkness.
“Unless you intend to join me, you should
head home. It’s dangerous out at night
these days.” With this information, you
should have the final clues you need to stop this
next abomination from infiltrating your world further.
You walk towards the next set of horrors. Noticing that you no longer are alone, you start sharing
the words of your late mentor that set you off on this path.
“A great Evil slumbers under the very soil you tread my friend. It hides behind the
darkness that fills the midnight void in the sky. It whispers dreams of madness and chaos to
the masses from beneath deep waters.
But the clues to halting its entrance into the world are all around you. A great Evil stirs
somewhere in the dark recesses of the world. Can you stop it from waking up in time?”
There’s not a day that’s gone by you wish you could forget them and walk a different path… and not a day
that you know that you can’t. Someone’s gotta try and push back this ancient Evil. Someone’s gotta hold on
to the light. But it doesn’t mean that someone’s gotta be alone...
3
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26 CULTIST FIGURES4 SEAL TOKENS
3 SHOGGOTH FIGURES24 SUMMONING CARDS 12 OLD ONE CARDS
1 SANITY DIE 18 SANITY TOKENS
PREPARE THE PLAYER DECK
Divide the remaining Player cards into four facedown piles, as
equal in size as you can. Shuffle 1 Evil Stirs card into each pile,
facedown. On the space provided for it, stack these piles to form
the Player deck, placing smaller piles at the bottom.
BEGIN PLAY
The first player starts.
7
8
PLACE CULTISTS AND SHOGGOTH
Shuffle all Summoning cards together and place them in the space provided as the Summoning deck.
• Flip over the top 2 cards and place 3 cultists on each of these locations.
• Flip over 2 more cards and place 2 cultists on each of these locations.
• Flip over 2 more cards and place 1 cultist on each of these locations.
• Lastly, flip over 1 more card and place 1 Shoggoth on this location.
• Place all drawn Summoning cards faceup on the Summoning discard pile.
GIVE CARDS TO EACH PLAYER AND
PREPARE THE RELIC PILE
Randomly select 4/5/6 Relic cards with 2/3/4 players and shuffle them
together with the remaining Clue cards to form the Player deck. Place the
unused Relic cards facedown to the side to form a Relic pile. Deal cards to
each player to form their initial hands. Give cards according to the number
of players:
2-player game 4
3-player game 3
4-player game 2
We suggest players keep their hands faceup at all times.
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
JUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARD
PAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOP
HOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITAL
FACTORYFACTORYFACTORYFACTORYFACTORY
BOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALKBOARDWALK
WOODSWOODSWOODSWOODSWOODSWOODS
MARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKET
WHARFWHARFWHARFWHARFWHARFWHARFWHARFWHARFWHARF
GRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARD
THEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATER
GREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALL
DOCKSDOCKSDOCKSDOCKSDOCKSDOCKSDOCKS
PLAY
Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions
Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards
Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.
FINAL SIZE MARKS
MARKETFACTORYCHURCHPOLICE STATION
Playing Relic cards can only be done
by the active player.
YOG-SOTHOTH
by the active player.
Playing Relic cards can only be done Playing Relic cards can only be done
by the active player.
YOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTHYOG-SOTHOTH
by the active player.
Playing Relic cards can only be done Playing Relic cards can only be done All players collectively
lose 3/4/5 sanity tokens
(with 2/3/4 players).
SHUDDE M’ELL
All players collectively All players collectively
lose 3/4/5 sanity tokens
(with 2/3/4 players).
lose 3/4/5 sanity tokens
(with 2/3/4 players).
lose 3/4/5 sanity tokens
SHUDDE M’ELLSHUDDE M’ELLSHUDDE M’ELLSHUDDE M’ELLSHUDDE M’ELLSHUDDE M’ELLCTHULHU
The world is plunged into an age of
madness, chaos, and destruction.
You have lost.
26 CULTIST FIGURES
WOODSWOODS
CTHULHU
The world is plunged into an age of
madness, chaos, and destruction.
You have lost.
6
3
MARKETMARKETMARKETMARKET
FACTORYFACTORYFACTORYFACTORYFACTORYFACTORY
DOCKSDOCKSDOCKS
6
PLAY
1:1:1: Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions
2: 2: 2: 2: Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards
3:3:3:3: Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.Hand limit is 7 cards at all times.
stack
shuffle
facedown. On the space provided for it, stack these piles to form
We suggest players keep their hands faceup at all times.
stack
shuffle
1. Fight the madness - Roll the Sanity die.
2. Awakening - Reveal the next Old One.
3. A Shoggoth appears - Draw 1 card from
the bottom of the Summoning deck and
put 1 Shoggoth on the location indicated.
4. Cultists regroup - Shuffle the Summoning
discard pile and put the cards on top of
the Summoning deck.
1. Fight the madness - Roll the Sanity die.
2. Awakening - Reveal the next Old One.
3. A Shoggoth appears - Draw 1 card from
the bottom of the Summoning deck and
put 1 Shoggoth on the location indicated.
4. Cultists regroup - Shuffle the Summoning
discard pile and put the cards on top of
the Summoning deck.
1. Fight the madness - Roll the Sanity die.
2. Awakening - Reveal the next Old One.
3. A Shoggoth appears - Draw 1 card from
the bottom of the Summoning deck and
put 1 Shoggoth on the location indicated.
4. Cultists regroup - Shuffle the Summoning
discard pile and put the cards on top of
the Summoning deck.
1. Fight the madness - Roll the Sanity die.
2. Awakening - Reveal the next Old One.
3. A Shoggoth appears - Draw 1 card from
the bottom of the Summoning deck and
put 1 Shoggoth on the location indicated.
4. Cultists regroup - Shuffle the Summoning
discard pile and put the cards on top of
the Summoning deck.
The world is plunged into an age of
madness, chaos, and destruction.
MARKET DOCKS CHURCHFACTORY
PARK POLICE STATION WOODS
Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards
Summoning
deck
Summoning
discard pile
5
of the Summoning deck and put 1 Shoggoth on the location indicated 4 Cultists regroup Shuffle the Summoning discard pile and put the cards on top of the Summoning deck 1 Fight the madness Roll the Sanity die 2 Awakening Reveal the next Old One 3 A Shoggoth appears Draw 1 card from the bottom of the Summoning deck and put 1 Shoggoth on the location indicated 4 Cultists regroup Shuffle the Summoning discard pile and put the cards on top of the Summoning deck The world is plunged into an age of madness chaos and destruction MARKET DOCKS CHURCHFACTORY PARK POLICE STATION WOODS Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards Summoning deck Summoning discard pile 5
---
PLAY
Each player turn is divided into 3 steps:
1. DO 4 ACTIONS.
2. DRAW 2 PLAYER CARDS.
3. REVEAL SUMMONING CARDS.
After a player is done resolving the Summoning cards,
the player on their left goes next.
Players should freely give each other advice. Let
everyone offer opinions and ideas. However, the player
whose turn it is decides what to do.
Your hand can have Clue and Relic cards in it. Clue cards
are used in some actions and Relic cards can be played
at any time.
1. ACTIONS
You may do up to 4 actions each turn (as shown on the sane side of your Investigator card).
Select any combination of the actions listed
below. You may do the same action several times, each
time counting as 1 action. Your investigator’s special
abilities may change how an action is done. Some
actions involve discarding a card from your hand; all
these discards go to the Player discard pile.
MOVEMENT ACTIONS
If any movement results in your entering a location
occupied by a Shoggoth, you must roll the Sanity die.
WALK
Move from your current location to a
location connected by a line.
TAKE THE BUS
While on a bus station location, you can
do this action in two ways:
1. Discard a Clue card to move to any location in the town pictured on the card.
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
DINERDINERDINERDINERDINERDINERDINERDINER
FINAL SIZE MARKS
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
HISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INN
FARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEAD
CAFECAFECAFECAFECAFECAFECAFECAFECAFECAFE
SWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMP
CHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCH
FINAL SIZE MARKS
OLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILL
2. Discard a Clue card matching the town you are in to move to any location in any town.
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
DINERDINERDINERDINERDINERDINERDINERDINER
FINAL SIZE MARKS
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
UNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITY
PARKPARKPARKPARKPARKPARK
SECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGESECRET LODGE
DINERDINERDINERDINERDINERDINERDINER
JUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARD
PAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOP
HOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITAL
FACTORYFACTORYFACTORYFACTORYFACTORYFACTORYFACTORYFACTORYFACTORY
WOODSWOODSWOODSWOODSWOODSWOODS
MARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKET
WHARFWHARFWHARFWHARFWHARFWHARFWHARFWHARFWHARF
GRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARD
THEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATER
GREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALL
FARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEAD
OLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILL
SWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMP
CHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCH
DOCKSDOCKSDOCKSDOCKSDOCKSDOCKSDOCKS
FINAL SIZE MARKS
HISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INN
CAFECAFECAFECAFECAFECAFECAFE
USE A GATE
Move from one gate location to another gate location. After completing your movement, do a sanity roll.
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
PARKPARKPARKPARKPARKPARKPARKPARK
FINAL SIZE MARKSTRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
GRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARD
FINAL SIZE MARKS
PARKPARKPARK
Players cannot move to or from sealed gates.
If, after using a gate, you are on a location with a
Shoggoth, roll the Sanity die twice: once for using the gate
and another time for entering a location with a Shoggoth.
SPECIAL ACTIONSDEFEAT A CULTIST
Remove 1 cultist figure from the location
you are in, returning it to the supply.
DEFEAT A SHOGGOTH
(3 ACTIONS)
Remove 1 Shoggoth figure from the
location you are in, returning it to the
supply. Due to their unspeakable horror, defeating a
Shoggoth takes 3 actions and these 3 actions must all be
spent on the same turn.
After defeating a Shoggoth with this action, draw a Relic
card from the Relic pile and add it to your hand.
Note: Other effects may allow you to remove Shoggoths
from the board, but no relics are granted in those cases.
GIVE OR TAKE 1 RELIC CARD
Either give or take 1 Relic card from
another investigator who shares
your location.
GIVE OR TAKE 1 CLUE CARD
You can do this action in two ways:
1. give a Clue card that matches the town
you are in to another player, or
2. take a Clue card that matches the town
you are in from another player.
For both of these Give or Take actions, both of you need
to share the same location and must agree to do this.
If the player who gets the card now has more than
7 cards, that player must immediately discard a card or
play a Relic card (see Relic cards on page 8).
You start the game with an unused Relic.
Your hand limit is 8.
At any time, you may do the Give or Take
1 Relic Card action for free.
magician
4
6
in two ways 1 give a Clue card that matches the town you are in to another player or 2 take a Clue card that matches the town you are in from another player For both of these Give or Take actions both of you need to share the same location and must agree to do this If the player who gets the card now has more than 7 cards that player must immediately discard a card or play a Relic card see Relic cards on page 8 You start the game with an unused Relic Your hand limit is 8 At any time you may do the Give or Take 1 Relic Card action for free magician 4 6
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USE A GATE
Move from one gate location to another
gate location. After completing your
movement, do a sanity roll.
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
FINAL SIZE MARKSTRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
FINAL SIZE MARKS
Players cannot move to or from sealed gates.
If, after using a gate, you are on a location with a
Shoggoth, roll the Sanity die twice: once for using the gate
and another time for entering a location with a Shoggoth.
SPECIAL ACTIONS
DEFEAT A CULTIST
Remove 1 cultist figure from the location
you are in, returning it to the supply.
DEFEAT A SHOGGOTH
(3 ACTIONS)
Remove 1 Shoggoth figure from the
location you are in, returning it to the
supply. Due to their unspeakable horror, defeating a
Shoggoth takes 3 actions and these 3 actions must all be
spent on the same turn.
After defeating a Shoggoth with this action, draw a Relic
card from the Relic pile and add it to your hand.
Note: Other effects may allow you to remove Shoggoths
from the board, but no relics are granted in those cases.
GIVE OR TAKE 1 RELIC CARD
Either give or take 1 Relic card from
another investigator who shares
your location.
GIVE OR TAKE 1 CLUE CARD
You can do this action in two ways:
1. give a Clue card that matches the town
you are in to another player, or
2. take a Clue card that matches the town
you are in from another player.
For both of these Give or Take actions, both of you need
to share the same location and must agree to do this.
If the player who gets the card now has more than
7 cards, that player must immediately discard a card or
play a Relic card (see Relic cards on page 8).
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
CAFECAFECAFECAFE
FINAL SIZE MARKS
Example: If you have a Dunwich Clue card and
are with another player on the Cafe, you can give
this card to that player. Or, if another player has a
Dunwich Clue card and you both are on the Cafe, then
you can take it from that player. In either case, you
both must agree before handing the card over.
CAFECAFECAFECAFECAFECAFE
SEAL A GATE
On a gate location, discard 5 Clue cards
from your hand that all match the town
you are in.
When you Seal a Gate, place the matching Seal
token onto the gate, then remove 1 cultist from
each location in the town whose gate you just
sealed and return them to the supply.
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
HISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INN
FARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEADFARMSTEAD
CAFECAFECAFECAFECAFECAFECAFE
CHURCHCHURCHCHURCH
FINAL SIZE MARKS
Example: You seal the Dunwich gate at the Old Mill by
discarding 5 Dunwich Clue cards. Then you place the
Seal token on the gate and remove 1 cultist from each
location in Dunwich.
CAFECAFECAFECAFECAFECAFE
OLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILLOLD MILL
CHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCHCHURCH
HISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INNHISTORIC INN
SWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMPSWAMP
2. DRAW CARDS
After doing 4 actions, draw the top
2 cards together from the Player deck.
If, as you are about to
draw, there are fewer than
2 cards left in the Player
deck, the game ends and
your team has lost! (Do not reshuffle the
discard to form a new deck.)
EVIL STIRS CARDS
1. Fight the madness - Roll the Sanity die.
2. Awakening - Reveal the next Old One.
3. A Shoggoth appears - Draw 1 card from
the bottom of the Summoning deck and
put 1 Shoggoth on the location indicated.
4. Cultists regroup - Shuffle the Summoning
discard pile and put the cards on top of
the Summoning deck.
If your draws include any Evil Stirs
cards, immediately do the following
steps in order (once you draw
an Evil Stirs card, you must resolve it
completely before playing a
Relic card):
1. Fight the madness: Roll the
Sanity die and apply its result.
2. Awakening: Reveal the next
Old One.
3. A Shoggoth appears: Draw the bottom card from
the Summoning deck and put a Shoggoth figure on
that location. Discard this card to the Summoning
discard pile.
If you cannot place a Shoggoth on the board
because there are not any left in the supply,
the game ends and your team has lost!
Shuffle the Summoning discard pile and put the cards on top of the Summoning deck If your draws include any Evil Stirs cards immediately do the following steps in order once you draw an Evil Stirs card you must resolve it completely before playing a Relic card 1 Fight the madness Roll the Sanity die and apply its result 2 Awakening Reveal the next Old One 3 A Shoggoth appears Draw the bottom card from the Summoning deck and put a Shoggoth figure on that location Discard this card to the Summoning discard pile If you cannot place a Shoggoth on the board because there are not any left in the supply the game ends and your team has lost
4. Cultists regroup: Reshuffle just the cards in the
Summoning discard pile and place them on top of the
Summoning deck.
When doing these steps, remember to draw from the
bottom of the Summoning deck and to then reshuffle
only the Summoning discard pile, placing it on top of the
existing Summoning deck.
It is rare, but possible, to draw 2 Evil Stirs cards at once.
In this case, do all four steps above once and then again.
If this occurs, the second evil stirs’ Summoning card
will be the only card to “reshuffle,” ending on top of the
Summoning deck.
After resolving any Evil Stirs cards, remove them from
the game. Do not draw replacement cards for them.
HAND LIMIT
If you ever have more than 7 cards in hand (after first
resolving any Evil Stirs cards you may have drawn),
discard cards or play Relic cards until you have 7 cards
in hand (see Relic cards on page 8).
7
---
3. SUMMONING
Flip over as many Summoning cards as the current
summoning rate. This number is below the rightmost
revealed Old One, or 2 if no Old Ones are revealed (the
starting summoning rate). Flip these cards over one
at a time, placing a cultist onto the location named
on each card. Discard this card to the Summoning
discard pile.
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
TRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATIONTRAIN STATION
S U M M O N I N G R AT E
UNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITYUNIVERSITY
FINAL SIZE MARKS
Playing Relic cards can only be done
by the active player.
Y O G - S O T H O T H
by the active player.
Draw the bottom card from the
Summoning deck. Place 1 Shoggoth on that
location. Discard that card to the Summoning
discard pile. Then move each Shoggoth
1 location closer to the nearest open gate.
HA S T U R
To Walk out of a location with 2 or
more cultists, a player must first
Defeat a Cultist at that location.
I T HA Q U A
POLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATION
more cultists, a player must first
Defeat a Cultist at that location.Defeat a Cultist at that location.
TRAIN STATION
SUMMONING RATE
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
POLICE STATIONPOLICE STATIONPOLICE STATIONPOLICE STATION
FINAL SIZE MARKS
To Walk out of a location with 2 or
more cultists, a player must first more cultists, a player must first
Defeat a Cultist at that location.Defeat a Cultist at that location.
If the summoning rate increases during the Summoning step, follow the summoning rate you were using at the beginning of the Summoning step. The new summoning rate only takes effect at the start of the next Summoning step.
If the location already has 3 cultists in it, do not place
a 4
th
cultist. Instead, an awakening ritual occurs (see
Awakening Rituals below).
If the Summoning deck ever runs out of cards, shuffle
the discard pile to create a new Summoning deck. If this
occurs in the middle of a Summoning step, the cards
revealed during that Summoning step are not shuffled
and must stay in the discard pile.
SHOGGOTHS MOVE
Each time this icon appears on a Summoning card during the Summoning step, move each Shoggoth one location closer to the nearest open gate. If a Shoggoth on an open gate would need to
move, remove it from the board, returning it to the supply, and an awakening ritual occurs instead (see Awakening Rituals below).
If a Shoggoth is ever the same number of locations away
from two open gates, the active player moves the Shoggoth
towards the open gate of their choice.
AWAKENING RITUALS
When an awakening ritual occurs, reveal the next Old One and apply its effects.
Unlike in Pandemic, there are no Outbreaks or Chain
Outbreaks in Pandemic – Reign of Cthulhu.
If the last Old One (Cthulhu) awakens, the game ends and the investigators lose.
OLD ONES
Old Ones have a variety of effects that are applied as
soon as the Old One is revealed.
Some of those effects are permanent,
meaning they will impact the game until
the end. They are identified with this icon:
Others are instantaneous, meaning their effect
is applied immediately after being revealed and then
is done.
SHOGGOTHS
Shoggoths are servants of the Old Ones. Their very presence is enough to inspire fear and drive men to insanity.
Shoggoths have the following game effects:
• A player must roll the Sanity die whenever they enter
a location with a Shoggoth, or a Shoggoth enters
their location.
• Defeating a Shoggoth requires 3 actions. A player who
uses 3 actions to defeat a Shoggoth immediately draws
a Relic card from the Relic pile.
• During the Summoning step, Shoggoths will move
towards the nearest open gate. This movement is
covered in detail under the Shoggoth Move section.
If you cannot place a Shoggoth on the board
because there aren’t any left in the supply, the
game ends and your team has lost! This can
occur during an Evil Stirs card or when the
Old One – Hastur is revealed.
RELIC CARDS
RELIC
ALIEN CARVING
The active player can take 3 extra
actions this turn.
During a turn, any player may play
Relic cards. Playing a Relic card is
not an action. The player who plays
the Relic card decides how it is used.
After playing a Relic card and
resolving its effect, remove it from
the game and the player who played
it from their hand does a sanity roll.
The “active player” refers to the player whose turn it is.
Relic cards can by played at any time, except in between
drawing and resolving a card.
If Yog-Sothoth is awake, Relic cards may only be played
by the active player.
When 2 Evil Stirs are drawn together, Relics can be played
after resolving the first Evil Stirs.
Old Ones have a variety of effects that are applied as
8
Relic cards Playing a Relic card is not an action The player who plays the Relic card decides how it is used After playing a Relic card and resolving its effect remove it from the game and the player who played it from their hand does a sanity roll The active player refers to the player whose turn it is Relic cards can by played at any time except in between drawing and resolving a card If Yog Sothoth is awake Relic cards may only be played by the active player When 2 Evil Stirs are drawn together Relics can be played after resolving the first Evil Stirs Old Ones have a variety of effects that are applied as 8
---
SANITY ROLLS
Players not only need to contend with the Old Ones’
powers and their cultists but also their own grasp on
sanity as the tides of madness grow ever higher from
the Old Ones’ machinations.
YOU MUST ROLL THE SANITY DIE:
• after completing a Use a Gate action,
• after resolving the effects of a Relic card,
• when you enter a location with a Shoggoth or a
Shoggoth enters your location,
• as the first step of a drawn Evil Stirs card.
SANITY DIE EFFECTS
BLANK
Nothing happens.
DELUSIONAL
Lose 1 sanity token.
PSYCHOTIC
Lose 2 sanity tokens.
PARANOID
Add 2 cultists to your current location.
If at any time an investigator loses all of their sanity
tokens, they become insane.
INSANE INVESTIGATORS
If an investigator becomes insane, flip their card to
show that they suffer the following effects:
When doing the Walk action,
you MUST move 2 locations instead of 1.
You ignore Ithaqua’s effect.
driver
3
• They have one fewer action each
turn, as shown on their insane
side (if a player had any actions
left when they become insane,
reduce that number by 1).
• Their special ability changes
to reflect the change in their
state of mind. Only the special
ability listed on their insane
side applies.
driver
3
•
When doing the Walk action,
locations instead of 1.
INSANE SIDE
Insane players must still roll the Sanity die when
instructed (the Paranoid result still has an effect) but
they cannot lose any more sanity while insane.
If all players are insane, they lose the game!
Fear not, for there is a cure for insanity! If an investigator seals a gate while insane, they are immediately transported to either the Church or the Hospital (their choice). They flip their Investigator card to its sane side, recover their starting sanity, abilities and number of actions, and immediately gain 1 action on their turn as a result.
Players cannot choose to remain insane. Sealing a gate
while insane immediately triggers these results and the
investigator is left to wonder how they mysteriously
arrived at their “house of healing.”
Note, if any card effect allows players to regain sanity,
an insane investigator becomes sane as described
above, but regains only as much sanity as allowed and
does not move to the Hospital or Church as they would
when becoming sane after sealing a gate.
GAME END
The players win as soon as all 4 gates are sealed.
The players lose if any of the following things happen:
The last Old One (Cthulhu) awakens,
There are no cultist figures left to add to the
board when the players must add one,
There are no Shoggoth figures left to add to the board when the players must add one,
A player cannot draw 2 Player cards after doing
theirdactions, or
All players are insane.
9
---
PLAY EXAMPLE
PLAYER TURN - ACTIONS STEP
The Detective is at the Hospital. He wishes to go to the
Graveyard and help the Occultist seal the Kingsport gate
(red). He has just sealed the Innsmouth gate (blue) and
cannot use it to travel directly to the Graveyard.
The Detective walks
1 to the Factory, a bus location.
Since he enters a location with a Shoggoth, he must roll
the Sanity die. He rolls a , forcing him to lose a sanity
token. Luckily for him, he still has one.
He then takes the bus
token. Luckily for him, he still has one.
2 by discarding an Innsmouth
card (his current town) to move to any location on the
board. He chooses the Graveyard and immediately joins
the Occultist.
At the Graveyard, he defeats a cultist
3
. With his final
action, he gives a Kingsport card
At the Graveyard, he defeats a cultist
4
to the Occultist.
The Detective has now finished the Action step of
his turn.
DRAW CARDS STEP
The Detective draws 2 cards: Arkham and Dunwich.
SUMMONING STEP
The Detective ends his turn with the Summoning step. The current summoning rate is 2 The Detective ends his turn with the Summoning
A(as shown
under the rightmost revealed Old One). He reveals the Woods and Hospital cards and places a cultist on each of those locations
Woods and Hospital cards and places a cultist on each
B. Since the Woods card shows the
Shoggoth icon, each Shoggoth moves 1 location closer to the nearest open gate Shoggoth icon, each Shoggoth moves 1 location closer to
C(or off the board if already on
a gate location).
The open gate closest the Factory is at the Park in
Arkham (not shown here), so the Shoggoth moves in
that direction by moving onto the Pawn Shop.
The Shoggoth at the Wharf moves onto the Graveyard,
forcing both the Occultist and the Detective to roll the
Sanity die as it enters their location
forcing both the Occultist and the Detective to roll the
D. The Detective
rolls another . He becomes insane and flips his
Investigator card to its insane side. He now has one fewer action and changed special abilities. The Occultist rolls a blank.
The Detective then discards the Woods and Hospital
cards to the Summoning discard pile.
TRAIN STATION
S U M M O N I N G R AT E
UNIVERSITY
PARK
SECRET LODGE
POLICE STATION
DINER
JUNKYARD
PAWN SHOP
HOSPITAL
FACTORY
BOARDWALK
WOODS
MARKET
WHARF
GRAVEYARD
THEATER
GREAT HALL
HISTORIC INN
FARMSTEAD
OLD MILL
CAFE
SWAMP
CHURCH
DOCKS
PLAY
1: Do 4 actions
2: Draw 2 Player cards
and resolve Evil Stirs cards
3: Draw Summoning cards
Hand limit is 7 cards at all times.
HOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITALHOSPITAL
FACTORYFACTORYFACTORYFACTORYFACTORYFACTORYFACTORYFACTORY
WOODSWOODSWOODSWOODSWOODSWOODS
MARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKETMARKET
WHARFWHARFWHARFWHARF
GRAVEYARDGRAVEYARD
THEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATERTHEATER
GREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALL
DOCKSDOCKSDOCKSDOCKSDOCKSDOCKSDOCKS
FINAL SIZE MARKS
THEATERTHEATERTHEATERTHEATER
GREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALLGREAT HALL
Draw Summoning cards Draw Summoning cards
Draw 2 Player cardsDraw 2 Player cards
and resolve Evil Stirs cardsand resolve Evil Stirs cards
Draw Summoning cards Draw Summoning cards
1
2
3
4
WOODS
JUNKYARDJUNKYARDJUNKYARDJUNKYARDJUNKYARD
HOSPITAL
WHARFWHARFWHARFWHARFWHARFWHARFWHARFWHARF
FACTORYFACTORYFACTORY
GRAVEYARD
PAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOP
WOODSWOODS
A
B
C
C
C
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards
3:3:3:3: Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
1:1:1: Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions Do 4 actions
2: 2: 2: 2: Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards
3:3:3:3: Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
THEATERTHEATER
Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
Draw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cardsDraw 2 Player cards
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards
Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards
SANE SIDE
You need only 4 cards of the same color
to Seal a Gate.
detective
4
You need only 4 cards of the same color
to Seal a Gate.
It costs 2 actions when you participate in
a Give or Take a Clue Card action.
detective
3
INSANE SIDE
detective
D
GRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARD
PAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOP
10
and resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cardsand resolve Evil Stirs cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards Draw Summoning cards SANE SIDE You need only 4 cards of the same color to Seal a Gate detective 4 You need only 4 cards of the same color to Seal a Gate It costs 2 actions when you participate in a Give or Take a Clue Card action detective 3 INSANE SIDE detective D GRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARDGRAVEYARD PAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOPPAWN SHOP 10
---
OLD ONES – FINE POINTS
ATLACH-NACHA
Instant
Each investigator must choose
between adding 1 cultist to their
location or lose 1 sanity token. If an
investigator is insane or only has 1
sanity token left, they must choose
to place 1 cultist on their location.
AZATHOTH
Permanent The removed cultists are no longer available to players. In other words, the effect of this Old One reduces the total number of cultists to 23.
ITHAQUA
Permanent
If a player is in a location with 2 or more cultists, a player must first do the Defeat a Cultist action at that location to Walk out of there.
This effect does not apply if you use
any other means of movement to
leave such a location.
This restriction is lifted if you reduce the number
of cultists to 1 by another means (such as using the
Occultist’s special ability).
SHUDDE M’ELL
Instant
Together, all players must lose a total of 3/4/5 sanity tokens with 2/3/4 players. It doesn’t matter how many players contribute, only that the total number of sanity tokens is lost.
TSATHOGGUA
Instant
Together, all players must discard a total of 2/3/4 cards with 2/3/4 players. It doesn’t matter how many players contribute, only that the total number of cards is discarded.
If players do not have enough cards, they discard as many as they can.
YIG
Permanent
To Seal a Gate, players must now discard 1 card from a connected town in addition to the regular number of cards.
The Detective’s special abilities
cannot apply to this extra card, but
the Mi-go Eye Relic card can.
RELICS – FINE POINTS
ALIEN CARVING
If drawn during the Draw Cards step, you may not immediately play it to continue taking actions since you are no longer in the Actions step of your turn.
ELDER SIGN
When you play this Relic card, turn a placed Seal token to its Elder Sign side.
MI-GO EYE
When Yig is in play, the Clue card reduction from Mi-go Eye may be applied to the connected town card.
SEAL OF LENG
This card may be used to cancel any (permanent)
Old One. If used to cancel Azathoth’s effect, return the 3 cultists to the supply.
SONG OF KADATH
When insane, you may use the Song of Kaddath after your last action to become sane. In this case, you will get one
more action to take this turn.
When a player draws this card during the Draw Cards
step, they may not immediately gain an action from
their increase in sanity since it is no longer the Actions
step of their turn.
WARDED BOX
If you draw this card at the same time as an Evil stirs
card, you must resolve the Evil stirs card before being
able to play Warded Box.
COMMONLY OVERLOOKED RULES
• Relic cards are not Clue cards and vice versa, but both count as Player cards.
• You do not draw a replacement after drawing an Evil Stirs card.
• On you turn, you may take or a give a card from another player if you both share the same location. That card may be any Relic or a Clue card matching the town you are in.
• Your hand limit applies at all times.
• You must roll the Sanity die if you enter a Shoggoth’s location on your turn, or any time a Shoggoth enters your location (either by being placed or moved onto that location).
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INVESTIGATORS – FINE POINTS
You need only 4 cards of the same color
to Seal a Gate.
detective
4
DETECTIVE
SANE
You need only 4 cards (not 5) of the
same color to seal the matching gate.
INSANE
You need only 4 cards (not 5) of the
same color to seal the matching gate.
When you are part of a Give or Take a
Clue card action, you (or the other player doing it with
you) must take 2 actions.
You may do up to 5 actions per turn.
5
DoctorDOCTOR
SANE You may do up to 5 actions per turn.
INSANE
You may do up to 4 actions per turn.
When doing the Walk action, you MAY
move up to 2 locations instead of 1.
You ignore Ithaqua’s effect.
driver
4
DRIVER
SANE When you do the Walk action, you may
move up to 2 locations instead of 1.
You ignore Ithaqua’s effect.
INSANE
When you do the Walk action, you
must move 2 locations instead of 1.
You ignore Ithaqua’s effect.
Remove all cultists when doing
the Defeat a Cultist action.
Once per turn, you may Defeat a Shoggoth
for only 1 action.
hunter
4
HUNTER
SANE When you do the Defeat a Cultist action, you remove all cultists from your location.
Once per turn, you may Defeat a Shoggoth for 1 action instead of 3.
INSANE
Each turn, the first time you enter a location with no
cultists, roll a die: on any sanity loss result (Delusional
or Psychotic), place 1 cultist instead of losing any sanity.
All other results (Blank or Paranoid) are ignored.
You remove all cultists from your location when you do
the Defeat a Cultist action.
You start the game with an unused Relic.
Your hand limit is 8.
At any time, you may do the Give or Take
1 Relic Card action for free.
magician
4
MAGICIAN
SANE Your hand limit is 8. You start the game by drawing a Relic card from the Relic pile.
At any time, even outside your turn,
you may do the Give or Take 1 Relic
card action for free with a player on
your location.
INSANE
Your hand limit is 7. You may no longer give relics, but
you may still take them. During your turn, if you have at
least one Relic card in your hand, you must play at least
one of them, even if the effect would do nothing. Do not
roll the Sanity die when playing Relic cards.
As an action, move 1 cultist
up to 2 locations.
For 2 actions, move 1 Shoggoth
1 location.
Occultist
4
OCCULTIST
SANE For 1 action, you may move 1 cultist up to 2 locations. For 2 actions, you may move 1 Shoggoth 1 location.
INSANE
As an action, move up to 2 cultists
1 location each.
When Taking a Bus, discard any Clue
card to go to any location in any town.
As an action, move from a bus station
to any other bus station.
reporter
4
REPORTER
SANE When Taking a Bus, discard any Clue card to go to any location on the board.
As an action, you may move from one
bus station to any other bus station.
INSANE
You may no longer do the Take the Bus action.
Once per turn as a free action, you may take one Clue
card matching your current town from the Player
discard pile.
CREDITS
Game design: Chuck D. Yager Based on Pandemic by Matt Leacock Artwork: Chris Quilliams, Atha Kanaani, Philippe Guérin Editing: Jean-François Gagné
We wish to thank Mike Young in his house at R’lyeh,
who did not become insane while proofreading.
All rights reserved.
© 2016 F2Z Entertainment Inc.
31 rue de la Coopérative
Rigaud QC J0P 1P0
Canada
info@zmangames.com
www.zmangames.com
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