arkham horror cheat sheet
TRANSCRIPT
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7/25/2019 Arkham Horror Cheat Sheet
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PHASE SUMMARYUPKEEP MOVEMENT ARKHAM
ENCOUNTERSOTHER WORLDENCOUNTERS
MYTHOS
Refresh CardsPerform UpkeepUse ItemsAdjust Sliders
-Fight or Evade allMonsters
-Standup (If previously delayed) OR-(Arkham)Move your
speed value or less-(Other World) Moveto right, or back toArkham
-Pickup any clues atdestination
DrawCard
ShuffleDeck
DrawCard
Discard-Open Gate(doom token)
-Spawn Monsters
-Place Clue Token
-Move Monsters
-Resolve Special Abilty
NO GATE:
Location Specific Action OR
MONSTER INFO
BLACK YELLOW RED GREEN BLUE
Normal Movement Stationary Fast - Moves twice Unique - read back side ofmonster card for movement info.
Flying - moves to adjaceinvestigators in the street, or tosky if there are none.
AMBUSH - Investigator cannont fleeENDLESS - Monster cannot be collected as a monster trophyX RESISTANCE - 1/2 damage of resisted type (Round up)X IMMUNITY - X dmage type is negatedNIGHTMARISH # - Passing the horror check still costs # sanityOVERWHELMING # - Defeating the monster still costs # stamina
MONSTER SPECIAL ABILITIES
MONSTER CARD BREAKDOWN
-3Ghoul AmbushMost of the bodies while roughlybipedal, had a forward shampingand a vaguely canine cast. Thetexture of the majority was a kindof unpleasant rubberiness.
-3 -3
ToughnessSanity CostHorror Modifier
Special Abilitie (Refer Le
Quote/InstructCombat ModifiStamina Cost
(Refer above)Movement TypeMonster NameEvade Modifier
Movement Symbol
COMBAT
HORRORCHECK
Win
Lose LoseSanity
FIGHTor
FLEE
Win
Win
Lose LoseStamina
COLLECT TROPHY
BATTLE ENDS(Stay put)
Roll for Spell Casting*
ChooseEquipment/
Spells**
Casting a spell before rolling for damage only really pertains to situations like like casting Red Sign of Shudde Mellbefore the horror check to negate Nightmarish.*If you had cast a spell like Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.
GATE:
Explored:Close/SealGate(Discard monsters with samesymbol as a closed gate)
Unexplored:Drawnthrough the gate, draw acard next phase
NSANE/UNCONCIOUS
Discard half of all items (Rounded down)ommon items, unique items, and spells)
emove half of all clue tokens (Rounded down)
Arkham:anity redueced to 0: go to Asylum gain 1 Sanityamina redueced to 0: go to St. Marys gain 1 Stamina
Other World:ou are lost in time and space, gain sanity and staminaa minimum of 1.
oth Sanity and Stamina reduced to 0:evoured
EVADECHECK(Skip to
horror checkif not evading)
LoseStamina
Win
Lose
BATTLE ENDS COMBAT
CHECKEVADECHECK
GAME SETUP
MONSTER LIMIT = (# of players) + 3OUTSKIRTS LIMIT = 8 - (# of players)MAX # OF OPEN GATES = 9 - (# of players)/2 (Rounded down)DAMAGE TO ANCIENT ONE: cost of 1 doom token = (# of players)SENT TO JAIL = Lose half your money and become delayed.
(Optional)
(Optional)
Reso ve any Rumor Car 's
that require "end of turn"
actions.
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7/25/2019 Arkham Horror Cheat Sheet
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Game Setup Phase Ancient One Awakes if
1. Prepare playing area
2. Place clue tokens on unstable locations. (red diamonds)
3.
Select first player and give token to them.
4.
Determine investigators.
5. Choose ancient one randomly.
6. Place decks
7. Hand out fixed posessions.
8. Shuffle investigator decks.
9. Hand out random posessions.
10.
Hand out sanity, stamina and sliders.
11.Create monster cup.
12.Shuffle monster decks and gate markers.
13.Place investigators on their homes.
14.Draw and resolve a non-rumor mythos card.
15.Add a doom token.
Doom Track is full.
Too many gates open.
No gate markers are left.
No monsters left in the cup.
Terror level reaches 10 and the
monster count is twice the normal
monster limit.
** Fill its doom track when it awakens.
Closing & Sealing Gates
Close: Loreor Combatcheck
modified by the number on the gate
or use an Elder Signcard
** All monsters with that gates dimensional
symbol return to cup.
Seal: Discard 5clue tokens
immediately after closing.
Skill Checks Ancient One Battle
Combatchecks Fight
Evadechecks Sneak
HorrorchecksWill
Spellscheck Lore
1. Investigators Refresh & Trade items.
2. Each investigator attacks in turn.
3. Ancient One attacks.
Terror Level Actions
Return one ally to the deck for every increase.
At 3the General Store closes.
At 6the Curiositie Shoppe closes.
At 9Ye Olde Magick Shoppe closes.
At 10the Monster limit is removed. Add a doom token.
Arkham is overrun.