Professional Documents
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Learn To Play
Learn To Play
27 Damage Tokens (1s and 3s) 30 Resource Tokens 30 Clue/Doom Tokens (double-sided)
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. Magali Villeneuve © 2016 FFG 1
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.
HARD / EXPERT Prey – Highest .
Hunter. Retaliate.
–2. If you fail, after this skill
test, search the encounter deck A figure in red robes wearing a bone mask.
and discard pile for a Ghoul It gibbers and snarls before leaping to attack.
enemy, and draw it. Shuffle the
encounter deck.
Victory 2.
© 2016 FFG 1/16 104b 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 (double-sided) Enemy Card Treachery Card
3
LEARN TO PLAY
First Game Setup ==Some cards have an upgraded version with one or more white
pips in the upper left-hand corner of the card. When building
these starter decks, do not include these upgraded versions.
To set up the first game, perform the following steps in
order. The game is best learned with one or two players.
1. Choose investigator(s). Each player chooses an investigator
and places that investigator’s card in his or her play area.
When building
starter decks,
1 1
Magnifying Glass
Magnifying Glass
only use cards
For the first game, it is recommended that one player use that have no
ASSET
ASSET
Roland Banks (card 1). If there is a second player, it is white pips in
recommended that that player use Wendy Adams (card 5). this area.
2. Choose one of those investigators to be the 4. Assemble token pool. Place the damage, horror, clue/doom,
lead investigator for this game, and give and resource tokens within easy reach of all investigators.
that player the Campaign Guide.
==The token pool serves as a repository for all tokens
==The lead investigator is the player who will break ties and that are not being used at a givenFast.moment. Item. Tool.
make decisions for the group whenever there is a conflict. You get +1 while investigating.
5. Assemble the chaos bag. Place the 16 chaos tokens indicated
3. Assemble and shuffle the player decks. The cards used below into an opaque container such as a bag, bowl, or cup.
A lens into a world unseen can reveal things you wish it hadn’t.
in each of the recommended investigators’ starter decks This container is referred to as the “chaos bag.” Return the
are detailed in the “Investigator Starter Decks” sidebar. other chaos tokens to the game box. Illus. German Nobile © 2016 FFG 30
4
LEARN TO PLAY
one scenario to carry over into later scenarios. If the players are front porch out into the rainy street, toward Rivertown.
instructed to cross out one of these notes, the crossed off note is
Æ In your Campaign Log, record that your house is
ignored for the remainder of the campaign.
still standing.
9. Find the scenario cards for “The Gathering.” The encounter Æ In yourthe
13. Put Campaign Log, record
Study into that the
play (card GhoulWhen
111). Priest is
a
still alive.
sets used in this scenario are (card identification numbers location is put into play, it always enters play with
Part I: The Gathering
in parentheses): The Gathering (cards 104–119), Rats (card Æ The
its lead investigator earns
unrevealed sidethe Lita Chantler
faceup. card and side
The unrevealed
may include it in his or her deck. This card does not
159), Ghouls
You and (cardshave
your partners 160–162), Striking strange
been investigating Fear (cards 163–165),
events taking of a location can be identified by the presence of a
count toward that investigator’s deck limit.
Ancient Evilshome
place in your (card
city166), and Chilling
of Arkham, Cold (cards
Massachusetts. Over the167–168).
past few keyhole symbol below its title (pictured below).
The cards
weeks, in townspeople
several each encounter setmysteriously
have gone have a symbol identifying
missing. Lately, their Æ Each investigator earns experience equal to the Victory
corpsesashave X= =Read
value the flavor
of each card intext on the display
the victory unrevealed
(remember
them partturned up in
of that the woods, savaged
encounter and half-eaten.
set. In the Campaign TheGuide,
police
to addside of thelocations
eligible Study attothis time. display). Each
the victory
and information
this newspapers haveisstated that wild
presented inanimals are responsible,
the following manner: but you
believe there is something else going on. You are gathered together at the investigator earns 2 bonus experience as he or she
lead investigator’s home to discuss these bizarre events. gains insight into the hidden world of the mythos. Study
Resolution 1: You nod and allow the red-haired woman to
Study
Setup set the walls and floor of your house ablaze. The fire spreads
quickly, and you run out the front door to avoid being caught
Æ Gather all cards from the following encounter sets: The in the inferno. From the sidewalk, you watch as everything
Gathering, Rats, Ghouls, Striking Fear, Ancient Evils, and you own is consumed by the flames. “Come with me,” the
Chilling Cold. These sets are indicated by the following icons: woman says. “You must be told of the threats that lurk below.
Alone, we are surely doomed…but together, we can stop it.”
Æ In your Campaign Log, record that your house has
Æ Put the Study location into play. Set each other location aside, burned to the ground.
out of play. Each investigator begins play in the Study. 14. Set every other location aside, out of play. These cards
==When gathering encounter cards, gather all copies of each card Æ The
arelead
theinvestigator earns the
Hallway, Attic, Lita Chantler
Cellar, card(cards
and Parlor and 112–115).
Æ Set the Ghoul Priest and Lita Chantler cards aside, out of play. may include it in his or her deck. This card does not
in the listed encounter sets. Use the encounter set numbers LO C ATION
Æ(#/#)
Shuffle ==When
count thethat
toward players are instructed
investigator’s to “set aside” encounter
deck limit.
at the
the remainder
bottom of ofeach
the encounter
encounter cards
card (from
to aidthe
you.
previously gathered encounter sets) to form the encounter deck. or player cards, those cards are not used right away
10. Set agenda deck. Assemble the agenda deck (in sequential but shouldYou’ve
be been
keptinvestigating
close atthehand, as they
strange events LOmay be
C ATION
occurring
order so that “agenda 1a” is on top, “agenda 2a” is next, in Arkham for several days now. Your desk is covered in
needed atnewspaper
a laterarticles,
point during thewitness
scenario.
etc.) using the agenda cards from the encounter sets
2 police reports, and accounts.
Act 3a
What H
av e You D
Act 2a
stands heAct
one?
in your1a es.
Shroud Value Illus. Yoann Boissonnet © 2016 FFG 8/16 111 Clue Value
a torche tre Bad rri in err ey ?”
an with Thha ier to your
A wom a glimmer of ne to my barr n h e
capat
parlor, havewin do rier fo
yogu bar blorecksyo uthe intens
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thbefore
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it at the door to
dirteyes,
16. Set the Ghoul Priest (card 116) and Lita
da haneadfu thvanishes as theyour
Chantler (card 117) cards aside, out of play.
u, an
up tea
k wabehind in hor in
ingYou’re
yo l mleaving
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eth
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atedjec , adtive – the Hallway may, of
defeOb
group, spe ance.
s in
investigatornd the requisite
number
110 17. Assemble the encounter deck. Take the remainder of
7/16
3
clues to adv
the cards found during step 9 (i.e., the cards that were
6 FFG
© 201
Vega 109
Illus. Jose 6/16
© 2016 FFG
2
Illus. Jose
Vega
5
LEARN TO PLAY
6
Agenda 1a Act 1a
The Gathering
EASY / STANDARD
What’s Going On?! Trapped
–X. X is the number of Ghoul
It is late at night. You are holed up As you leap to investigate, the door to enemies at your location.
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. –1. If you fail, take 1 horror.
chanting coming from your parlor down
the hall. At the same time, you hear dirt
churning, as if something were digging
beneath the floor. –2. If there is a Ghoul enemy at
your location, take 1 damage.
Scenario
Reference
3 2
Encounter
Illus. Mark Molnar © 2016 FFG 2/16 105 Illus. Jose Vega © 2016 FFG 5/16 108
Discard Pile
© 2016 FFG 1/16 104a
Act
Deck
Deck
Deck
Agenda
Encounter
Encounter Area
Roland’s Assets
Wendy’s Assets
Study
Wendy’s
Roland’s
2 LO C ATION 2
Mini Card
Mini Card
The door to your study has vanished.
4
7
LEARN TO PLAY
1
© 2016 FFG
Drifter.
The Fed
(Study)
When you reveal a chaos
token, choose and discard
1 card from your hand:
Cancel that chaos token and
return it to the bag. Reveal a
new chaos token. (Limit once
per test/ability.)
effect: +0. If Wendy’s
Amulet is in play, you
automatically succeed
instead.
Roland Banks
Location
4
Illus. Jacob Murray
3
3
per round.)
9
Roland’s Threat Area
The Urchin
your location.
4
Wendy Adams
5
© 2016 FFG
worked, until now.
After you defeat an
Agency. Detective.
Investigator Card
Investigator Card
Roland’s Deck
Token Pool
Wendy’s Resource Pool
Illus. Chun Lo
Hunter. Retaliate.
Hunter. Retaliate.
4
Victory 2.
Ghoul Priest
Victory 2.
resolve the conflict in the manner the players perceive as the
© 2016 FFG
ENE MY
5
ENE MY
4
scenario, and continue with the game. This is known as “The
13/16
Grim Rule,” and using this rule helps to keep the game moving
116
Illus. Chun Lo © 2016 FFG 13/16 116
Victory 1.
The phrase “in player order” is used to dictate the order in Illus. Yoann Boissonnet © 2016 FFG Illus. Yoann Boissonnet © 2016 FFG 10/16 113
7
LEARN TO PLAY
Skills and Skill Tests Concluding a Skill Test
If the investigator’s modified skill value is equal to or higher
Each investigator possesses four skills: willpower (), than the difficulty value of the skill test, the investigator
intellect (), combat (), and agility (). The higher an succeeds at the test. Otherwise, the investigator fails. The
investigator’s value for a particular skill, the better that ability or game step that initiated the skill test provides
investigator is at performing tasks with that skill. instructions for the consequences of succeeding and/or failing.
A number of situations require an investigator to make a skill Some skill cards have an ability that resolves upon the
test. A skill test pits the investigator’s value in a specified completion of a skill test, if the card is committed to that test.
skill against a difficulty value determined by the ability or
game step that initiated the test. To perform a skill test, a Upon completion of a skill test, discard all
player reveals a random chaos token from the chaos bag, which investigator cards committed to that test, and return
modifies his or her skill value. If the modified skill value equals the revealed chaos token to the chaos bag.
or exceeds the test’s difficulty, the investigator succeeds at
the test. The consequences of succeeding at or failing a test
are provided by the card or action that initiated the test.
Modifying Skill Value for Skill Tests Skill Test Example
Before drawing a chaos token for a skill test, the investigator Wendy Adams draws the encounter card Grasping
may boost his or her skill value. There are two ways to do this: Hands, which reads: “Revelation – Test (3).
First, the investigator may commit eligible cards from his For each point you fail by, take 1 damage.”
or her hand to the test. An eligible card bears one or more Wendy’s agility value is 4, and the difficulty of this test
icons matching the skill type of the test being performed. is 3. Wendy is low on health, so it’s important that she
A wild icon (?) matches all skill types. Each matching icon succeed at this test! Wendy has no cards in hand with
committed to a test increases the investigator’s skill value icons that can be committed to this test. Her partner,
by 1 for that test. The investigator performing the test may Roland, is at her location and decides to commit one
commit any number of cards from his or her hand to the card to the skill test, which has 1 icon. This gives
test. Each other investigator at the same location as that Wendy a +1 bonus to her agility skill for this test.
investigator may commit 1 card from his or her hand to help.
Perception Wendy now pulls a chaos token at random from the
Perception chaos bag, and reveals a “–2.” This modifier is applied
SKILL
SKILL
8
LEARN TO PLAY
Round Sequence If an investigator is engaged with one or more ready enemies,
performing any action other than to Evade, to Fight,
or to Activate an ability with either a Parley or Resign
Arkham Horror: The Card Game is played over a series of designator in its text causes each of those enemies to attack
rounds. During a round, the investigators encounter the the investigator. (See “The Enemy Phase” on page 12.)
terrifying forces of the Mythos, move through and explore This type of attack is called an attack of opportunity.
mysterious locations, fend off dangerous enemies, and finally, An investigator may end his or her turn early if there are no
collect their bearings in anticipation of the next round. other actions he or she wishes to perform. To indicate that an
Each round is divided into the following four phases: investigator’s turn is over, flip his or her mini card facedown,
1. Mythos phase (skip on the first round of the game) to its black and white side. Unused actions are lost and
cannot be saved for future turns. After each investigator has
2. Investigation phase
completed his or her turn, play proceeds to the enemy phase.
3. Enemy phase
4. Upkeep phase
Important Note: During the first round of the game, Tutorial Tip
skip the mythos phase. Proceed to the investigation
phase. The mythos phase is described on page 13. At the beginning of the game, the investigators are
Once all four phases are complete, the round is over, trapped in the Study. How should they proceed?
and play proceeds to the mythos phase of the next In this situation, some actions are better than others.
round. Each phase is described in detail below. If an investigator has asset cards in hand that seem
as if they might be useful, that investigator should
The Investigation Phase consider using the Play action to play one or two of
those cards—this will ensure that the investigator is
prepared when an unexpected challenge or enemy comes
In the investigation phase, the investigators take
his or her way. There are also clues in the Study; the
center stage. What they choose to do depends on the
investigators should consider using the Investigate action
circumstances and the investigator in question.
in an attempt to find these clues so they can advance
During this phase, each investigator takes a separate turn. the act deck. Alternatively, the Draw action and the
The investigators, as a group, choose which investigator Resource action could be useful in helping an investigator
takes the first turn. When an investigator’s turn ends, build up cards and resources for later in the game.
choose an investigator to take the next turn, and so on,
until each investigator has taken his or her turn.
Each investigator has three actions during his or her
turn that may be used to perform a variety of tasks. An Each of the actions is described in detail in the following sections:
investigator may perform any of the following, as many
times as he or she would like, and in any order, providing Draw
the investigator has an action available to pay for that task.
On his or her turn, an investigator may use an action to: The investigator using this action draws one
card from the top of his or her deck.
==Draw 1 card.
==Gain 1 Resource. Resource
==Activate an (action trigger) ability. The investigator using this action gains one
==Engage an enemy at his or her current location. resource from the token pool.
==Investigate his or her current location.
Activate
==Move to a new connecting location.
The investigator using this action resolves an (action trigger)
==Play an asset or event card from his or her hand.
ability on a card under his or her control, on an encounter card
==Attempt to Evade an enemy engaged with him or her. at his or her location, or on the current act or agenda card.
==Fight an enemy at his or her current location.
9
LEARN TO PLAY
Engage Evade
The investigator using this action engages one enemy The investigator using this action attempts to evade one
that is at his or her location. To engageStudy
an enemy, the enemy he or she is engaged with. That investigator makes
investigator places that enemy in his or her threat area. an agility () test against that enemy’s evade value:
Strategy Tip: This action may be used to engage either an enemy
Flesh-Eater
that is not currently engaged or an enemy that is currently
engaged with another investigator at the same location. 4
Flesh-Eater 4 1
Investigate 4 4 Humanoid.
1 Monster. Ghoul.
Spawn – Attic.
The investigator using this action investigates
Study his or her current Humanoid. Monster. Ghoul. Enemy Evade Value
Spawn – Attic.
location in an attempt to find clues. That investigator makes an
intellect () test against the shroud value of that location: A monstrous creature feeds from the
A monstrous creature feeds from the
rotting carcass in therotting
attic. carcass in the attic.
If the skill test is successful, the investigator successfully
evades the enemy. The enemy is exhausted, and the
Victory 1.
2 LO C ATION 2 engagement is broken. Move theVictory
threat area to the investigator’s
enemy from
current
1. the investigator’s
location to mark
ENE MY
10
LEARN TO PLAY
Play If an investigator wishes to play or gain control of an asset
that requires a slot already held by a different asset, the
When an investigator uses this action, that investigator investigator must choose and discard an asset or assets under
selects an asset or event card in his or her hand, pays his or her control to make room for the newly acquired asset.
its resource cost, and plays it. A card’s resource cost
and cardtype are found in its upper left corner. Fight
The investigator using this action attacks one enemy
4 .45 Automatic
4 .45 Automatic
that is at his or her location. That investigator makes a
combat () test against the enemy’s fight value:
ASSET
ASSET
Flesh-Eater
The .45 Automatic is an
asset that costs 4 resources. 4
Flesh-Eater 4 1
To pay a resource cost, the investigator playing the card Spawn – Attic.
Humanoid. Monster. Ghoul.
Flesh-Eater
must move a number of resources equal to the cost from 4 4 1
his or her resource pool to the general token pool.
4
A monstrous creature feeds from the
Uses (4 ammo).
Item. Weapon. Firearm.
Humanoid. Monster. Ghoul.
4
rotting carcass in the attic. 1
The rules for playing each cardtype are as follows: Enemy
Spend 1 ammo: Fight. You get +1 for this
Spawn – Attic. Victory 1. Humanoid. Monster. Ghoul.
attack. This attack deals +1 damage.
==If the played card is an eventThecard, its effects
first semiautomatic pistol wasare resolved
produced in the
Fight Value Enemy Health
late 1800s, slowly becoming widespread among
and it is then placed in its owner’s discard pile. military and police.
Spawn – Attic.
ENE MY
==If the played card is an asset card, it is placed in the play A monstrous creature feeds from the
If the combatrotting
test iscarcass
successful, the attack succeeds and the
in the attic.
area of the investigator playing the card and remains in
Illus. John Pacer © 2016 FFG 16
investigator deals 1 damage to the Aattacked enemy.
monstrous Some
creature feeds from the
play until an ability or game effect causes it to leave play. weapons, spells, or other special attacksrotting carcass in
may modify thetheamount
attic.
==Skill cards are not played. For their abilities and of damage dealt. Place
Victorya number
1. of damage tokens equal to the
icons to be used, these cards must be committed amount of damage dealt on the enemy. If an enemy has as much
(or more) damage on it as it has health, the enemy Victory 1.
is defeated
to a skill test from a player’s hand (see page 8).
Item. Weapon. Firearm. and placed in the encounter
ENE MY discard pile. If the bottom of the
Illus. Reiko Murakami © 2016 FFG 15/16 118
The icons below indicate that an asset counts against an investigation phase. TheIllus.
investigators
Reiko Murakami
are encouraged to work
© 2016 FFG 15/16 11
investigator’s capacity together and plan out what they hope to accomplish each
Illus. John Pacer for the indicated©slot(s). If an asset
2016 FFG 16
has no slot symbols on it, it does not take up any slots. round. The order in which the investigators take their turns,
and the actions each investigator performs during his or her
turn, can mean the difference between success and failure.
1 accessory slot
While the investigators may plan their turns as a group,
each individual player has final authority over the
actions his or her investigator performs. For further
1 body slot 1 ally slot
guidelines on investigator communication, see the
“Table Talk” sidebar on the following page.
11
LEARN TO PLAY
4 4 1 Flesh-Eater
4 4 1
Humanoid. Monster. Ghoul.
4 4 1
Spawn –The
Attic.
amount of damage and horrorMonster.
Humanoid.
Humanoid.
dealtGhoul.
by Monster.
an enemy’s attack Ghoul.
can be found at the bottom of theSpawn
Spawn – Attic. enemy’s– text
Attic.
box:
Table Talk
A monstrous creature feeds from the creature feeds from the
A monstrous
rotting carcass in the attic.
Arkham Horror: The Card Game seeks to establish a rotting carcass in the attic. A monstrous creature feeds from the
roleplaying experience in which each player takes on rotting carcass in the attic.
Victory 1.
the role of a specific character: his or her investigator.
The nature of the game encourages players to Victory 1. ENE MY
knowledge of what everyone else knows or is thinking. After an enemy attacks during the enemy phase,
A good means of maintaining this illusion is to not exhaust it to indicate that it has attacked. (During
name, read off, or allude to individual cards that are attacks of opportunity, enemies do not exhaust.)
hidden information (i.e., in a player’s hand or deck).
For example: Wendy wants her partner, Roland,
to take an investigation action, and she desires to Roland BanksIllus. Reiko Murakami
3 3 4© 2016 FFG
2
Damage15/16
and Horror
15/16
communicate that she can help. Instead of saying Illus. Reiko Murakami © 2016 FFG
The Fed
118
something like “Take an investigation action; I can Agency. Detective.
play Perception” or “Investigate our location; I can An investigator may be dealt damage
Afterand/or
you defeathorror
an
enemy: Discover 1 clue at
contribute two icons,” Wendy stays in character by during a scenario. Damage depletes an investigator’s
your location. (Limit once
saying, “You should investigate. I can help!” health, and horror depletes an investigator’s
per round.) sanity.
effect: +1 for each clue on
your location.
12
LEARN TO PLAY
The Upkeep Phase
Enemy Engagement
In the upkeep phase, the heroes and villains find their
bearings and prepare for the next round. While an enemy card is in play, either it is engaged with
an investigator (and placed in that player’s threat area),
Resolve the following steps, in order: or it is at a location (and placed at that location). Each
1. Each investigator turns his or her mini card faceup. enemy in an investigator’s threat area is considered to
2. Ready all exhausted cards. Each unengaged enemy that be at the same location as that investigator. Should the
readies at the same location as an investigator engages at this investigator move, the enemy remains engaged with
time. (See “Enemy Engagement” sidebar, in the next column.) the investigator and also moves to the new location.
3. Each investigator draws 1 card and gains 1 resource. Any time a ready non-engaged enemy is at the same
location as an investigator, it engages that investigator
4. Each investigator with more than 8 cards in and is placed in that investigator’s threat area. If
his or her hand chooses and discards cards multiple investigators are at the same location as a
from hand until only 8 cards remain. ready enemy, the lead investigator chooses which
After the above steps are complete, the game round is over. of those investigators the enemy engages. Some
Proceed to the mythos phase of the next game round. enemies also have a “Prey –” instruction, which
dictates whom it engages if there is a conflict. (See
2. Compare the total number of doom ==An investigator moves to the same
tokens in play (on the current location as a ready enemy.
agenda and on other cards in play) ==An exhausted enemy is readied at the
Doom Token
to the doom threshold of the current same location as an investigator.
agenda. If the number of doom tokens
Agenda 1a in play is equal to
or greater than the doom threshold of the current agenda,
advance the agenda deck. This is done by discarding
all doom tokens fromWhat’s Going
play, turning theOn?!
current agenda 3. In player order, each investigator draws the top card
card over, following the instructions on its reverse side, of the encounter deck. Instructions for resolving
and removingIt that
is late at night.
agenda fromYou areAfter
play. holedfollowing
up each type of encounter card are presented below.
in your study, researching the bloody
those instructions, the front side of the next card in the
disappearances that have been taking Ghoul Minion
Note: Unlessresearch,
a card specifies
you hearthat
theitsound
can advance the
of strange
Humanoid. Monster. Ghoul.
chanting from your parlor down 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”
3
in your study, researching the bloody Illus. Stephen Somers © 2016 FFG 2/7 163 Illus. Hector Ortiz © 2016 FFG 1/7 160
There are 3 doom in play. Enemy—When an enemy card is drawn, that enemy spawns
Therefore, the agenda advances. engaged with the investigator who drew the card, unless it has
a “Spawn –” instruction. If the enemy has a spawn instruction,
it spawns at the location indicated by that instruction.
13
LEARN TO PLAY
What’s Next? ==Each standard player card in a player’s deck must be
chosen in observance with the “Deckbuilding Options”
available on the back of his or her investigator card.
After the mythos phase is resolved, play proceeds to
the investigator phase as usual. Continue resolving ==A player’s deck cannot include more than 2
game rounds until players have reached the scenario’s copies (by title) of any given player card.
resolution (see “Winning and Losing,” on page 7). ==Any other “Deckbuilding Requirements” on the back
After you’ve completed the game, you may wish to continue of a player’s investigator card must be observed.
the campaign. To do so, read “Expanded Campaign ==At the beginning of a campaign, an investigator
Rules,” on pages 3 and 4 of the Campaign Guide. Then may only include level 0 cards in his or her
proceed to the scenario “The Midnight Masks,” using the deck (see “Card Levels,” on page 15).
setup rules found on page 27 of the Rules Reference.
Some players may wish to practice using different investigators Random Weakness
before proceeding with the campaign. To do so, use the
“Custom Deckbuilding” rules below or use the starter decks Most investigators have a deckbuilding requirement that instructs
listed on page 15 to replay the first scenario, “The Gathering.” the player to add a random basic weakness to his or her deck.
A quick reference of keywords, icons, and important A basic weakness is identified by this symbol:
game symbols can be found on the back cover of this
book. Additionally, the Rules Reference book thoroughly
covers the finer points of the game. Be sure to use these
references frequently while mastering the game.
TR E ACHERY
Amnesia
Custom Deckbuilding BASIC WEAKNESS
Madness.
Revelation – Choose and discard all but 1 card
from your hand.
The Arkham Horror: The Card Game core set is designed To select a random basic weakness, take
Wait…where am I?aWhat
setwasofI doing?
the ten
to be a complete game experience with significant basic weaknesses in this core set, shuffle those weaknesses
replayability. After learning the basics of the game, together, and draw one at random to add to the investigator’s
Illus. Chris Peuler © 2016 FFG 96
players may wish to explore building original decks. deck. Some Arkham Horror: The Card Game products add
additional basic weakness cards to a player’s collection.
Why Build a Custom Deck? Simply add these cards to the ten cards found in the core set
when selecting random basic weaknesses in the future.
Deckbuilding is a process by which a player may customize
his or her deck to take on the scenarios using original For example: Stephanie owns two copies of the core set, one copy
strategies and ideas. This allows a player to experience the of the first deluxe campaign expansion, and one copy of the first
game in new ways; instead of adapting his or her play to the Mythos pack. To create a single set of basic weaknesses, she takes all
strategy of a starter deck, each player may construct a deck of the basic weaknesses in one core set, in one copy of the first deluxe
that functions as he or she desires. When a player constructs campaign box, and in one copy of the first Mythos pack, and shuffles
an original deck, that player doesn’t just participate in them together. Her basic weakness is drawn at random from this pool.
the game: he or she actively shapes how it is played. The weakness selected via the process described above is
added to the player’s deck at the end of the deckbuilding
Deck Customization Rules process, after all other cards in the player’s deck have been
selected. In campaign mode, the selected weakness remains
The following are the deck customization rules for a part of the investigator’s deck for the entire campaign,
Arkham Horror: The Card Game investigator decks. Note unless it is removed by a card ability. New weaknesses are not
that for more deckbuilding options, players may want to automatically added at the beginning of subsequent campaign
obtain other expansion sets containing new cards. scenarios, but card abilities or scenario instructions may
==A player must choose exactly 1 investigator card. instruct an investigator to gain additional weaknesses.
==A player’s investigator deck must include the exact number
of standard player cards indicated on the back of his or
her investigator card as the “Deck Size.” For each of the
investigators in the core set, this number is 30. Weaknesses,
investigator-specific cards, and scenario cards that are
added to a player’s deck do not count toward this number.
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LEARN TO PLAY
“Skids” O’Toole starter deck: “Skids” O’Toole (3),
On the Lam (10), Hospital Debts (11), 1 copy of each
Card Levels level 0 Rogue card (44–53), 1 copy of each level
0 Guardian card (16–25), 2 copies of Knife (86), 2 copies
A card’s level is indicated by the presence of white
of Flashlight (87), 2 copies of Emergency Cache (88), 2
pips beneath its cost. The card’s level is equal
copies of Guts (89), and 2 copies of Overpower (91).
to the number of such symbols on the card.
Agnes Baker starter deck: Agnes Baker (4), Heirloom of
Hyperborea (12), Dark Memory (13), 1 copy of each level
2 2
EVENT
0 Mystic card (58–67), 1 copy of each level 0 Survivor
card (72–81), 2 copies of Knife (86), 2 copies of Flashlight
(87), 2 copies of Emergency Cache (88), 2 copies of
Perception (90), and 2 copies of Unexpected Courage (93).
EVENT Wendy Adams starter deck: Wendy Adams (5), Wendy’s
Amulet (14), Abandoned and Alone (15), 1 copy of each
level 0 Survivor card (72–81), 1 copy of each level
3 white pips indicate that
0 Rogue card (44–53), 2 copies of Knife (86), 2 copies of
this is a level 3 card.
Flashlight (87), 2 copies of Emergency Cache (88), 2 copies of
In campaign play, an investigator maySurebeGamble rewarded Overpower (91), and 2 copies of Unexpected Courage (93).
with experience points upon the completion Fortune. Insight.
of a scenario. These pointsaFast.
may
purchase higher-level cardsSwitch
Play after you reveal a chaos token with
to use
bemodifier.
negative spent to
in his
that token’s ora “+”.
“–” to her
Credits
deck during that campaign. (See “Campaign Game Design: Nate French and Matthew Newman
Play” on page 5 in the Rules Reference.)
Editing: Patrick Brennan
Illus. Sara Biddle © 2016 FFG 56
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LEARN TO PLAY
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 Guardian
A keyword is an attribute that conveys specific rules
to its card. The following section serves as a quick
reminder of how each keyword functions. For complete
Seeker
rules on a keyword, see the Rules Reference.
Aloof: An aloof enemy does not engage investigators of Mystic
its own accord. (An investigator may use an action or a
card ability to engage it.) An investigator cannot attack
an aloof enemy unless he or she is engaged with it. Rogue
Fast: A player may play a fast card without spending an action.
Hunter: Each hunter enemy moves one location toward the Survivor
nearest investigator at the beginning of the enemy phase.
Massive: A massive enemy is engaged with
each investigator at its location.
Skills
Peril: When an investigator draws a card with the
peril keyword, that investigator cannot confer with or
Willpower
receive assistance from other players while resolving
the card’s revelation ability and/or spawning it. Intellect
Retaliate: If an investigator fails a skill test while attacking an
enemy that has the retaliate keyword, the enemy (if it is ready) Combat
performs its attack (damage and horror) against the investigator.
Surge: After an investigator draws and resolves an Agility
encounter card that has the surge keyword, that
investigator must draw and resolve an additional card.
Uses (X): The uses keyword creates and defines a particular token
Wild ?
type to be placed on a card when that card enters play. The value
following the keyword indicates a number of resource tokens to Chaos Tokens
be placed on the card to represent the specified token type. These
tokens are used in conjunction with the rest of the card’s ability. Reference the ability on the
investigator performing the skill test.
Instructions The investigator automatically fails the
Spawn: Indicates where an enemy spawns when drawn. test as if he or she had a skill value of 0.
Prey: Indicates which investigator an enemy
will engage (or move toward if it has the hunter
keyword) if there are multiple valid options.
Reference the revealed
Timing Triggers token’s ability on the
Action Trigger (): Costs an action to use this ability.
scenario reference card.
Free Trigger (): Does not cost an action to use this ability.
Reaction Trigger (): May be used once each time the
specified timing point occurs. Does not cost an action.
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LEARN TO PLAY