Arkham Horror: The Card Game an unofficial rules reference

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Glossary
General Gameplay & Appendices
Expanded Rules & Errata

Index

A, An

When used to describe a condition, the words “a” or “an” are satisfied if one or more of the conditional elements are present. For example, an investigator with 3 resources will satisfy the condition of “Each investigator with a resource.”

Ability

An ability is the specialized game text that indicates how a card affects the game.

The various types of card abilities are: constant abilities, forced abilities, revelation abilities, triggered abilities, keywords, and enemy instructions (spawn and prey). Each type is described in detail below.

See also: Costs, Effects, Qualifiers, Self-Referential Text.

Constant Abilities

Constant abilities are simply stated on a card with no special formatting. Constant abilities are always interacting with the game state as long as the card is in play. (Some constant abilities continuously seek a specific condition, denoted by words such as “during” or “while.” The effects of such abilities are active any time the specified condition is met.) Constant abilities have no point of initiation.

Forced Abilities

A forced ability is identified by a bold “Forced –” command. Forced abilities initiate and interact with the game state automatically at a specified timing point. Such a timing point is usually indicated by words such as: “when,” “after,” “if,” or “at.”

See Simultaneous Resolution.

Revelation Abilities

A revelation ability, indicated by a bold “Revelation –” command on an encounter card or weakness, initiates as that card is drawn by an investigator (see Revelation).

Triggered Abilities

A triggered ability is any ability prefaced by either a icon, a icon, or an icon. If the ability has one or more prerequisites (costs and/or conditions), these are listed in text immediately following the icon. A player must always meet the prerequisites of a triggered ability in order to trigger that ability. There are three types of triggered abilities:

Free triggered abilities ()—A triggered ability may be triggered as a player ability during any player window.

Reaction triggered abilities ()—A triggered ability with a specified triggering condition may be triggered any time that triggering condition is met. For example: “ After you defeat an enemy:”

Action triggered abilities ()—An triggered ability may be triggered during a player’s turn in the investigation phase through the use of the activate action, and only if the player uses one action for each specified in the ability’s cost.

All triggered abilities are governed by the following rules:

See Triggered Abilities.

Keywords

A keyword is a card ability which conveys specific rules to its card.

Spawn Instructions and Prey Instructions

Spawn instructions inform where an enemy spawns as it enters play.

Prey instructions inform which investigator an enemy pursues and/or engages if it has a choice.

Action Designators

Some abilities have bold action designators (such as Fight, Evade, Investigate, or Move). Activating such an ability performs the designated action as described in the rules, but modified in the manner described by the ability.

Act Deck and Agenda Deck

The act deck represents the progress the investigators can make in a scenario. The agenda deck represents the progress and objectives of the dark forces arrayed against the investigators in a scenario. Generally, advancing the act deck is good for the investigators, and advancing the agenda deck is bad for the investigators.

To advance the act deck or the agenda deck, follow these steps, in order:

  1. Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove all doom from each card in play.
  2. Flip the advancing card over and follow the instructions on the reverse (“b”) side.
    • If the reverse side of the act or agenda is an encounter card, follow the rules for drawing that encounter cardtype. Otherwise, simply follow the instructions on the card.
  3. Sometimes, the advancing act/agenda specifies which card becomes the next act/agenda. If it does not, the next card in the deck becomes the current act/agenda. As a new card becomes the current act/agenda, the advancing card is simultaneously removed from the game.
    • Some instructions in the act and agenda decks (as well as on other encounter cardtypes) contain resolution points, in the format of: “(→R#).” If a resolution point is reached, the scenario ends. Read the designated resolution in the campaign guide.

Act & Agenda Card Anatomy

Act & Agenda Card Anatomy
  1. Act/Agenda Sequence: Used to order the act/agenda deck.
  2. Encounter Set Symbol: Indicates which encounter set the card belongs to.
  3. Title: The name of this card.
  4. Flavor Text: Additional text that provides thematic context.
  5. Ability: This card’s specialized means of interacting with the game.
  6. Doom Threshold: The amount of doom in play required to advance this agenda.
  7. Clue Threshold: The number of clues that must be spent to advance this act.
  8. Encounter Set Number: Indicates the number of cards within an encounter set, and this card’s place within that set.
  9. Product Set Information: Indicates this card’s product of origin.
  10. Resolution Point: Indicates the scenario ending in the campaign guide.

Action

During his or her turn, an investigator is permitted to take up to three actions. When performing an action, all costs of the action are first paid. Then, the consequences of the action resolve.

For a complete list of the available actions, see section “2.2.1 Investigator takes an action, if able” in the investigation phase.

Activate Action

“Activate” is an action an investigator may take during his or her turn in the investigation phase.

When this action is taken, the investigator initiates an ability that specifies one or more icons as part of its ability cost. The number of icons in the ability’s cost determines how many actions the investigator is required to use for this activate action. When performing an activate action, all of that action’s costs are simultaneously paid. Then, the consequences of that action resolve.

An investigator is permitted to activate abilities from the following sources:

Active Player

The active player is the player taking his or her turn during the investigation phase.

After

The word “after” refers to the moment immediately after the specified timing point or triggering condition has fully resolved.

(For example, an ability that reads “After you draw an enemy card” initiates immediately after resolving all of the steps for drawing an enemy—resolving its revelation ability, spawning it, etc.)

See also: Ability, Simultaneous Resolution.

Alert

Each time an investigator fails a skill test while attempting to evade an enemy with the “alert” keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator. An enemy does not exhaust after performing an alert attack. This attack occurs whether the enemy is engaged with the evading investigator or not.

Aloof

Aloof is a keyword ability. An enemy with the aloof keyword does not automatically engage investigators at its location.

Asset Cards

Asset cards represent items, allies, talents, spells, and other reserves that may assist or be used by an investigator during a scenario.

Asset Card Anatomy

Asset Card Anatomy
  1. Title: The name of this card.
  2. Subtitle: A secondary identifier for a card.
  3. Class Symbol: The class to which a card belongs. Neutral cards have no class symbol.
  4. Cost: The resource cost to play a card.
  5. Level: The amount of experience required to purchase this card for a deck.
  6. Cardtype: Indicates how a card behaves or may be used in the game.
  7. Skill Test Icons: Modify skill value while committed to a skill test.
  8. Traits: Flavorful attributes that may be referenced by card abilities.
  9. Ability: This card’s specialized means of interacting with the game.
  10. Flavor Text: Additional text that provides thematic context.
  11. Slot Symbol: Indicates which slot(s) this asset fills.
  12. Health: This card’s health value, which measures its physical durability.
  13. Sanity: This card’s sanity value, which measures its mental durability.
  14. Product Set Information: Indicates this card’s product of origin.

Attach To

If a card uses the phrase “attach to” it must be attached to (placed beneath and slightly overlapped by) the specified game element as it enters play. Once attached, such a card is referred to as an attachment.

Attacker, Attacked

An “attacker” is an entity (usually an enemy or investigator) that is resolving its attack against another entity. The entity being attacked is referred to as the “attacked enemy” or the “attacked investigator.”

Attack of Opportunity

Each time an investigator is engaged with one or more ready enemies and takes an action other than to fight, to evade, or to activate a parley or resign ability, each of those enemies makes an attack of opportunity against the investigator, in the order of the investigator’s choosing. Each attack deals that enemy’s damage and horror to the investigator.

Attacks of Opportunity are only triggered when 1 or more of an investigator’s actions are being spent or used to trigger an ability or action. abilities with a bold action designator do not provoke attacks of opportunity.

Automatic Failure/Success

Some card or token abilities may cause a skill test to automatically fail or to automatically succeed. If a skill test automatically fails or automatically succeeds, it does so during step “ST.6” of the Skill Test Timing process.

Base Value

Base value is the value of an element before any modifiers are applied. Unless otherwise specified, the base value of an element derived from a card is the value printed on that card.

Bearer

The bearer of a weakness is the investigator who started the game with the weakness in his or her deck or play area.

Blank

If a card’s printed text box is considered “blank” by an ability, that text box is treated as if it did not have any of its printed content. Text and/or icons gained from another source are not blanked.

Bonded

Cards with the bonded keyword are linked to another player card. They have no level and therefore are not available as options when building your deck. Instead, the card to which they are bonded (which is listed in parentheses next to this keyword) will summon the bonded card into the game.

If your deck contains a card which summons one or more bonded cards, those bonded cards should be set aside at the start of each game.

If a weakness with the bonded keyword is added to an investigator’s deck, hand, threat area, or play area, it does not remain a part of that investigator’s deck for the rest of the campaign (unlike other weaknesses). It starts each game set aside with that investigator’s other bonded cards.

For example: Soothing Melody has the following keyword: “Bonded (Hallowed Mirror).” This means it is bonded to the card Hallowed Mirror. Soothing Melody has no level and is therefore not available as an option to include when building your deck. However, Hallowed Mirror summons 3 copies of Soothing Melody. Therefore, a player with Hallowed Mirror in his or her deck should set aside 3 copies of Soothing Melody at the start of each game. These cards are not part of that investigator’s deck, and do not count toward his or her deck size.

Campaign Play

A campaign is a series of interrelated scenarios in which each player plays the same investigator from one scenario to the next. As a campaign progresses, the investigator gains experience and trauma, and this is reflected by changes in his or her deck. Each decision made in a campaign may have repercussions in a later scenario.

When starting a campaign, follow the instructions for that campaign’s setup in the campaign guide. After playing through a scenario during a campaign, record the specified results of that scenario in the campaign log.

Experience

After recording the results of a scenario, the investigators are ready to reflect on their experiences and purchase new cards for their decks. To do this, follow these steps, in order:

  1. Count experience. Each investigator earns experience equal to the total victory value of all cards in the victory display plus or minus any bonuses or penalties indicated by the campaign guide for that resolution. This total is added to any unspent experience an investigator has recorded from previous scenarios in this campaign.
  2. Purchase new cards. New cards may be purchased and added to a player’s deck by spending experience equal to the card’s level (denoted by a number of pips in the upper left hand corner of the card). While purchasing new cards, observe the following rules:
    • An investigator’s deckbuilding guidelines (found on the back of the investigator card) must be observed while that investigator is purchasing new cards. Only cards the investigator has access to may be purchased. The deck-size requirement must also be maintained, so that for each (nonpermanent) card purchased and added to a deck, a different card is removed from the deck. Weakness cards and cards that must be included in an investigator’s deck may not be removed while that investigator is purchasing new cards.
    • Each card costs experience equal to the card’s level, to a minimum of 1 (purchasing a level zero card still costs 1 experience). The number of pips beneath a card’s cost indicates the card’s level.
    • When purchasing a higher level version of a card with the same title, the investigator may choose to “upgrade” that card by paying only the difference in experience (to a minimum of 1) between the two cards and removing the lower level version of the card from his or her deck.
    • New cards are purchased (or upgraded) individually. If an investigator wishes to purchase more than 1 copy of a new card, each copy must be paid for separately, and one card must be removed from that investigator’s deck for each copy purchased.
    • The above processes, and any specific instructions provided by the campaign guide, are the only methods by which a player may modify his or her deck during a campaign.
  3. Record unspent experience. Each investigator records any unspent experience on the campaign log. This experience may be spent at a later time during this campaign.

Trauma

Trauma reflects permanent damage that has been done to an investigator’s health and/or psyche.

If an investigator is defeated in a scenario that investigator is eliminated from the scenario but not necessarily from the campaign.

If an investigator is defeated by taking damage equal to his or her health, he or she suffers 1 physical trauma (recorded in the campaign log). For each physical trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 damage. If an investigator has physical trauma equal to his or her printed health, the investigator is killed.

If an investigator is defeated by taking horror equal to his or her sanity, he or she suffers 1 mental trauma (recorded in the campaign log). For each mental trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 horror. If an investigator has mental trauma equal to his or her printed sanity, the investigator is driven insane.

If an investigator is defeated by simultaneously taking damage equal to his or her health and horror equal to his or her sanity, he or she chooses which type of trauma to suffer.

If an investigator is killed or driven insane, that player must choose a new investigator to use in the next scenario, and creates a new deck for that investigator. Investigators that are killed or driven insane cannot be used for the remainder of the campaign.

If a player attempts to choose a new investigator and there are no investigators remaining in the pool, the players have lost and the campaign ends.

Defeat by Card Ability

An investigator may be defeated by a card ability. A defeated investigator is eliminated from the game. Should this occur, follow the instructions of the card ability to determine if there are any long-term repercussions of the defeat.

Advancing to Next Scenario

After completing a scenario, resolving its resolution, updating the campaign log, and purchasing any new cards, advance to the next scenario (sequentially) in the campaign, unless the scenario resolution explicitly directs the investigators to a different scenario.

Joining or Leaving a Campaign

Once a campaign has begun, players can freely drop in and out of the campaign in between scenarios.

If a player leaves the campaign, do not delete that player’s information from the campaign log, as he or she may re-join at any time between scenarios.

If a new player joins the campaign, he or she must choose an investigator not previously used during this campaign. That player begins as if it were his or her first scenario in the campaign, with no experience and no trauma.

Cancel

Some card abilities can “cancel” other card or game effects. Cancel abilities interrupt the initiation of an effect, and prevent the effect from initiating.

Cannot

The word “cannot” is absolute, and cannot be countermanded by other abilities.

Cardtypes

The game’s cardtypes are presented with detailed card anatomies for scenario cards and player cards.

See also: Asset Cards, Enemy Cards, Event Cards, Location Cards, Skill Cards, Treachery Cards.

Chaos Tokens

Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the results of the skill test.

—If any of these tokens are revealed for a skill test, resolve the effect for that symbol as indicated on the scenario reference card for the current scenario.

—This is the auto-fail token. If this token is revealed for a skill test, it indicates the investigator automatically fails the test.

—This is the elder sign token. If this token is revealed for a skill test, resolve the effect on the investigator card belonging to the player performing the skill test.

If a revealed chaos token (or the effect referenced by a chaos token) has a numerical modifier, that modifier is applied to the investigator’s skill value for this test.

See “ST.3 Reveal chaos token” under Skill Test Timing.

Clues

Clues represent the progress the investigators can make towards solving a mystery, unraveling a conspiracy, and/or advancing in a scenario.

See also: Act Deck and Agenda Deck, Tokens, Running out of.

Collection

If an ability refers to a player’s collection (for example, “search the collection”), the collection of cards from which that player’s deck was assembled is used.

Example: Sean and Etienne are each using a deck built from Sean’s collection. If Etienne is instructed to “search the collection,” he searches Sean’s collection.

Copy

A copy of a card is defined by title. A second copy of a card is any other card that shares the same title, regardless of cardtype, text, artwork, or any other differing characteristics between the cards.

See also: Player Cards, Scenario Cards.

Costs

There are two types of costs in the game: resource costs and ability costs.

A card’s resource cost is the numerical value that must be paid (in resources) to play the card from hand. To pay a resource cost, an investigator takes the specified number of resources from his or her resource pool and places them in the token pool.

Some triggered card abilities are presented in a “cost: effect” construct. In such a construct, the aspect preceding the colon indicates the ability costs that must be paid and any triggering conditions that must be met to trigger the ability. The aspect following the colon is the effect.

Dealing Damage/Horror

There are two types of afflictions that may beset an investigator in the game: damage and horror. Damage afflicts an investigator’s health, and horror afflicts an investigator’s sanity.

When an investigator or enemy is dealt damage and/or horror, follow these steps, in order:

  1. Assign Damage/Horror: Determine the amount of damage and/or horror being dealt. Place damage and/or horror tokens equal to the amount of damage and horror being dealt next to the cards that will be taking the damage/horror.
    • When an investigator is dealt damage or horror, that investigator may assign it to eligible asset cards he or she controls. To be eligible, an asset card must have health in order to be assigned damage, and it must have sanity in order to be assigned horror.
    • An asset cannot be assigned damage beyond the amount of damage it would take to defeat the card, and cannot be assigned horror beyond the amount of horror it would take to defeat the card.
    • All damage/horror that cannot be assigned to an asset must be assigned to the investigator.
  2. Apply Damage/Horror: Any assigned damage/horror that has not been prevented is now placed on each card to which it has been assigned, simultaneously. If no damage/horror is applied in this step, no damage/horror has been successfully dealt.
    • Abilities that prevent, reduce, or reassign damage and/or horror that is being dealt are resolved between steps 1 and 2.
    • After applying damage/horror, if an investigator has damage equal to or higher than his or her health or horror equal to or higher than his or her sanity, he or she is defeated. When an investigator is defeated, he or she is eliminated from the scenario.
    • After applying damage/horror, if an enemy has damage equal to or higher than its health, it is defeated and placed in the encounter discard pile (or in its owner’s discard pile if it is a weakness).
    • After applying damage/horror, if an asset has damage equal to or higher than its health or horror equal to or higher than its sanity, it is defeated and placed in its owner’s discard pile.

Deck

There are 4 main types of decks that appear in any game: the Investigator Deck, the Encounter Deck, the Act Deck, and the Agenda Deck.

Deckbuilding

When building a custom investigator deck, the following guidelines must be observed:

Classes

Most player cards, including investigators, belong to one of 5 classes. Each class has its own distinct flavor and identity, as described below.

Guardians () feel compelled to defend humanity, and thus go out of their way to combat the forces of the Mythos. They have a strong sense of duty and selflessness that drives them to protect others, and to hunt monsters down.

Mystics () are drawn to and influenced by the arcane forces of the Mythos. Many have spell-casting abilities, able to manipulate the forces of the universe through magical talent.

Rogues () are self-serving and out for themselves. Wily and opportunistic, they are always eager for a way to exploit their current situation.

Seekers () are primarily concerned with learning more about the world and about the Mythos. They wish to research forgotten lore, map out uncharted areas, and study strange creatures.

Survivors () are everyday people in the wrong place at the wrong time, simply trying to survive. Ill-prepared and ill-equipped, Survivors are the underdogs, who rise to the occasion when their lives are threatened.

Some cards are not affiliated with any class; these cards are neutral. Generally, investigators only have access to cards from their class. Some investigators have access to cards from other classes. Refer to the “Deckbuilding Options” on the back of an investigator card to view which cards an investigator has access to.

Defeat

Taking damage and/or horror may cause an investigator, enemy, or asset to be defeated.

Delayed Effects

Some abilities create delayed effects. Such abilities specify a future timing point, or indicate a future condition that may arise, and dictate an effect that will happen at that time.

Difficulty (level)

There are four levels of difficulty in Arkham Horror: The Card Game: Easy, Standard, Hard, and Expert. At the beginning of a campaign or standalone scenario, the players choose which difficulty level to use. The campaign setup section of that campaign or scenario’s Campaign Guide indicates which chaos tokens should be placed into the chaos bag when playing on each difficulty level.

Difficulty (skill tests)

The difficulty of a skill test is the target number an investigator is trying to equal or exceed with his or her modified skill value to pass that test.

See Skill Test Timing for the full rules on skill tests.

Direct Damage, Direct Horror

If an ability causes a card to take direct damage or direct horror, that damage or horror must be assigned directly to the specified card, and cannot be assigned or re-assigned elsewhere.

Discard Piles

Any time a card is discarded, it is placed faceup on top of its owner’s discard pile. Encounter cards are owned by the encounter deck.

Doom

Doom represents the progress the forces of the Mythos make towards completing foul rituals, summoning cosmic entities, and/or advancing a scenario’s agenda.

See also: Tokens, Running out of.

Draw Action

“Draw” is an action an investigator may take during his or her turn in the investigation phase. When an investigator takes this action, that investigator draws one card from his or her deck.

Drawing Cards

When a player is instructed to draw one or more cards, those cards are drawn from the top of his or her investigator deck and added to his or her hand.

When a player is instructed to draw one or more encounter cards, those cards are drawn from the top of the encounter deck, and resolved following the rules for drawing encounter cards under framework event 1.4 Each investigator draws 1 encounter card.

Effects

A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a card. A framework effect is any effect that arises from the resolution of a framework event.

See also: Delayed Effects, Lasting Effects, Simultaneous Resolution.

Elimination

A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she resigns. The only manner in which eliminated investigators interact with the game when establishing per investigator values. Any time a player is eliminated:

  1. For the purpose of resolving weakness cards, the game has ended for the eliminated investigator. Trigger any “when the game ends” abilities on each weakness the eliminated investigator owns that is in play. Then, remove those weaknesses from the game.
  2. The cards he or she controls in play and all of the cards in his or her out-of-play areas (such as hand, deck, discard pile) are removed from the game.
    • Any card that player owns but does not control that is in play remains in play, but if that card leaves play it is removed from the game.
  3. All clue tokens that player possesses are placed at the location the investigator was at when he or she was eliminated, and all of that player’s resource tokens are returned to the token pool.
  4. All enemies engaged with that player are placed at the location the investigator was at when he or she was eliminated, unengaged but otherwise maintaining their current game state.
  5. All other cards in the eliminated investigator’s threat area are placed in the appropriate discard pile.
  6. If the lead investigator is eliminated, the remaining players (if any) choose a new lead investigator.
  7. If there are no remaining players, the scenario ends. Refer to “no resolution was reached” entry for that scenario in the campaign guide.

Empty Location

An empty location is a location with no enemies or investigators at it.

Encounter Deck

The encounter deck contains the encounter cards (enemy, treachery, and story asset cards) the investigators may encounter during a scenario.

Encounter Set

An encounter set is a collection of encounter cards, denoted by a common encounter set symbol near each card’s cardtype.

Enemy Cards

Enemies represent villains, cultists, ne’er-do-wells, terrible monsters, and unfathomable entities from alternate dimensions or the cosmos beyond.

When an enemy card is drawn by an investigator, that investigator must spawn it following any spawn direction the card bears. If the encountered enemy has no spawn direction, the enemy spawns engaged with the investigator encountering the card and is placed in that investigator’s threat area.

See section “1.4 Each investigator draws 1 encounter card” of the Mythos phase.

Enemy Card Anatomy

Enemy Card Anatomy
  1. Title: The name of this card.
  2. Enemy Fight Value: Determines the difficulty of a skill test to attack this enemy.
  3. Enemy Health Value: This enemy’s health value, which measures its physical durability.
  4. Enemy Evade Value: Determines the difficulty of a skill test to evade this enemy.
  5. Traits: Flavorful attributes that may be referenced by card abilities.
  6. Ability: This card’s specialized means of interacting with the game.
  7. Flavor Text: Additional text that provides thematic context.
  8. Victory Points: The amount of victory points the card is worth when overcome by investigators.
  9. Encounter Set Symbol: Indicates which encounter set the card belongs to.
  10. Damage: The amount of damage this enemy deals with its attack.
  11. Cardtype: Indicates how a card behaves or may be used in the game.
  12. Horror: The amount of horror this enemy deals with its attack.
  13. Encounter Set Number: Indicates the number of cards within an encounter set, and this card’s place within that set.
  14. Product Set Information: Indicates this card’s product of origin.

Enemy Engagement

While an enemy card is in play, it is either engaged with an investigator (and placed in that investigator’s threat area), or it is unengaged and at a location (and placed at that location). Each enemy in an investigator’s threat area is considered to be at the same location as that investigator, and should the investigator move, the enemy remains engaged and moves to the new location simultaneously with the investigator.

Any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator, and is placed in that investigator’s threat area. If there are multiple investigators at the same location as a ready unengaged enemy, follow the enemy’s prey instructions to determine which investigator is engaged. There is no limit on the number of enemies that can be engaged with a single investigator.

For example, a ready unengaged enemy immediately engages if:

An exhausted unengaged enemy does not engage, but if an exhausted enemy at the same location as an investigator becomes ready, it engages as soon as it is readied.

Enemy Phase

The Enemy phase is the third phase in the round sequence and is divided into four framework events:

3.1 Enemy phase begins.

This step formalizes the beginning of the enemy phase.

3.2 Hunter enemies move.

Resolve the hunter keyword for each ready, unengaged enemy that has the hunter keyword.

3.3 Next investigator resolves engaged enemy attacks.

Resolve engaged enemy attacks in player order, with each player resolving all of his or her engaged enemies before advancing to the next player.

Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When an enemy attacks, deal its attack (both its damage and its horror, simultaneously) to the engaged investigator. Upon completion of dealing the attack (and all abilities triggered by the attack), exhaust the enemy. If an investigator is engaged with multiple enemies, resolve their attacks in the order of the attacked investigator’s choosing.

After an investigator has resolved the attacks of the enemies he or she is engaged with, return to the previous player window. After the final investigator resolves enemy attacks, proceed to the next player window.

3.4 Enemy phase ends.

This step formalizes the end of the enemy phase.

After this step is complete, play proceeds to the beginning of the Upkeep phase.

Engage Action

“Engage” is an action an investigator may take during his or her turn in the investigation phase.

To engage an enemy at the same location (for example, this could be done to engage an exhausted enemy, an aloof enemy, or an enemy engaged with another investigator), an investigator places the chosen enemy in his or her threat area. The investigator and the enemy are now engaged.

Enters Play

The phrase “enters play” refers to any time a card makes a transition from an out-of-play area into a play area.

Evade, Evade Action

“Evade” is an action an investigator may take during his or her turn in the investigation phase.

To evade an enemy engaged with an investigator, that investigator makes an agility test against the enemy’s evade value.

If the test is successful, the investigator successfully evades the enemy (see below). This occurs during step “ST.7” of the Skill Test Timing process.

If the test fails, the investigator does not evade the enemy, and it remains engaged with him or her.

Event Cards

Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at a player’s disposal.

Event Card Anatomy

Event Card Anatomy
  1. Cost: The resource cost to play a card.
  2. Level: The amount of experience required to purchase this card for a deck.
  3. Cardtype: Indicates how a card behaves or may be used in the game.
  4. Skill Test Icons: Modify skill value while committed to a skill test.
  5. Class Symbol: The class to which a card belongs. Neutral cards have no class symbol.
  6. Title: The name of this card.
  7. Traits: Flavorful attributes that may be referenced by card abilities.
  8. Ability: This card’s specialized means of interacting with the game.
  9. Flavor Text: Additional text that provides thematic context.
  10. Product Set Information: Indicates this card’s product of origin.

Exceptional

Exceptional is a deckbuilding keyword ability.

Exhaust, Exhausted

Occasionally, a card ability or game step will cause a card to exhaust to indicate it has been used to perform a function. When a card exhausts, it is rotated 90 degrees. A card in this state is said to be exhausted.

Exile

Some player cards must be exiled when they are used. When a card is exiled, it is removed from the game and returned to your collection. During campaign play, a card that has been exiled must be purchased again with experience points (between scenarios) if you wish to re‑include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator’s deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached).

Explore

Some abilities are identified with an Explore action designator. Such abilities are generally used to find new locations to put into play, and are initiated using the Activate action.

Explore abilities instruct you to draw the top card of the “exploration deck,” which is a separate deck that is constructed during the setup of some scenarios. This deck consists of several single-sided locations and treachery cards.

Example: Agenda 1a—“Expedition into the Wild” has the following ability: “: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.” Ursula Downs is at the Expedition Camp and wishes to find a new location to travel to. She spends her first action to explore, drawing the top card of the exploration deck. The card she draws is Circuitous Trail. Because Circuitous Trail is a location that is not connected to the Expedition Camp, it is placed next to the exploration deck, and Ursula draws the next card in the exploration deck. This time, she draws the Low on Supplies treachery card, which she resolves as normal and places in the encounter discard pile. Her exploration is unsuccessful, and she must shuffle the Circuitous Trail that she drew previously back into the exploration deck. Ursula decides to explore one more time, spending a second action. This time, she draws Path of Thorns, which is connected to the Expedition Camp. Her exploration is successful. Path of Thorns is put into play with clues on it equal to its clue value, and Ursula immediately moves from the Expedition Camp to the Path of Thorns.

Fast

Fast is a keyword ability. A fast card does not cost an action to be played and is not played using the “Play” action.

Fight Action

“Fight” is an action an investigator may take during his or her turn in the investigation phase.

To fight an enemy at his or her location, an investigator resolves an attack against that enemy by making a combat test against the enemy’s fight value.

If the test is successful, the attack succeeds and damage is dealt to the attacked enemy. The default damage dealt by an attack is 1. Some weapons, spells, or other special attacks may modify this damage. This occurs during step “ST.7” of the Skill Test Timing process.

If the test fails, no damage is dealt to the attacked enemy. However, if an investigator fails this test against an enemy that is engaged with another single investigator, the damage of the attack is dealt to the investigator engaged with that enemy.

Flavor Text

Flavor text is additional text that provides thematic context to a card and/or its abilities. Flavor text does not interact with the game in any manner.

Gains

The word “gains” is used in multiple contexts.

Game

A ‘game’ consists of a single scenario, not an entire campaign. In a campaign, the beginning of a new scenario marks the start of a new game.

The Golden Rules

If the text of this Rules Reference directly contradicts the text of the Learn to Play book, the text of the Rules Reference takes precedence.

If the text of a card directly contradicts the text of either the Rules Reference or the Learn to Play book, the text of the card takes precedence.

The Grim Rule

If players are unable to find the answer to a rules or timing conflict in this Rules Reference, resolve the conflict in the manner that the players perceive as the worst possible at that moment with regards to winning the scenario, and continue with the game.

Haunted

Haunted is an ability that appears on some locations. Each time an investigator fails a skill test while investigating a location, after applying all results for that skill test, that investigator must resolve all “Haunted –” abilities on that location.

A location is “haunted” for the purposes of other card effects if it has at least one “Haunted –” ability (printed or otherwise).

Heal

“Heal” is an instruction to remove the indicated amount of damage or the indicated amount of horror from a card.

Health and Damage

Health represents a card’s physical fortitude. Damage tracks the physical harm that has been done to a card during a scenario.

See also: Direct Damage, Direct Horror.

Hidden

An encounter card or weakness with the hidden keyword has a revelation ability that secretly adds that card to your hand. This should be done without revealing that card or its text to the other investigators.

For the best experience, players are encouraged to stay “in character” and not share information about hidden cards in their hand.

Hunter

Hunter is a keyword ability. During the enemy phase (in framework event 3.2), each ready, unengaged enemy with the hunter keyword moves to a connecting location, along the shortest path towards the nearest investigator. Enemies at a location with one or more investigators do not move.

Immune

If a card is immune to a specified set of effects (for example, “immune to treachery card effects,” or “immune to player card effects”), it cannot be affected by or chosen to be affected by effects belonging to that set. Only the card itself is protected, and peripheral entities associated with an immune card (such as attached assets, tokens placed on, or abilities originating from an immune card) are not themselves immune.

In Play and Out of Play

The cards that a player controls in his or her play area are considered in play.

The current act, the current agenda, each location in the play area, and each encounter card in a investigator’s threat area or at a location, are all considered in play.

Out of play refers to the cards in a player’s hand, in any deck, in any discard pile, in the victory display, and those that have been set aside and/or removed from the game.

In Player Order

If the players are instructed to perform a sequence “in player order,” the lead investigator performs his or her part of the sequence first, followed by the other players in clockwise order. The phrase “the next player” is used in this context to refer to the next player (clockwise) to act in player order.

Appendix I: Initiation Sequence

When a player wishes to initiate a triggered ability or play a card, that player first declares his or her intent. There are two preliminary confirmations that must be made before the process of initiating an ability or playing a card may begin. These are:

Once each of the above confirmations has been made, follow these steps, in order:

  1. Apply any modifiers to the cost(s).
  2. Pay the cost(s). If this step is reached and the cost(s) cannot be paid, abort this process without paying any costs.
  3. The card commences being played, or the effects of the ability attempt to initiate.
  4. The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The card is regarded as played (and placed in play, or in its owner’s discard pile if it’s an event), and the ability is considered resolved simultaneously with the completion of this step.
    • If the ability being initiated is on an in-play card, the sequence does not stop from completing if that card leaves play during the sequence.

Instead

The word “instead” is indicative of a replacement effect. A replacement effect is an effect that replaces the resolution of a triggering condition with an alternate means of resolution.

Investigate Action

“Investigate” is an action an investigator may take during his or her turn in the investigation phase.

Each time an investigator takes this action, he or she makes an intellect test against the shroud value of that location.

If the test is successful, the investigator has succeeded in investigating the location, he or she discovers one clue at the location. This occurs during step “ST.7” of the Skill Test Timing process.

Any time an investigator discovers a clue from a location, that player takes the clue from the location and places it on his or her investigator card, under his or her control.

If the test is failed, the investigator has failed in investigating the location. No clues are discovered during step “ST.7” of the skill test.

Investigation Phase

The Investigation phase is the second phase in the round sequence and is divided into five framework events:

2.1 Investigation phase begins.

This step formalizes the beginning of the investigation phase.

2.2 Next investigator’s turn begins.

The investigators may take their turns in any order. The investigators choose among themselves who (among the investigators) will take this turn, and making this choice begins that investigator’s turn. The investigator taking his or her turn is known as the “active investigator.”

Once an investigator begins a turn, that investigator must complete the turn before another investigator may take his or her turn. Each investigator takes one turn each round.

2.2.1 Investigator takes an action, if able.

During his or her turn, an investigator is permitted to take three actions. An action can be used to do one of the following:

The three actions an investigator performs during his or her turn may be any of the above, in any order, and may even be the same action three times in a row.

Important: When an investigator is engaged with one or more enemies and takes an action other than to fight, to evade, or to activate a parley or resign ability, each of those enemies makes an attack of opportunity against the investigator, in the order of the investigator’s choosing.

After an investigator takes an action, return to the previous player window. An investigator may end his or her turn early if there are no other actions he or she wishes to perform. If the investigator does not or cannot take an action, proceed to 2.2.2.

2.2.2 Investigator’s turn ends.

Flip the active investigator’s mini card to its colorless side to show that the investigator’s turn has ended. If there is an investigator who has not yet taken a turn this round, return to 2.2. If each investigator has taken a turn this round, proceed to 2.3.

2.3 Investigation phase ends.

This step formalizes the end of the investigation phase.

After this step is complete, play proceeds to the beginning of the Enemy phase.

Investigator Cards

Investigator Mini Card

Investigators stand against the horrors threatening to tear this world apart.

A player’s Investigator card occupies the center of his or her play area. An investigator mini card indicates an investigator’s current location and when an investigator’s turn has ended.

Investigator Card Anatomy

Investigator Card Anatomy
  1. Class Symbol: The class to which a card belongs.
  2. Title: The name of this card.
  3. Subtitle: A secondary identifier for a card.
  4. Skills: This investigator’s value for his or her skills, in order: Willpower (), Intellect (), Combat (), Agility ().
  5. Traits: Flavorful attributes that may be referenced by card abilities.
  6. Ability: This card’s specialized means of interacting with the game.
  7. Elder Sign Ability: This investigator’s ability for the Elder Sign token.
  8. Flavor Text: Additional text that provides thematic context.
  9. Health: This card’s health value, which measures its physical durability.
  10. Sanity: This card’s sanity value, which measures its mental durability.
  11. Product Set Information: Indicates this card’s product of origin.
  12. Deckbuilding Information: Options and requirements for building an investigator’s deck.

Investigator Deck

A player’s “investigator deck” is the deck that contains that player’s asset, event, skill, and weakness cards. A reference to “your deck” refers to the investigator deck under your control.

Keywords

A keyword is a card ability which conveys specific rules to its card. Each keyword has its own rules which can be found in the keyword’s own section of the glossary. The keywords in this game are: aloof, bonded, fast, hunter, massive, peril, retaliate, surge, uses.

Killed/Insane Investigators

During campaign play, investigators who are killed or driven insane must be recorded in your campaign log and cannot be used for the remainder of the campaign.

Lasting Effects

Some card abilities create conditions that affect the game state for a specified duration (for example, “until the end of the phase” or “ for this skill test”). Such effects are known as lasting effects.

Lead Investigator

The lead investigator is sometimes required to make important scenario decisions. At the beginning of a scenario, the investigators choose a lead investigator. If they cannot agree on a choice, a lead investigator is chosen at random.

Leaves Play

The phrase “leaves play” refers to any time a card makes a transition from an in-play state to an out-of-play state.

If a card leaves play, the following consequences occur simultaneously with the card leaving play:

Limits and Maximums

Limit X per [period]” is a limit that appears on cards that remain in play through the resolution of an ability’s effect. Each instance of an ability with such a limit may be initiated X times during the designated period. If a card leaves play and re-enters play during the same period, the card is considered to be bringing a new instance of the ability to the game.

Limit X per [card/game element]” is a limit that appears on attachment cards, and restricts the number of copies of that card (by title) that can be attached to each designated card or game element.

Max X per [period]” imposes a maximum across all copies of a card (by title) for all players. Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period. If a maximum includes the word “committed” (For example, “Max 1 committed per skill test”), it imposes a maximum number of copies of that card that can be committed to skill tests during the designated period. If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period.

If the effects of a card or ability with a limit or maximum are canceled, it is still counted against the limit/maximum, because the ability has been initiated.

Location Cards

Location cards represent the places the investigators may explore during a scenario.

Location Card Anatomy

Location Card Anatomy
  1. Title: The name of this card.
  2. Encounter Set Symbol: Indicates which encounter set the card belongs to.
  3. Cardtype: Indicates how a card behaves or may be used in the game.
  4. Traits: Flavorful attributes that may be referenced by card abilities.
  5. Flavor Text: Additional text that provides thematic context.
  6. Connection Symbols: Indicate the movement connections between locations.
  7. Clue Value: The number of clues placed on this location when it is first revealed.
  8. Shroud: Determines the difficulty of a skill test to investigate this location.
  9. Victory Points: The amount of victory points the card is worth when overcome by investigators.
  10. Ability: This card’s specialized means of interacting with the game.
  11. Encounter Set Number: Indicates the number of cards within an encounter set, and this card’s place within that set.
  12. Product Set Information: Indicates this card’s product of origin.

Massive

Massive is a keyword ability. A ready enemy with the massive keyword is considered to be engaged with each investigator at the same location as it.

May

The word “may” indicates that a specified player has the option to do that which follows. If no player is specified, the option is granted to the controller of the card with the ability in question.

Modifiers

Some abilities cause values or quantities of characteristics to be modified. The game state constantly checks and (if necessary) updates the count of any variable value or quantity that is being modified.

Any time a new modifier is applied (or removed), the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers.

Move

Any time an entity (an investigator or enemy) moves, transfer that enemy card or investigator’s mini card from its current location to a different location.

An investigator may travel from Rivertown to Miskatonic University.

An investigator may travel from Rivertown to Miskatonic University.

Move Action

“Move” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, move that investigator (using his or her mini card) to any other location that is marked as a connecting location on his or her current location.

Mulligan

After a player draws a starting hand during setup, that player has a single opportunity to declare a mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting hand. These cards are set aside, and an equivalent number of cards are drawn and added to the player’s starting hand. The set-aside cards are then shuffled back into the player’s deck.

Must

If an investigator is instructed that he or she “must” choose among multiple options, the investigator is compelled to choose an option that has the potential to change the game state.

Myriad

An investigator may include up to three copies of a player card with the myriad keyword in their deck (by title), instead of the normal limit of two copies. Additionally, when you purchase a myriad card for your deck, you may purchase up to two additional copies of that card (at the same level) at no experience cost.

Mythos phase

During the first round of the game, skip the mythos phase.

The Mythos phase is the first phase in the round sequence and is divided into five framework events:

1.1 Mythos phase begins.

This step formalizes the beginning of the mythos phase. As this is the first framework event of the round, it also formalizes the beginning of a new game round.

The beginning of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.

1.2 Place 1 doom on the current agenda.

Take 1 doom from the token pool, and place it on the current agenda card.

1.3 Check doom threshold.

Compare the total number of doom in play (on the current agenda and on each other card in play) with the doom threshold of the current agenda. If the value of doom in play equals or exceeds the doom threshold of the current agenda, the agenda deck advances.

When the agenda deck advances, remove all doom from play, returning them to the token pool. Turn the current agenda over, read the story text, and follow any advancement instructions. Unless otherwise directed by the advancement instructions, the front side of the next sequential agenda card becomes the new current agenda, and the advancing agenda is simultaneously removed from the game.

Note: Unless a card otherwise specifies that it can advance the agenda, this is the only time at which the agenda can advance.

1.4 Each investigator draws 1 encounter card.

In player order, each investigator draws the top card of the encounter deck, resolves any revelation abilities on the card, and follows the instructions below based on the card’s type.

Each time an investigator draws an encounter card, perform the following steps, in order:

  1. Draw the card from the encounter deck.
  2. Check for the peril keyword on the drawn card. (If the card has the peril keyword, the investigator who drew the card cannot confer with the other players. Those other players cannot play cards, trigger abilities, or commit cards to that investigator’s skill test(s) while the peril encounter is resolving.)
  3. Resolve the revelation ability on the drawn card.
  4. If the card is an enemy, spawn it following any spawn instruction the card bears. (A spawn instruction is any text bearing a “spawn” precursor.) If the encountered enemy has no spawn instruction, the enemy spawns engaged with the investigator encountering the card and is placed in that investigator’s threat area.

    If the card is a treachery, place the card in the encounter discard pile unless otherwise instructed by the ability.

  5. If the drawn card has the surge keyword, the investigator must draw another card. Restart this process at step 1.

1.5 Mythos phase ends.

This step formalizes the end of the mythos phase.

The end of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.

After this step is complete, play proceeds to the beginning of the Investigation phase.

Nearest

Some card abilities reference the “nearest” entity. Nearest refers to the entity of the specified kind at a location that can be reached in the fewest number of connections, even if one or more of those connections are blocked by another card ability. The path to the nearest entity is the “shortest” path to that entity.

Ownership and Control

A card’s owner is the player whose deck (or game area) held the card at the start of the game.

A player controls the cards located in his or her out-of-play game areas (such as the hand, deck, discard pile).

The scenario controls the cards in its out-of-play game areas (such as the encounter, act, and agenda decks, and the encounter discard pile).

Parley

Some abilities are identified with a Parley action designator. Such abilities are initiated using the Activate action.

Per Investigator ()

When the symbol appears after a value, that value is multiplied by the number of investigators who started the scenario.

Peril

Peril is a keyword ability.

While resolving the drawing of an encounter card with the peril keyword, an investigator cannot confer with the other players. Those players cannot play cards, trigger abilities, or commit cards to that investigator’s skill test(s) while the peril encounter is resolving.

Permanent

Permanent is a deckbuilding keyword ability.

Play

To play a card, an investigator must pay the card’s resource cost and meet any applicable play restrictions and conditions. Most cards can only be played by taking a play action.

A card with the fast keyword is not played during a play action. Such a card may be played any time its specified triggering condition is met or, if it has no triggering condition, during an appropriate player window.

Any time an event card is played, its effects are resolved and it is then placed in its owner’s discard pile.

Any time an asset is played, it is placed in the investigator’s play area and remains in play until an ability or game effect causes it to leave play. Most assets take up one or more slots while in play.

Skill cards are not be “played.” These cards are committed to a skill test from a player’s hand in order to use their abilities.

See also: Appendix I: Initiation Sequence, Play Restrictions, Permissions, and Instructions.

Play Action

“Play” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, that investigator selects an asset or event card in his or her hand, pays its resource cost, and plays it (see “Play” on page 16).

Play Restrictions, Permissions, and Instructions

Many cards and abilities contain specific instructions pertaining to when or how they may or may not be used, or to specific conditions that must be true in order to use them. In order to use such an ability or to play such a card, its play restrictions must be observed.

A permission allows a player to play a card or use an ability outside the timing specifications provided by the game rules.

A play instruction describes the timing point at which, and/or time period during which, an event card may be played.

Player Cards

Player cards include:

See each cardtype entry above for detailed card anatomies.

Player Errata

These are corrections to errors in player cards. See also: Scenario Errata.

.35 Winchester ( 195)
This card’s ability should read: “ Spend 1 ammo: Fight…”
Amanda Sharpe ( 2)
This card’s symbol should be “Forced –” instead.
“Ashcan” Pete ( 5)
This card’s Deckbuilding Options should read: “…up to five other level 0 cards from any other classes (, , , and/or ).”
Barricade (level 3) ( 4)
This card’s constant ability should read: “Each time a non-Elite enemy would spawn at attached location, spawn it at a connecting location instead, if able.”
Carolyn Fern (Novella Promo 10)
This card’s Deckbuilding Options should read: “Guardian cards () level 0-3, Neutral cards level 0-5, cards that ‘heal horror’ level 0-5, up to 15 other Seeker and/or Mystic cards level 0-1 ( and/or ).”
Daisy’s Tote Bag (8)
This card has no level (instead of being level 0).
Drawing the Sign ( 41)
This card’s second ability should read: “Your maximum hand size is reduced by 5.”
Dr. William T. Maleson ( 302)
This card’s ability should read: “When you draw an encounter card from the encounter deck…”
Eldritch Inspiration ( 33)
This card’s play requirement should read: “Play when you would resolve an effect on a card that triggers “when,” “if,” or “after” a , , , , or symbol is revealed.”
Father Mateo ( 4)
This card’s ability should read: “When an investigator reveals an chaos token…”
Guiding Spirit ( 236)
This card’s Forced ability should read: “When Guiding Spirit is defeated by horror: Exile it.”
Heirloom of Hyperborea (12)
This card has no level (instead of being level 0).
Henry Armitage ( 40)
This card’s ability should read: “After you draw a non-weakness card, discard that card…”
Jenny Barnes ( 3) / (Novella Promo 1)
This card’s Deckbuilding Options should read: “…up to five other level 0 cards from any other classes (, , , and/or ).”
Jim Culver ( 4)
This card’s Deckbuilding Options should read: “…up to five other level 0 cards from any other classes (, , , and/or ).”
Laboratory Assistant ( 20)
This card’s first ability should read: “Your maximum hand size is increased by 2.”
Lucky Dice ( 230)
This card’s ability should read: “When you reveal a non- chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a symbol, remove Lucky Dice from the game (cannot be ignored/canceled).”
Mobster ( 98)
The “Human” trait on each of these cards should read “Humanoid” instead.
O’Bannion’s Thug ( 97)
The “Human” trait on each of these cards should read “Humanoid” instead.
On the Lam (10)
This card has no level (instead of being level 0).
Otherworldly Meddler ( 29)
This card’s first ability should read: “Forced – When Otherworldly Meddler would take damage from an attack: Remove 1 doom from Otherworldly Meddler. Then, reduce the damage dealt by 1.”
Patient Confinement ( 178-181)
Each of these locations should not have the “Arkham Asylum” trait.
Peter Clover ( 79)
The “Human” trait on each of these cards should read “Humanoid” instead.
Randall Cho ( 2)
This card’s symbol should be a symbol, instead.
Realm of Madness ( 338)
This card’s Revelation ability should read: “Discard cards from your play area and/or from your hand…”
Rex Murphy ( 2)
This card’s Deckbuilding Options should read: “…up to five other level 0 cards from any other classes (, , , and/or ).”
Roland’s .38 Special (6)
This card has no level (instead of being level 0).
Searching for Izzie ( 11)
This card’s Forced ability should read: “When the game ends, if Searching for Izzie is in play: Jenny Barnes suffers 1 mental trauma.”
Shortcut (level 2) ( 232)
This card’s ability should read: “…Any investigator at this location may trigger this ability.”
Smite the Wicked ( 7)
This card’s Forced ability should read: “When the game ends, if attached enemy is in play: Zoey Samaras suffers 1 mental trauma.”
The Gold Pocket Watch ( 305)
Each of this card’s symbols should be symbols, instead.
The Skeleton Key ( 270)
This card’s ability should read: “If The Skeleton Key is in your play area, attach it to your location…”
The Wages of Sin, Act 1a—In Pursuit of the Dead ( 164)
This card’s ability should read: “Locations cannot be flipped to their Spectral side.”
The Wages of Sin, Agenda 2a—Death’s Approach ( 163)
This card’s ability should read: “Locations cannot be flipped to their non‑Spectral side.”
Time Warp ( 311)
The second part of this card’s ability should read: “Undo that action (return the game state to exactly the way it was before that action was performed, except for the playing of Time Warp and its costs).”
Unfinished Business (Bring me to him…) ( 178b)
Unfinished Business (Burn…let it burn…) ( 178b)
Unfinished Business (They stole it from me…) ( 178b)
Unfinished Business (My bones…) ( 178b)
This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.”
Wendy’s Amulet ( 14)
This card has no level (instead of being level 0).
Where Doom Awaits, Act 1b—A Sacrifice Made ( 277)

The two instructions on this card should be reversed, as follows:

“Remove all clues from each location in play. The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.”

Yaotl ( 35)
This card’s ability should read: “Discard the top card of your deck. (Limit once per phase.)”
Zoey Samaras ( 1)
This card’s Deckbuilding Options should read: “…up to five other level 0 cards from any other classes (, , , and/or ).”

Player Windows

Player windows are points within skill test timing and during the round sequence when players may use free triggered abilities ().

Prey

Given the opportunity, some enemies will pursue a defined investigator. These enemies are identified with the bold word “prey” in their text box, followed by instructions on whom they should engage.

Printed

The word “printed” refers to the text, characteristic, icon, or value that is physically printed on the card.

Put into Play

Some card abilities cause a card to be “put into play.” Such abilities place the card directly into play from an out-of-play state.

Qualifiers

If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in the list. (For example, in the phrase “each unique ally and item,” the word “unique” is a qualifier that applies both to “ally” and to “item.”)

Ready

A card that is in an upright state so that its controller can read its text from left to right is considered ready.

Removed from Game

A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal.

If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.

Resign

Some abilities are identified with a Resign action designator. Such abilities are initiated using the Activate action.

Resource Action

“Resource” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, that investigator gains one resource by taking it from the token pool and adding it to his or her resource pool.

Resources

Resources represent the various means of acquiring new cards at an investigator’s disposal – supplies, money, tools, knowledge, spell components, etc.

See also: Tokens, Running out of.

Retaliate

Retaliate is a keyword ability.

Each time an investigator fails a skill test while attacking a ready enemy with the retaliate keyword, after applying all results for that skill test, that enemy performs an attack against the attacking investigator. An enemy does not exhaust after performing a retaliate attack.

Revelation

A revelation ability may appear on encounter cards or on weakness cards.

Round Sequence

Each round of the game is divided into four phases: Mythos phase, Investigation phase, Enemy phase, and Upkeep phase.

Numbered items within each phase are known as framework events. Framework events are mandatory occurrences dictated by the structure of the game.

Players may use free triggered abilities () during the indicated player windows.

  1. Mythos phase (skip during first round of game)
    1. Round begins. Mythos phase begins.
    2. Place 1 doom on the current agenda.
    3. Check doom threshold.
    4. Each investigator draws 1 encounter card.

      Player Window

    5. Mythos phase ends.

    Proceed to Investigation Phase.

  2. Investigation phase
    1. Investigation phase begins.

      Player Window

    2. Next investigator’s turn begins.

      Player Window

      1. Active investigator may take an action, if able. If an action was taken, return to previous player window. If no action was taken, proceed to 2.2.2.
      2. Investigator’s turn ends. If an investigator has not yet taken a turn this phase, return to 2.2. If each investigator has taken a turn this phase, proceed to 2.3.
    3. Investigation phase ends.

    Proceed to Enemy Phase.

  3. Enemy phase
    1. Enemy phase begins.
    2. Hunter enemies move.

      Player Window

    3. Next investigator resolves engaged enemy attacks. If an investigator has not yet resolved enemy attacks this phase, return to previous player window. After final investigator resolves engaged enemy attacks, proceed to next player window.

      Player Window

    4. Enemy phase ends.

    Proceed to Upkeep Phase.

  4. Upkeep phase
    1. Upkeep phase begins.

      Player Window

    2. Reset actions.
    3. Ready each exhausted card.
    4. Each investigator draws 1 card and gains 1 resource.
    5. Each investigator checks hand size.
    6. Upkeep phase ends. Round ends.

    Proceed to Mythos Phase of next game round.

Sanity and Horror

Sanity represents a card’s mental and emotional fortitude. Horror tracks the harm that has been done to a card’s psyche by exposure to the Mythos.

See also: Direct Damage, Direct Horror.

Scenario Cards

Scenario cards include:

See each cardtype entry above for detailed card anatomies.

Scenario Errata

These are corrections to errors in scenario cards and rules. See also: Player Errata.

The Circle Undone

Scenario I: The Witching Hour

Setup Scenario rules

The third bullet point should read:

“Put 5 Witch-Haunted Woods locations into play as follows:

In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator.”

Scenario IV: The Wages of Sin

Resolutions section Scenario rules

The first line should read:

“If no resolution was reached and at least one investigator resigned: Proceed to Resolution 1.”

Scenario VIII: Before the Black Throne

Act 1b—Palace of the Old Ones ( 329) Act card
This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Hideous Palace into the Cosmos.”
Act 2b—Nucleus of the Universe ( 330) Act card
This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Court of the Great Old Ones into the Cosmos.”

The Dunwich Legacy

Scenario I–B: The House Always Wins

Clover Club Pit Boss (78) Enemy card
This enemy’s traits should be “Humanoid. Criminal. Elite.

Scenario IV: Blood on the Altar

Resolutions section Scenario rules
In the “If no resolution was reached” resolution, between the third and fourth bullet points, add the following bullet point: “If Dr. Henry Armitage is not listed under ‘Sacrificed to Yog-Sothoth’ in your Campaign Log, record that Dr. Henry Armitage survived The Dunwich Legacy.”
Burned Ruins (revealed) ( 205) Location card
This card’s first ability should read: “Forced – After you fail a skill test while investigating the Burned Ruins: Flip 1 clue token on the Burned Ruins to its doom side.”

The Forgotten Age

Scenario IV: The Boundary Beyond

“Silent Journey” intro sidebar Scenario rules

The effect of this sidebar should read:

“Each investigator begins this scenario with 2 fewer cards in his or her opening hand.”

Scenario VII: The Depths of Yoth

Intro 8 Scenario rules

After the game text in this intro, add the following text:

“In your Campaign Log, cross off the investigators found the missing relic and record the relic is missing.”

Interlude V: The Darkness, “Growing Concern” sidebar Scenario rules

The effect of this sidebar should read:

“Depending on your difficulty mode, add the following chaos token to the chaos bag for the remainder of the campaign: Easy: −3, Standard: −4, Hard: −5, Expert: −7”

The Path to Carcosa

Campaign Encounter Set Cards

Corrosion ( 102) Treachery card
This card’s Revelation ability should read: “Discard Item assets from your play area and/or from your hand…”

Scenario III: Echoes of the Past

Resolutions section Scenario rules
The final bullet point in Resolution 2 should read: “Then, add 2 tokens to the chaos bag.”
Agenda 1a—The Truth is Hidden ( 121) Agenda card
Agenda 2a—Ransacking the Manor ( 122) Agenda card
Agenda 3a—Secrets Better Left Hidden ( 123) Agenda card
The first ability on each of these agendas should read: “Skip the ‘Place 1 doom on the current agenda’ step of the Mythos phase.”
Historical Society (Historical Museum) ( 130 & 132)
This location’s ability should read: “While investigating this location, your cannot be increased.”

Scenario IV: The Unspeakable Oath

Interlude II: Lost Soul Scenario rules

The first part of this interlude should read:

“If an investigator resigned with the asset version of Daniel Chesterfield under his or her control, proceed to Daniel Survived.

If the enemy version of Daniel Chesterfield was in play when the scenario ended, proceed to Daniel Was Possessed.

If neither of the above are true, proceed to Daniel Did Not Survive.”

Scenario VI: The Pallid Mask

Candlelit Tunnels ( 252) Location card
This location’s ability should read: “…If you succeed, look at the revealed side of any Catacombs location in play.”
Catacombs Docent ( 258) Enemy card
This enemy’s ability should read: “…If you succeed, look at the revealed side of any Catacombs location in play.”

Scenario VIII: Dim Carcosa

Madness Dies ( 319)
This act’s second ability should read: “Hastur cannot be defeated unless an investigator ‘knows the secret.’”

Return To…

Return to the Forgotten Age

Threads of Fate Scenario rules

Add the following bullet point to the resolution of this scenario:

  • If the Harbinger of Valusia entered play during this scenario:
    • If it is in the victory display, cross out “the Harbinger is still alive” in your Campaign Log.
    • If it is still in play or is set aside, next to “the Harbinger is still alive” in your Campaign Log, record in parentheses how much damage is on the Harbinger of Valusia, replacing the number that was previously in parentheses.

Side Stories

The Blob That Ate Everything

Resolutions section Scenario guide
Resolution 3 should read “Resolution 2.”

Seal

As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it. If there is a choice of which token to seal, the card’s controller chooses. If the specified token is not in the chaos bag, the card cannot enter play.

A sealed chaos token is not considered to be in the chaos bag, and therefore cannot be revealed from the chaos bag as part of a skill test or ability.

When a chaos token is “released,” it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.

Some cards (with or without the seal keyword) may also have abilities that seal one or more chaos tokens as part of their effect. This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card. If the specified token is not in the chaos bag, the effect fails.

Set Aside

Some scenarios instruct the players to set aside specific cards. Set-aside cards have no interaction with the game until they are referenced by instructions within the scenario or by a card ability.

Search

When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.

Self-Referential Text

When a card’s ability text refers to its own title, it is referring to itself only, and not to other copies (by title) of the card.

Self-referential abilities using the word “this” (e.g. “this card”) refer only to the card on which the ability is located, and not to copies of that card.

Appendix III: Setting Up The Game

To setup a game, perform the following steps in order:

  1. Choose investigators. Each player chooses a different investigator, and places that investigator’s card in his or her play area.
  2. Take trauma damage/horror. In campaign play, each player places damage equal to his or her physical trauma, and horror equal to his or her mental trauma, on his or her investigator card.
  3. Choose one of those investigators to be the lead investigator for this game.
  4. Assemble and shuffle the investigator decks.
  5. Assemble token pool. Place the damage, horror, clue/doom, and resource tokens within easy reach of all players.
  6. Assemble the chaos bag. Place the chaos tokens indicated by the campaign setup instructions into the bag, and return the other chaos tokens to the game box.
    • In campaign mode, use the chaos bag as it was composed upon completion of the previous scenario.
  7. Collect starting resources. Each investigator gains 5 resources from the token pool.
  8. Draw opening hands. Each player draws 5 cards. Each player, in player order, may mulligan once at this time.
    • Each weakness card drawn during this step is ignored, set aside (without resolving it), and replaced by drawing another card from the deck. Upon completion of this step, shuffle each of these weakness cards back into its owner’s deck.
  9. Read the scenario introduction in the campaign guide.
  10. Perform the scenario setup instructions indicated by the campaign guide. This includes gathering the encounter sets listed in the setup instructions in the campaign guide, placing locations, placing investigator mini cards at the location each investigator begins play at, setting aside any listed cards, and shuffling remaining encounter cards together to form the encounter deck.
  11. Set agenda deck. Assemble the agenda deck in sequential order, with the art side faceup, so that “agenda 1a” is on top. Read the story text on agenda 1a.
  12. Set act deck. Assemble the act deck in sequential order, with the art side faceup, so that “act 1a” is on top. Read the story text on act 1a.
  13. Place the scenario reference card next to the agenda deck.

There are no action windows during setup. Players may only trigger player card abilities or play cards from hand during setup if the card or ability’s specific triggering condition is met.

Priority of Simultaneous Resolution

If an effect affects multiple players simultaneously, but the players must individually make choices to resolve the effect, these choices are made in player order. Once all necessary choices have been made, the effect resolves simultaneously upon all affected entities.

Skill Cards

Skill cards represent innate or learned attributes or character traits that improve an investigator’s skill tests.

Skill cards are not played from a player’s hand. In order to resolve their abilities, skill cards must be committed to a skill test. If a skill card is committed to a skill test, its ability may be used during the resolution of that skill test, as specified on the card.

Skill Card Anatomy

Skill Card Anatomy
  1. Title: The name of this card.
  2. Class Symbol: The class to which a card belongs. Neutral cards have no class symbol.
  3. Level: The amount of experience required to purchase this card for a deck.
  4. Cardtype: Indicates how a card behaves or may be used in the game.
  5. Skill Test Icons: Modify skill value while committed to a skill test.
  6. Traits: Flavorful attributes that may be referenced by card abilities.
  7. Ability: This card’s specialized means of interacting with the game.
  8. Product Set Information: Indicates this card’s product of origin.

Skill Test Timing

Each time an investigator makes a skill test, follow these steps.

Players may use free triggered abilities () during the indicated player windows.

  1. Determine skill of test. Skill test of that type begins.

    Player Window

  2. Commit cards from hand to skill test.

    Player Window

  3. Reveal chaos token.
  4. Resolve chaos symbol effect(s).
  5. Determine investigator’s modified skill value.
  6. Determine success/failure of skill test.
  7. Apply skill test results.
  8. Skill test ends.

ST.1 Determine skill type of test. Skill test of that type begins.

This step formalizes the beginning of a skill test. There are four types of skill tests: willpower tests, intellect tests, combat tests, and agility tests. The card ability or game rule determines which type of test is necessary, and thereby a test of that type begins.

ST.2 Commit cards from hand to skill test.

The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test.

Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test.

An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test.

Cards that lack an appropriate skill icon may not be committed to a skill test. Do not pay a card’s resource cost when committing it.

ST.3 Reveal chaos token.

The investigator performing the skill test reveals one chaos token at random from the chaos bag.

ST.4 Apply chaos symbol effect(s).

Apply any effects initiated by the symbol on the revealed chaos token. Each of the following symbols indicates that an ability on the scenario reference card must initiate: , , , or .

The symbol indicates that the ability on the investigator card belonging to the player performing the test must initiate.

If none of the above symbols are revealed, or if the icon has no corresponding ability, this step completes with no effect.

ST.5 Determine investigator’s modified skill value.

Start with the base skill (of the skill that matches the type of test that is resolving) of the investigator performing this test, and apply all active modifiers, including the appropriate icons that have been committed to this test, effects of the chaos token(s) revealed, and all active card abilities that are modifying the investigator’s skill value.

ST.6 Determine success/failure of skill test.

Compare the investigator’s modified skill value to the difficulty of the skill test.

If the investigator’s skill value equals or exceeds the difficulty for this test (as indicated by the card or game mechanic invoking the test), the investigator succeeds at the test.

If the investigator’s skill value is less than the difficulty for this test, the investigator fails at the test.

ST.7 Apply skill test results.

The card ability or game rule that initiated a skill test usually indicates the consequences of success and/or failure for that test. (Additionally, some other card abilities may contribute additional consequences, or modify existing consequences, at this time.) Resolve the appropriate consequences (based on the success or failure established during step ST.6) at this time.

If there are multiple results to be applied during this step, the investigator performing the test applies those results in the order of his or her choice.

ST.8 Skill test ends.

This step formalizes the end of this skill test. Discard all cards that were committed to this skill test, and return all revealed chaos tokens to the chaos bag.

Skill Tests

A number of situations in the game require an investigator to make a skill test, using one of his or her four skills: willpower (), intellect (), combat (), or agility (). A skill test pits the investigator’s value in a specified skill against a difficulty value that is determined by the ability or game step that initiated the test. The investigator is attempting to match or exceed this difficulty value in order to succeed at the test.

A skill test is often referred to as a test of the specified skill. (For example: “agility test,” “combat test,” “willpower test,” or “intellect test.”)

See Skill Test Timing.

Slots

Each investigator has a number of specific slots that can be filled at any given moment. Each asset in an investigator’s play area or threat area with a slot symbol is held in a slot of that type. Slots limit the number of asset cards the investigator is permitted to have in play simultaneously.

The slots normally available to an investigator are:

If an asset has no slot symbols on it, it does not take up any of the above slots. There is no limit to the number of slot-less assets an investigator can have in play. The following symbols (on an asset) indicate which slot(s) that asset fills:

If playing or gaining control of an asset would put an investigator above his or her slot limit for that type of asset, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot.

Spawn

Some enemies, when drawn from the encounter deck, spawn in a particular location, indicated by a bold “spawn” instruction in the text box.

Standalone Mode

When playing a standalone game (i.e., playing a single scenario as a one-off adventure, removed from its campaign), the following rules apply:

Story Cards

Story cards serve as an avenue for additional narrative and typically appear as the reverse side of another scenario card. When you are instructed to resolve a story card, simply read its story text and resolve its game text.

Supplies (campaign)

At certain points throughout a campaign, investigators may be given the opportunity to choose supplies to bring on their expeditions. These supplies are recorded in the Campaign Log, under each investigator’s “Supplies” section.

Supplies are purchased with supply points, which are granted to investigators whenever they are given the opportunity to purchase supplies. Leftover supply points are not recorded, and are lost.

An investigator’s supplies will determine the possible options available during gameplay and throughout the story of a campaign. Each supply has no effect on its own. Some card effects, story options, and resolutions may change or become available depending on the supplies carried by the investigator(s).

Surge

Surge is a keyword ability.

After drawing and resolving an encounter with the surge keyword, an investigator must draw another card from the encounter deck.

Swarming X

An enemy with the swarming X keyword is actually a pack of enemies operating in unison. After you put an enemy with the swarming X keyword into play, place the top X cards of your deck facedown underneath the enemy as swarm cards, without looking at them. The enemy they are underneath is called the “host enemy.” Some scenario card effects may also instruct a player to add swarm cards to an enemy. This is done using the same process.

Taking Damage/Horror

“Take X damage” is shorthand for “deal X damage to your investigator.” “Take X horror” is shorthand for “deal X horror to your investigator.”

See Dealing Damage/Horror.

Target

The term “choose” indicates that one or more targets must be chosen in order for an ability to resolve. The player resolving the ability must choose a game element (usually a card) that meets the targeting requirements of the ability.

Then

If the effect of an ability includes the word “then,” the text preceding the word “then” must be successfully resolved in full before the remainder of the effect described after the word “then” can be resolved.

Threat Area

An investigator’s threat area is a play area in which encounter cards currently engaged with and/or affecting an investigator are placed.

Tokens, Running out of

There is no limit to the number of tokens (of any type) which can be in the game area at a given time. If players run out of the provided tokens, other tokens, counters, or coins may be used to track the current game state.

Traits

Most cards have one or more traits listed at the top of the text box and printed in bold italics.

Treachery Cards

Treachery cards represent curses, afflictions, madnesses, obstacles, disasters, or other unexpected occurrences an investigator may encounter throughout the course of a scenario.

When a treachery card is drawn by an investigator, that investigator must resolve its effects. Then, place the card in its discard pile unless otherwise instructed by the ability.

See “1.4 Each investigator draws 1 encounter card” in the Mythos phase.

Treachery Card Anatomy

Treachery Card Anatomy
  1. Encounter Set Symbol: Indicates which encounter set the card belongs to.
  2. Cardtype: Indicates how a card behaves or may be used in the game.
  3. Title: The name of this card.
  4. Traits: Flavorful attributes that may be referenced by card abilities.
  5. Ability: This card’s specialized means of interacting with the game.
  6. Flavor Text: Additional text that provides thematic context.
  7. Encounter Set Number: Indicates the number of cards within an encounter set, and this card’s place within that set.
  8. Product Set Information: Indicates this card’s product of origin.

Triggered Abilities

A triggered ability is an ability that is optionally triggered by a player. A triggered ability can be identified by one of the following icons.

An investigator is permitted to use triggered abilities from the following sources:

See also: Initiation Sequence.

Triggering Condition

A triggering condition indicates the timing point at which an ability may be triggered. Most triggering conditions use the word “when” or “after” to establish their relation to the specified timing point.

Reaction () Opportunities

When a triggering condition resolves, investigators are granted the opportunity to resolve abilities in response to that triggering condition. It is only after all investigators have passed their reaction opportunity that the game moves forward.

Using a ability in response to a triggering condition does not prevent other abilities from being used in response to that same triggering condition.

For example: Roland has just defeated an enemy and wishes to trigger his ability: “After you defeat an enemy: Discover 1 clue at your location.” He discovers 1 clue at his location. He may then play Evidence! (22) in response to defeating that same enemy. As both cards have the same triggering condition (“After you defeat an enemy”), triggering one of these reactions does not prevent Roland from triggering the other.

Nested Sequences

Each time a triggering condition occurs, the following sequence is followed: (1) execute “when…” effects that interrupt that triggering condition, (2) resolve the triggering condition, and then, (3) execute “after…” effects in response to that triggering condition.

Within this sequence, if the use of a or Forced ability leads to a new triggering condition, the game pauses and starts a new sequence: (1) execute “when…” effects that interrupt the new triggering condition, (2) resolve the new triggering condition, and then, (3) execute “after…” effects in response to the new triggering condition. This is called a nested sequence. Once this nested sequence is completed, the game returns to where it left off, continuing with the original triggering condition’s sequence.

It is possible that a nested sequence generates further triggering conditions (and hence more nested sequences). There is no limit to the number of nested sequences that may occur, but each nested sequence must complete before returning to the sequence that spawned it. In effect, these sequences are resolved in a Last In, First Out (LIFO) manner.

For example: Roland and Agnes are embroiled in a fierce battle. Roland has a Guard Dog in his play area, and is engaged with a Goat Spawn with 2 damage on it. Agnes is engaged with a Ghoul Minion. Roland wishes to play a .45 Automatic, which provokes an attack of opportunity from the Goat Spawn, dealing 1 damage to Roland. Roland assigns this damage to his Guard Dog, which has a ability: “When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy.” Before resolving the playing of Roland’s .45 Automatic, Guard Dog’s ability resolves, and 1 damage is dealt to the Goat Spawn, which would defeat it. Goat Spawn has the following Forced ability: “When Goat Spawn is defeated: Each investigator at this location takes 1 horror.” Before resolving the damage dealt to the Guard Dog, 1 horror is dealt to each investigator at the location, including Agnes, who has a ability: “After 1 or more horror is placed on Agnes Baker: Deal 1 damage to an enemy at your location.” Before resolving the Goat Spawn’s defeat, Agnes deals 1 damage to the Ghoul Minion engaged with her. Now that there are no further or Forced abilities to trigger, the players return to the previous triggering condition and resolve the Goat Spawn’s defeat, and resolve any “After…” effects that might occur when it is defeated. Then, the players resolve the damage dealt to the Guard Dog, and resolve any “After…” effects that might occur from that damage. Finally, the players return to the original triggering condition, and Roland is able to put his .45 Automatic into play.

Unique ()

A card with the symbol before its card title is a unique card. There can be no more than one instance of each unique card, by title, in play at any given time.

IV. Upkeep phase

The Upkeep phase is the fourth and final phase in the round sequence and is divided into six framework events:

4.1 Upkeep phase begins.

This step formalizes the beginning of the upkeep phase.

4.2 Reset actions.

Flip each investigator’s mini card back to its colored side. This indicates that the investigator’s actions have been reset for his or her next turn.

4.3 Ready exhausted cards.

Simultaneously ready each exhausted card.

4.4 Each investigator draws 1 card and gains 1 resource.

In player order, each investigator draws 1 card. Once those cards have been drawn, each investigator gains 1 resource.

4.5 Each investigator checks hand size.

In player order, each investigator with more than 8 cards in hand chooses and discards cards from his or her hand until he or she has 8 cards remaining in hand.

4.6 Upkeep phase ends.

This step formalizes the end of the upkeep phase.

As the upkeep phase is the final phase in the round, this step also formalizes the end of the round. Any active “until the end of the round” lasting effects expire at this time.

After this step is complete, play proceeds to the beginning of the Mythos phase of the next game round.

Uses (X “type”)

Uses is a keyword ability.

When a card bearing this keyword enters play, place a number of resource tokens equal to the value (X), from the token pool, on the card. The word following the value establishes and identifies the type of uses this card bears. The resource tokens placed on the card are considered uses of the established type, and are not considered resource tokens.

Vengeance X

Some encounter cards are worth vengeance points. The text Vengeance X indicates that a card is worth X vengeance points.

Like Victory X, when an encounter card with Vengeance X is overcome by the investigators, it is stored in the victory display until the end of the scenario. However, unlike victory points, vengeance represents the awareness and animosity of the Mythos, and it is generally a good idea to avoid accruing vengeance points whenever possible.

Vengeance points in the victory display have no impact upon the game unless specifically referenced by another encounter card.

Victory Display, Victory Points

Some encounter cards are worth victory points. The text Victory X indicates that a card is worth X victory points.

An encounter card worth victory points that is overcome by the investigators is stored in the victory display until the end of the scenario. The victory display is an out-of-play game area shared by all players. Upon completion of the scenario, the cards in the victory display provide experience, which can be used to upgrade an investigator’s deck (see Campaign Play).

Victory Points

Each of these cards is worth 1 victory point.

Weakness

Weakness is a card sub-type. These cards represent character flaws, curses, madnesses, injuries, tasks, enemies, or story elements that are part of an investigator’s backstory, or that are acquired over the course of a campaign. Weakness cards are resolved differently depending upon their cardtype.

Basic Weaknesses

Basic Weakness

Basic weakness symbol

When

The word “when” refers to the moment immediately after the specified timing point or triggering condition initiates, but before its impact upon the game state resolves. The resolution of a “when” ability interrupts the resolution of its timing point or triggering condition. (For example, an ability that reads “When you draw an enemy card” initiates immediately after you draw the enemy card, but before resolving its revelation ability, spawning it, etc.)

See also: Priority of Simultaneous Resolution.

Winning and Losing

Each scenario has a number of different possible endings.

The act deck represents the progress of the investigators through a scenario. Some instructions in the act deck (as well as on other encounter cardtypes) contain resolution points, in the format of: “(→R#).” The players’ primary objective is to advance through the act deck until a (hopefully favorable) resolution point is reached. Should the act deck invoke a resolution, the players have completed the scenario (they may even have “won!”). Instructions for resolving the designated resolution are found in the “do not read until end of game” section of the campaign manual.

The agenda deck represents the objectives and progress of the malicious forces pitted against the investigators in the scenario. Some instructions in the agenda deck (as well as on other encounter cardtypes) also contain resolution points, in the format of: “(→R#).” Should the agenda deck invoke a (usually darker) resolution, the players have lost the scenario. Instructions for resolving the designated resolution are found in the “do not read until end of game” section of the campaign guide.

Should the scenario end with no resolution being reached (for example, if all investigators have been eliminated or have resigned), instructions for resolving the scenario can be found in the “do not read until end of game” section of the campaign guide.

The letter “X”

The value of the letter X is defined by a card ability or a granted player choice. If X is not defined, its value is equal to 0.

You/Your

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This site is an unofficial rules reference for Arkham Horror: The Card Game published by Fantasy Flight Games and inspired by the Cthulhu Mythos stories by H.P. Lovecraft and others.

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