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ARKHAM HORROR

DECK CONSTRUCTION

Select Scenario

DECKS, SETUP, & CARDS


Choose Investigators

Take initial trauma / horror damage

Choose Lead Investigator

Build Investigator Decks

Assemble Token Pools

Construct Chaos Bag

For Each Investigator (any order)

Collect 5 Resources Agenda Act


Scenario Deck Deck Encounter Encounter
Draw 5 Card starting hand Reference Deck Discard
Redraw any Weakness Cards

1 Mulligan is allowed
1-5 cards, set aside, draw, shuffle
Location Location Location
Perform Scenario Setup

Set Agenda Deck

Set Act Deck

Threat Area

DECK CONSTRUCTION : Player Investigator Ally Hand Hand Talent /


RESTRICTIONS Discard Slot Slot Slot Ability
1 Investigator

Max 2 copies of any card


horror damage
Obey Deck Limits on Investigator Card Player Body Arcane Arcane Neck
Deck resources clues Slot Slot Slot Slot
Level 0 Cards only @ campaign start

Subsequent Cards have XP costs

KEYWORDS CLASSES SKILLS ABILITIES

Aloof Does not engage on its own Guardian Willpower Constant

Fast Does not require an Action to play Seeker Intellect Forced

Hunter Moves towards investigators Mystic Combat Revelation

Massive Engages each investigator at it’s location Rogue Agility Free Trigger

Peril No assist from other investigators when resolving Survivor Wild Reaction Trigger

Retaliate If investigator fails skill test when engaged (if Ready) Action Trigger

Surge Draw additional Encounter card

Uses (X) Defines the number of uses of a card

Spawn Indicates where an enemy spawns


Prey Indicates which investigator the enemy will engage
ARKHAM HORROR
SEQUENCE OF PLAY

ROUND BEGINS (Skip on Turn 1)


Add 1 Doom to Agenda

If Doom Threshold reached → Discard all Doom Tokens → Advance Agenda

If (>R#) Scenario is Resolved and Ends, read # section in campaign guide


MYTHOS PHASE

Each Investigator draws 1 Encounter card

Spawn any Enemy Cards

Resolve any Treachery Cards

If Surge → Draw another Encounter

TRIGGER

For each Investigator in any Order Attack of Opportunity (no skill test) : Clues can be used to
If Investigator is Engaged and doesn’t advance the Act Deck
Take 3 Actions Fight, Evade, Parley, or Resign.
Investiage location Test Int. vs Shroud Value Discover 1 Clue from Location

Move to connected location If new, reveal location, add Clue Value clue tokens
INVESTIGATION PHASE

Draw 1 Card If Weakness / Basic Weakness, execute Revelation If draw deck empty, reshuffle,
complete draw, +1 Horror
Gain 1 Resource
Play asset / event If Asset, check slot limits (can discard assests) → If Event, resolve effect then discard

Activate Resolve [→] costed Ability on a card

Fight Test Combat vs. Enemy (Fight) Deal 1 dmg + modifiers If target engaged with
another investigator,
Engage Place Enemy in Investigator Threat Area damage that investigator
Evade Test Agility vs Enemy (Evade) Exhaust Enemy, Break Engagement, Move to new Location
Flip Investigator to used side
TRIGGER Commit Cards from Hand
Non-Engaged Enemies Engage local Investigators Match Icons (No resource cost).

For each Hunter Enemy (Any Order) Move Enemy one location toward nearest 1 card from each other local investigator
Investigator and engage if in same location
ENEMY PHASE

TRIGGER May activate free triggers


For each Engaged Investigator (Any Order) + For each Ready Enemy (Any Order) TRIGGER
SKILL TEST TIMING

Deal Damage and Horror to Investigator Draw 1 Chaos Token


Exhaust Enemy Apply Chaos Symbol Effects
TRIGGER Determine Modified Skill
Reset each Investigator Modified Skill >= Difficulty
UPKEEP PHASE

Ready each Exhausted Card → Non-Engaged Enemies Engage local Investigators Modified Skill <= Difficulty
For each Engaged Investigator (Any Order) Apply Skill test results
Draw 1 Card and Gain 1 Resource Discard Committed Cards
Check Hand Size (limit is 8) and discard extra cards Return Revealed Chaos Tokens

ROUND ENDS

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