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1 Game Setup

1. Place a Clue at each red diamond on board. 2. Select First Player randomly. 3. Select Investigators randomly or in turn order 4. Select Ancient One randomly or select one. 5. Take Fixed Possessions. See Investigator card. 6. Take Random Possessions. Abilities that affect random draws can be used. 7. Set Skill sliders to any position. 8. Take Sanity and Stamina Tokens equal to maximums.

2 Turn Phase Summary

1. Upkeep Phase (a) Refresh Exhausted Cards. (b) Perform Upkeep Actions of all cards. (c) Adjust Skills up to Focus stops. 2. Movement Phase If delayed, stand up marker - if in Jail Cell, move to main Police Station area. Otherwise: (a) In Arkham Move up to Speed locations connected by yellow line. To leave a location, player must evade or fight each of the monsters there. Remove explored marker if player leaves location. Any combat ends movement. (b) Lost in Time and Space Move to anywhere in Arkham. (c) In Other World i. Left Area Move to right area of Other World ii. Right Area Move to corresponding gate, place an explored marker under player. If no corresponding gate, player is Lost in Time and Space. (d) Destination May take Clues here, then must fight or evade each monster here, unless returned this turn from an Other World. 3. Encounters for all Players in Arkham (a) No Gate Player may: i. Resolve special ability of location. OR ii. Shuffle and Resolve location card. Monsters and Gates cannot appear in sealed locations. Monsters that appear must be fought or evaded, then returned to the cup. (b) Gate If no explored marker, move to left area of Other World. Otherwise player may: i. Closing and Sealing Gates Make a Lore or Fight check with modifier on gate marker. A. Pass Take gate as trophy. All monsters in Arkham, Sky and Outskirts with dimension symbol of gate are removed and put in cup. Seal Immediately spend five Clues to take unused doom token and place elder sign here. B. Fail No effect. ii. Elder Signs Must have Elder Sign Unique Item. A. Return elder sign card to the box B. Take gate as trophy. Take doom token from doom track and place as elder sign here. C. Lose 1 Sanity and 1 Stamina 4. Encounters for all Players in Other World (a) Draw gate cards until card matches an encounter symbol. Place non-matching cards at bottom of deck. (b) Perform specific encounter if location entry matches, otherwise perform encounter for Other entry. Monsters and Gates cannot appear in sealed locations. Monsters that appear must be fought or evaded, then returned to the cup. 5. Mythos Phase (a) First Player draws a Mythos card

(b) Open Gate Bottom-Left of card. If location has: i. Elder Sign No gate or monster. ii. Open Gate Spawn a monster at each open gate. If more monsters than monster limit, players choose where to place monsters before drawing iii. No Elder Sign or Open Gate A. Add a doom token to doom track. Proceed to Final battle directly if applicable. B. Discard all Clues at location C. Draw random gate marker and place face up on location. Players at this location are immediately drawn through the gate to corresponding Other World and delayed. D. Draw monster. Place at location if # of monSters < or = monster limit, otherwise in Outskirts. (c) Place a Clue Location in middle of card. If player is at location, may immediately take the Clue. (d) Move Monsters Bottom-Right of card. Move monsters with these dimension symbols along arrow of same color as the box around the symbol. (Arrows white on one side and black on the other count as both white and black). Monster Border Effects: i. Black Normal move. ii. Yellow Never Move. iii. Red Move twice, following appropriate arrows. Stop if they are they encounter a player. iv. Green Special, see back of Monster marker. (e) Mythos Text Top of Mythos card. i. Headline Resolve then discard. ii. Environment Place face up. Discard all other Environment cards. iii. Rumor If no Rumor card is in play, place face up. Otherwise, discard. Rumor card in play is disCarded when its Pass/Fail condition is met, along with corresponding activity and closed markers. 6. Pass First Player Marker Left. Goto Upkeep Phase.

3 Passing a Skill Check

1. Roll # dice = skill + modifier. If skill + modifier < 1, automatically 0 successes. Otherwise, need # of dice with successes > or = difficulty to pass. (Default difficulty is 1). 2. Success if 5 or 6 normally, 6 if cursed, or 4,5 or 6 if blessed 3. After Skill Check (pass or fail), player can always spend Clues. For each Clue spent, roll an additional die. Each success is added to original total. 1. Evade Skill Check Use Sneak skill with Sneak and Evade Skill bonuses. Modified by monster Awareness (upper right of monster chit). 2. Pass Continue as normal. Can remain in same place. 3. Fail Monster deals combat damage, begin Combat. 1. Horror Skill Check Use Will skill with Will and Horror Skill bonuses. Modified by monster horror rating (lowerleft of monster chit). Pass, nothing. If the monster is Nightmarish X, lose X Sanity. Fail, lose Sanity (value under horror rating). Only one Horror check per battle. 2. Player chooses to Fight or Flee (a) Flee Do an evade check. Pass Battle ends. Fail Goto Monster Damage. Cannot Flee from a monster with Ambush (B) Fight

4 Evading Monsters

5 Combat

i. Combat Skill Check Use Fight skill with Fight and Combat skill bonuses. ii. Choose any combination of up to 2 hand icons worth of weapons and spells iii. Weapons automatically grant combat bonus. iv. For each spell, do a spell check - Pass gain benefits, Fail no effect. v. A Weapon or Spell providing Physical/Magical Bonus against a monster with Physical/Magical Resistance only gives half normal bonus (round up). vi. Modify by monster combat rating (lower right of monster chit). Difficulty is number of blood drop icons below combat rating. vii. Pass If monster is Endless, return it to cup. Otherwise, take monster chit as trophy. If monster is Overwhelming X, lose X Stamina. Fail Goto Monster Damage 3. Monster Damage Lose Stamina equal to combat damage(value below combat rating). Some monsters have special abilities. If capable, go to Fight or Flee.

Terror Level Event 3 Close General Store. Players and monsters inside move to Rivertown. 6 Close the Curiositie Shoppe. Players and monsters inside move to Northside. 9 Close Ye Olde Magick Shoppe. Players and monsters inside move to Uptown. 10 Add one doom token to doom track.

10 Ancient One Awakens!


When one of the following occurs, immediately goto Final Battle 1. Doom Track is Full 2. Too Many Gates Open: # of Players # of Open Gates 1-2 8 3-4 7 5-6 6 7-8 5 3. New Gate Opens and No Gate Markers Left 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. Then 1. Refresh Players may refresh cards, use character abilities, adjust skill sliders and trade equipment. Pass the first player marker to the left. 2. Attack Each player still alive starting from the first player may make a Combat Check against the Ancient One, using its Combat Rating as a modifier. Each token on the doom track represents a # of successes = # of players (including eliminated players). 3. Ancient One Attacks The Ancient One attacks each player in turn (see Ancient One Card). Any player reduced to 0 Stamina or Sanity is devoured. If all investigators are devoured, the players lose.

6 Casting Spells

1. Pay Sanity cost of spell. 2. Spell Skill Check. Use Lore skill with Lore and Spell Skill bonuses. Add casting modifier. Pass Gain benefits of spell. Fail No effect.

7 Investigator Status

1. Sanity and Stamina (a) Can never exceed maximum Sanity or Stamina (b) If Sanity and/or Stamina are ever reduced to 0 i. Discard half of items (count all Common Items, Unique Items, Spells, Deputy's Revolver and Patrol Wagon), half of Clues (round down) and all retainers. ii. Restore Sanity and Stamina to minimum of 1. iii. In Arkham If Sanity was 0, goto Arkham Asylum. If Stamina was 0, goto St. Mary's Hospital. If both were 0, go to either destination. iv. In Other World Player Lost in Time and Space 2. Delayed Place investigator marker on its side. 3. Arrested Move investigator marker to Jail Cell area of Police Station. Lose half of money (round down) and delayed. 4. Lost in Time and Space Move to Lost in Time and Space area and delayed. 5. Devoured Discard all cards except unspent trophies. Shuffle investigator sheet with unused sheets. Draw new investigator at random and set up as in Game Setup. 6. Blessed and Cursed If a Blessed investigator is Cursed, discard the Blessing. If a Cursed investigator is Blessed, discard the Curse.

8 Monster Limits and the Outskirts


1. Monster Limit Max # of monsters in Arkham city and Sky area is # player +3 Except when terror is 10, no limit. 2. If adding a monster would bring the number of monsters above the monster limit, place monster in Outskirts area. 3. If # monsters exceeds (8- # of players), return all monsters in Outskirts to cup and increase terror by 1.

1. Victory Conditions: (a) Close the Gates A player closes the last gate on board. Players have gate trophies (including gate just closed, not including trophies spent) # of players. (b) Seal the Gates 6 elder signs on the board. (c) Banish the Ancient One Ancient One is defeated. 2. First Citizen of Arkham: Most gate trophies. (Break ties by most monster trophies). 3. Scoring a Victory Doom Track - Terror Track +1 per unpaid/defaulted Bank Loan - 1 per elder sign played +1 per unpaid/defaulted Bank Loan +1 per unspent gate trophy +1 per 3 unspent monster trophies +1 per sane, surviving investigator Discard Cards are discarded to bottom of appropriate deck. Special Card Limits May have no more than one copy of any Retainer, Bank Loan, Silver Twilight Membership and Bless/Curse cards. Spending Trophies Return monster trophies to cup. Place Gate trophies to bottom of gate pile. Timing Conflicts Players decide order. Trading Players in the same street area, Other World or locaTion may trade money, Common Items, Unique Items and

11 Winning

12 Miscellany

9 Terror Track
For each point terror level goes up, randomly remove an

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