arkham horror cheat sheet

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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Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.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.

  • 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.