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ARKHAM HORROR FLOWCHART

Each Player (beginning with first player marker) performs all their actions in a phase, then proceed clockwise.
Phase 1: Upkeep

Refresh exhausted cards.


Perform upkeep actions (new items ignore first upkeep roll.)
Adjust skills a number of positions up to your focus score.

Skill Checks
Number of dice = Skill Value +/- modifiers.
Roll Dice, each 5 or 6 = 1 success.
If Number of Successes = Difficulty, Skill Check Passed.
Difficulty is 1 by default.
May spend clue tokens to roll additional dice.

If in Innsmouth neighborhood, may spend clue tokens to place


them on spaces on the Feds Raid track of the same color.
If Feds raid track ever full, remove all tokens from Feds raid
track & Deep Ones Rising track.

Cast Spells
Pay sanity cost.
Make Spell Check.
{Lore + Spell Modifier, Diff 1}

TO PHASE 2
Trade
Players may trade Money, Items and Spells with another
investigator in the same street, otherworld or location,
anytime except during combat.

Unconscious (Stamina <= 0)


Either:
Discard half items & clue
tokens (rnd down).
Discard all retainers.
Restore 1 Stamina and move
to St Marys; or Lost In Time
& Space if in Other World.
OR
Draw Injury Card.
Restore Stamina to maximum
value and move to St Marys;
or Lost In Time & Space if in
Other World.

Insane (Sanity <= 0)


Either:
Discard half items & clue
tokens (rnd down).
Discard all retainers.
Restore 1 sanity and move to
Arkham Asylum; or Lost In
Time & Space if in Other
World.
OR
Draw Madness Card.
Restore Sanity to maximum
value and move to Arkham
Asylum; or Lost In Time &
Space if in Other World.

The Expansion Boards (EBs)


The Phrase in Arkham on cards also refers to EBs.
Players Lost in Time and Space may return to EBs.
Players may travel to and from EBs from a train station or
depot (train icon). Each journey costs $1 & 1 Movement
Point.
Monsters in EBs dont count against Monster Limit.
EB street areas are adjacent to the sky.

Dunwich Horror
If Dunwich Horror track ever has 3 Dunwich horror tokens,
Dunwich Horror appears.

Kingport Horror
Cannot Enter Causeway, Wireless Station or Strange High
House through any means other than from Harborside
Street and moving through normally.
Entering Causeway or Wireless Station = Immediately end
movement

Lost In Time & Space


Place into Lost In
Time and Space
area.
Delayed and Lose
Next Turn, then move
into any Arkham
location or street
during Upkeep
Phase.

Arrested
Go to Jail (Innsmouth jail if
in Innsmouth).
Lose half money (rnd
down).
Delayed and Lose Next
Turn, then placed in main
police station area during
movement phase.

Devoured (Stamina <= 0 &


Sanity <= 0)
Discard all cards except
trophies and start a new
character.
Discard all Relationship cards.
If in Final Battle then player
permanently eliminated.

Retire Investigator
A player may retire an Investigator with 2 or more Injury &
Madness cards.
Skip a turn and treat investigator as if he were Devoured,
but this will not trigger any devour special events.

Multiple Boards
For each additional EB beyond one that you are using
count the number of players as being one less for any
limits or rules which rely on number of players.
The final battle is an exception to this rule.
If both Dunwich and Innsmouth are in play, increase the
number of gates that must be opened at the same time for
the AO to awaken by 1.

Innsmouth Horror
If arrested in Innsmouth go to Innsmouth jail.
Devil Reef and Yha-nthlei can only be reached via aquatic
movement.
Cannot return to Yha-nthlei from Lost in Time and
Space.
If Gate ever prevented from opening, add 1 to Deep Ones
Rising track.

TEXT COLOR KEY


Black - Base Game
Brown - Multiple
Expansions
Grey - Dark Pharaoh
Green - Dunwich Horror
Purple - Kingsport Horror
Red - Black Goat of the
Woods
Blue - Innsmouth Horror
Pink - Lurker At the
Threshold.
Indigo - Miskatonic Horror

Phase 2: Movement
Is investigator in Arkham or in Other Worlds?

Delayed Investigators
Receive no movement
Points.
Stand Investigator up.

OTHER WORLDS

ARKHAM
Otherworld Movement
Receive no movement points
If in 1st area move to 2nd.
If in 2nd area go to any open gate of that world
and place explored marker under investigator.
If no gate available, Lost in Time and Space.

Arkham Movement
Movement Points = Speed.

You may spend 1 Movement Point to move to


a connected street area or location.
You may spend multiple Movement Points to
activate any special cards you may have.

Leave a space with monster or


YES
end all movement for the turn
on a space with monster?

TO PHASE 3

Chose to Evade or Combat a remaining


monster.
EVADE

NO

COMBAT

Monster Damage
Lose Stamina =
Combat Damage

If leaving Street Area with a


Patrol Marker, make Sneak
(+0) check. If Fail, arrested.

Combat
Lose all remaining Movement Points.

Evade
Make Evade Check for a remaining
monster.
{Sneak + Monster Awareness, Diff. 1}
YES Do you have Movement Points
left that you wish to spend?
(Remember combat = no)
PASS

Horror Check
Make a Horror Check.
{Will + Monster Horror Rating. Diff 1}
If fail lose sanity = Horror Damage.

FAIL

NO
Martial Law
If Martial Law is declared &
location has an awareness
modifier, must pass an Evade
Check
{Sneak + Awareness modifier,
Diff. 1} or be Arrested.

See Phase 4 for monster


special abilities list.

Choose to flee or fight monster.

Monster Damage
Lose Stamina = Combat
Damage

Monster Damage
Lose Stamina = Combat
Damage
FLEE

FIGHT

Take any clue tokens in space


you end your movement in.

TO PHASE 3

Flee
Make Evade Check.
FAIL {Sneak + Monster Awareness,
Diff. 1}
PASS

Fight
Make Combat Check.
{Fight + Monster Combat Rating, Diff. Monster
toughness}
FAIL
May use items or cast spells up to 2 hands
total combined.
PASS
Take monster as trophy.

Are there remaining


NO monsters in the space you YES
have not evaded or fled
from yet?

Phase 3: Arkham Encounters


For each investigator in a arkham space check for a gate:

No Gate
Have encounter written on board, or
Shuffle and draw an encounter card from
appropriate deck.
Note: Monsters that appear as a result of an
encounter without a gate are either claimed as
trophies if defeated or otherwise return to cup
after encounter resolved, they do not stay on
the board.

If location matches a face-up rift


progress marker on the Kingsport
board, then:
- If Rift is closed, discard marker.
- If Rift open, turn marker face
down. If all 4 rift progress markers
are now facedown, discard them
and return rift to its rift track.

If Ancient Whispers in space and


no Exhibit Encounter has occurred
already this turn, shuffle Exhibit
Encounter deck and draw a card.

TO PHASE 4

Gate + Explored Marker


May attempt to close or seal gate.
If leave location discard explored marker.

CLOSE

Close Gate
Make either a Lore or Fight Check.
{Lore + Gate Modifier, Diff 1}
{Fight + Gate Modifier, Diff 1}
If pass, take Gate as trophy &
remove all monsters with matching
dimension symbols from board &
outskirts.

Gate, no Explored Marker


Move to 1st area of other
world indicated on gate
If Split, choose world.

SEAL

TO PHASE 4

Use 5 clue tokens or Elder Sign?

5 CLUE TOKENS

Seal Gate (5 Clue Tokens)


Make either a Lore or Fight Check.
{Lore + Gate Modifier, Diff 1}
{Fight + Gate Modifier, Diff 1}
If pass, take Gate as trophy & remove
all monsters with matching dimension
symbol from board & outskirts.
Spend 5 clue tokens & place Elder
Sign from unused pile onto location.
Area now sealed.

ELDER SIGN

Seal Gate (Elder Sign)


Requires Elder Sign.
Lose 1 sanity & 1 stamina.
Take Doom Token from Ancient Ones
sheet and place elder sign side up
onto location. Area now sealed.
Return Elder Sign to Game Box.
Take Gate as trophy & remove all
monsters with matching dimension
symbol from board & outskirts.

6 sealed gates on board = Victory!

No more Gates on the board & #


Gate Trophies >= # players =
Victory!

Victory!
Your Group wins the game. Congratulations!
Player with most Gate Trophies = First Citizen
of Arkham, Monster Trophies are the tie
breaker.
SCORE:
Highest printed number on doom track
- current Terror Level.
-1 for each unpaid / defaulted bank loan
-1 per elder sign played
+1 per unspent Gate trophy
+1 for every 3 monster trophies
+1 per sane surviving investigator
+1 per completed Task or Mission
-1 per retired investigator.

Defeat!
Game over. Better luck next
time.
SCORE = 0.

Discard any corruption cards in


play that have matching dimension
symbols.

TO PHASE 4

Phase 4: Other World Encounters


For each investigator in Other Worlds draw cards from Gate
Deck until a card is drawn whose color matches the circle in
the Other World.
Then read appropriate encounter.
Note: Monsters that appear as a result of an encounter are
either claimed as trophies if defeated or otherwise return to
cup after encounter resolved, they do not stay on the board.

TO PHASE 5

Monster Limit & Terror Level

Monster Limit
Monster Limit = # players + 3
If Terror Level = 10, no Monster Limit.
Monster limit only applies to monsters in sky or
Arkham city.
If monster limit is exceeded, additional
monsters go to Outskirts.
Monsters in EBs dont count against the
monster limit nor go to Outskirts.

Outskirts
Add monster to outskirts.
# Monsters in outskirts > 8 - # players?
If so return monsters to monster cup and raise
the Terror Level by 1.

Terror Level
Every time Terror Level goes up, remove a
random ally from the deck and discard it into
the box.
Remove Patrol Markers from board.
If it enters / passes a colored circle, the shop
of the appropriate color closes permanently.
If Terror Level = 10 there is no longer a
Monster Limit. If it increases further add a
doom token to doom track each time.
Furthermore if there is ever 2 x Monster Limit
of monsters on the board, go to Final Battle.

Dunwich Horror Appears


Place Dunwich Horror on Sentinel Hill.
If defeated, discard all Dunwich Horror tokens from track.
Winning investigator may search Common Item, Unique
Item, Skill, Spell, or Ally deck for 1 card and take it.

Final Battle
Ancient One Awakens
Fill Doom Track with Doom Tokens.
Investigators Lost in Time & Space are
devoured.

Investigator Refresh
Perform actions as if it were the upkeep
phase.
Investigators may trade items.
Investigators do not get Income, Retainers
or need to deal with Loan upkeep.

Draw Battle Card


Draw top Card from Epic Battle Deck.
Follow instructions. These may reverse
the order of the next two boxes.

Investigator Attack
All players perform a combat check using
the AOs combat rating and add all
successes.
# successes = # players, remove doom
token and reset successes.
Last doom token removed = Victory!

Ancient One Attack


Ancient one attacks all investigators.
If reduced to 0 Sanity or Stamina
investigator devoured,
All Investigators devoured = Defeat!

Monster Special Abilities


Ambush: Once combat begins
cannot flee.
Elusive: Investigators never need
to fight them. If they wish to fight
them, need to pass an evade
check or else movement phase
immediately ends with no fight.
Endless: Cannot be taken as a
trophy. Instead return to the cup
when defeated.
Physical/Magical Resistance:
Weapons or spells only provide
half normal bonus (rnd up).
Physical/Magical Immunity:
Weapons or spells provide no
bonus.
Nightmarish X: If an investigator
passes a horror check he loses X
sanity.
Overwhelming X: If an
investigator defeats this monster
in combat he loses X stamina.
Surprise: Investigator may not
evade. May not flee during 1st
round of combat.
Undead: No Special Rules.
Weapon Immunity: Combat
bonuses from magical and
physical weapons are reduced to
0. Spells not affected.
Spawn: (Indicated by red dot on
front of chit.) Only enter play via
special rules. Do not count against
monster limit, never go to outskirts
and cannot be taken as trophies.

Phase 5a: Mythos


Doom Track
If Doom Track is ever full go to Final
Battle.

First Player draws Mythos card.


Check location where Gate opens:

Location Has Open Gate


Monster Surge occurs: Place
one random monster on every
open gate of the board or for
every player in the game
(whichever greater). Watch for
Monster Limit.

Location has Elder Sign


If location is a Gate Burst
(color is red) - Remove
elder sign from location.
If it isnt a Gate Burst
Nothing happens.
NOT GATE
BURST

Add 1 to Deep Ones


Rising track.
If its full Ancient One
Awakens.

GATE
BURST

Too Many Gates


If # gates open > 8 - (# players / 2 [rnd
down]) OR
no unused gate markers left then go to
Final Battle.

Card Does Not Have A


Location
Do exactly what the card says
(eg add 2 doom tokens, turn
over next Act card, etc.).

Location has no Elder Sign or Gate


Place a Doom Token on the Doom Track.

Place random Gate on location. Remove all


clue tokens from location.
All Investigators in location are drawn through
gate to first space of matching Other World.
Such an Investigator is Delayed.

Check for Too Many Gates.

Place random Monster on location [place 2 if


5+ players]. Watch for Monster Limit.

Place Clue Tokens where indicated on card


unless there is an open Gate there.
If an investigator is at the location they may
immediately grab the clue token.

Move all monsters whose dimension symbol is


on the mythos card, if a monster is in a
location or moves to a location with an
investigator it immediately ceases movement.
Monsters move according to their color:
If Gate Burst, all flying monsters move.
Any Moving Gates whose dimension symbol is
on the mythos card move as black monster.
If Ancient Whispers marker didnt move this
turn, it moves as a Normal Moon monster
ignoring investigators in its space.

For each monster that enters a Vortex, return


monster to cup, raise terror level by 1 and:
- If in Dunwich add a Dunwich Horror token. If
3 Dunwich horror tokens, Dunwich Horror
appears.
- If in Innsmouth add uprising token to track. If
track full Ancient One Awakens.

Open Rifts moves as if black bordered


monster with the appropriate symbol.
If it moves place new monster at its new
location, and if it moved along a path that
matches the color of its symbol also add a
doom token to the doom track.

TO PHASE 5b

Black - Normal
Move one space along
the arrow of the color
that matches the box
its dimension symbol
was found in on the
Mythos card.

Red - Fast
Move two spaces
along the arrow of the
color that matches the
box its dimension
symbol was found in
on the Mythos card.

Yellow - Stationary
Never move.

Green - Unique
Read combat side of
monster for
movement
instructions.

Purple - Stalker
If an investigator in
adjacent space will
move there, otherwise
moves as if black.
If multiple targets
goes for lowest sneak.
May not enter green
diamond locations

Blue - Flying
If a flying monster is in a location
or street it will move to an
investigator in a connected street
area, otherwise it moves to the
sky.
If in the sky will attack an
investigator in the streets.
If it has a choice of multiple targets
it will go for the one with the
lowest Sneak.
Monsters in EBs may move to the
sky and vice versa.

Orange - Aquatic
If monster in aquatic location (wave
icon), it will immediately move to an
investigator in an aquatic location.
Otherwise move as if it were black

Miskatonic Horror Mythos Cards


If card list 2 gates use topmost one
unless that board isnt in play.
If card has 2 clue locations separated
by an or, use leftmost one unless the
board isnt in play.

Phase 5: Mythos (cont)


Corruption Cards
Text above the symbol is always in effect.
Discarded cards are removed from the game.
If instructed to draw a corruption card but there are none
left. AO immediately awakens.

FROM PHASE 5a

Check any Corruption Cards investigators have.


If symbol and background color match mythos card,
effect under the symbol on the corruption card is
triggered.

Tasks & Missions


Are considered items.
Must visit locations listed on card in the listed order.
Place Clue Token on card each time you complete a step.
If given to another player discard all clue tokens on it.
Once completed discard into box.
Task: Must spend Arkham encounter phase in listed
areas.
Mission: Must perform listed operation during the start of
the Upkeep phase.

Activate Mythos Ability on card:

Headline
Resolve text and discard.

Environment
Remains in play until a
new environment is drawn,
then its replaced.

Rumor
Remains in play until Pass
or Fail condition is met.
If a new rumor card is
drawn when one is already
active ignore the text on
the new one.

Compare monster movement pattern against


pattern next to a closed rift. If exact match,
draw and place random rift progress marker
face up in a free space next to it. If no free
space then ignore.

Are all 4 spaces next


to a rift full?
YES

Place Rift in location shown on Mythos


card, its now considered an Open Rift.

NO

If Doom track is now at least half full,


Martial Law comes into effect for the
rest of the game.

First Player marker moves to the left.


Turn ends.

TO PHASE 1

Innsmouth Look Cards


When instructed to draw one, shuffle ALL 10 cards
together then draw.
After executing instructions, return them all to the deck.

Gate Markers
Devouring Gate: If opens on investigator, Devoured.
Gate of Doom: If opens on investigator, add Doom token
to track.
Endless Gate: Do not take as trophy.
Monstrous Gate: If fail to close Gate, monster appears.
Gate of Blood: If fail to close Gate, lose 1 stamina.
Gate of Madness: If fail to close Gate, lose 1 sanity.
Moving Gate: Moves as black monster with dimension
symbol. Can only seal if on Unstable Location. If moves on
investigator, treat as if opened on investigator. If moves
away from investigator, lose explored token.

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