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1. Arkham Horror Cheat Sheet 2.

Game Turn Steps Gates


1. Upkeep Close Closed gates can be reopened
a. Refresh Exhausted Cards 1. Test or (D) + Gate modifier
b. Upkeep actions (Bless, Curse, Bank Loan, Retainer, etc.) Success: Take the Gate marker trophy
c. Adjust Skills by Focus value (B) Fail: Try again next turn
2. Investigator Movement (D) Seal Sealed gates cannot be reopened
3. All Arkham Encounters 1. Test or (D) + Gate modifier
4. Other World Encounters Fail: Try again next turn
5. Mythos Card e. Success:
a. Doom Track Advances i. Spend 5 Clue Tokens
b. Open Gate & Spawn Monster c. ii. Take the Gate marker trophy
c. Place Clue Tokens iii. Place an Elder Sign on the Location
d. Move Monsters iv. Remove all Monsters with same Dimension Shape (G)
e. Activate Mythos d.
Types:
Headline An immediate affect Successes determined by rolling X number of dice.
Environment ongoing affect
b.
Rumor pass/fail affect

One monster appears on a newly opened gate. Success = or


If there are 5+ players, two monsters appear on a newly opened gate.

If Blessed = or or
Clue Tokens
(5) to Seal a Gate
(1) to reroll 1 die in skill checks (successes are added)
If Cursed =

Game Victory Conditions one of the following:


A. CLOSE
1. All Gates Closed
2. Gate trophies must >= number of Investigators
B. SEAL
1. 6 or more Elder Signs on the board
C. BANISH
1. Defeat the Ancient One once awakened

Blue = Investigator Skills Purple = Monster Skills DroolOnTheFrog.com


3. Arkham Horror Cheat Sheet 4.

MONSTERS Monster Limit = (Number of Players + 3)


A Outskirts if the number of Monsters in Arkham exceeds the
limit, subsequent monsters are placed in the
H Outskirts.

Outskirt Limit = (8 Number of players)

D If Outskirt limit is reached:


1. Return Monsters in Outskirts to cup
2. Raise Terror level by 1

E
Monster Appears
G C B F One monster appears on a newly opened gate.
Monster Card If there are 5+ players, two monsters appear on a newly opened gate.
A. Awareness Value apply to (D) modifier
B. Horror Rating apply to (D) modifier Surge: When a Mythos card opens a gate where an open gate already exists:
C. Sanity damage if Investigator fails Horror check 1. No gate opens
D. Combat Rating apply to (D) modifier 2. Draw Monsters = whichever is greater:
E. Stamina damage if Investigator fails Combat check
a. The number of open gates
F. Toughness = Number of successes needed to defeat
G. Dimensional Location symbol b. The number of players
H. Special Abilities and Skills
Combat* Steps
Monster Movement color of border on the Monster Card 1. Roll Horror Check = ( (D) + Horror Rating (B) )
If Monster shares location with an Investigator, they do not move. a. Need only 1 Success
Black 1 Space or According to Mythos card b. If Fail: Take Sanity Damage = C and continue
Yellow Never Moves 2. Fight or Flee
a. Roll Fight = ( (D) + Combat Rating (D) )
Red Fast--moves twice
Success = Toughness (F); Take Monster for trophy
Green special, See Monster Card If Fail:
Blue Moves to Investigator in the Street or to the Sky i. Take Stamina damage = E
ii. Go To 2.
Monster Special Abilities b. Roll Evade = ( (D) +Awareness Value (A) )
Ambush once combat begins, you lose option to evade If Fail:
Endless when defeated, returns to the cup i. Take Stamina damage = E
Magic/Physical Immune Magic or Physical abilities cannot be used. ii. Must immediately enter combat
Magic/Physical Resist Magic or Physical abilities add only bonus (rounded up).
Nightmarish X Pass or Fail, Investigator takes Sanity damage *House Rule: Combat does not end an Investigators turn.
Overwhelming Pass or Fail, Investigator takes Stamina damage
Blue = Investigator Skills Purple = Monster Skills DroolOnTheFrog.com
5. Arkham Horror Cheat Sheet 6.
INVESTIGATORS Arkham City Locations
Stability
Red Unstable; greater risk for monsters & gates.
Green Stable; less risk

Monster Movement according to the Mythos card.

E Items Encounters have greater chance of


yielding these items.

A F
Alternatives Some locations offer alternatives to
B G Encounters, like buying a Blessing or restoring Sanity.

Item Icons

A. Investigators starting Location in Arkham City (Setup)


B. Beginning Possessions (Setup) Lost in Time and Space
C. Focus During Upkeep, the maximum number 1. Move to Lost in Time and Space
of spaces you can adjust your slides. 2. Delayed (lose next turn)
D. Investigator Skills Possible Causes:
Speed checks; Maximum spaces Investigator can move in Arkham 1. Gate closes while Investigator is in Other World
Sneak checks; Evade (adjustment to Awareness Value (A) ) 2. Reduced to 0 Stamina or 0 Sanity while in Other World
Fight checks; Combat (adjustment to Combat Rating (D) ) 3. Result of an Encounter
Will checks; Horror (adjustment to Horror Rating (B) )
Luck checks; Encounters Insane Investigator reduced to 0 Sanity
Lore checks; Casting Spells 1. Move to Arkham Asylum
E. Maximum Sanity 2. Discard Retainers, Items and Clue Tokens (rounded down); gain 1 Sanity
F. Maximum Stamina
Unconscious Investigator reduced to 0 Stamina
G. Special Ability
1. Move to St. Marys Hospital
2. Discard Retainers, Items and Clue Tokens (rounded down); gain 1 Stamina

Blue = Investigator Skills Purple = Monster Skills DroolOnTheFrog.com

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