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0% found this document useful (0 votes)
177 views24 pages

Ahc60 Learn To Play Eng-Compressed

Uploaded by

Lucas Bonini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LEARN TO PLAY

Beyond Time and Space… Using This Book


This Learn to Play book is written as an introduction to Arkham
Assuming that I was sane and awake, my experience on that
Horror: The Card Game for new players. It should be used as a guide
night was such as has befallen no man before. It was, moreover, a
while learning and playing the first game. We recommend that new
frightful confirmation of all I had sought to dismiss as myth and
players learn the basics of the game using the introductory scenario
dream.
with the pre-constructed decks described in “Starter Decks” on page
–H. P. Lovecraft, The Shadow Out of Time 20. The end of this book also contains an introduction to campaign
play and rules for customizing original decks. A quick reference of
Game Overview keywords, icons, and important game symbols can be found on the
back cover of this book.
Arkham Horror: The Card Game is a cooperative Living Card Game® The complete rules of play can be found in the Rules Reference book,
(LCG®) in which one to four investigators work together to unravel which also addresses more advanced topics such as the interpretation
arcane mysteries and conspiracies, while simultaneously overcoming of card text, the resolution of timing conflicts, and a detailed phase
the personal demons that haunt their past. sequence. We recommend that new players become familiar with the
Each player takes on the role of a single investigator and builds a deck game using this Learn to Play book and only look up details in the
around that investigator’s abilities. A series of interrelated scenarios Rules Reference as they occur in play.
creates a narrative campaign through which a broader mystery is
unraveled. In each of these scenarios, the investigators move through
and explore a number of menacing locations, look for clues that
enable them to advance the story, and attempt to evade or defeat the A Living Card Game
treacherous forces of the Mythos.
Arkham Horror: The Card Game is a one-to-four-player
As progress is made in the campaign, each investigator gains cooperative game. One to four players can play using just
experience and insight, which allows them to develop in a variety the contents of this core set. In addition, Arkham Horror:
of ways by adding powerful new high-level cards to their deck. But The Card Game is a Living Card Game® (LCG®), and the
beware: As one’s exposure to the arcane world increases, so too does experience of the game can be customized and enhanced
the risk of insanity. The investigators must protect themselves against through the purchase of regularly released expansions.
this tightening grip of madness, all the while attempting to survive Expansions may introduce new investigators, additional
and solve the mystery. scenarios or campaigns, and new player cards that add
variety and depth to investigator decks. While playing
through an entire campaign creates the best experience,
each scenario in a campaign may instead be played as a
standalone adventure. Unlike collectible card games, all
LCG expansions have a fixed distribution; there is no
randomization to their contents.

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.

Everything by the book: every “i”


dotted, every “t” crossed. It had
worked, until now.

9 5
Illus. Aleksander Karcz © 2020 FFG 1

27 Horror Tokens (1s and 3s) 5 Investigator Cards 5 Investigator Lead Investigator Token
Mini-Cards

245 Player Cards


4 .45 Automatic Vicious Blow 1
Round Sequence ASSET SKILL EVENT

I. Mythos Phase (skip during first round)


= Place 1 doom on the agenda.
= Advance agenda if doom threshold is
satisfied.
= Each investigator draws 1 card from
the top of the encounter deck.
II. Investigation Phase
= Each investigator takes a turn,
performing three actions.
III. Enemy Phase
= Enemies with the Hunter keyword TR E ACHERY
move toward nearest investigator.
= Each engaged enemy attacks, if able. Item. Weapon. Firearm. Evidence! Haunted
Uses (4 ammo). Insight. BASIC WEAKNESS
IV. Upkeep Phase Practiced. Fast. Play after you defeat an enemy.
 Spend 1 ammo: Fight. You get +1  for this Curse.
= Reset actions (flip mini cards). If this skill test is successful during an attack, Discover 1 clue at your location. Revelation – Add Haunted to your threat area.
attack. This attack deals +1 damage. that attack deals +1 damage.
= Ready all exhausted cards. You get –1 to each of your skills.
= Each investigator draws 1 card and
gains 1 resource.  : Discard Haunted.
With a sickening smack, he struck the abomination Just as I suspected!
= Each investigator checks hand size over and over…until at last, it stopped moving.
(discard down to 8 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

111 Scenario Cards


Agenda 1a Act 1a

What’s Going On?! Trapped


It is late at night. You are holed up As you leap to investigate, the door to
in your study, researching the bloody your study vanishes before your eyes,
disappearances that have been taking leaving behind only solid wall. You’re
place in the region. A few hours into your trapped inside your study until you can
research, you hear the sound of strange find another way out.
chanting coming from your parlor down
the hall. At the same time, you hear dirt
churning, as if something were digging
beneath the floor.

3 2
Illus. Mark Molnar © 2016 FFG 2/16 105 Illus. Jose Vega © 2016 FFG 5/16 108

Agenda Card Act Card


Study Study Ghoul Priest

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.

–1. If you fail, take 1 horror. Victory 2.


LO C ATION 2 LO C ATION 2 TR E ACHERY
ENE MY
–2. If there is a Ghoul enemy at Rotting Remains
your location, take 1 damage. Terror.
You’ve been investigating the strange events occurring Revelation – Test  (3). For each point you
in Arkham for several days now. Your desk is covered in The door to your study has vanished. fail by, take 1 horror.
newspaper articles, police reports, and witness accounts.

A sickening display of gore causes you to retch.


You’re glad this wasn’t you.

© 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.

A figure in red robes wearing a bone mask.

advance through a scenario, they might reach a resolution. Typically,


It gibbers and snarls before leaping to attack.

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.

investigators in a more dire situation.


Illus. Chun Lo © 2016 FFG 13/16 116 Illus. Stephen Somers © 2016 FFG 1/7 163

Enemy Card Treachery Card


When any encounter card triggers a resolution—denoted by the text
“(→R#)”—the players have completed the scenario and should refer to
the resolution text that matches that number in the Campaign Guide
to discover what happens next. Lead Investigator
Should all investigators be eliminated during a scenario, the “if no The lead investigator (chosen during setup) is
resolution was reached” conclusion in the Campaign Guide is used. the player who breaks ties and makes decisions
for the group whenever there is a conflict.
Scenario Decks The lead investigator is identified by the lead
investigator token, which they place in their
Each scenario is represented by three distinct decks of cards. These play area.
decks provide the investigators with a scenario-specific narrative,
If the players are required to make a choice among two or more
objectives, and encounters, including a variety of monsters and
equally valid options (for example, an enemy must move toward the
other perils.
“nearest investigator,” and the two nearest investigators are an equal
distance away), the lead investigator chooses among those options.
Agenda Deck
If the players are unsure how to resolve a rules or timing conflict,
The agenda deck represents the progress made by the dark forces of the lead investigator should resolve the conflict in the manner they
the Mythos. During the game, the agenda deck gradually advances perceive as the worst possible at that moment with regard to winning
toward a resolution that is often unfavorable for the investigators. the scenario, and continue with the game. This is known as “The Grim
Generally, the investigators want to prevent this from happening. Rule,” and using this rule keeps the game moving without forcing the
players to look up every conflict they discover.
Act Deck
The act deck represents progress made by the investigators toward “In Player Order”
solving a mystery or achieving their objectives during a scenario. The phrase “in player order” is used to dictate the order in which
Generally, the investigators want to advance the act deck to reach a players resolve or execute a game step. When players are instructed
more favorable resolution for the scenario. to do something “in player order,” the lead investigator does so first,
Agenda 1a Act 1a
followed by each other player, one player at a time, in clockwise order
What’s Going On?! Trapped
around the table.
It is late at night. You are holed up As you leap to investigate, the door to
in your study, researching the bloody your study vanishes before your eyes,

Per Investigator ()


disappearances that have been taking leaving behind only solid wall. You’re
place in the region. A few hours into your trapped inside your study until you can
research, you hear the sound of strange find another way out.
chanting coming from your parlor down
the hall. At the same time, you hear dirt
churning, as if something were digging
beneath the floor.

The 󲆃 symbol next to a value multiplies that value by the number of


3 2
Illus. Mark Molnar © 2016 FFG 2/16 105 Illus. Jose Vega © 2016 FFG 5/16 108
investigators who started the scenario. The number of clues placed on
a location and the number of clues necessary to advance the current
Agenda Card Act Card act are often denoted with this symbol.
When placed side by side in the play area, the act and
agenda decks form the image of a storybook, and these Locations
decks work together to create the plot of each scenario. Locations represent the various places the investigators travel to
during a scenario while looking for clues. Each location has two sides:
a revealed side and an unrevealed side. The unrevealed side can be
identified by the presence of a keyhole symbol below its title.

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

a location. –X. X is the number of Ghoul


enemies at your location.

Ready and Exhausted


–1. If you fail, take 1 horror.

The Gathering –2. If there is a Ghoul enemy at


your location, take 1 damage.
EASY / STANDARD
Cards enter play in a “ready” position (upright, so that the ability text
can be read from left to right). Some game steps and card abilities –X. X is the number of Ghoul
require cards to “exhaust,” which is indicated by rotating the card 90 enemies at your location.
degrees (sideways). A card in the exhausted position cannot exhaust © 2016 FFG 1/16 104a

again until it is readied by a game step or card ability.


–1. If you fail, take 1 horror.
4
Ghoul Priest

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 .

your location, damage.


It gibbers and snarls before leaping to attack.

A figure in red robes wearing a bone mask.


A figure in red robes wearing a bone mask.

It gibbers and snarls before leaping to attack.


Humanoid. Monster. Ghoul. Elite.

or “Basic Weakness” beneath the card’s title or artwork. When one of


4

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

its “Revelation –” ability immediately. (See “Weakness” on page 21 of


the Rules Reference for more details on weakness cards.)
4
13/16
116

Illus. Chun Lo © 2016 FFG 13/16 116

© 2016 FFG 1/16 104a


Ready Exhausted

Skill Tests
TR E ACHERY

During the game, investigators frequently make skill tests to Haunted


determine the outcome of various situations. A skill test uses an
BASIC WEAKNESS
Curse.
Revelation – Add Haunted to your threat area.
investigator’s skills, which are represented by four stats found on their You get –1 to each of your skills.
 : Discard Haunted.
investigator card: willpower (), intellect (), combat (), and
agility (). The higher an investigator’s skill value, the more skilled
Illus. Magali Villeneuve © 2016 FFG 98

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

dotted, every “t” crossed. It had


worked, until now.

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.

Choose Investigator(s): Each player chooses


1 an investigator and takes that investigator’s
pack of cards. If playing solo, Roland Banks is the
recommended investigator choice.

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.

Gather Decks: Each player opens their investigator’s


2 pack of cards, which includes an investigator card
and that investigator’s starter deck. Each player places
their investigator card faceup in their play area, and then
shuffles their starter deck. If the pack is already opened,
a complete list of the cards required for all five starter
decks can be found on page 20.

Set the investigator card aside and


shuffle the starter deck.

Choose Lead Investigator: Choose one of those


3 investigators to be the lead investigator for this game,
and give that player the lead investigator token and the
Campaign Guide.
The lead investigator is the player who breaks ties and makes Lead Investigator
decisions for the group if there is a conflict.
Token Campaign Guide

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.

The token pool is the repository


for all tokens that are not in play.

Assemble the Chaos Bag: Place the 16 chaos tokens shown to


5 the right into the chaos bag. Return the rest to the game box.
(When setting up future games, refer to the desired difficulty setting for
your scenario or campaign.)

Take Starting Resources: Each investigator


6 takes five resources from the token pool and
places them near their investigator card. This is the
investigator’s resource pool.

Draw Opening Hand: Each investigator draws five


7 cards from their deck. If a weakness card is drawn any
time during setup, set it aside and draw an additional card.
Each player may take a single mulligan at this time by
setting aside up to five of the cards just drawn. Then,
they draw an equivalent number of cards, setting aside
weaknesses as normal. A mulligan is recommended if a
player has a poor starting hand (i.e., a hand with no assets).
At the end of this step, all set-aside cards are shuffled back
into the investigator’s deck. Weaknesses are set aside,
then shuffled back into
the deck.

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.

Gather Scenario Cards: Open the pack labeled “The


8 Gathering.” This pack contains all the cards required to The Gathering Card List
play the first scenario. If the pack is already opened, consult This is a list of each encounter set and all cards required for
the sidebar to the right for a list of all cards needed to play “The Gathering” scenario:
“The Gathering.”
Æ The Gathering (16 cards): #104–119
Each card included in any scenario is part of an encounter
Æ Rats (3 cards): #159
set, indicated by its encounter set icon. For future games,
refer to the Campaign Guide in order to tell which encounter Æ Ghouls (7 cards): #160–162
sets should be gathered according to their encounter sets Æ Striking Fear (7 cards): #163–165
(explained below).
Æ Ancient Evils (3 cards): #166
Æ Chilling Cold (4 cards): #167–168

Encounter Sets When gathering encounter cards,


To set up a scenario, players must gather all the cards gather all copies of each card in
of each encounter set shown for that scenario. Each the listed encounter sets. Use the
encounter set is represented by an icon that appears on encounter set numbers (#/#) at
each encounter card in that set. the bottom of each encounter card
to aid you.

Set Act Deck: Assemble


9
Set Agenda Deck: Assemble
the agenda deck by stacking the 1 0 the act deck by stacking
agenda cards from The Gathering’s the act cards from The Gathering’s
encounter set in sequential order (so encounter set in sequential order
that “1a” is on top, “2a” is next, etc). These (so that “1a” is on top, “2a” is next,
cards are “What’s Going On?!,” “Rise of etc). These cards are “Trapped,” “The
the Ghouls,” and “They’re Getting Out!” Barrier,” and “What Have You Done?”

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.

The unrevealed side of a location can be


identified by the presence of a keyhole
symbol below its title.

Read Scenario Introduction:


1 4 Read the scenario introduction for
“The Gathering” followed by the text on the
faceup agenda and act cards (“What’s Going
On?!” and “Trapped”).

Place Investigators: Each investigator begins


1 5 play in the Study. Place each investigator’s mini-
card next to the Study to represent their current location.
When the investigators are placed in the Study, it is
revealed. Following the normal rules for revealing
a location, place clue tokens on the Study equal to
The Study’s clue value is 2  . Clue
its clue value when it is revealed.
tokens equal to two times the number of
players are placed on the Study when it
is revealed.

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

Roland’s Roland’s Wendy’s


Discard Pile Mini-Card Mini-Card

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

The .45 Automatic is an


asset that costs 4 resources.

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

= If the played card is an asset card, the investigator places it in


16

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

cards not in play (such as in an investigator’s hand) cannot


be activated. 1 arcane slot 2 arcane slots
Item. Weapon. Firearm.
Uses (4 ammo). 4 .45 Automatic
The icons above indicate that an asset counts against an investigator’s
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

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.

Illus. Yoann Boissonnet © 2016 FFG 9/16 112


Study Illus. Yoann Boissonnet © 2016 FFG

An investigator may travel from the


Hallway to the Cellar.
Engage
The investigator using this action engages one enemy that is at their
location (either not currently engaged with an enemy, or currently
engaged with another investigator). To engage an enemy, the
investigator places that enemy in their threat area.
Investigate
Study LO C ATION
The investigator using this action investigates their current location in
an attempt to find clues. That investigator makes an intellect (󲅲) test
against the shroud value of that location:

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

If the investigator fails, no clues are discovered.

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

that enemy’s evade value. Flesh-Eater


are engaged with. The investigator makes an agility (󲅱) test against investigators are encouraged to work together and plan out what they
hope to accomplish each round. The order in which the investigators
take their turns, and the actions each investigator performs during
their turn, can mean the difference between success and failure.
4
Flesh-Eater 4 1 While the investigators may plan their turns as a group, each
individual player has final authority over the actions their investigator
4 4 1 performs. For further guidelines on investigator communication, see
Humanoid. Monster. Ghoul. the “Table Talk” sidebar below.
Humanoid. Monster. Ghoul. Enemy
Spawn
Spawn – Attic.– Attic.
Evade Value
A monstrous creature feeds from the
rotting carcass in the attic.
Table Talk
If the skill test isA
successful,
monstrous the investigator evades
creature feeds the enemy;
from the the
enemy is exhausted,Victory
and 1. engagement is broken. Move the enemy
the
rotting carcass in the attic. Arkham Horror: The Card Game seeks to establish a
card from the investigator’s threat area to the investigator’s current roleplaying experience in which each player takes on
ENE MY
location to mark that it is no longer engaged with that investigator. the role of a specific investigator. The nature of the game
If the agility test fails, the enemy is not evaded and remains engaged encourages players to work together and communicate, but
with the investigator. Victory 1. players are also encouraged to stay “in character” as much
as possible while doing so. The game’s areas of hidden
Strategy Tip: Evading enemies can be crucial to success. Exhausted information (the cards in a player’s hand and deck) exist
enemies do not automatically engage investigators, do not perform attacks to maintain the feeling that each investigator is a unique
of opportunity, and do not attack during the enemy phase. If you are individual in the game world, and makes their decisions
ENE MY
unarmed
Illus. Reiko or need to get© 2016
Murakami awayFFG from a 15/16
deadly118enemy, consider evading it without complete and perfect knowledge of what everyone
instead of performing a futile attack. else knows or is thinking. A good means of maintaining
this illusion is to not name, read off, or allude to individual
Fight cards that are hidden information (i.e., in a player’s hand
or deck).
The investigator using this action attacks one enemy that is at their
location. That investigator makes a combat (󲅳) test against the For example: Wendy wants her partner, Roland, to take an
enemy’s fight value. investigate action, and she desires to communicate that she can
help. Instead of saying something like, “Take an investigate
If the combat test is successful, the investigator deals one damage
action; I can commit Perception” or, “Investigate our location;
Flesh-Eater I can contribute two icons,” Wendy stays in character by
saying, “You should investigate. I can help!”
4
Flesh-Eater 4 1

Illus. Reiko Murakami


Spawn – Attic.
Humanoid. Monster. Ghoul.
© 2016 FFG
Flesh-Eater
15/16 118
4 4 1
4
A monstrous creature feeds from the

Humanoid. Monster. Ghoul.


4
rotting carcass in the attic. 1
Enemy
Spawn – Attic. Victory 1. Humanoid. Monster. Ghoul.
Fight Value Enemy Health
Spawn – Attic.
to the attacked enemy. Some weapons, spells, or other special attacks
ENE MY
A monstrous creature feeds from the
may modify the amount
rotting carcass in the dealt.
of damage attic. Place a number of damage
tokens equal to the amount of damage dealt A monstrous creatureIf,feeds
on the enemy. from the
at any
time, an enemy has damage on it equal to or greaterrotting carcass in health,
than its the attic.
the enemy is defeated and placed1.in the encounter discard pile. If
Victory
the bottom of the enemy’s text box indicates that it provides victory
points (indicated by the “Victory X” keyword), place Victory 1. in a
the card
shared victory pile insteadENEofMY
discarding it.
Illus. Reiko Murakami © 2016 FFG 15/16 118

If the combat test fails, no damage is dealt to the attacked enemy.


ENE MY
Important Note: If an investigator fails a combat test against an enemy
engaged with another investigator, the damage value of the failed attack
is instead dealt to the investigator engaged with that enemy.

14 Illus. Reiko Murakami © 2016 FFG 15/16 118

Illus. Reiko Murakami © 2016 FFG 15/16 118


The Enemy Phase Roland Banks 3 3 4 2
Damage and Horror
The Fed

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

If a hunter enemy moves to a location with one or more


investigators, that enemy immediately engages one of those
investigators (see “Enemy Engagement” on page 16). Health Value Sanity Value
2. Enemy attacks. Each ready, engaged enemy makes an attack When an investigator is dealt damage, place damage on the
against the investigator with whom it is engaged. The investigators investigator card and/or on any of that investigator’s asset
resolve enemy attacks in player order, but may resolve the attacks cards that have health, up to the amount of damage each
Flesh-Eater
of each enemy engaged with an a particular investigator in card can hold. A card that has no health value cannot be
any order. Flesh-Eater dealt damage.

4 4 attacks,1 deal both its damage and its horror,


When an enemy
Flesh-Eater
When an investigator is dealt horror, place horror on the
investigator card and/or on any of that investigator’s asset
simultaneously, to the engaged 4 (see 4
investigator 1
“Damage and
cards that have sanity, up to the amount of horror each
Humanoid. Monster. Ghoul.
Horror,” below). 4 4 1
SpawnThe
– Attic. Humanoid. Monster. Ghoul. card can hold. A card that has no sanity value cannot be
amount of damage andHumanoid.
horrorMonster.
dealtGhoul.
by an enemy’s attack can be dealt horror.
Attic. Spawn – Attic.
found at the bottom ofSpawn
the–enemy’s text box.
If a card has an amount of damage that equals (or exceeds)
A monstrous creature feeds from the creature feeds from the
A monstrous
rotting carcass in the attic. its health, or an amount of horror that equals (or exceeds)
rotting carcass in the attic. A monstrous creature feeds from the
rotting carcass in the attic. its sanity, the card is defeated. A defeated asset card is
Victory 1.
discarded. A defeated investigator is eliminated. (See
“Elimination” on page 10 in the Rules Reference.)
Victory 1. ENE MY
Victory 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

After an enemy attacks during the enemy phase, exhaust it to


indicate that it has attacked. (During other attacks, such as attacks of
opportunity, enemies do not exhaust.)

Illus. Reiko Murakami © 2016 FFG 15/16 118


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”

The Mythos Phase TR E ACHERY

Rotting Remains ENE MY

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

What’s Going On?!


2. Compare the total number of doom tokens in play
(on the current agenda and on other cards in play)
to the doomIt threshold
is late atofnight.
the current
Youagenda. If up Doom Token
are holed
the number of doom tokens in play is equal to or
Enemy Engagement
in your study, researching the bloody
greater than the doom threshold of the current agenda, advance While an enemy card is in play, it is either engaged with
the agendadisappearances
deck. This is done bythat have been
discarding taking
all doom tokens from an investigator (and placed in that player’s threat area), or
place in the region. A few hours
play, turning the current agenda card over, following into
theyour it is unengaged (and placed at its location). Each enemy
research,
instructions youside,
on its reverse hearandthe soundthat
removing of strange
agenda from in an investigator’s threat area is at the same location as
play. Then,chanting coming
the front side fromcard
of the next your parlor
in the agendadown
deck that investigator. Should the investigator move, the enemy
becomes thetheactive
hall.agenda
At thecard. (Important
same time, youNote: Unless
hear dirta card remains engaged with the investigator and also moves to
specifies that it can advance the agenda, this is the only time the
churning, as if something were digging
agenda can advance.)
the new location.
beneath the floor. Any time a ready, unengaged enemy is at the same location
Agenda 1a
as an investigator, it engages that investigator and is placed
What’s Going On?! in that investigator’s threat area. If multiple investigators
It is late at night. You are holed up are at the same location as a ready, unengaged enemy,
3
in your study, researching the bloody
disappearances that have been taking
place in the region. A few hours into your the lead investigator generally chooses which of those
research, you hear the sound of strange
chanting coming from your parlor down
the hall. At the same time, you hear dirt
investigators the enemy engages.
churning, as if something were digging

Illus. Mark Molnar © 2016 FFG


beneath the floor.
2/16 105 Some enemies have a “Prey –” instruction, which dictates
whom it engages if there are multiple possibilities. (See
3
Illus. Mark Molnar © 2016 FFG 2/16 105
“Prey” on page 17 of the Rules Reference.)
An enemy immediately engages if:
There is three doom in play during this step.
Therefore, the agenda advances. = It spawns (in a ready state) at the same location as an
investigator.
= It moves (in a ready state) to the same location as an
investigator.
= An investigator moves to the same location as a ready
enemy.
= An exhausted enemy readies at the same location as
an investigator.

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.

At last, I’ve found it!

Illus. Andreia Ugrai © 2016 FFG LEARN TO PLAY 90


17
What’s Next? Deck Customization Rules
The following are the deck customization rules for Arkham Horror:
After the mythos phase is resolved, play proceeds to the investigator
The Card Game investigator decks. Note that for more deckbuilding
phase as usual. Continue resolving game rounds until players reach
options, players may want to obtain expansion sets containing
the scenario’s resolution (see “Winning and Losing” on page 4).
new cards.
After you’ve completed the game, you may wish to continue the
= Each player must choose exactly one investigator card.
campaign. To do so, read “Expanded Campaign Rules” on page
3 of the Campaign Guide. Then proceed to the next scenario, = Each player’s investigator deck must include the exact
The Midnight Masks, using the setup rules found on “Appendix III: number of standard player cards indicated on the back of
Setting Up The Game” on page 27 of the Rules Reference. their investigator card as their “Deck Size.” For each of the
investigators in the core set, this number is 30. Weaknesses,
Some players may wish to practice using different investigators
investigator-specific cards, and scenario cards that are added to
before proceeding with the campaign. To do so, use the “Custom
a player’s deck do not count toward this number.
Deckbuilding” rules below or use the starter decks listed under “Starter
Decks” on page 20 to replay the first scenario, The Gathering. = Each standard player card in a player’s deck must be chosen
according to the “Deckbuilding Options” available on the back
A quick reference of keywords, icons, and important game symbols
of their investigator card.
can be found on the back cover of this book. Additionally, the Rules
Reference book thoroughly covers the finer points of the game. Be = Each player’s deck cannot include more than two copies (by
sure to use these references frequently while mastering the game. title) of any given player card.
= Each player must observe any other “Deckbuilding
Custom Deckbuilding Requirements” on the back of their investigator card when
building their deck.
The Arkham Horror: The Card Game core set is designed to be a = At the beginning of a campaign, an investigator may only
complete game experience with significant replayability. After include level 0 cards in their deck (see “Card Levels,” below).
learning the basics of the game, players may wish to explore building
original decks.

Why Build a Custom Deck? Card Levels


Deckbuilding is a process by which a player may customize their deck
A card’s level is indicated by the presence of white pips
to take on the scenarios using original strategies and ideas. This allows
beneath its cost. The card’s level is equal to the number of
a player to experience the game in new ways. Instead of adapting their
such pips on the card.
play to the strategy of a starter deck, each player may construct a deck
that functions as they desire. When a player constructs an original
deck, that player doesn’t just participate in the game: They actively
shape how it is played.
3 3
ASSET
Lock picks
Lock picks

ASSET

One white pip indicates


that this is a level 1 card.

In campaign play, investigators may be rewarded with


experience points upon the completion of a scenario.
Item. Tool. Illicit.
Investigators may spend these
Uses (3 points
supplies). to purchase
If Lockpicks has nohigher-
supplies,
discard it.
level cards to use in their decks during that campaign.
 Exhaust Lockpicks: Investigate. Add your
(See
“Campaign Play” on page5value in the Rules
to your Reference.)
skill value for this investigation.
If you do not succeed by at least 2, remove 1
supply from Lockpicks.

Illus. Daniel Rizea © 2020 FFG 187

18 LEARN TO PLAY

Item. Tool. Illicit.


Random Weakness
Most investigators have a deckbuilding requirement that instructs the
player to add a random basic weakness to their deck.
Unlike investigator-specific weaknesses, basic weaknesses are
identified by this symbol:

TR E ACHERY

Amnesia
BASIC WEAKNESS
Madness.
Revelation – Choose and discard all but 1 card
from your hand.

To select a random basic weakness, take the ten basic weaknesses in


Wait…where am I? What was I doing?
this core set, shuffle them together, and draw one at random to add
to the investigator’s deck. Some Arkham Horror: The Card Game
Illus. Chris Peuler © 2016 FFG 96

products add additional basic weakness cards to a player’s collection.


Simply add these cards to the ten cards found in the core set when
selecting random basic weaknesses in the future.
For example: Stephanie owns two copies of the core set, one copy of the
first deluxe campaign expansion, and one copy of the first mythos pack. To
create a single set of basic weaknesses, she takes all of the basic weaknesses
from a single core set, her copy of the deluxe campaign expansion, and her
copy of the first Mythos Pack. She shuffles them together and draws her
basic weakness at random from this pool.
Do not select an investigator’s basic weakness until all other cards
in that investigator’s deck have been chosen. Once this is done,
add the weakness to your deck. In campaign mode, the selected
weakness remains a part of the investigator’s deck for the entire
campaign, unless it is removed by a card ability. New weaknesses are
not automatically added at the beginning of subsequent campaign
scenarios, but card abilities or scenario instructions may instruct an
investigator to gain additional weaknesses.

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.

Roland Banks, the Fed


Investigator Events (8)
• Roland Banks ( 1) • Evidence! ( 22)
• Dodge ( 23)
Assets (17) • Dynamite Blast ( 24)
• Roland’s .38 Special ( 6) • Mind over Matter ( 36)
• .45 Automatic ( 16) • Working a Hunch ( 37)
• Physical Training ( 17) • Barricade ( 38)
• Beat Cop ( 18) • 2x Emergency Cache (
• First Aid ( 19) 88)
• Machete ( 20)
• Guard Dog ( 21) Skills (6)
• Magnifying Glass ( 30) • Vicious Blow ( 25)
• Old Book of Lore ( 31) • Deduction ( 39)
• Research Librarian ( 32) • 2x Guts ( 89)
• Dr. Milan Christopher • 2x Manual Dexterity (
( 33) 92)
• Hyperawareness ( 34)
• Medical Texts ( 35) Weaknesses (2)
• 2x Knife ( 86) • Cover Up ( 7)
• 2x Flashlight ( 87) • Silver Twilight Acolyte
( 102)

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)

LEARN TO PLAY
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.

Agnes Baker, the Waitress Wendy Adams, the Urchin


Investigator Events (8) Investigator • Backstab ( 51)
• Agnes Baker ( 4) • Drawn to the Flame ( 64) • Wendy Adams ( 5) • Sneak Attack ( 52)
• Ward of Protection ( 65) • Cunning Distraction
Assets (17) • Blinding Light ( 66) Assets (17) ( 78)
• Heirloom of Hyperborea • Cunning Distraction • Wendy’s Amulet ( 14) • “Look what I found!”
( 12) ( 78) • Switchblade ( 44) ( 79)
• Forbidden Knowledge • “Look what I found!” • Burglary ( 45) • Lucky! ( 80)
( 58) ( 79) • Pickpocketing ( 46) • 2x Emergency Cache
• Holy Rosary ( 59) • Lucky! ( 80) • .41 Derringer ( 47) ( 88)
• Shrivelling ( 60) • 2x Emergency Cache • Leo De Luca ( 48)
• Scrying ( 61) ( 88) • Hard Knocks ( 49) Skills (6)
• Arcane Studies ( 62) • Leather Coat ( 72) • Opportunist ( 53)
• Arcane Initiate ( 63) Skills (6) • Scavenging ( 73) • Survival Instinct ( 81)
• Leather Coat ( 72) • Fearless ( 67) • Baseball Bat ( 74) • 2x Overpower ( 91)
• Scavenging ( 73) • Survival Instinct ( 81) • Rabbit’s Foot ( 75) • 2x Unexpected Courage
• Baseball Bat ( 74) • 2x Perception ( 90) • Stray Cat ( 76) ( 93)
• Rabbit’s Foot ( 75) • 2x Unexpected Courage • Dig Deep ( 77)
• Stray Cat ( 76) ( 93) • 2x Knife ( 86) Weaknesses (2)
• Dig Deep ( 77) • 2x Flashlight ( 87) • Abandoned and Alone
• 2x Knife ( 86) Weaknesses (2) ( 15)
• 2x Flashlight ( 87) • Dark Memory ( 13) Events (8) • Amnesia ( 96)
• Haunted ( 98) • Elusive ( 50)

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

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