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Round

1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3
Phase 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
Phase 1: Upkeep
a) Refresh exhausted cards.
b) Perform upkeep actions.1
c) Adjust skill sliders.
Phase 2: Movement/Combat
Arkham movement OR Otherworld movement.
Phase 3: Arkham Encounters
E.g.: Enter gate, close/seal gate, draw and
resolve location card, sell trophies/gates.
Phase 4: Otherworld Encounters
Draw and resolve Otherworld card of
appropriate color (shuffling if white).
Phase 5: Mythos (First Player only)
a) Draw Mythos Card.
b) Open Gate, add Doom Token, and Spawn Monster.2
c) Place Clue Token.
d) Move Monsters.
e) Activate Mythos Ability.
f) Pass First Player token to player on left.
1. Bless, Curse, Bank Loan, and Retainer cards do not require an upkeep roll during the first Upkeep Phase after an investigator acquires them.
2. Unless location is sealed (skip step b), or already has a gate (monster surge).
Monster Movement

Normal: Normal monsters move when their dimension


symbol is listed on a Mythos card.

Stationary: Stationary monsters never move. They always


remain at the location where they entered play.

Fast: Fast monsters move twice, following the appropriate


arrows for both steps of their movement. Fast monsters stop
moving immediately if they encounter an investigator.

Unique: Monsters with unique movement have special


movement abilities listed on the combat side of their
monster markers. Turn such a monster marker over and
follow the instructions there.

Flying: Flying monsters generally move directly towards the


nearest investigator in a street area, or move to the “Sky”
holding area if they can’t reach any investigators this turn.

Stalker: Stalker monsters move like normal monsters unless


an investigator is in an adjacent street area or unstable
location, in which case they move to that area.

Aquatic: Aquatic monsters move like normal monsters


unless they are in an aquatic location and there is an
investigator in a different aquatic location. In that case, the
monster instead moves to that investigator's space.

Special Abilities

Ambush: Once combat has begun with this creature, the


investigator no longer has the option to flee it, but must
instead fight until one or the other is defeated.

Elusive: This monster tries to avoid combat with an


investigator instead of initiating it. They have a green
Awareness modifier on their movement side in addition to
the Elusive ability on their combat side. An investigator may
leave or end their movement in an area with this monster
without having to fight or evade it.

To initiate combat with this monster, the investigator must


be in the same area during the Movement phase and must
first pass an Evade check against the monster. If the Evade
check is successful, combat begins as normal. If the Evade
check is unsuccessful, the investigator’s movement
immediately ends.

Endless: This monster cannot be collected as a monster


trophy. Instead, each time it is defeated, return it to the cup.

Physical/Magical Resistance: A Weapon or Spell that adds a


bonus of the resisted type can only provide half its normal
bonus (rounded up).

Physical/Magical Immunity: A Weapon or Spell that adds a


bonus of the resisted type provides none of its normal
bonus.

Nightmarish X: Any investigator that passes a Horror check


when facing this monster still loses X Sanity. This ability
doesn’t apply if the investigator fails the Horror check.

Overwhelming X: Any investigator that defeats this monster


in combat still loses X Stamina. This ability doesn’t apply
when the investigator fails his Combat check against the
monster.

Weapon Immunity: A Weapon that adds a bonus to combat


provides none of its normal bonus. Spells are not affected.

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