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1 Game Setup (b) Open Gate Bottom-Left of card.

If location has:
1. Place a Clue at each red diamond on board. i. Elder Sign No gate or monster.
2. Select First Player randomly. ii. Open Gate Spawn a monster at each open gate.
3. Select Investigators randomly or in turn order If more monsters than monster limit, players
4. Select Ancient One randomly or select one. choose where to place monsters before drawing
5. Take Fixed Possessions. See Investigator card. iii. No Elder Sign or Open Gate
6. Take Random Possessions. Abilities that affect random A. Add a doom token to doom track. Proceed to
draws can be used. Final battle directly if applicable.
7. Set Skill sliders to any position. B. Discard all Clues at location
8. Take Sanity and Stamina Tokens equal to maximums. C. Draw random gate marker and place face up
on location. Players at this location are im-
2 Turn Phase Summary mediately drawn through the gate to corre-
1. Upkeep Phase sponding Other World and delayed.
(a) Refresh Exhausted Cards. D. Draw monster. Place at location if # of mon-
(b) Perform Upkeep Actions of all cards. Sters < or = monster limit, otherwise in Outskirts.
(c) Adjust Skills up to Focus stops. (c) Place a Clue Location in middle of card. If player is
2. Movement Phase If delayed, stand up marker - if in Jail at location, may immediately take the Clue.
Cell, move to main Police Station area. Otherwise: (d) Move Monsters Bottom-Right of card. Move mon-
(a) In Arkham Move up to Speed locations connected sters with these dimension symbols along arrow of
by yellow line. To leave a location, player must evade same color as the box around the symbol. (Arrows
or fight each of the monsters there. Remove explored white on one side and black on the other count as
marker if player leaves location. Any combat ends both white and black).
movement. Monster Border Effects:
(b) Lost in Time and Space Move to anywhere in i. Black Normal move.
Arkham. ii. Yellow Never Move.
(c) In Other World iii. Red Move twice, following appropriate arrows.
i. Left Area Move to right area of Other World Stop if they are they encounter a player.
ii. Right Area Move to corresponding gate, place iv. Green Special, see back of Monster marker.
an explored marker under player. If no corre- (e) Mythos Text Top of Mythos card.
sponding gate, player is Lost in Time and Space. i. Headline Resolve then discard.
(d) Destination May take Clues here, then must fight ii. Environment Place face up. Discard all other
or evade each monster here, unless returned this turn Environment cards.
from an Other World. iii. Rumor If no Rumor card is in play, place face up.
3. Encounters for all Players in Arkham Otherwise, discard. Rumor card in play is dis-
(a) No Gate Player may: Carded when its Pass/Fail condition is met, along
i. Resolve special ability of location. OR with corresponding activity and closed markers.
ii. Shuffle and Resolve location card. Monsters and 6. Pass First Player Marker Left. Goto Upkeep Phase.
Gates cannot appear in sealed locations. Mon-
sters that appear must be fought or evaded, then 3 Passing a Skill Check
returned to the cup. 1. Roll # dice = skill + modifier. If skill + modifier < 1,
(b) Gate If no explored marker, move to left area of automatically 0 successes. Otherwise, need # of dice with
Other World. Otherwise player may: successes > or = difficulty to pass. (Default difficulty is 1).
i. Closing and Sealing Gates Make a Lore or 2. Success if 5 or 6 normally, 6 if cursed, or 4,5 or 6 if blessed
Fight check with modifier on gate marker. 3. After Skill Check (pass or fail), player can always spend
A. Pass Take gate as trophy. All monsters in Clues. For each Clue spent, roll an additional die. Each
Arkham, Sky and Outskirts with dimension success is added to original total.
symbol of gate are removed and put in cup.
Seal Immediately spend five Clues to take 4 Evading Monsters
unused doom token and place elder sign here. 1. Evade Skill Check Use Sneak skill with Sneak and
B. Fail No effect. Evade Skill bonuses. Modified by monster Awareness (up-
ii. Elder Signs Must have Elder Sign Unique Item. per right of monster chit).
A. Return elder sign card to the box 2. Pass Continue as normal. Can remain in same place.
B. Take gate as trophy. Take doom token from 3. Fail Monster deals combat damage, begin Combat.
doom track and place as elder sign here.
C. Lose 1 Sanity and 1 Stamina 5 Combat
4. Encounters for all Players in Other World 1. Horror Skill Check Use Will skill with Will and Horror
(a) Draw gate cards until card matches an encounter sym- Skill bonuses. Modified by monster horror rating (lower-
bol. Place non-matching cards at bottom of deck. left of monster chit). Pass, nothing. If the monster is
(b) Perform specific encounter if location entry matches, Nightmarish X, lose X Sanity. Fail, lose Sanity (value
otherwise perform encounter for “Other” entry. Mon- under horror rating). Only one Horror check per battle.
sters and Gates cannot appear in sealed locations. 2. Player chooses to Fight or Flee
Monsters that appear must be fought or evaded, then (a) Flee Do an evade check. Pass Battle ends. Fail
returned to the cup. Goto Monster Damage. Cannot Flee from a mon-
5. Mythos Phase ster with Ambush
(a) First Player draws a Mythos card (B) Fight
i. Combat Skill Check Use Fight skill with Fight Terror Level Event
and Combat skill bonuses. 3 Close General Store. Players and monsters
ii. Choose any combination of up to 2 hand icons inside move to Rivertown.
worth of weapons and spells 6 Close the Curiositie Shoppe. Players and
iii. Weapons automatically grant combat bonus. monsters inside move to Northside.
iv. For each spell, do a spell check - Pass gain bene- 9 Close Ye Olde Magick Shoppe. Players and
fits, Fail no effect. monsters inside move to Uptown.
v. A Weapon or Spell providing Physical/Magical 10 Add one doom token to doom track.
Bonus against a monster with Physi-
cal/Magical Resistance only gives half 10 Ancient One Awakens!
normal bonus (round up). When one of the following occurs, immediately goto Final Battle
vi. Modify by monster combat rating (lower right of 1. Doom Track is Full
monster chit). Difficulty is number of blood drop 2. Too Many Gates Open:
icons below combat rating. # of Players # of Open Gates
vii. Pass If monster is Endless, return it to cup. 1-2 8
Otherwise, take monster chit as trophy. If mon- 3-4 7
ster is Overwhelming X, lose X Stamina. Fail 5-6 6
Goto Monster Damage 7-8 5
3. Monster Damage Lose Stamina equal to combat dam- 3. New Gate Opens and No Gate Markers Left
age(value below combat rating). Some monsters have spe-
cial abilities. If capable, go to Fight or Flee. Final Battle From this point onwards, players devoured are
eliminated from the game. Fill the Doom Track with doom
tokens. All players in Lost in Time and Space are devoured.
6 Casting Spells Then
1. Pay Sanity cost of spell. 1. Refresh Players may refresh cards, use character abili-
2. Spell Skill Check. Use Lore skill with Lore and Spell ties, adjust skill sliders and trade equipment. Pass the first
Skill bonuses. Add casting modifier. Pass Gain benefits of player marker to the left.
spell. Fail No effect. 2. Attack Each player still alive starting from the first player
may make a Combat Check against the Ancient One, using
7 Investigator Status its Combat Rating as a modifier. Each token on the doom
1. Sanity and Stamina track represents a # of successes = # of players (including
(a) Can never exceed maximum Sanity or Stamina eliminated players).
(b) If Sanity and/or Stamina are ever reduced to 0 3. Ancient One Attacks The Ancient One attacks each
i. Discard half of items (count all Common Items, player in turn (see Ancient One Card). Any player reduced
Unique Items, Spells, Deputy's Revolver and Pa- to 0 Stamina or Sanity is devoured. If all investigators are
trol Wagon), half of Clues (round down) and all devoured, the players lose.
retainers.
ii. Restore Sanity and Stamina to minimum of 1. 11 Winning
iii. In Arkham If Sanity was 0, goto Arkham Asy- 1. Victory Conditions:
lum. If Stamina was 0, goto St. Mary's Hospital. (a) Close the Gates A player closes the last gate on
If both were 0, go to either destination. board. Players have gate trophies (including gate just
iv. In Other World Player Lost in Time and Space closed, not including trophies spent) ¸ # of players.
2. Delayed Place investigator marker on its side. (b) Seal the Gates 6 elder signs on the board.
3. Arrested Move investigator marker to Jail Cell area of Po- (c) Banish the Ancient One Ancient One is defeated.
lice Station. Lose half of money (round down) and delayed. 2. First Citizen of Arkham: Most gate trophies. (Break
4. Lost in Time and Space Move to Lost in Time and ties by most monster trophies).
Space area and delayed. 3. Scoring a Victory
5. Devoured Discard all cards except unspent trophies. · Doom Track - Terror Track
Shuffle investigator sheet with unused sheets. Draw new · +1 per unpaid/defaulted Bank Loan
investigator at random and set up as in Game Setup. · - 1 per elder sign played
6. Blessed and Cursed If a Blessed investigator is Cursed, · +1 per unpaid/defaulted Bank Loan
discard the Blessing. If a Cursed investigator is Blessed,
discard the Curse.
· +1 per unspent gate trophy
· +1 per 3 unspent monster trophies
· +1 per sane, surviving investigator
8 Monster Limits and the Outskirts
1. Monster Limit Max # of monsters in Arkham city and 12 Miscellany
Sky area is # player +3 Except when terror is 10, no limit. Discard Cards are discarded to bottom of appropriate deck.
2. If adding a monster would bring the number of monsters Special Card Limits May have no more than one copy of
above the monster limit, place monster in Outskirts area. any Retainer, Bank Loan, Silver Twilight Membership and
3. If # monsters exceeds (8- # of players), return all mon- Bless/Curse cards.
sters in Outskirts to cup and increase terror by 1. Spending Trophies Return monster trophies to cup. Place
Gate trophies to bottom of gate pile.
9 Terror Track Timing Conflicts Players decide order.
Trading Players in the same street area, Other World or loca-
For each point terror level goes up, randomly remove an Tion may trade money, Common Items, Unique Items and

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