Ahc60 Learn To Play Eng-Compressed
Ahc60 Learn To Play Eng-Compressed
2
Components
Examples of the components in the game are presented here for
identification purposes. A complete card anatomy can be found on
pages 28–31 of the Rules Reference.
44 Chaos Tokens Chaos Bag
40 Damage Tokens (1s and 3s) 61 Resource Tokens (1s, 3s, and 5s) 57 Clue/Doom Tokens
(double-sided) (1s and 3s)
Roland Banks 3 3 4 2
The Fed
Agency. Detective.
After you defeat an
enemy: Discover 1 clue at
your location. (Limit once
per round.)
effect: +1 for each clue on
your location.
9 5
Illus. Aleksander Karcz © 2020 FFG 1
27 Horror Tokens (1s and 3s) 5 Investigator Cards 5 Investigator Lead Investigator Token
Mini-Cards
Illus. John Pacer © 2016 FFG 16 Illus. JB Casacop © 2016 FFG 25 Illus. Mark Behm © 2016 FFG 22 Illus. Magali Villeneuve © 2016 FFG 98
Player Reference Card Asset Card Skill Card Event Card Weakness Card
3 2
Illus. Mark Molnar © 2016 FFG 2/16 105 Illus. Jose Vega © 2016 FFG 5/16 108
4 5 4
The Gathering Humanoid. Monster. Ghoul. Elite.
EASY / STANDARD Prey – Highest .
Hunter. Retaliate.
–X. X is the number of Ghoul
enemies at your location. A figure in red robes wearing a bone mask.
It gibbers and snarls before leaping to attack.
© 2016 FFG 1/16 104a Illus. Yoann Boissonnet © 2016 FFG Illus. Yoann Boissonnet © 2016 FFG 8/16 111 Illus. Chun Lo © 2016 FFG 13/16 116 Illus. Stephen Somers © 2016 FFG 1/7 163
Scenario Reference Card Location Card (revealed and unrevealed) Enemy Card Treachery Card
LEARN TO PLAY
3
Fundamental Concepts Encounter Deck
Throughout the game, investigators draw encounter cards from the
This section introduces a number of fundamental concepts important encounter deck, which represents perils, monsters, madnesses, and
to learning and playing the game. other afflictions the investigators must overcome, in the form of
enemy and treachery cards.
Winning and Losing Ghoul Priest
4 5 4
Each game is a single scenario during which the investigators are Humanoid. Monster. Ghoul. Elite.
Prey – Highest .
gathering clues and working to unravel a mystery. As the investigators Hunter. Retaliate.
Victory 2.
a scenario ends by advancing either the act deck or the agenda deck, ENE MY
TR E ACHERY
Rotting Remains
which are described below. If the investigators advance the act deck, Terror.
Revelation – Test (3). For each point you
fail by, take 1 horror.
the scenario’s resolution is typically favorable (and can be considered A sickening display of gore causes you to retch.
a “win”); other resolutions are usually less favorable and leave the
You’re glad this wasn’t you.
4 LEARN TO PLAY
Study
A location enters play with its unrevealed side faceup. When an During a skill test, one or more tokens are revealed from the chaos
investigator enters a location for the first time, it is revealed (turned to bag, modifying an investigator’s skill for that test. The investigator’s
its revealed side), and clues equal to that location’s clue value are skill must equal or exceed the test’s difficulty for them to succeed. The
placed on that location (from the token pool). complete rules for tests can be found under “Skills and Skill Tests” on
page 17.
Study Study
Chaos Bag
2 LO C ATION 2
Throughout the game, the investigators are asked to randomly reveal
LO C ATION 2 LO C ATION 2
tokens from the chaos bag to modify their chances of success or
When this location failure in a variety of situations. If an investigator reveals a token with
You’ve been investigating the strange events occurring
in Arkham for several days now. Your desk is covered in
newspaper articles, police reports, and witness accounts. The door to your study has vanished.
The door to your study has vanished. is revealed, 2 clues a number value during a skill test, apply that modifier to the
per investigator are investigator’s skill value for that test. If a symbol is revealed, refer to
Illus. Yoann Boissonnet © 2016 FFG Illus. Yoann Boissonnet © 2016 FFG 8/16 111
placed on it. the scenario’s reference card to determine that token’s effect.
Unrevealed Revealed
A location card mayBoissonnet
Illus. Yoann be revealed during setup if the
© 2016 FFG 8/16 investigators
111 begin
The Gathering
play at a location, or if the setup rules instruct the players to reveal EASY / STANDARD
5 4
Weakness Cards
Humanoid. Monster. Ghoul. Elite.
Prey – Highest . A weakness card is a card in an investigator’s deck that has a negative
–2. If there is a Ghoul enemy at
Illus. Chun Lo
Hunter. Retaliate.
Hunter. Retaliate.
effect when drawn. These cards
take 1are identified by the label “Weakness”
Prey – Highest .
Victory 2.
Ghoul Priest
these cards is drawn, the investigator who drew the card must resolve
Victory 2.
© 2016 FFG
ENE MY
5
ENE MY
Skill Tests
TR E ACHERY
they are.
Roland Banks Weakness Card
The Fed
3 3 4 2
Roland Banks 3 3 4 2
The Fed
Agency. Detective. Skills
Investigator
Agency. Detective.
After you defeat an After you defeat an
enemy: Discover 1 clue at
your location. (Limit once enemy: Discover 1 clue at
per round.)
effect: +1 for each clue on
your location. (Limit once
your location. per round.)
effect: +1 for each clue on
Everything by the book: every “i”
dotted, every “t” crossed. It had
worked, until now.
your location.
9 5
Illus. Aleksander Karcz © 2020 FFG Everything by the book: every “i”
1
LEARN TO PLAY
5
9 5
Illus. Aleksander Karcz © 2020 FFG 1
First Game Setup
To set up the first game, perform the following steps in order. The game is best learned with one or two players.
The Investigators
Roland Banks Agnes Baker
Roland is a federal agent in over his head. He excels at dispatching Agnes is a waitress whose powers of sorcery are only just starting
enemies and discovering the clues left behind in the conflict. to manifest. She excels at using her willpower to defend against the
forces of the Mythos, and turning her fear into raw power.
Daisy Walker
Daisy is a librarian at Miskatonic University. She is great at Wendy Adams
discovering clues and supporting her teammates with her various Wendy is a scrappy young orphan who can take care of herself. She
Tome and Spell cards. is skilled at evading enemies and avoiding combat, and can succeed
at tests even when the odds are stacked against her.
“Skids” O’Toole
“Skids” is a slippery ex-con with a heart of gold. He is good at
generating resources and using them to take extra actions. He also
excels at dealing with enemies, either through combat or evasion.
6 LEARN TO PLAY
Assemble Token Pool:
4 Place all of the damage
tokens, horror tokens, clue/
doom tokens, and resource
tokens within easy reach of
all investigators.
LEARN TO PLAY
7
Scenario Setup
The remaining setup steps contain scenario-specific information These instructions are written as though Roland and Wendy are
for the first scenario in the Night of the Zealot campaign. Open the two investigators in the game, but you may have different
the Campaign Guide to page 2 and follow along with the setup investigators or a different number of players during your first game.
instructions for “The Gathering” while performing these steps.
8 LEARN TO PLAY
Place Reference Card:
1 1 Place the scenario reference
card for “The Gathering” (card
104a) next to the agenda deck.
Place Locations:
1 2 Following the setup
instructions on page 2 of the
Campaign Guide, put the Study
into play (card 111). When
a location is put into play, it
enters play with its unrevealed
Assemble Encounter Deck: Following the
side faceup. Then, set aside all
of the remaining locations. 1 3 scenario’s setup instructions, set aside the
Ghoul Priest (card 116) and Lita Chantler (card
117). Then, take the remaining encounter cards and
shuffle them together to create the encounter deck.
LEARN TO PLAY
9
Encounter Scenario Agenda Act Set-Aside
Deck Reference Deck Deck Cards
Encounter
Discard Pile
Encounter Area
Roland’s Wendy’s
Play Area Play Area
Location Wendy’s
(Study) Assets
Wendy’s
Roland’s
Threat Area*
Threat Area*
Token Pool
Roland’s Wendy’s
Assets Discard Pile
*An investigator’s threat area is where
engaged enemies, curses, injuries, and
other afflictions are placed.
10 LEARN TO PLAY
Round Sequence An investigator may end their turn early if there are no other actions
they wish to perform. To indicate that an investigator’s turn is
over, flip their mini-card facedown, to its black-and-white side.
Arkham Horror: The Card Game is played over a series of rounds. Unused actions are lost and cannot be saved for future turns. After
During a round, the investigators encounter the terrifying forces each investigator has completed their turn, play proceeds to the
of the Mythos, explore mysterious locations, fend off dangerous enemy phase.
enemies, and finally collect their bearings in anticipation of the next Each action is described in greater detail in the following pages.
round. Each round is divided into four phases:
1. Mythos Phase (skip during the first round of the game)
2. Investigation Phase
3. Enemy Phase Tutorial Tip
4. Upkeep Phase At the beginning of the game, the investigators are trapped in
Important Note: During the first round of the game, skip the mythos the Study. How should they proceed?
phase and begin with the investigation phase. The mythos phase is In this situation, some actions are better than others. If an
described on page 13. investigator has asset cards in hand that seem as if they might
Once all four phases are complete, the round is over and play proceeds be useful, that investigator should consider using the Play
to the mythos phase of the next round. Each phase is described in action to play one or two of those cards—this will ensure that
detail below. the investigator is prepared when an unexpected challenge
or enemy comes their way. There are also clues in the Study;
The Investigation Phase the investigators should consider using the Investigate action
in an attempt to find these clues so they can advance the act
deck. Alternatively, the Draw action and the Resource action
In the investigation phase, the investigators take center stage. What could be useful in helping an investigator build up cards and
they choose to do depends on the circumstances and the investigator resources for later in the game.
in question.
During this phase, each investigator takes a separate turn. The
investigators, as a group, choose which investigator takes the first
turn. When that investigator’s turn ends, choose an investigator
to take the next turn, and so on, until each investigator has taken
their turn.
Each investigator has three actions during their turn that may be
used to perform a variety of tasks. An investigator may perform any
of the following, as many times as they would like, and in any order,
provided the investigator has an action available to pay for that task.
On their turn, an investigator may use an action to:
= Draw 1 card.
= Gain 1 Resource.
= Activate an (action trigger) ability.
= Engage an enemy at their current location.
= Investigate their current location.
= Move to a new connecting location.
= Play an asset or event card from their hand.
= Attempt to Evade an enemy engaged with them.
= Fight an enemy at their current location.
If an investigator is engaged with one or more ready enemies,
performing any action other than Evade, Fight, or activating an
ability with either a Parley or Resign designator in its text causes
each of those enemies to attack the investigator. (See “The Enemy
Phase” on page 15.) This is called an attack of opportunity.
11
Draw Play
The investigator using this action draws one card from the top of When an investigator uses this action, that investigator selects an asset
their deck. or event card in their hand, pays its resource cost, and plays it. A card’s
resource cost and cardtype are found in its upper left corner.
4 .45 Automatic
4 .45 Automatic
ASSET
ASSET
To pay a resource cost, the investigator playing the card must move a
number of resources equal to the cost fromItem. their resource
Weapon. Firearm. pool to the
general token pool. Uses (4 ammo).
Spend 1 ammo: Fight. You get +1 for this
attack. This attack deals +1 damage.
The rules for playing each cardtype are as follows:
= If the played card is an event card, the investigator resolves its
Resource effects, then places it in their discard pile.
The investigator using this action gains one resource from the Illus. John Pacer © 2016 FFG
token pool. (Resources are often used to pay for cards and effects.) their play area. It remains in play until an ability or game effect
removes it.
= Skill cards are not played. For their abilities and icons to be
used, these cards must beItem. Weapon.
committed Firearm.
to a skill test from an
4 .45 Automatic Uses (4 ammo).
investigator’s
page 17).
hand (“Modifying Skill Values for Skill Tests” on
Roland Banks 3 3 4 2
Spend 1 ammo: Fight. You get +1 for this
Cards with the “fast” keyword do not cost an action to play.
attack. This attack deals +1 damage.
The Fed
ASSET Agency. Detective.
After you defeat an
enemy: Discover 1 clue at
your location. (Limit once Slots
per round.)
effect: +1 for each clue on
your location.
Slots restrict the number of asset cards of a specific category an
Everything by the book: every “i”
dotted, every “t” crossed. It had
worked, until now. investigator can have in play simultaneously. The slots available to an
9 5 investigator are: 1 ally slot, 1 body slot, 1 accessory slot, 2 hand
Illus. Aleksander Karcz © 2020 FFG 1
slots, and 2 arcane slots.
Strategy Tip: Spending actions to draw cards and gain resources can be
effective when you have a specific card you need to play, but it is often time- 1 accessory slot
consuming and inefficient. Use these actions when you aren’t sure what to Illus. John Pacer © 2016 FFG 16
do, or as a last resort!
1 body slot 1 ally slot
Activate
The investigator using this action resolves an (action trigger)
4 in play
ability on a card .45that
Automatic
is under their control, on an encounter 1 hand slot 2 hand slots
card at their location, or on the current act or agenda card. Abilities on
ASSET
Spend 1 ammo: Fight. You get +1 capacity for the indicated slot(s).z If an asset has no slot symbols on it,
for this
it does not take up any slots.
attack. This attack deals +1 damage.
Item. Weapon. Firearm.
Uses (4 ammo).
Spend 1 ammo: Fight. You get +1 for this
attack. This attack deals +1 damage.
If an investigator wishes to play or gains control of an asset and
Item. Weapon. Firearm.
lacks an appropriate slot, the investigator must choose and discard
Uses (4 ammo).
Spend 1 ammo: Fight. You get +1 for this
attack. This attack deals +1 damage.
an asset or assets under their control to make room for the newly
acquired asset.
Illus. John Pacer © 2016 FFG 16
12 LEARN TO PLAY
Illus. John Pacer © 2016 FFG 16
Move
The investigator using this action moves to a connecting location. Advancing the Act Deck
Move that investigator’s mini-card to any other location marked as
The act deck represents progress the investigators can
a connection on the investigator’s current location (see below). A
make in a scenario. Generally, the investigators advance
location’s connections are indicated by the icons at the bottom of the
the act deck by spending, as a group, an appropriate
location card, each of which match an identical icon in the title area of
number of clues. Spent clues are returned from the
one or more connecting locations.
investigators’ cards to the general token pool. Advancing
If the connecting location is unrevealed, turn the location to its the act in this way does not cost an action and may be
revealed side when an investigator moves to it. Remember to place the done during any investigator’s turn. The number of clues
indicated number of clues on the location when this occurs (see required to advance to the next act can be found at the
“Locations” on page 4). bottom of the current act card’s text box.
If the current act has a boldface “Objective —”
instruction, that instruction either supplements or replaces
Hallway Cellar the procedure for advancing the act deck described above.
To advance the act deck, flip the current act over to
its “b” side, follow the instructions on the back, and
set it aside, out of play. The next card in the act deck
1 LO C ATION 0 LO C ATION Cellar becomes the new current act. When advancing the act
deck, the investigators keep any clues in excess of the
The walls of your house are splattered with mud, and your
hardwood floor is gone, replaced with a dirt path.
The stairs leading down to your cellar are slick, and they
glisten with a thin layer of ice… required amount.
The stairs leading down to your cellar are slick, and they
glisten with a thin layer of ice…
2 LO C ATION
2
2 LO C ATION 2
Shroud Value
Strategy Tip: Engaging enemies lets you evade them or safely attack them
The doorThetodooryour
Illus. Yoann Boissonnet
study has vanished.
to your study has vanished. © 2016 FFG
without risking hitting your partner. Use this action to take the heat off
If the skill test is successful, the investigator discovers one clue from your fellow investigators!
the location. When an investigator discovers a clue from a location,
that player takes one clue from the location and places it on their
investigator card. Illus. Yoann Boissonnet © 2016 FFG 8/16 111
LEARN TO PLAY
13
Evade A Cooperative Game
The investigator using this action attempts to evade one enemy they There are many possible choices during the investigation phase. The
Agency. Detective.
In the enemy phase, the enemies come after the investigators, and if they After you defeat an
are able to do so, they attack! An investigator may be dealt damageenemy:and/or
Discoverhorror
1 clue at during
your location. (Limit
a scenario. Damage depletes an investigator’s once and
health,
Resolve the following steps in order. If there are no enemies in play, per round.)
horror depletes an investigator’s sanity.
effect: +1 for each clue on
proceed to the upkeep phase. your location.
1. Hunter enemies move. Some enemies have the “hunter” Everything by the book: every “i”
dotted, every “t” crossed. It had
keyword. Each such enemy moves once, to a connecting location, worked, until now.
in the direction of the nearest investigator. Exhausted hunter
enemies and hunter enemies at a location with one or more 9 5
investigators do not move. Illus. Aleksander Karcz © 2020 FFG 1
ENE MY ENE MY
The Flesh-Eater’s attack deals
Damage one damage and two horror to Horror
the engaged investigator.
Illus. Reiko Murakami © 2016 FFG 15/16 118
LEARN TO PLAY
15
The Upkeep Phase 3. In player order, each investigator draws the top card of the
encounter deck and resolves it. Instructions for resolving each
type of encounter card are presented below.
In the upkeep phase, the heroes and villains find their bearings and
prepare for the next round. Treachery—When a treachery card is drawn, its ability is resolved,
and the card is placed in the encounter discard pile unless it indicates
Resolve the following steps in order: that it is put into play.
1. Each investigator turns their mini-card faceup. Enemy—When an enemy card is drawn, that enemy spawns engaged
2. Ready all exhausted cards. Each unengaged enemy that readies at with the investigator who drew the card, unless it has a “Spawn –”
the same location as an investigator engages at this time. (See the instruction. If the enemy has a spawn instruction, it spawns at the
“Enemy Engagement” sidebar in the next column.) location indicated by that instruction. If any investigators are at that
location, it engages one of them as per the rules for enemy engagement
3. Each investigator draws one card and gains one resource.
listed below.
4. Each investigator with more than eight cards in their
hand chooses and discards cards from hand until only eight Ghoul Minion
cards remain. 2 2 2
Humanoid. Monster. Ghoul.
After the above steps are complete, the game round is over. Proceed to
the mythos phase of the next game round. It was a colossal and nameless blasphemy with glaring red
eyes, and it held in bony claws a thing that had been a man,
gnawing at the head as a child nibbles at a stick of candy.
–H. P. Lovecraft, “Pickman’s Model”
Terror.
Revelation – Test (3). For each point you
In the mythos phase, the arcane forces pitted against the investigators seek fail by, take 1 horror.
to advance their fell agenda. A sickening display of gore causes you to retch.
You’re glad this wasn’t you.
Agenda 1a
The mythos phase comprises three steps, described below. Illus. Stephen Somers © 2016 FFG 1/7 163 Illus. Hector Ortiz © 2016 FFG 1/7 160
1. Place one doom token on the current agenda. Treachery Card Enemy Card
16 LEARN TO PLAY
Skills and Skill Tests Chaos Token Effects
Each chaos token has a symbol or numerical modifier that influences
Each investigator possesses four skills: willpower (), intellect (), the outcome of the skill test. The effect of each chaos token is
combat (), and agility (). The higher an investigator’s value for a described below.
particular skill, the better they are at performing tasks with that skill.
, , , —Refer to the scenario reference card and resolve the
A number of situations require an investigator to make a skill test. corresponding effect.
A skill test pits the investigator’s value in a specified skill against a
difficulty value determined by the ability or game step that initiated —Refer to your investigator card and resolve your
the test. To perform a skill test, the investigator reveals a random investigator’s ability.
chaos token from the chaos bag, which modifies their skill value. If —Indicates an automatic failure of the skill test.
the modified skill value equals or exceeds the test’s difficulty, they
succeed. If not, they fail. The consequences of success or failure are If the revealed chaos token (or the effect referenced by a chaos token)
provided by the card or action that initiated the test. has a numerical modifier, that modifier is applied to the investigator’s
skill value for this test.
Modifying Skill Values for Skill Tests Concluding a Skill Test
Before drawing a chaos token for a skill test, the investigator may
boost their skill value. There are two ways to do this: If the investigator’s modified skill value is equal to or higher than
the difficulty value of the skill test, the investigator succeeds at the
First, the investigator may commit eligible cards from their hand test. Otherwise, the investigator fails. The ability or game step that
to the test. An eligible card bears one or more icons matching the initiated the skill test provides instructions for the consequences of
skill type of the test being performed. A wild icon (?) matches any succeeding and/or failing.
skill type. Each matching icon committed to a test increases the
investigator’s skill value by 1 for that test. The investigator performing Some skill cards have an ability that resolves upon the completion of
the test may commit any number of cards from their hand to the test. a skill test, if the card is committed to that test.
Each other investigator at the same location as that investigator may Upon completion of a skill test, discard all investigator cards
commit one card from their hand to help. committed to that test, and return the revealed chaos token to the
Do not pay a card’s resource cost when committing it to a skill test. chaos bag.
Perception Perception
SKILL Skill Test Example
SKILL
Wendy Adams draws the encounter card Grasping Hands,
which reads: “Revelation – Test (3). For each point you
fail by, take 1 damage.”
Wendy’s agility value is 4, and the difficulty of this test is 3.
Wendy is low on health, so it’s important that she succeed at
Practiced.
Max 1 committed per skill test. this test! Wendy has no cards in hand with icons that can be
If this test is successful, draw 1 card.
committed to this test. Her partner, Roland, is at her location
Skill Icons At last, I’ve found it! and decides to commit one card to the skill test, which has one
Illus. Andreia Ugrai © 2016 FFG 90
icon. This gives Wendy a +1 bonus to her agility skill for
this test.
In addition, the investigator may activate (free triggered) Wendy now pulls a chaos token at random from the chaos
abilities during a skill test, which may modify their skill for that test. bag, and reveals a “–2.” This modifier is applied to Wendy’s
agility value for this test. Her value is now: 4 (from base
value) +1 (from the card Roland committed) –2 (from the
chaos token), for a total of 3. Since Wendy’s modified skill
value of 3 is equal to the skill test’s difficulty of 3, she succeeds
at this test!
Wendy now applies the results of the successful skill test. The
Practiced. Grasping Hands card has no effect (as she did not fail the
Max 1 committed per skill test. skill test). Roland’s committed card is now discarded, and the
chaos token is returned to the chaos bag.
If this test is successful, draw 1 card.
ASSET
18 LEARN TO PLAY
TR E ACHERY
Amnesia
BASIC WEAKNESS
Madness.
Revelation – Choose and discard all but 1 card
from your hand.
19
Starter Decks
Investigating the events occurring throughout Arkham is dangerous
work. You will confront monstrosities far beyond your ken, and the
knowledge you seek may cause irreparable harm to your psyche. You’ll
need strong allies, useful skills, and the best tools if you are to succeed
in the campaigns to come.
To help you in your investigations, we have provided a sample starter
deck for each of the five investigators in the core set. These decks are
a gateway into the world of Arkham Horror, and are ideal for players
who wish to get into the action as fast as possible, or for players who
do not wish to use the deck customization rules to construct an Roland Banks Strategy Tips
original deck.
Roland is a capable fighter and clue gatherer. Since his ability allows
Each of the provided decks is accompanied by tips and tricks him to automatically discover clues by defeating enemies, you will
for playing that deck, explaining how to make the best use of an want to hunt down any easy-to-kill enemies you can find, especially
investigator’s ability, or demonstrating card synergy within the deck. if they are in a location with a high shroud value. Try to get a weapon
These starter decks are meant to be used at the beginning of a out as soon as possible (such as a .45 Automatic, Machete, or Roland’s
campaign, and thus have 0 experience points spent. The number in .38 Special) so that you are prepared to tackle any enemies that may
parentheses next to each card is its card collector number. If a card appear. Beat Cop, Guard Dog, and Physical Training can all help you
does not specify the number of copies you should use, use only 1 copy take down enemies, as well.
of that card. Each of these starter decks includes a specific basic If you are still having trouble investigating, you may wish to
weakness instead of a random basic weakness. Do not add another carry a Magnifying Glass or have Dr. Milan Christopher help you.
random basic weakness to the deck. Evidence! and Working a Hunch can also allow you to discover clues
With the contents of this core set, players can have all five of these automatically in locations with a high shroud value.
starter decks constructed at the same time. While Roland is physically tough, he has a low sanity and is especially
susceptible to horror. Allies like Beat Cop or Dr. Milan Christopher
can help soak some horror if you uncover something terrifying.
Otherwise, don’t be afraid to play First Aid and use an entire turn
healing horror if you are close to being defeated—you want to avoid
mental trauma at all costs!
Should you be compelled to Cover Up any strange events happening
in your vicinity, don’t forget you can use card effects such as Roland’s
ability, Evidence!, or Working a Hunch to remove these clues instead
of investigating.
20
Daisy Walker Strategy Tips “Skids” O’Toole Strategy Tips
Daisy is a high-intellect investigator who favors a support role or a rush- “Skids” is a well-rounded character who is decent at combat, evasion,
for-clues approach. Since her ability is dependent upon Tome assets, and investigation. Your investigator ability and weakness both require
getting one in play as soon as possible should be your primary concern. you to have resources, so keeping a high quantity in your resource pool
Old Book of Lore is the ideal Tome to get out early, but having Medical is usually a good idea. You can generate extra resources by making
Texts with Daisy’s high intellect can be a lifesaver. If you don’t draw judicious use of Burglary and Emergency Cache, or simply by taking a
either of these cards in your opening hand, a Research Librarian can help “resource” action whenever you’re unsure what to do.
you search for one, and also serves as a convenient damage buffer when Because “Skids” has high agility and decent combat, you have the
the going gets rough. option of deciding whether to take enemies on through brute force or
Daisy doesn’t usually need help investigating, but if you’re trying to avoid them altogether. It is usually best to decide based on the enemy in
rush for clues, equip a Magnifying Glass and get Dr. Milan Christopher question—fight enemies with high evade values and evade enemies with
into play as soon as possible. high health and fight values. As you have quite a few weapons in your
Because her combat and agility are both on the low end, dealing with deck, don’t be afraid to take a guns-blazing approach when you have to!
enemies can be problematic for Daisy. Luckily, you have a few tricks Extra actions are your most powerful tool as “Skids.” Between Leo De
up your sleeve. Blinding Light and Shrivelling allow you to use your Luca and your investigator ability, you may have as many as five actions
willpower instead of agility or combat to evade or attack enemies, in a single turn. Save your resources early on to play Leo and your other
respectively. You can also use Holy Rosary to boost your willpower assets, but mid-to-late game, spend your money and use your extra
higher. If you find a location with lots of clues and there are hunter actions to take out enemies, investigate locations, or move to right where
enemies around, you can use Barricade to gather those clues in you need to be.
relative safety. Your low willpower means you are likely to succumb to many of the
If you already have both your Old Book of Lore and Medical Texts in encounter deck’s tricks. If you’re feeling swamped, On the Lam is your
play, try to get Daisy’s Tote Bag out before The Necronomicon enters play, panic button. The ability to essentially ignore all non-Elite enemies for
otherwise you’ll end up losing one of your other books. a whole round is extremely potent. Use it to take move or investigate
actions while engaged with enemies, or to engage enemies away from
your allies without fear of reprisal.
Daisy Walker, the Librarian
Investigator Events (8) “Skids” O’Toole, the Ex-Con
• Daisy Walker ( 2) • Mind over Matter ( 36)
• Working a Hunch ( 37) Investigator Events (9)
Assets (17) • Barricade ( 38) • “Skids” O’Toole ( 3) • On the Lam ( 10)
• Daisy’s Tote Bag ( 8) • Drawn to the Flame • Evidence! ( 22)
• Magnifying Glass ( 30) ( 64) Assets (16) • Dodge ( 23)
• Old Book of Lore ( 31) • Ward of Protection ( 65) • .45 Automatic ( 16) • Dynamite Blast ( 24)
• Research Librarian ( 32) • Blinding Light ( 66) • Physical Training ( 17) • Elusive ( 50)
• Dr. Milan Christopher • 2x Emergency Cache • Beat Cop ( 18) • Backstab ( 51)
( 33) ( 88) • First Aid ( 19) • Sneak Attack ( 52)
• Hyperawareness ( 34) • Machete ( 20) • 2x Emergency Cache
• Medical Texts ( 35) Skills (6) • Guard Dog ( 21) ( 88)
• Forbidden Knowledge • Deduction ( 39) • Switchblade ( 44)
( 58) • Fearless ( 67) • Burglary ( 45) Skills (6)
• Holy Rosary ( 59) • 2x Perception ( 90) • Pickpocketing ( 46) • Vicious Blow ( 25)
• Shrivelling ( 60) • 2x Manual Dexterity ( • .41 Derringer ( 47) • Opportunist ( 53)
• Scrying ( 61) 92) • Leo De Luca ( 48) • 2x Guts ( 89)
• Arcane Studies ( 62) • Hard Knocks ( 49) • 2x Overpower ( 91)
• Arcane Initiate ( 63) Weaknesses (2) • 2x Knife ( 86)
• 2x Knife ( 86) • The Necronomicon (John • 2x Flashlight ( 87) Weaknesses (2)
• 2x Flashlight ( 87) Dee Translation) ( 9) • Hospital Debts ( 11)
• Paranoia ( 97) • Mob Enforcer ( 101)
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21
Agnes Baker Strategy Tips Wendy Adams Strategy Tips
Agnes is a high-willpower spellcaster who is particularly good at Wendy is a slippery investigator who is great at avoiding danger.
dispatching enemies. Since her ability can trigger once per phase after Making use of her ability to cancel and re-draw chaos tokens during
she takes horror, the more on-demand ways you can deal horror to critical skill tests is key to succeeding as Wendy. Be sure to keep
yourself, the better. Forbidden Knowledge is probably your best tool for enough cards in your hand to fuel her ability at all times. Pickpocketing
fueling Agnes’s ability: Take one horror, gain one resource, and deal and Rabbit’s Foot are both ideal cards to put into play early, allowing
one damage anytime you want! You can also trigger her ability through you to draw cards through evading enemies and failing tests.
Ward of Protection, or even Shrivelling if you are “lucky” enough to draw Her high agility and low combat mean you should primarily be evading
a chaos token with a symbol on it. But beware! Since Agnes’s ability and running from enemies, but a well-timed Backstab or Sneak Attack
only triggers when horror is actually placed on her, you’re going to can also get rid of a troublesome enemy. Stray Cat, Cunning Distraction,
want to soak or heal horror as well. Holy Rosary is a must-play card, and Survival Instinct can all help you get out of sticky situations. When
since it boosts Agnes’s willpower and also provides you with a way to all else fails, pull out a .41 Derringer or a Baseball Bat and don’t be afraid
protect against horror when you don’t wish to trigger Agnes’s ability. to overcommit cards!
If you are having trouble investigating, you can use “Look what I found!” Wendy’s Amulet is a tricky card, but playing around its ability and
or Drawn to the Flame to discover as many as four clues without having to Forced effect can be especially rewarding. It is usually best to keep the
succeed at an intellect test. Amulet in hand until there are a few events in your discard pile. Once
Finally, since you are quite dependent upon your Spell cards, getting it’s in play, always be aware of the topmost event in your discard pile,
an Arcane Initiate in play early can be a huge benefit to you. Make sure (especially if it’s Lucky!) since you can play it using Wendy’s Amulet.
the doom threshold on the current agenda isn’t close to being satisfied, Don’t forget that once the Amulet is in play, all events you play are
then play Arcane Initiate and make the most out of its ability each turn. placed on the bottom of your deck (regardless of whether you are
When doom is close to the threshold, if you can discard the initiate playing the event from your hand or using the Amulet’s ability).
from play (usually by assigning damage or horror to it), you can be rid
of the doom on it as well.
22 LEARN TO PLAY
Credits
Game Design and Development: Nate French and Matthew Newman
Producer: Molly Glover
Technical Writing: Adam Baker
Editing: Patrick Brennan and B.D. Flory
Proofreading: Brad Andres, Christine Crabb, Erik Dahlman,
Kristopher Fletcher, Alexander Hynes, and Kevin Tomczyk
Card Game Manager: Jim Cartwright
Arkham Horror Story Review: Dane Beltrami, Kara Centell-Dunk,
Daniel Lovat Clark, and Philip Henry
Creative Director of Story and Setting: Katrina Ostrander
Graphic Design: Mercedes Opheim and Evan Simonet with Monica
Helland
Graphic Design Coordinator: Joseph D. Olson
Graphic Design Manager: Christopher Hosch
Cover Art: Ignacio Bazán Lazcano
Art Direction: Deborah Garcia, Jeff Lee Johnson, and Zoë Robinson
Managing Art Director: Tony Bradt
Production Management: Justin Anger and Jason Glawe
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
Executive Game Designer: Corey Konieczka
Head of Studio: Chris Gerber
Playtesters
Mark Anderson, Sam Bailey, Craig “Late to the Party” Bergman,
Patrick Brennan, Mizuho Dahlman, Gareth Dean, Sunyi Dean, Andrea
Dell’Agnese, Ali Eddy, Luke “Mining for Clues” Eddy, Julia Faeta, Jeff
Farrell, Alex Filewood, Jeremy Fredin, Caleb Grace, Dominic Greene,
Samuel Langenegger, Mark Larson, Lukas Litzinger, Rose Malloy, Ian
Martin, Rick Meyer, Kathleen Miller, Patrice Mundinar, Teague “They
Killed Me Again” Murphy, Alan Newman, Matt Pachefsky, Daniel
Schaefer, Brian Schwebach, Paweł Smoczyk, Damon Stone, Mike
“Autofail” Strunk, Zach “I Have Amnesia” Varberg, Aaron J. Wong, and
Jeremy “Vicious Blow” Zwirn
® & © 2021 Fantasy Flight Games. Gamegenic and the Gamegenic logo
are TM & © Gamegenic GmbH, Germany. Fantasy Flight Games, 1995
West County Road B2, Roseville, MN 55113, U.S.A., 1-651-639-1905.
Actual components may vary from those shown.
UK: EU:
Asmodee United Kingdom Asmodee Nordics Asmodee The
Unit 6 Waterbrook Road Valseholmen 1 Netherlands
Alton Hampshire, 2650 Hvidovre Vossenbeemd 51
GU34 2UD Danemark 5705 CL Helmond
United Kingdom The Netherlands
LEARN TO PLAY
23
Phase Sequence Symbols and Icons
1. Mythos Phase (skip during the first round of the game)
2. Investigation Phase Per Investigator
3. Enemy Phase
4. Upkeep Phase
Character Classes
Keywords
A keyword is an attribute that conveys specific rules to its card. The
Guardian
following section serves as a quick reminder of how each keyword
functions. For complete rules on each keyword, see the Rules
Reference.
Seeker
Aloof: An aloof enemy does not engage investigators of its own
accord. (An investigator may use an action or a card ability to engage Mystic
it.) An investigator cannot attack an aloof enemy unless it is engaged
with an investigator.
Fast: A player may play a fast card without spending an action.
Rogue
Hunter: Each hunter enemy moves one location toward the nearest
investigator during the first step of the enemy phase. Survivor
Massive: A massive enemy is engaged with each investigator at its
location.
Peril: When an investigator draws a card with the peril keyword,
Skills
that investigator cannot confer with or receive assistance from other
players while resolving the card’s revelation ability or spawning it. Willpower
Retaliate: If an investigator fails a skill test while attacking a ready
enemy that has the retaliate keyword, that enemy attacks that Intellect
investigator, dealing its damage and horror.
Surge: After an investigator draws and resolves an encounter card
that has the surge keyword, that investigator must draw and resolve an
Combat
additional card.
Uses (X): The uses keyword indicates a number of resource tokens Agility
to be placed on the card when it enters play. These tokens no longer
count as resource tokens, but instead as tokens of the indicated type
(ammo, charges, supplies, etc). These tokens are used in conjunction
Wild ?
with the rest of the card’s ability.
Instructions
Chaos Tokens
Reference the
Spawn: Indicates where an enemy spawns when drawn. Elder Sign investigator's ability.
Prey: Indicates which investigator an enemy will engage (or move
toward if it has the hunter keyword) if there are multiple equally valid The investigator
options. Autofail automatically fails.
Timing Triggers Skull
Action Trigger (): Costs an action to use this ability. Reference the
Free Trigger (): Does not cost an action to use this ability. Cultist revealed token’s
ability on the
Reaction Trigger (): May be used once each time the specified scenario reference
timing point occurs. Does not cost an action. Tablet card.
Elder Thing
24 LEARN TO PLAY