ArkhamHorror v7.6
ArkhamHorror v7.6
ArkhamHorror v7.6
www.orderofgamers.com
High quality materials for the dedicated devotee of immersive, thematic tabletop games.
Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums – and lots more.
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Setup b. Other World Movement 5. Mythos 4. Activate Mythos Ability (top):
Each Other World space is divided into 2 areas. Headline: Resolve then discard.
Set up the Arkham board and place a clue token at each An investigator receives no movement points there. The First Player (only) draws a Mythos card:
red diamond location. Environment: Place faceup near the board.
Left Area: move investigator to the right area. 1. Open Gate and Spawn Monster (lower left) Discard any previous Environment cards.
Set the Terror Track to 0. Shuffle the Gates.
Right Area: return to Arkham; move to a corresponding Rumor: Applies if no Rumor card is in play.
Each players chooses or randomly selects his investigator. No Elder Sign / Open Gate at Location:
Gate and place an Explored marker under the investigator, Otherwise, ignore the mythos text. A Rumor card
Take investigator fixed possessions and, after shuffling who does not have to fight or evade any monsters there Add a Doom token to the Doom track.
and its markers in play is only discarded when its
all decks, random possessions (abilities affecting random that turn only. If there is no corresponding Gate, the Draw a random Gate and place it faceup Pass/Fail condition is met.
draws can be used). investigator is Lost in Time and Space. on the location. Discard any Clue tokens
Set investigator skill sliders to any positions and take there. Investigators there are immediately
Skill Checks
sanity and stamina tokens equal to starting scores. 3. Arkham Encounters moved to the corresponding Other World and delayed.
Monsters are never drawn through Gates.
Place investigator markers at home locations. 1. No Gate Roll # of dice = ( skill value +/- modifier )
Draw a monster and place it at the location (5+ players,
Select an Ancient One randomly or choose one. Resolve special ability of location OR place 2 monsters). If this brings the total number Skill difficulty is number of dice successes required to
of monsters over the monster limit, place it in the pass the check (default difficulty is 1). If skill minus
Place the monsters in an opaque cup. Set aside Mask Shuffle the corresponding location deck, draw a card and
Outskirts. modifier is 0 or less, the check is automatically failed.
monsters unless facing Nyarlathotep. apply the appropriate entry.
Monsters and Gates cannot appear at sealed locations. Open Gate at Location: Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6).
A random player takes the first player marker, then draws
and resolves a Mythos card (Rumor cards and cards with If a monster appears and there is no Gate, it must be Monster surge: a number of monsters (the number After a skill check (pass or fail), a player may
no Gate are discarded, draw again). Remember to place a evaded or fought. Monsters that appear are taken as of open Gates or the number of players, whichever is always spend Clues one at a time. For each
Doom counter on the Ancient One’s track. trophies if defeated, but returned to the cup if evaded. greater) appear, divided evenly among all open Gates Clue spent, roll an additional die. Each
(no Gate receives more monsters than the location success is added to the original total.
With 5+ players, place 2 monsters on the Gate instead If a Gate appears, investigators there immediately move shown on the Mythos card). If there are more monsters
of one. to the corresponding Other World and are delayed. Add a A Clue gives you the bonus dice even if modifiers have
than the monster limit, players choose where monsters
Each phase is played by all players, going clockwise starting Doom token to the Doom track; any monster that appears will be placed before drawing; remaining monsters go dropped the number of dice below 0.
with the first player. Pass the FP marker on at turn end. stays on the board. to the Outskirts.
Evading Monsters
2. Gate Elder Sign at Location:
1. Upkeep The investigator is drawn through the Gate to the left area No Gate or monster. Evade Skill Check. Use Sneak skill with Sneak and Evade
If Lost in Time and Space and not delayed, return to of the corresponding Other World. If he was on an Explored Skill bonuses, modified by monster’s Awareness rating
anywhere in Arkham. marker, he is not drawn through and may instead: 2. Place Clue Token (location in middle) (upper right).
Close (& Seal) a Gate: Only if there is no open Gate at that location. Pass: continue as normal. Can move on or stay and
1. Refresh Exhausted Cards (rotate them upright).
Make a Lore or Fight check with the modifier on the If a player is there he may immediately take the Clue. interact with the space in the Encounters phase.
2. Perform Upkeep Actions of all cards (Bless, Curse, Gate. There is no effect on a fail (he may try again on Fail: Lose Stamina equal to icons, begin Combat.
Bank Loan and Retainer cards do not require an subsequent turns if he does not leave the location).
3. Move Monsters (lower right)
Upkeep roll on the first phase after being acquired). Move monsters with a matching dimension symbol If there is more than one monster in an area they must be
Pass: Take the Gate marker as a trophy. All monsters with along the arrow of the same color as the box around the evaded, each in turn, in an order chosen by the player.
3. Adjust Skills a number of stops up to Focus. the Gate’s dimension symbol in Arkham, the Sky and the symbol (half white, half black arrows count as white
Outskirts are returned to the cup. and black).
Monster Abilities
2. Movement Then Seal: Immediately spend 5 Clues A monster does not move if a player is in its location,
to place an unused Doom token on the and a monster stops when it encounters a player. Ambush Once combat has begun the investigator cannot
If delayed, stand up marker and your movement ends. location as an elder sign. Monsters do not fight players in this phase. flee.
If in the Jail Cell, move to the main Police Station area.
Otherwise take one of the following actions depending on Elder Sign Unique Item: No roll or Clues required; return If there is an equal choice between player targets, Endless The monster cannot be collected as a monster
location: the elder sign card to the box and take the Gate as a trophy. target the player with the lowest Sneak skill. trophy. It is returned to the cup if defeated.
All monsters with the Gate’s dimension symbol in Arkham,
the Sky and the Outskirts are returned to the cup. Take a Monster Movement Abilities Nightmarish X If the investigator passes a Horror check
a. Arkham Movement he still loses X sanity (does not apply if the Horror check
Doom token from the Doom track, flip it and place it as an Black Normal.
Receive movement points equal to Speed. May spend 1 is failed).
elder sign on the gate. Lose 1 Sanity and 1 Stamina.
movement point to move from one board area to another Yellow Never moves.
connected by a yellow line. Overwhelming X If the investigator defeats this monster he
4. Other World Encounters Red Fast: Move twice. still loses X Stamina (does not apply if the Combat check
You must evade or fight each monster there when leaving is failed).
an area, ending movement in an area, or remaining in an Green Special: marker.
1. Draw Gate Cards
area without moving. Blue Flying: Move to connected street area with Physical/Magical Resistance Weapons, Spells and Magical
Until the card color (or either color for dual-color cards) Effects providing Physical/Magical (as applicable) bonuses
Combat ends movement. Movement always ends once a player in it. Otherwise move to the Sky
matches an encounter symbol on the Other World space. provide half normal bonus (round up). Other abilities are
combat with a monster begins. (counts towards monster limit) and move
to any street location in Arkham next time. not affected.
2. Perform Encounter Entry for Location
Remove any Explored marker if leaving a location.
If no location matches use the Other entry. Monsters Flyers will not leave a space containing a Physical/Magical Immunity Weapons, Spells and Magical
Clues may only be taken from a location where a player that appear must be evaded or fought; they are taken as player, and remain in the Sky if there are Effects providing Physical/Magical (as applicable) bonuses
ends movement. trophies if defeated, but returned to the cup if evaded. no players in a street. give no bonus. Other abilities are not affected.
Combat Investigator Status Ancient One Awakens! Miscellany / Clarifications
If evasion is not attempted or fails, proceed to combat. Arrested Move the investigator to the Jail Cell area of the When one of the following occurs the Ancient One awakes: Board Icons: Location icons tell players the likely outcome
Police Station immediately go to the Final Battle: of visiting that location. If the icon is reversed there is a
1. Horror Check guaranteed method of acquiring that item at that location.
He loses half of his money (round down) and is delayed. Doom track is full
There is only one Horror Skill Check per battle. Use Will Discarding Cards: Cards are returned facedown to the
Next turn he may only stand his marker up in the Police
skill with Will and Horror Skill bonuses, modified by the bottom of their decks.
Station. Too many Gates open:
monster’s Horror rating (lower left). The test difficulty is
always 1 unless noted otherwise. 1-2 players: 8 Gates 5-6 players: 6 Gates Gates: If an encounter or card effects states that a gate
Blessed / Cursed An investigator can have only one at
a time. If a Blessed investigator is Cursed, discard the 3-4 players: 7 Gates 7-8 players: 5 Gates closes or that the investigator may close a gate, the gate
Pass: nothing happens.
Blessing and vice versa. marker is not taken as a trophy, but is instead placed on
Fail: lose Sanity equal to icons. A new Gate opens and there are no Gate markers left. the bottom of the gate marker stack. This gate cannot be
Delayed Place the investigator marker on its side; the sealed, even if the current player has an Elder Sign and/or
2. Choose Flee or Fight investigator may not move or receive movement points. A monster should be drawn but there are no monsters
enough Clue tokens to seal it.
left in the cup, or a new gate would open but there are
Flee: Evade Skill Check. A gate may only be sealed when it is located on an
Devoured Discard all cards except unspent trophies. no gate markers available.
Pass: battle ends. Randomly draw a new investigator and set up anew. unstable location. Gates in a stable location or in the
Fail: monster deals combat damage, continue combat. The Terror level is 10 and the number of monsters in streets can be closed, but not sealed.
Lost in Time and Space Move to Lost in Time and Space Arkham is twice the normal monster limit.
Fight: Combat Skill Check. Use Fight skill with Fight and area and be delayed. Next turn the investigator can only Gates & Monsters: If a gate appears on a location where
Combat Skill bonuses, modified by the monster’s Combat stand up. On the following turn he may move to any there is a player, he is drawn through the Gate and
rating (lower right). Final Battle delayed.
location or street area in Arkham.
First fill the Doom track with Doom tokens. All players Lost
Choose any combination of weapons/spells up to a total in Time and Space are devoured and eliminated. Discard If a gate and a monster appears the gate appears first (add
of 2 hand icons. Bonuses only apply while the required Monster Limit and the Outskirts any active Environment or Rumor cards. a Doom token) and both stay on the board.
number of hands are devoted to the weapon/spell. You When a monster but not a gate appears, if it is not
may switch weapons between rounds, but the effects of The maximum number of monsters in Arkham (including Survivors must battle the Ancient One. Once the final
defeated (and taken as a trophy), it returns to the cup.
a successfully cast spell stop as soon as you remove that the Sky area) is the number of players +3 (unless the battle begins, players can no longer collect money, gain
spell from your hand. terror level is at 10). Clue tokens, or roll for Retainers or Bank Loans. Location Special Abilities: If there is an open Gate at a
location, the location’s special ability cannot be used.
Test difficulty is the number of Toughness icons. Partial If adding a monster would bring the number of monsters Each combat round:
success has no effect. above the monster limit, place the monster in the Outskirts Monster Abilities: If an investigator fails a check against
Upkeep Each player still alive may refresh cards, use
Pass: Take the monster chit as a trophy. area. a Nightgaunt while in another world, he is returned to
character abilities, adjust skill sliders and trade equipment
Arkham with an Explored marker.
Fail: Lose Stamina equal to icons. Once the number of monsters in the Outskirts exceeds 8 with other players. Pass the first player marker to the left.
Then return to the Choose Flee or Fight step. minus the number of players, return all monsters in the The Chthonian special ability does not affect players in
Attack Each player still alive starting from the first player
Outskirts to the cup and increase the terror level by 1. Other Worlds.
may make a Combat Check against the Ancient One,
Casting Spells Continue adding drawn monsters to the Outskirts if modified by its Combat rating. Mythos Cards: The Deputy is not subject to the Curfew
applicable. Enforced card.
Pay Sanity cost of the spell and make a Spell Skill Check. The players must get a total number of successes equal
to the number of players (including eliminated players) Cards that affect monsters at Miskatonic Uni do not affect
Use Lore skill with Lore and Spell Skill bonuses, modified Terror Track to remove a Doom token. Successes are carried over those spawned by The Terrible Experiment card.
by the spell’s casting modifier. to subsequent rounds, but reset to zero after removing Special Cards: A maximum of one Retainer, Bank Loan,
If the check fails the spell has no effect (but still uses the For each point the terror level goes up, return to the box a a Doom token. When the last Doom token is removed, Silver Twilight Membership and Bless/Curse card may be
number of hand icons it requires). random unclaimed Ally card (if any left). Also: players win. held per player at the same time.
Spells that are refreshed (eg. each combat round in the If the terror level reaches 3, close General Store. Ancient One Attacks The Ancient One attacks each Special items: The Bullwhip and Cross do not have to be
Final Battle) cease to work and must be re-cast. Players and monsters inside move to Rivertown. player in turn using the attack shown on its card. Any used in combat to use their special abilities.
player reduced to 0 Stamina or Sanity is eliminated. If all
If the terror level reaches 6, close the Curiositie investigators are eliminated, players lose. Otherwise, start Stable/Unstable Locations: An unstable location is a has a
Sanity and Stamina Shoppe. Players and monsters inside move to a new round. red diamond printed above it and does not have an elder
Northside. sign on it. A stable location has a green diamond printed
An investigator can never exceed the maximum Sanity or above it or has an elder sign on it.
Stamina as listed on his investigator sheet. If the terror level reaches 9, close the Magick Shoppe. Winning
Timing Conflicts: Players decide the order; if they cannot
Players and monsters inside move to Uptown.
If Sanity and/or Stamina are ever reduced to 0: Victory Conditions agree, the first player chooses.
Choose and discard half of the investigator’s items (count If the terror level reaches 10, return all monsters in the Close the Gates A player closes the last open Gate on the
Trading: Players in the same area may trade money,
all Common Items, Unique Items, Exhibit Items, Spells, Outskirts to the cup. The monster limit is removed. board, and players have Gate trophies (including the Gate
Common and Unique Items and Spells at any time
Deputy’s Revolver and Patrol Wagon); half of his Clues just closed, but not including trophies spent) equal to or
If the terror level increases again (eg. via a Mythos (including while moving) except during combat.
(round down); and all of his Retainers. greater than the number of players.
card), instead add 1 Doom token to the Doom track for
Trophies: When spent, return monster trophies to the cup
Restore Sanity and Stamina to minimum of 1. each point it should have increased. Seal the Gates 6 or more Elder Sign tokens on board.
and return Gate trophies to the bottom of the gate pile.
In Arkham: If Sanity, go immediately to Arkham Asylum. If Banish the Ancient One Ancient One is defeated. Use modified Toughness when spending monster trophies.
Stamina, go to St. Mary’s Hospital. No encounters this turn.
First Citizen of Arkham
In Other World: Player is Lost in Time and Space. The player with the most Gate trophies (break ties by most
If Sanity and Stamina are both reduced to 0, or either’s monster trophies). Scoring: see p12 of AH, p8 of DH rules.
maximum is reduced to 0, the investigator is devoured.
Color Key (first appearance of rule) Miscellany / Clarifications
Dunwich Horror Curse of the Dark Pharaoh The phrase in Arkham on cards, in the rules or on
Kingsport Horror King in Yellow these reference sheets also refers to locations and
Innsmouth Horror Black Goat of the Woods areas in Dunwich, Kingsport and Innsmouth unless
Miskatonic Horror The Lurker at the Threshold specifically stated.
the lurker at as this gate when it opens, add a doom token to the
doom track.
the threshold Endless Gate: This gate marker cannot be collected as
a gate trophy. Instead, each time it is closed or sealed,
reshuffle it into the gate marker stack.
Special Components
Monstrous Gate: If an investigator fails his check to
12 Relationship cards, 18 Gate markers. close this gate, a monster appears in his location. If
this brings the number of monsters over the monster
Herald variant: 35 Power tokens, 24 Dark Pact cards 28
Reckoning cards. limit, place the monster in the Outskirts instead.
Gate of Blood: If an investigator fails his check to close
Rules Modifications this gate, he loses 1 Stamina.
When determining whether or not to ignore an encounter Add the rules listed on the Dunwich Horror Herald sheet:
because it mentions a person who appears on a Blight card that • The Dunwich Horror starts with 1 token on it, and 1
is in play, the encounter must mention the person by name. additional token is place don it when the terror level reaches
If an encounter mentions the name of a person who appears on 3, 6, and 9 (in addition to the normal conditions under which
a Blight card that is in play, but is not actually referring to the tokens are placed on it).
person, do not ignore that encounter. • The Dunwich Horror has a circle dimensional symbol as well
as a moon dimensional symbol, but only for purposes of
New Epic Battle Variant Cards movement. It cannot be banished or pulled through a gate
because of this symbol.
The new Epic Battle cards have 2 new types of cards:
• When the Dunwich Horror moves, it adds 1 doom token to the
Battle Events: effects are immediately resolved. Ancient One’s doom track on a 2-6 instead of a 4-6.
An additional Epic Battle card is immediately drawn.
• If Yog-Sothoth is the Ancient One, and he awakens while
Battle Conditions: placed the card faceup near the Epic Battle the Dunwich Horror is on the board, Yog-Sothoth’s combat
deck; the effects on it remain in play for the rest of the game. modifier increases by 3 (to -8) and he has 5 extra doom
An additional Epic Battle card is immediately drawn. tokens placed on his doom track (for a total of 17).
Roll # of dice = ( skill value +/- modifier) Or draw an Injury card and restore Stamina to maximum Overwhelming X If the monster is defeated in combat, the
(if 0 Stamina) or draw Madness card and restore Sanity to investigator still loses X Stamina.
Skill difficulty is number of dice successes required to pass maximum (if 0 Sanity).
check (default is 1). Physical/Magical Resistance A weapon or spell that adds a
In Arkham: If Sanity, go immediately to Arkham Asylum. bonus of the resisted type only provides half bonus.
Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6). If Stamina, go to St. Mary’s Hospital. No encounters this turn. Physical/Magical Immunity A weapon or spell that adds a
If skill minus modifier is 0 or less, check is automatically failed. In Other World: Player is Lost in Time and Space. bonus of the immune type provides no bonus.
After a skill check (pass or fail), roll an additional die for each If Sanity and/or Stamina are both reduced to 0, or either’s Weapon Immunity Any combat bonus from Physical/Magical
Clue spent (even if number of dice after modifiers is below 0). maximum is reduced to 0, player is devoured. Weapons is reduced to 0. Spells are not affected.
environment
rumor
HEADLINE
upkeep
TU RN OR D ER
DUNWICH
Hibb’s Roadhouse Devil’s Hopyard Discover
Easttown Police Station Can be Deputized for Trophies Blasted Gardners’ Place
Heath
Velma’s Diner Harney Jones’ Shack Recover
Miskatonic Library
University 607 Water St.
Harborside
K I N G S P O RT
Science Building Discover North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy
DUNWICH
Hibb’s Roadhouse Devil’s Hopyard Discover
Easttown Police Station Can be Deputized for Trophies Blasted Gardners’ Place
Heath
Velma’s Diner Harney Jones’ Shack Recover
Miskatonic Library
University 607 Water St.
Harborside
K I N G S P O RT
Science Building Discover North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy
Game Preparation Insanity results in Permanent Memory Loss No Victory for Sealed Gates Keeper of the Old One
Going insane causes the investigator to discard 1 Spell or Us this rule when you want a tougher game, especially This rule is for one player to act as the game keeper or
Two Monsters on First Gate 1 Skill to meet the requirements. This replaces the loss with veteran players. This has no effect on play other than game master and control the flow of the game. Works best
During setup, when placing the first open Gate, draw and of half their items. Loss of half their Clue tokens is still removing one of the paths to victory. with large numbers of players (especially if they are new
place 2 monsters on the Gate rather than 1. Additionally, applied—things they have forgotten from the trauma. to the game).
if playing with 4 or more players, have 2 monsters appear Sealed Gates continue to prohibit new Gates from opening
each time a new Gate is drawn. It seems like a logical effect of the insanity, but it also at the location, and are therefore still valuable in the play The keeper controls all Mythos draws, monster movement,
makes strong fighters respect the monsters that inflict of the game. and encounter card resolution. For Mythos card draws,
From an adventure perspective, this sets the tone early, greater Sanity loss when they realize it may cost them a they draw 2 cards and put one in play each turn,
especially with first time players, that bad things are Toughens the game and forces the players to use new
valuable Skill or Spell. discarding the other. They move the monsters according
happening in Arkham. From a game play perspective, this strategies. Should be considered by experienced players,
to the card draw, adjust the Doom track and Terror track
offers more opportunity immediately for monsters to move Monster Guards Sucked Through Closing Gates especially if they win more than 50% of the games they
when required, they fan the encounter cards for locations
and for the investigators to kill some monsters quickly. If Monsters guarding a Gate (on the same space) are sucked play.
and let the player at that location pick one that they then
using the continual 2 monsters appearance as new Gates through the Gate when it is closed. Players do not get to read to the player. They also draw any Gate cards for other
Double Gate Appearance
are revealed, this puts more pressure on the players of claim these monsters as trophies, only the Gate. world encounters and read the encounter to the players.
With 5 or more players, begin having 2 Gates appear once
games with 4 or more players to battle the monsters or
The creatures did not see (or understand) the actions of the Great Old One’s Doom track reaches 6. This rule is a In essence they control the flow of the game for the
they will quickly begin to see the Terror track rise, and
the investigator, so were caught off guard and sucked change to the Mythos phase in that after the first Mythos enjoyment of the players like any game master in a role
battling monsters will mean they cannot just hold all their
through the gate just like any monsters that match the card is drawn and all actions completed, a second Mythos playing game.
Clue tokens for sealing of Gates.
symbol on the Gate token. This is helpful with novice card is now drawn and only the Gate portion of this second
Choosing Investigators players and a lot of monsters roaming the board and card is used. Speeds up play for larger and new play groups. Represents
especially valuable for disposing of the stronger monsters. the expert on any rule issues, and sets the mood by
At the start of play, randomly deal 2 or 3 Investigator cards If the location on the second card does not have a Gate
I primarily use this house rule when playing with 2 reading the encounters and forcing players to quickly
to each player. Players must choose their investigator from and is not sealed, a Gate is placed on that location. If
monsters appearing at each new Gate. make their choices. Often, an experienced player in this
those dealt to them. the location has a Gate on it, 1 monster comes through game can increase or decrease the play of the game by the
Prohibits always using the same Investigators, but still Sanity Loss for Trapping Another Investigator in a Gate that Gate, not the other Gates on the board as in a normal Mythos card they put into play each turn to better match
allows for some choice. This assignment process forces The investigators are responsible for their actions, so monster surge. the adventure to the players.
the players to use different characters from game to game, sealing a gate that traps another investigator with no If the location is sealed by an Elder Sign, the Elder Sign is
and therefore different strategies. It also increases game way to return to Arkham is something that should haunt broken and discarded. No Gate appears, but the warding Solitaire Play
replayability and overall fun. them. Therefore, in the event this should happen, the has been broken by the will of the Great Old One. Team of Investigators
investigator should lose D3 Sanity (roll a die and divide
Playing the Game Toughens the game considerably for larger group play. Also In solitaire (and 2 player games) deal 6 investigators and
the result by 2, rounding up). The players may expand this
starts out slower and puts more pressure on later in the keep 4 to play. The game is played using 4 players as the
Gate Locations Unknown to include any activity in which a player inflicts damage
game. Creates a random end game—when only two spaces base for victory conditions, monsters, combat with the
knowingly to another player.
All Gates are placed facedown on the board rather than are left on the Doom track the Great Old One could arrive Great Old One, etc.
faceup. The Gate is only revealed when an investigator Adds to the role-play aspect and fun of the game. This at any turn. It is more fun and more competitive to play as a team
goes to the location and travels through it. At the point rule existed in the original Arkham Horror, but of course
of investigators. This way, if one investigator is having
an investigator enters the location and announces they the penalty for being trapped in a Gate in the original Great Old Ones Really Great
tough luck, the others can keep you in the game. The
are traveling through the Gate, flip the Gate over and the was death. While we have softened that somewhat in For players that would like a tougher end game: team creates more strategic opportunities for the player,
investigator immediately moves through it. (This works the current edition with only penalizing the trapped
1. Sanity Rolls for the Great Old One using their Combat and in the end makes for a better adventure and gaming
best with the Choose to Travel Through Gate rule.) investigator by sending them to Lost in Space & Time, they
Modifier as the Sanity Modifier. If failed discard experience.
still lose half their items and half their Clues. Therefore
Creates mystery and makes the game even more interesting. half your items, half your spells, and half your allies
the investigator that causes such pain (even if there is
No longer can any players rush their investigator to a Gate (rounding up). Then the Start of Battle begins combat
good reason, like making sure no new monster appeared)
because they know it is the Dreamlands and they feel more with the Great Old One per normal rules.
should be haunted by their actions.
comfortable about traveling to that location than the Abyss.
This rule does make the game a little more difficult, but 2. If less than 4 investigators in the game, treat 4 as the
One Round of Combat—Free Evade
the trade-off is it creates a lot of dialog and role-playing ‘to hit’ number each round of combat. This means it
With novice players I give the option to continue to fight
with a creative crowd. takes 4 hits to remove one token from the Great Old
after one round or to get a free evade, which ends their
One’s Doom track. And no—hits are not banked from
Choose to Travel through Gate turn and allows them to leave this space freely on the
round to round if less than 4, they are lost after the
next move.
Locations with Gates do not automatically suck the Investigators complete their attacks and the Great Old
investigator through. Moving through a Gate is a choice They may not have an encounter at this location as they One attacks.
for the player, unless a Gate opens at a location where are hiding from the monster that is there. This does not
3. Special non-combat abilities may not be used unless
an investigator just happens to be visiting—then they are free them from any new monster combat as the result of
no attack is taken and may only be used once the
sucked through as normal. monster movement in the Mythos phase.
entire battle. In other words using a some skill or item
Enables players more choices and opportunities to have This rule enables the novice players to leave after 1 round of to restore Health or Sanity may only be used once in
Arkham location encounters. My logic for the rule is that combat without being reduced to 0 Stamina in subsequent combat with the Great Old One.
the gate is not huge, probably only 12 feet by 12 feet and rounds. Therefore they can choose to go to the hospital
All these rules significantly make it tougher for any size
may even be in the basement of the building. The areas at on future turns and heal rather than being carted there by
group to successfully defeat the Great Old One.
each location are large—buildings with multiple floors and an ambulance and discarding half their items, spells and
rooms, or acres of thick woods so there is an opportunity money. This rule speeds up game play by not only reducing The final battle is intended to be a last ditch effort to save
to still have normal encounters in a location even though what may be fatal combat rounds, but more importantly by Arkham—not the primary plan of any team for victory.
nasty creatures may be slithering through a gate in the reducing the turns required for injured investigators to build These house rules assure veteran players cannot just stock
basement below... back up by replacing the stuff they lost. up weapons and wait for the big guy to arrive.