cults of arkham - game rules

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Game Rules

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Rule book for the board game Cults Of Arkham.

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Page 1: Cults Of Arkham - game rules

Game Rules

Page 2: Cults Of Arkham - game rules

CULTS OF ARKHAM - RULES

1.0 ABOUT THE GAME

Cults of Arkham takes place in a world where unspeakable horrors constantly threaten mankind. And while sane men dare not even speak of them, deranged cultists try to summon these beings from beyond the stars or awake them from their slumber.

In Cults of Arkham each player controls a faction of cultists trying to summon their god of choice. The players can reach this goal by:

fulfilling sinister plots and schemes; missions that require them to do specific things in Arkham.

Dominating certain powerful locations on the board.

Defeating the investigators who try to interfere with their nefarious plans.

These paths will give the players victory points (VPs), and the first player to reach 12 VP wins the game and gets to end the world her way.

2.0 COMPONENTS

1 Game board

4 Player mats

29 Ctheeples (24 Cultist meeples, 4 monster meeples and 1 investigator meeple). 20 Action dice (5 green, 5 red, 5 blue, and 5 yellow)

5 fight dice (standard six-sided dice)

10 card board tokens (including first player token) 64 Cards (12 Spells, 12 Items, 16 Special Items, and 16 Plots)

2.1 Component overview

The following sections describe the components of CULTS OF ARKHAM.

Game Board The board represents the town of Arkham in nine named locations. For more information, see Game Board Breakdown on page 3.

Cultist and Monster meeples Each player has six cultists and one monster in their respective colours.

Action dice The custom made Action Dice are used to move cultists, activate locations, initiate fights, and more. The different icons will be explained on page 5.

Fight dice Normal D6 used primarily for fighting.

Investigators The investigators (represented by a single Investigator token) move around the board and try to stop the players.

Player mats Each player has a mat used to record information and to store minions that are not in play as well as spent Action Dice. The player mats also show each faction’s special abilities

Card board tokens Used for tracking VPs, Madness, and when the investigators move. Five different types of cards The different cards can be discerned by their backs as shown below.

Plots You can gain VPs by fulfilling Plots. Plots are available for all players to complete, but only one player can complete each.

Items Cards that can be used to boost your minions. Some of the Items are weapons.

Special items Special Items can both grant you a special ability and be used to fulfil certain Plots. Special Items are divided into four categories: artifacts, elements, ingredients, and tomes.

Spells Magical spells which can be cast at a certain cost.

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Minions, cultists, and monsters

Cultists refer to a players cultist meeples and monsters to their monster meeples. The word minions is used to refer to all of a players meeples - that is, both monsters and cultists.

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Locations

The board has nine named loca-tions you can place your minions on.

Movement Lines

The red and white lines show how you can move between locations. The Investigators cannot use the red lines.

Location Abilities

Each location has one or more special abilities which can be used during the game.

Abilities above the location picture are used during the Planning phase, abilities be-low the picture are used dur-

ing Activations.

Available Cards

Every round a card is placed faced op on these spaces. The card can be gained through the nearby location’s ability.

Icons

You must place an Action die showing a hand here in order to use that ability during Activations.

Raise your Madness by one to use the ability.

Mythos. When printed on the game board you must pay one My-thos (usually by spending an Action Die) to use the ability.

You can find a list of Action Dice icons on page 4.

Coloured Hand Icons

Show that each player may only place one Action Die on this ability.

Burial Grounds and The Witch House

These locations can give Vic-tory Points and are some-times referred to as VP-locations. Burial Grounds is NOT used in a three-player game.

Game Board Layout

Investigator Move Track Used to track when the Investigators move. Use the smaller track in a three player game.

Victory Point Track The players track their VPs here.

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On The Riverbank River Docks, Hangman’s Hill, Burial Grounds and East Side Church are considered to be on the riverbank.

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3.0 SETUP

1. Arrange decks Arrange Items, Spells, and Special Items into separate decks, shuffle them and place them near the game board.

2. Create the Grave Pile Draw the following cards and shuffle them together to form the Grave Pile.

3 players – 1 item and 2 Special Items

4 players – 2 Items and 3 Special Items.

Place the Grave Pile next to the board. During the game the players can draw cards from the bottom of the Grave Pile, while discarded cards are placed facedown on top of it.

2. Arrange Plots Shuffle the Plots to form a plot deck and place it near the top of the board. Then draw three cards from the Plot Deck and place them face up near the board. These are the available Plots. New Plots will be made available during the game.

3. Investigators Place the investigator token on the M space of the investigator move track on the game board. Then place the Investigator meeple on Merchant District.

4. Determine first player Give the player who was most recently part of a witch coven, saw a building with non-euclidean geometry, or wrote a dramatic journal entry the first player token. Alternatively you may roll a die. 5. Choose factions The first player chooses a faction to play, then proceed clockwise around the table. 6. Player setup Each player places his player mat in front of him. His monster is then placed on the monster space and six cultists on the Reserves. Put a token on the zero space on the Madness track on the player mat and one on the zero of the VP track on the game board.

Each player also takes five Action Dice in his faction’s colour and the matching Scheme. You are now ready to begin.

4.0 PLAYING THE GAME

4.1 Overview

The game is played over a series of game rounds with each round consisting of four different phases.

Upkeep

Planning Phase

Combat Phase

Activations Phase

During Upkeep you do administrative things like revealing new cards. In the Planning Phase you use your Action Dice to move your cultists, make ready to activate locations, contest locations in order to fight during combat, and in general prepare to excel in the next two phases.

In the Combat Phase you first have players vs. investiga-tors combat on the space they are occupying, and then player vs. player combat on contested locations. Minions from different players can share a location without fight-

ing if it’s not contested.

Finally in the Activations Phase the different location abili-ties are used by the players.

Victory Points can be scored in all three phases depend-ing on Schemes and Plots.

4.2. Upkeep During Upkeep the players perform all of the following in order. 1. Pass the first player token clockwise (not on the very first turn).

2. Discard all available cards (place them face down on - the top of the Grave Pile).

3. Draw an Item, a Special Item, and a Spell and place them in the appropriate slots on the game board.

4. If the Investigators are lying down, place them on Mer-chant District standing up.

5. Reveal new Plots until you have three available.If you empty the plot deck, do not reshuffle.

6. Each player then: - lowers his Madness by one (Madness is explained on page 5) - places all his Action Dice in front of him - refreshes all his exhausted cards (if any).

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Faction Specific Action Dice

Each faction has four normal Action Dice and one die that is unique to that faction. Action Dice are explained in detail on p. 4.

Reshuffling Decks

If a deck ever runs out of cards, search the Grave Pile for all cards of that type and shuffle them into a new deck. Then reshuffle the remaining cards in the Grave Pile and return them to the Grave Pile board space.

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4.3 The Planning Phase

During the Planning Phase the players take one action at a time using their Action Dice or card or board abilities. The Planning Phase ends when all players have passed.

4.3.1 Player actions Starting with the first player you take turns taking an ac-tion or passing. The turn goes around the board clock-wise with each player taking one action at a time until all have passed. When all players have passed, the phase ends.

During a turn a player does the following: 1. Roll all his Action Dice (only on his first turn of the Planning Phase). 2. Reroll (optional)

3. Take an action or pass. Rerolling Raise your Madness by one to reroll one or more of your unspent Action Dice. You only gain one Madness for the entire reroll and not for each die. You may reroll as long as you can still raise your Madness.

Taking an action Now you may take an action or pass. You may only take one action at a time. After you've taken an action, leave your unspent dice on the table in front of you without changing them. The available actions are: 1. Spend a die with movement icons and move your min-ions. (See 4.3.2)

2. Place a die showing a hand on a board space with a hand and at least one of your cultists on the correspond-ing location. You do this in order to use the location abil-ity during the Activations Phase.

3. Place a die showing an explosion on any location in order to contest it. This requires a minion on the location.

(See 4.3.3 for more info on placing dice on the game board.)

4. Use a card or board ability saying “action”. Using a card to take an action requires you to exhaust it (turn it sideways) or maybe discard it (place it facedown on top of the grave pile).

5. Pass. If you pass you cannot later take actions, but you are still allowed to spend your action dice as re-sources if you eg. want to cast a spell in the combat phase. Leave your unspent Action Dice in front of you.

At any time immediately before or after taking an action, you may also qualify for Victory Points. This is explained further on page 9.

If you spend an Action Die to pay for an action or to move, place it in your spent dice box.

Play continues around the board until all players have passed. If you cannot take and action an cannot not reroll or do not want to, you have to pass.

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Contested Spaces

During combat player vs. player combat will hap-pen on contested locations. Each player may only place one explosion on a given location.

The Action Dice

Clue - Immediately advances the Investi-

gator tracker. See box on p. 5.

Mythos - used to pay for game effects on

cards and/or the board.

Explosion - Contests a location. All fig-

ures on the location will then fight in the

Combat Phase. During player vs. player

combat an explosion may be used as +1

Reroll on that location.

Feet/explosion - Move two times or use

as an explosion.

Foot/hand - Move one figure one location

or use as a hand to activate location abili-

ties. Each normal die has two of these

side faces.

+1

Immediately advance the investigator

tracker twice.

Counts as two Mythos.

If used to contest, gain +1 fight during

combat. Not against The Investigators.

Immediately advance the Investigator

tracker and gain one Madness.

Aquatic movement. When moving with

this you may move any number of

minions from one location to another if

both are on the riverbank (see p. 3)

Action: All other players gain one

Madness.

Faction Specific Dice Faces

Each faction has one unique action die with one or more

special abilities.

Madness

The more your cultists learn about the un-speakable horrors from beyond time and space, the more they’ll slide into madness during the game. Each player has a Madness Track on their play mat showing how mad their followers are. During the game you can gain Madness to reroll your Action Dice. But the madder your cultists are, the fewer rerolls you’ll have left, and thus they’ll be less and less likely to do as you want them to. Madness is also used to pay for certain game effects. When you have 8 Madness, you gain a special effect noted on your player mat.

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4.3.2 Movement You use your Action Dice to move your minions. For each foot on an Action Die you spend, you can do one of the following:

a - Move a minion from your Reserves to any non-VP location on the board ignoring the movement lines.

b - Move a minion from a location on the board to any location connected with a movement line. Remember that minions can use both white and red movement lines, and that Burial Grounds is not used in a three-player game.

You may move the same minion several times during the Action Phase. So with an Action Die showing two feet you could for instance move one cultist from your Re-serves to River Docks and then move the same cultist to The Witch House.

4.3.3 Placing Dice On The Game Board

You place dice showing explosions and hands on the game board in order to contest a location or activate loca-tion abilities later (see page 8-9 for an overview of the different abilities.)

You may only place dice on a location if you have a min-ion there – except Arkham Sanitorium where you are al-ways allowed to place a dice showing a hand. In order to place a hand, the minion must be a cultist, whereas both cultists and monsters work for an explosion (monsters can fight, but they can't go shopping or learn spells).

Hands are placed directly on the squares showing the hand symbol. If a location has room for more than one hand, place it in the topmost square first. Since dice can be removed from the board you are also allowed to place a die "in line." Simply place the di(c)e you want in line next to the di(c) on the squares. If at any time before Acti-vations a die is removed, move the first die "in line" to the vacated square.

You can see more about dice placed “in line” in 4.4.4 on page 7.

4.3.4 Removing Action Dice

Certain game effects may allow you to remove your own or opponent's dice from the game board. In addition, if at the end of the phase you do not have the appropriate minion (cultist for hand, cultist or monster for explosion) on a location, remove all of your dice from it. So during the Action Phase you can vacate a location where you’ve placed an Action Die without removing it, as long as you later during the phase move a minion into the location again.

If not stated otherwise, removed dice are placed in the spent pool.

4.4 The Combat Phase

During the combat phase the players face the investiga-tors and battle for control over the different locations in Arkham.

Every time you are involved in a combat, you may qualify for victory points. This is done in clockwise turn order be-ginning with the first player. So if both the first and the second player meet the requirements of an available Plot during the same combat, the first player will be able to claim it first, should he want to.

4.4.1 General combat rules

During combat the players roll dice equal to the combined fight value (see box below) of their minions on the space trying to score hits. Dice are rolled and resolved in turn order, but combat is supposed to be simultaneous so even killed figures will have a chance to retaliate.

Resolve combat against the investigators first, and then player vs. player on contested locations. Begin with the location the Investigators are on and go clockwise around the board following the white lines. Then resolve combat on The Witch House, Hangman’s Hill, and finally Burial Grounds.

In each combat the players do the following in turn order.

1. Roll dice equal to your figures’ combined Fight value including any bonuses you get from items and/or spells. If not stated otherwise cultists always have a Fight value of 1. Every 5 or 6 scores a hit and is set aside.

2. Roll exploding sixes (see box on next page).

3. Apply hits. The attacker decides which enemy figures to hit assigning all hits if possible. If a figure receives hits equal to or greater than its health value, it is killed. Lay it down to show this. When it comes to figures with multiple health points all damage is cleared when the next player rolls dice. So if player A deals one damage to player C’s monster with two health, player B cannot then deal it one more hit to kill it. Combat against the investigators is somewhat different (see below)

Rerolls Action Dice with Explosions placed on the location and some cards grant rerolls. For each reroll, you may reroll any or all of your combat dice. You may spend each reroll either before or after you roll your exploding sixes, but in the latter case you can - obviously - only reroll dice that rolled a six in the first place.

You only fight one round of combat per contested loca-tion. After combat, place dead monsters back on your player mat and cultists in the dead box.

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Clue Icons

If at any time you roll a Clue - either during your first roll or when you reroll - you move the Investigator Movement Track Marker one space for each such icon rolled.

When the marker reaches the M-space, the Investi-gators move clockwise to the next location con-nected with a white movement line. The Investiga-tors never move on the red lines. After this, continue moving the marker if you have more icons.

Fight Fight value shows how many dice a figure rolls dur-ing combat. Cultists have a Fight value of one, whereas monsters’ Fight is written on the player mats. Fight can also be increased by use of cards and faction-specific Action Dice

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4.4.2 Abilities in Combat Before each combat every player involved in the combat has the option to activate or play cards that say “anytime” or “before dice are rolled.” This is done in turn order.

Then, before each player rolls his dice, he may use any card marked “before your dice are rolled” or “anytime.”

4.4.3 Player vs. Investigators Combat The Investigators always fight all players who have min-ions on the location whether it is contested or not. First the Investigators attack each present player, and then the players retaliate in turn order. You only fight one round of combat against the Investigators.

1. Investigators attack. Roll a number of dice equal to the Investigators’ Fight against one player with figures on the location at a time. Start with the First Player and go clock-wise round the table. Every 5 or 6 is a hit, and sixes ex-plode as normal. The targeted player decides how to allo-cate hits, and you cannot allocate more hits to a minion than what is needed to kill it. You are, however, allowed to assign fewer hits than needed as long as you apply all hits. Note: The Investigators have 4 Fight and 4 Health

2. Retaliation. Then, again starting with the First Player, the players get to fight back. Unlike normal combat, hits are saved (the cultists sort of gang up on the Investiga-tors), and the player(s)’ total hits must match the Investi-gator's health value in order to defeat them. If the Investi-gators are defeated, each player who participated in the combat (rolled one or more combat dice) gains 2 VP. Then lay the investigators down – they will respawn at Merchant District at the beginning of the next round.

Then, if the location is contested, the players now fight as per the normal rules.

Cards and abilities may be used as normal in combat against the Investigators. Only exception is that Action Dice with explosions may not be used during combat against the Investigators.

4.4.4 Ending Combat At the end of the Combat Phase, if a player has Action Dice placed on a location requiring a cultist, but no cult-ists remains, remove all of that player’s Action Dice from the location. Then if any Action Dice have been placed “in line”, move them to the vacated space(s). In this way you can gain access to an activation you weren’t originally eligible for.

4.4.5 Combat Example Blue, red, and green each have two cultists on River Docks. Red also has his monster, a Dark Young, on the location. Blue has contested the space (placed an Action Dice with an Explosion), and the Investigators are also present. So they begin with combat against the Investiga-tors. None of the players want to play cards with a “before dice are rolled”-ability, so the Investigators attack. Blue is first player so the player to his left (red) rolls four dice for the Investigators. The result is 5, 5, 3, 1 scoring two hits. Both blue’s cultists die, but they’ll get to retaliate in a mo-ment. Then the Investigators attack red scoring two hits. Red chooses to kill one cultist and assign the remaining hit to his Dark Young which does not kill it. Blue rolls the four dice against green, but they all miss.

Now the players attack the investigators. Blue does not hit with his two dice, while red scores three hits with his total of six dice (four from the Dark Young and two from his cultists). Green only needs one hit, but rolls 1, 1. So he reveals and discards a Powdered Mummy Special Item to gain one reroll. He rerolls both dice and with 4, 5 score a hit. The Investigators are defeated for now and all players involved in the combat gains 2 Victory Points.

Blue has no minions left on the space, but it nonetheless remains contested. So now red and green have to fight. Red rolls six dice scoring only a single hit he uses to kill a cultist (remember, in player vs. player combat, the at-tacker assigns damage). Then green attacks and rolls 3, 6 with his two dice. He then rolls the 6 again and scores a 2. But he chooses to exhaust a card that grants him +1 reroll and roll the die once more. This time it’s another 6. This is then rolled once more and he rolls 6 again! The final roll is a 2, but with three hits it’s enough to kill both the Dark Young and red’s remaining cultist.

Having killed red’s monster green now qualifies from the Plot Banish The Servant which is available. He takes the card and gains two additional Victory Points.

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Exploding Sixes

During combat sixes explode meaning that they are rolled again and can score additional hits. New sixes can explode again, and there is no limit to the number of times a die can explode. Rolling explod-ing dice again is mandatory.

Remember that Action Dice are only re-moved from the board at the end of a phase. So if blue player’s last minion was killed by the Investigators on a location he contested, the location remains contested even if blue has no minions on the space and won’t participate himself.

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4.5 The Activations Phase

During the Activation Phase the players use the different abilities printed on the board below the location pictures, and then see if they dominate locations. For shorthand this phase is sometimes referred to simply as “Activations”.

Activations are made one location at a time - always be-ginning with the location the Investigators are currently on (it doesn’t matter if they’re lying down or not). Proceed clockwise around the board following the white lines and then finish with first The Witch House, then Hangman's Hill, and finally (in four-player game only) The Witch House.

4.5.1 Activating and Dominating a Location

When activating a location eligible players take turns acti-vating the topmost ability below the location picture. Then continue with the second one if any. A player is eligible to activate a location if he can pay the required price and if he has an action dice on the square. After all activations have been made on a given location, check to see if any one player dominates it. You domi-nate a location by being the only player with a figure on it. You can only dominate the location the Investigators are on if they have been defeated. Arkham Sanitorium cannot be dominated.

Every time you activate an ability or dominate a location you may qualify for a Plot that says "Activations".

4.5.2 Location Abilities

Each location has one or more abilities printed directly on the board. The following is a short description of each location's abilities and not just the ones that can be used during Activations. For ability cost and precise rules please refer to the board. Abilities that require a Hand to be placed during the Action Phase is marked with

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The Black Lodge 1. As an action, pay one Mythos to place a cultist from your Dead Box on this location. 2. During activations you can either take the available Spell or draw one from the Spell pile.

East Side Church Each player with a cultist on this loca-tion may draw the bottom card from the Grave Pile during Activations. tions. Each player may only do this once per turn regardless of how many cultists he has on the location.

Merchant District 1. During activations you may steal any one non-Plot card from a player that has at least one cultist in his Dead Box.

2. During activations you can ei-ther take the available Item or draw one from the Item pile.

Arkham Sanitorium 1. When this location is activated all players heal one Madness for each cultist they have on the location. 2. During activations you may move all your cultists from your Dead Box to your reserves. Unlike other locations you do not need a minion on this location in order to place a Hand during the Planning Phase. However, each player may only ever place one hand at a time on Arkham Sanitorium.

Miskatonic University 1. As an action, if you have a cultist on this location, you may turn an un-spent Action Die Mythos-side up. Then roll a die: on a 1, gain one Mad-ness. 2. During Activations you may draw the topmost Spell from the Spell pile.

River Docks 1. As an action, if you have a cultist on this space, you may look at any one face down card. The card can be on top of a pile or belong to a player. If you do this, roll a die. On a roll of one your cultists on this location is dealt 1 Damage.

2. During Activations you can ei-ther take the available Special Item or draw one from the Special Item pile.

Hangman’s Hill During Activations you can pay one Mythos and gain one Madness in order to summon your monster. Place it on Hangman’s Hill. You may summon your monster several times during the game.

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5.0 OTHER RULES

5.1 Victory Points You can gain Victory Points in three different ways.

By dominating either The Witch House and/or Burial Grounds when they are activated during the Activations Phase. By fighting the Investigators and winning. Each player contributing to the fight (that is: a player who rolls one or more combat dice against the Investigators) will gain 2 VPs if the Investigators are defeated. By fulfilling a Plot or a Scheme. Each Plot/Scheme can only be fulfilled once. If you complete an available Plot, take the card and place it in front of you and then move your VP marker. If you complete your Scheme, reveal the card and move your VP marker. You now have the ability printed on the Scheme card. You may only qualify for one Scheme during the game.

5.1 Victory Points And Timing You may qualify for a Victory Point when you fulfill the requirements and it’s your turn. So if a card for instance says: “Combat: Kill an enemy monster,” you may qualify the moment this happens. So if you’re first player and kill another player’s monster in the same combat that he kills yours, you can qualify first since you as the first player rolls first. If a card tells you to dominate more than one location, you may qualify the moment you reach final location in the activation sequence. And remember that you check for domination after you’ve activated abilities.

Important: You may only qualify for one Scheme and/or Plot per game round. So if you fulfill your Scheme, you cannot qualify for a Plot until next round. You can still gain VPs in other ways.

5.2 Gaining and Using Cards

When you gain a card, place it in front of you with the same side showing as when you gained it. So if you’ve taken an available spell, it must remain face up in your

play area. If you draw a Spell from the pile, however, you place it face down. This rule also applies if you steal a card from another player by using the Breaking Into The Morgue-ability on Merchant District.

You are always allowed to look at your own face down cards.

If a card says to “exhaust”, flip it sideways to show it has been used. Cards refresh in the upkeep part of the Plan-ning Phase. If a cards says to “discard”, place it face down on top of the Grave Pile. You may reveal a card anytime you want. You must al-ways reveal a card before using it. When you’ve used a card, it remains revealed until discarded.

6.0 IMPORTANT TERMS

Contested location A location is contested if there is one or more Action Dice showing an explosion on the location. So cultists and/or monsters from different players can be on the same loca-tion without it being contested. Sharing a location with the Investigators does not count as being on a contested lo-cation in itself. Dominating You dominate a location if you, when the location is acti-vated, are the only player with figures on it and the Inves-tigators are not standing on the location. Dominating is important for many Plot Cards, and dominating Burial Grounds and/or The Witch House is an important way to gain Victory Points.

Friendly and Enemy All of your figures are considered friendly. All other fig-ures - monsters, cultists, investigators - are considered enemy.

A Combat A Combat is one round of combat on any one location with one or more figures from different factions and/or the investigators. In order to fight with other players, you must first contest a location during the Planning Phase. You only ever fight one round of combat against the In-vestigators and - no matter the number of explosions on a location - one round of player vs. player combat. If a card requires you to participate in combat on a loca-

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The Witch House During activations a player who dominates this location gains 2 Vic-tory Points.

Burial Grounds During activations a player who dominates this location gains 2 Vic-tory Points. This location is not used in a three-player game.

Spell Cards

Spells are always exhausted to use unless otherwise stated on the card. Also, most spells require you to either pay Mythos or gain Madness in order to cast them (shown at the bottom of the card). In the exam-ple below you can choose to either pay one Mythos or gain one Madness.

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tion, your must have rolled dice. Just being on a con-tested location is not enough.

Your turn You will take several turns in each round and maybe also in each phase. Therefore it is considered your turn when-ever you, during the Planning Phase, take an action or use a die, and when you - during Activations - activate an ability or dominate a location. Winning the game When a player reaches 12 Victory Points, you finish the current game round after which the game ends. The player who then has the highest total Victory Points is the winner. In case of a tie, the player who first reached 12 points wins. That player is eaten first as a reward from Earth's new masters.

7.0 CLARIFICATIONS

This sections clarifies the rules on a few cards in order to avoid ambiguity.

7.1 Time Shift This spell allows the player to, as an action, immediately activate a location ability. The player still has to pay any price required (such as gaining a Madness and paying Mythos to summon his monster on Hangman’s Hill), but he does not need to have an Action Die showing a hand on the ability space. So if he for instance wants to take the available spell with the Black Lodge–ability, he only needs to have a cultist on the space - and to pay the cost to cast Time Shift, obviously.

7.2 Dynamite

The card gives you five combat dice to roll before the ac-tual combat begins. The hits from these dice will hit all players and the investigators on the space. So if you roll three hits, each player (including yourself) and the Inves-tigators suffer three damage. You cannot add dice to this roll by for instance using other cards, and you’re not al-lowed to use rerolls generated by weapons for this roll either. You may still use rerolls from non-weapon cards and/or (during player vs. player combat) an Action Die you’ve placed on the location.

If a monster is given less damaged than required to kill it, it heals when actual combat begins, whereas hits applied to the Investigators remain.

8.0 ERRATA

1. Each Scheme only grants the player 2 Victory Points.

Game Round Summary

Planning Phase

1. Upkeep - respawn investigators if defeated, re-move available cards and draw new ones, reveal new Sinister Plots if less than three available. Pass first player token. Each player heals one Madness.

2. Player Actions - Players roll and reroll their Action Dice and take one action at a time until all have passed. Available actions are:

A - Move minions by using an Action Die. B - Place an Action Die on the board. C - Use a card or board ability saying “Action”

Combat Phase

1. Player vs. Investigators combat

2. Player vs. player combat on contested locations. Begin on the space with the investigators and go clockwise along the white lines. End with The Witch House, Hangman’s Hill, and finally Burial Grounds.

Activations Phase Activate locations and check for domination one location at a time. Begin on the one with the Investigators and go clockwise along the white lines. End with The Witch

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Credits

Game Design: Mads Brynnum

Illustrations: Mads Herman Johansen

Layout: Nick Larsen & Pernille Jaeger

Icons: thenounproject.com and game-icons.net

Playtesters: Rasmus Borg Mogensen, Esben Sejer Pedersen, Nick Price, Anders Hauge Pedersen, An-ders Stjernholm, Morten Jensen, Lars-Ole Jørgensen, Morten Barklund, Monica Hjort Traxl, Elias Helfer, Ole Palnatoke Andersen, Bo Thomasen, Kasper H. Skovse, Hasse Borg Mogensen, Cornelia Gumbruch, Mette Klaaborg, Steffen Yip, Søren Kjeldsen, Anders Anthony Pedersen, Carl Charmer Therkelsen, Lars Charmer Jørgensen, Anders Rasmussen, Simon Steen Hansen, Anders Frost Bertelsen og Nis Haller Baggesen.

Thank you: Jeppe Norsker for preparing dice icons, Anders Frost Bertelsen,Troels Vastrup and Ian Thomp-son for rules assistance, and to Gametools for letting me use the office printer.

Contact: [email protected]

Page 11: Cults Of Arkham - game rules

House, Hangman’s Hill, and finally Burial Grounds.

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