recursal/Fanatic-Fandom huggingface dataset:
Dimensional symbol

**Dimensional Symbols** are green icons that indicate the home plane of monsters. They are used to perform monster movement and other tasks.

The movement boxes on a Mythos card contain one or more dimensional symbols, as do the movement side of monster markers. When a Mythos card is resolved, every monster with a dimensional symbol listed in the movement box moves in that direction. Additionally, when a gate is closed by an investigator, all monsters in Arkham, the Sky, and the Outskirts that have a dimensional symbol matching the closed gate are removed from the board and returned to the monster cup.

## Other cards using the Dimensional Symbols

* Finn Edwards' Slippery ability
* Norman Withers' In The Stars ability
* Scales of Thoth
* Greater Banishment
* The Black Goat of the Woods (herald)
* Corruption cards
* Father Dagon
Dunwich

The **Dunwich** game board, from the Dunwich Horror expansion, depicts the area surrounding the town of **Dunwich**.

Like the original Arkham Horror board, the Dunwich board is divided into neighborhoods, composed of street areas and locations. The Dunwich neighborhoods are:

* Backwoods Country
* Blasted Heath
* Village Commons

In addition, there is an extra street (with no associated locations):

* Sentinel Hill

At the top of the Dunwich board is the Dunwich Horror track, which is used to mark the progress of the Dunwich Horror monster. There are three vortices on the Dunwich board.

Finally, the Dunwich board adds two additional Other Worlds which investigators may travel to during the game:

* Another Time and
* Lost Carcosa

## Mythos Source

Dunwich first appeared in *The Dunwich Horror* (1928), written by H.P. Lovecraft.
Early Frost

File:MythosEarlyFrost.png
**Early Frost** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Independence Square

**Clue Appears At:** \*The Unnamable

Monster Movement

**Mythos Ability:** As they slip and fall on the ice, each investigator loses 1 Stamina for each movement point over 3 he spends each turn.
Reading ***Tomes*** does not count towards this total.
Being of Ib (4)

**Being of Ib (4)** is a monster. It first appeared in the Innsmouth Horror expansion.

* The Dreamlands
 **Rules Text**
Investigators receive a -1 penalty to Luck checks.

## Mythos Source

The Beings of Ib first appeared in the story "The Doom That Came to Sarnath" writen by H.P. Lovecraft December 3rd, 1919. The Beings of Ib were the residents of the city of Ib and were eventuatlly killed by the men that founded Sarnath. The ghosts of the Beings of Ib took there revenge 1,000 years later with help from thier god Bokrug.

## See also

* Being of Ib
* Being of Ib (2)
* Being of Ib (3)
Church Green

**Church Green** is a neighborhood of Innsmouth. It first appeared in the Innsmouth Horror expansion.

## Locations

* Esoteric Order of Dagon
* Innsmouth Jail

* Jail Cell

* Sawbone Alley (NB: Sawbone Alley is actually a special street area.)

## Encounters

ChurchGreenBack.pngChurchGreen1.pngChurchGreen2.pngChurchGreen3.pngChurchGreen4.pngChurchGreen5.pngChurchGreen6.pngChurchGreen7.pngChurchGreen8.pngChurchGreen9.pngChurchGreen10.pngChurchGreen11.pngChurchGreen12.pngChurchGreen13.pngChurchGreen14.png
Komisja ds. Relacji Zewnętrznych

**Komisja ds. Relacji Zewnętrznych**- niestała komisja Prezydium Samorządu Studentów, powołana pierwszy raz w kadencji Prezydium Samorządu Studentów SGH 2017/2018. Ma ona za zadanie utrzymywać szeroko pojęte stosunki środowiska ogółu Studentów SGH ze środowiskami biznesu, nauki i władz SGH. Postawiła sobie również za cel integrację różnych środowisk studenckich, co ma ułatwić transfer wiedzy i doświadczeń między poszczególnymi organizacjami.

## Zadania

### Współpraca ze środowiskiem uczelnianych organizacji studenckich

Szkoła Główna Handlowa jest Uniwersytetem, w którym aktywność studencka znacznie wyróżnia się na tle reszty kraju, co potwierdza znaczna liczba organizacji studenckich. Taki stan rzeczy stwarza olbrzymie możliwości, które trzeba jednak właściwie wykorzystać. Właśnie dlatego Komisja ds. Relacji Zewnętrznych aktywnie wspiera działalności Rady Kół i Organizacji. Został stworzony również portal publikacyjny *Obserwator SGH* (obserwatorsgh.pl), który łączy działalność Studenckich Kół Naukowych, środowisk naukowych oraz pojedynczych autorów na jednej platformie służącej do publikowania artykułów o tematyce ekonomicznej, społecznej i biznesowej.

### Relacje z otoczeniem gospodarczym

Samorząd Studentów SGH jest również odpowiedzialny za nawiązywanie kontaktu z otoczeniem gospodarczym, czego przykładem może być Program Mentoringowy SGH, który jest wspólną inicjatywą Centrum Kariery i Relacji z Absolwentami SGH, Think Tanku Samorządu Studentów i środowiska Studenckich Kół Naukowych. Inicjatywa ta opiera się na dwóch głównych filarach:

* wsparcie dla doświadczonych mentorów najzdolniejszych studentów SGH w 4 ścieżkach tematycznych (dyplomacji, nauki, biznesu i finansów),
* organizowanie szkoleń i warsztatów związanych ze wspomnianymi ścieżkami tematycznymi.

### Relacje z otoczeniem instytucjonalnym

Jako organ mający za zadanie reprezentować ogół interesów wszystkich studentów, Samorząd Studentów musi dbać o relacje zarówno z władzami SGH, jak i z organizacjami pozauczelnianymi, które działają w odpowiednim obszarze interesów. Właśnie dlatego, Komisja ds. Relacji Zewnętrznych wspiera integrację w ramach takich instytucji, jak Parlament Studentów RP, Forum Uczelni Ekonomicznych, czy Porozumienie Uczelni Warszawskich.

## Kadencja 2018/2019

* Mateusz Kocman - przewodniczący
* Michał Polak - wiceprzewodniczący
* Jacek Nowjalis - wiceprzewodniczący

## Kadencja 2017/2018 - sprawozdanie

* Michał Gałagus - przewodniczący
* Konrad Abramowski - wiceprzewodniczący
* Mateusz Kocman - wiceprzewodniczący
* Adrian Michalczuk - członek
* Mateusz Żabski - członek
* Maria Turnau - członek
* Julia Stolpa - członek
Komisja ds. Projektów

**Komisja ds. Projektów**- niestała komisja Prezydium Samorządu Studentów. (...)

## Kadencja 2018/2019

Podkomisje:

* Podkomisja ds. Infrastruktury Biura
* Podkomisja ds. Infrastruktury Schowków
* Podkomisja ds. IT

## Kadencja 2017/2018

* Paweł Huczek - przewodniczący
* Wojciech Szerszeń - wiceprzewodniczący
* Maciej Salinger - wiceprzewodniczący
* Piotr Idzi - wiceprzewodniczący
* Piotr Połeć - członek

## Kadencja 2015/2016

* Jakub Gajewski - wiceprzewodniczący
* Natalia Kuć - wiceprzewodnicząca
* Piotr Połeć - wiceprzewodniczący
* Bartosz Szafrański - wiceprzewodniczący

Zalążek*Ta strona zawiera mało informacji. Możesz nam pomóc rozbudowując ją.*
Innsmouth Sleeps

File:Mythos200.png
**Innsmouth Sleeps** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Marsh Refinery

**Clue Appears At:** Y'ha-nthlei

Monster Movement

**Mythos Ability:** While this card is in play, investigators who end their movement in Innsmouth do not need to make the usual **Evade check** to avoid being *arrested* once martial law is declared in Innsmouth.
Mask of Vice

File:MaskOfVice.png

## Card info

**Type**: Masks

**Any**: Exhaust to place tokens on this card equal to your current Sanity. Then choose one of these unused characters: Michael McGlen, "Ashcan" Pete, or Jenny Barnes. You gain that character's unique ability while you have this item.

**Upkeep**: Do not refresh this card; instead, discard 1 token from it. If this card ever has no tokens on it, return it to the box.
Granny Orne

**Granny Orne** is an ally. She first appears in the Kingsport Horror expansion. She can be gained through an encounter at St. Erasmus's Home.

## Card info

* +1 Lore
* +1 Sneak

Any Phase: Exhaust instead of spending 1 Clue token.

## Mythos Source

Granny Orne is mentioned in *The Strange High House in the Mist*, written by H.P. Lovecraft (1926).
Endlessly Breeding

File:Mythos170.png
**Endlessly Breeding** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Rumor

**Doom Tokens Added**: 2

**Clue Appears At:** No Clue

Monster Movement

**Mythos Ability:** **Ongoing Effect:** At the end of each Mythos phase, draw a second Mythos card and ignore everything on it except for its monster movement pattern. Each time an investigator is reduced to 0 Stamina or 0 Sanity, place a Clue token on this card.

**Pass:** If a single investigator discards $10 while at the Riverside Docks, return this card to the box. Starting with the first player, each player chooses a monster in play and takes it as a monster trophy (ignoring **Endless**).

**Fail:** If there are ever 3 Clue tokens on this card, return it to the box. A monster surge occurs, then add a doom token to the doom track for each Hex monster in play.
Masquerade Ball

File:MasqueradeBall.png
**Masquerade Ball** is scenario two. It was first published on July 11, 2008.

## Special rules

As Nyarlathotep sows madness and sorrow, it becomes harder to focus on the world around you. Each time a maniac, mask monster, or cultist is drawn from the cup and placed on a location (but not the Outskirts), each investigator loses 1 Sanity. Before any trades are made between players, both must make a Will (-1) check. If either fails the trade can not occur. With Nyarlathotep it is hard to know who your friends really are. When an ally joins your investigator, pass a Will (-3) check to keep them. If you fail, discard the ally and move your investigator to the streets as you flee from the monster.

## Setup

Setup as normal, adding the 5 Mask monsters to the cup.

**Ancient One**: Nyarlathotep

Remove the following from the decks:

Skills
* 2x Bravery

Spells
* 2x Bind Monster
* 4x Dread Curse of Azathoth
* 2x Red Sign of Shudde M'ell

Unique items
* 1x Alien Statue
* 1x Flute of the Outer Gods
* 1x Pallid Mask
* 1x Silver Key
* 2x The King in Yellow

## Updates

Allies that are starting equipment do not need to be rolled for. Any allies gained once the game has started must be rolled for.

Trading may only be attempted once per turn. If you fail the roll those characters may not trade anything until the next round.

Sanity loss due to monsters arriving in Arkham. The justification for investigators losing sanity even while in the other world is - with each one of those monsters freed they increase Nyarlathotep's power. See it as Nyarly flexing his crazy muscle. If you are Lost In Time And Space and you lose your last sanity you are resent to LITAS. Same as if you were at the asylum and lost your last sanity, you just fall down delayed and try again.
Bizarre Couriers

File:Mythos145.png
**Bizarre Couriers** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Graveyard

**Clue Appears At:** \*Unvisited Isle

Monster Movement

**Mythos Ability:** Investigators in Arkham may immediately trade items or money without being in the same location. However, each investigator involved in the transaction loses 1 Sanity per item given or received.

**Flavor Text:** They come bearing strange messages, wrapped in ragged cloaks and hiding their pale flesh. Those who receive packages from them shudder at the memory of them, saying that they have the appearance of "plump, white grave worms."
Lurker at the Threshold (herald)

File:AH Lurker Herald sheet.png
The **Lurker at the Threshold** is a herald. It first appeared in The Lurker at the Threshold expansion.

## Lurker at the Threshold – The All-in-One and One-in-All

When the Lurker at the Threshold is the Herald, at the start of the game, shuffle the Reckoning deck and place it by the Herald sheet. Then place the Dark Pact cards near the Herald sheet and create a pool of Power tokens.

**Rites of Magick**

Whenever an investigator casts a Spell, he may accept the Lurker at the Threshold's aid. If he does so, he reduces the Sanity cost of the Spell to 0 and automatically passes the **Spell check**, but must immediately take a Blood Pact, Soul Pact, or Bound Ally card and follow its instructions. He must then draw and resolve a Reckoning card. **(Note: an investigator may never have more than one of each kind of Dark Pact and may not accept the Lurker at the Threshold's aid if he already has one of each kind of Dark Pact.)**

**Ever-present Temptation**

At the start of any turn, an investigator may make a pact with the Lurker at the Threshold. If he does so, he takes a Blood Pact, Soul Pact, or Bound Ally card and follow its instructions. An investigator may take more than one type of Dark Pact card on his turn, but may never have more then one of each type of Dark Pact. **(Note: do not draw and resolve a Reckoning card when you take a Dark Pact card at the start of a turn.)**

**The One Beyond**

Each time a Gate opens, draw and resolve a Reckoning card. Do not draw and resolve a Reckoning card for the Gate that opens at the start of the game.

**They Shall Break Through Again**

Investigators receive –1 to all **Fight** and **Lore checks** to close or seal Gates.
Innsmouth is Restless

File:Mythos199.png
**Innsmouth is Restless** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Devil Reef

**Clue Appears At:** Esoteric Order of Dagon

Monster Movement

**Mythos Ability:** While this card is in play, investigators who end their movement in Innsmouth receive a -1 penalty to their **Evade check** to avoid being *arrested* once martial law is declared in Innsmouth.
Father Dagon

File:FatherDagon.png
**Father Dagon** is a herald. He first appeared in Innsmouth Horror expansion.

## Father Dagon - King of the Deep Ones

When Father Dagon is the Herald, place one uprising token on the Deep Ones Rising track at the start of the game and after each time the Feds raid Innsmouth. *You must play with the Innsmouth board to use this Herald.*

**Plans Set in Motion**

*"Vast, Polyphemous-like, and loathsome, it darted like a stupendous monster of nightmares to the monolith, about which it flung its gigantic scaly arms."*

Draw and resolve one additional mythos card at the start of the game.

Every time the terror level increases, each investigator must spend 1 Clue token. If one or more investigators are unable to do so, add one doom token to the doom track. Investigators who can spend a Clue token must still do so.

**Teeming Masses**

If Cthulhu is the Ancient One, his combat rating is improved by -1 (to -7). When Cthulhu awakens, add up the total toughness of any monsters with the plus dimensional symbol in play. The investigators must inflict that many extra successes on Cthulhu in order to defeat him.

**King and Queen**

Both Father Dagon and Mother Hydra may be used as Heralds during the same game. All of their effects are cumulative with each other. So, for instance, two uprising tokens are placed on the deep Ones rising track at the start of the game and after each time the Feds raid Innsmouth.
Mad Bomber

File:Mythos88.png
**Mad Bomber** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Gardner's Place

**Clue Appears At:**

Monster Movement

**Mythos Ability:** When this card enters play, place $4 per player on it. Any player may pay money while in the Merchant District streets during the **Arkham Encounters Phase** to remove money from this card on a 1-for-1 basis.

**Ongoing Effect**: Place $1 per player on this card at the end of every **Mythos Phase** (beginning the turn after it entered play).

**Pass**: If there is no money on this card, return it to the box. Each player gains 2 Clue tokens.

**Fail**: If there is $8 per player on this card, return it to the box. Every Investigator must immediately draw 1 Injury and 1 Madness card.
Mandy Thompson

**Mandy Thompson** is an investigator. She first appeared in the Arkham Horror board game.

Mandy Thompson investigator sheet back.
Mandy Thompson investigator sheet front.

## Sheet info

**Occupation:** the Researcher

**Home:** Library

**Unique Ability**: Research - Any Phase: Once per turn, Mandy can activate this ability after any investigator (including herself) makes a skill check. That investigator then re-rolls all of the dice rolled for that check that did not result in successes.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $6

* 4 Clue tokens

Random Possessions

* 2 Common items

* 1 Unique item
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsMandyThompsonBack.png
File:PsMandyThompsonFront.png
File:PsMandyThompsonPassed.png
File:PsMandyThompsonFailed.png

**The Story So Far:** Mandy came to Arkham several years ago looking for work as a researcher for Miskatonic University. Since then, she has worked with many of the University professors, delving into esoteric tomes filled with scientific information, historical reports, and sometimes even occult ramblings.

It was while reading an old book of prophecies last week that she first felt that she had stumbled onto something big. Mandy came to believe that certain signs and portents described in the book were taking place in Arkham right now-- omens that indicated the return of a terrible being reffered to as an Ancient One, which would grind the cities of Man beneath its loathsome tread.

Tonight, the full moon has turned blood red, which is the final omen of the return of the Ancient One. Slipping into the night, and armed with her knowledge of the prophecy, Mandy has decided to see if she can defy fate and stop these events from taking place.
Luck

*Luck may also refer to: the "Luck" Skill card, or to Luck check, a skill check.*

**Luck** is a Skill value which appears on each investigator card.
It is paired with the Lore skill, and adjusted together with that skill via a Skill slider.

Like the other skill values, the total Luck value may be adjusted from the amount on the investigator card
by the effects of Skill cards or other cards in play.

## Luck Value Use in Gameplay

### Luck checks

The total **Luck** value, as adjusted by the effects of Skill cards or other cards, is used to perform any
Luck checks required by an encounter or other gameplay. The value of Luck used for Luck checks may be further
adjusted by the investigator spending clue tokens on the check.
Ending the Game

The game ends in one of two ways: the investigators either overcome the mythos threat, or they are defeated by it.

## Victory

The investigators win the game in any of the following three ways:

### Close the gates

1. An investigator must close the last open gate on the board, such that there are currently no open gates
2. When the last gate is closed, the players must have a number of gate trophies equal to or greater than the number of players. These gate trophies *do* include the one just awarded for closing the last gate, but *do not* include any trophies the players have already spent.

If these two conditions are met, the players immediately win. Stability is restored to Arkham and the Ancient One slips back into slumber for a few more millennia.

### Seal the gates

If at any time there are six or more elder sign tokens on the board, the players immediately win. The Ancient One is driven away and peace returns to Arkham.

### Banish the Ancient One

If the Ancient One awakens but the investigators manage to defeat it, the players immediately win. The Ancient One is banished beyond time and space.

### Scoring Victories

If the players achieve one of the preceding victory conditions, the investigators have defeated the mythos threat and saved Arkham. The player with the most gate trophies is awarded the honorary title of First Citizen of Arkham. In the case of a tie, the title goes to the player with the most monster trophies.

You can rate your victory by using the following scoring system.

* Start with the highest printed number on the doom track of the Ancient One.
* Subtract the terror level at the end of the game.
* Apply the following modifiers:
	+ -1 per unpaid/defaulted Bank Loan
	+ -1 per elder sign played during the game
	+ +1 per unspent gate trophy at the end of the game
	+ +1 for every three unspent monster trophies held at the end of the game
	+ +1 per sane, surviving investigator at the end of the game.

#### Comparing your scores

More scores from Arkham Horror players and teams can be found on the League page.

## Defeat

If the Ancient One awakens and defeats all of the investigators in battle, the space-time continuum ruptures, the Ancient One is unleashed, and all of mankind suffers for the investigators' failure. In this unfortunate event, all players lose the game.

With certain Ancient Ones, there may be other immediate defeat conditions.

In some expansions or variants, there may also be additional defeat conditions. For example, in the King in Yellow expansion, turning over Act III from the Act deck causes an immediate defeat.
Fight

*Fight may also refer to: the "Fight" Skill card, or Fight check, a skill check.*

**Fight** is a Skill value which appears on each investigator card.
It is paired with the Will skill, and adjusted together with that skill via a Skill slider.

Like the other skill values, the total Fight value may be adjusted from the amount on the investigator card
by the effects of Skill cards or other cards in play.

Fight is one of the most important skill values, as it is required to succeed in Combat against
monsters and avoid losing Stamina to their attacks.

## Fight Value Use in Gameplay

### Combat checks

The total **Fight** value, as adjusted by the effects of Skill cards or other cards, is also used for Combat checks.
These are a special type of Skill check used in the Combat phase when fighting monsters, and may have different positive or negative
modifiers applied to them, in addition to the modifiers on the basic Fight check.

### Fight checks

The total **Fight** value, as adjusted by the effects of Skill cards or other cards, is also used to perform any
Fight checks required by an encounter or other gameplay. The value of Fight used for Fight checks may be further
adjusted by the investigator spending clue tokens on the check.
Final Battle

## Initial Effects

When the Ancient One awakens, any investigators that are lost in time and space are immediately devoured and eliminated from the game. The surviving investigators must face the Ancient One in the final battle!

Before the final battle begins, discard any active Environment or Rumor cards. Additionally, once the final battle begins, investigators should no longer collect money or roll for Retainers or Bank Loans.

## Combat

Combat with the Ancient One is divided into rounds. During a round, players first have an opportunity to adjust their investigators. Then, each player attacks the Ancient One. Finally, the Ancient One attacks the investigators. Once these steps have been resolved, a new round begins. The structure of each round in a battle with an Ancient One is as follows:

### 1. Investigators Refresh

At the beginning of a round of combat with an Ancient One, the investigators may refresh their cards, use any character abilities, and adjust their skill sliders as though it were the Upkeep Phase. Next, the first player marker should be passed to the left. Finally, players may trade items among themselves as if they were in the same location.

### 2. Investigators Attack

Next, starting with the first player and continuing clockwise around the table, every player whose investigator is still participating in the battle may make a Combat check against the Ancient One using its combat rating as the modifier.

Unlike a normal battle, the Ancient One cannot be defeated in a single attack. Instead, keep track of every success an investigator scores against the Ancient One. These successes are cumulative, and each successive player adds to them with his own attack. When the players accumulate a total number of successes equal to the number of players (including any players that were eliminated from the game), remove one doom token from the Ancient One’s doom track and reset their cumulative successes to zero.

If the last doom token is removed from the Ancient One, the investigators have defeated it! They claim Victory.

### 3. Ancient One Attacks

After all of the players (except eliminated players) have made one Combat check against the Ancient One, the Ancient One unleashes its attack on each of the investigators. This attack varies by Ancient One, but they are all extremely deadly. For example, Hastur forces all the investigators to make an increasingly difficult Luck check or lose Sanity.

Any investigator reduced to 0 Sanity or Stamina by the Ancient One’s attack is devoured. If an investigator is devoured during the final battle with the Ancient One, that player is eliminated from the game (i.e., the player does not draw a new character). If all investigators are devoured, the Ancient One is unleashed on the world and the players lose the game.

After the Ancient One’s attack is resolved for each investigator, a new round begins. This continues until either the investigators defeat the Ancient One or all investigators have been devoured.
Erica Carlyle

**Erica Carlyle** is an ally. She first appears in the Curse of the Dark Pharaoh expansion, and was updated in the revised edition. She can be gained through an encounter at Hibb's Roadhouse.

## Card info

* +2 Combat
* +2 Spell

Gain a Retainer card when Erica Carlyle joins you.

## Mythos Source

Erica Carlyle appears in the Masks of Nyarlathotep campaign for Chaosium's Call of Cthulhu role-playing game.
Ithaqua

File:Ithaqua.png
**Ithaqua** is an Ancient One. He first appeared in the Arkham Horror board game.

## Sheet info

**Combat rating**: -3

**Defenses**: None

**Worshippers**: Ithaqua's worshippers eat the flesh of their fellow men, gaining supernatural power through their dark practice. Cultists have their toughness increased by 2.

**Power**: Icy Winds - While Ithaqua stirs in his slumber, any investigator in a street area at the end of the Mythos phase loses 1 Stamina. In addition, all Weather cards are discarded without their special effects taking place.

**Start of Battle**: Investigators must roll a die for every item they have, discarding the item on a failure.

**Attack**: Each investigator must pass a Fight (+1) check or lose 2 Stamina. This check's modifier decreases by 1 each turn (+0 the 2nd turn, -1 the 3rd turn, etc.)

**Doom Track**: 11

## Plots

EpicBattleIthaquaBack.pngEpicBattleIthaqua1.pngEpicBattleIthaqua2.pngEpicBattleIthaqua3.png
## Mythos Source

Ithaqua first appeared in *The Thing that Walked on the Wind* (1933), written by August Derleth.

## Errata

If a non-weather environment card is in play and a new Mythos card is drawn with a weather environmental effect, all functions of the card are followed except for the environmental effect. The card is then discarded.

At the start of battle, each investigator must roll one die separately for each item the investigator has.
Horror check

A **Horror check** is a special type of Will check made at the beginning of combat against a monster. Only a single horror check is made with each monster per turn, no matter how many rounds of combat or evasion attempts ensue.

The investigator rolls dice equal to his or her Will statistic (skill value), plus any bonuses specifically for horror checks, modified by the monster's horror penalty, written as a blue number on the bottom-left of the monster marker's combat side. If the investigator rolls at least one success, nothing happens and combat begins. If the check fails, the investigator takes Sanity damage equal to the number of blue dots under the monster's horror modifier.

If a monster has no horror modifier, then investigators do not have to make a horror check when fighting it.

An investigator who successfully evades a monster does not have to make a horror check unless the monster has a special ability that states otherwise.
Opinie o wykładowcach - język hiszpański

Tu znajdują się opinie o wykładowcach z języka hiszpańskiego.

Serdecznie zapraszamy do pozostawiania swoich opinii w niniejszej sekcji. Aby dodać swoją opinię należy kliknąć guzik edycji artykułu, a następnie **dodać nowy wiersz** klikając na tabelę i wyświetlającą się z lewej strony strzałkę. Po dokonaniu edycji należy zapisać zmiany.

## Pedro Martinez

* podsumowanie: raczej polecany
* nakład pracy: niewielki

 bardzo miły lektor, krzywdy nie zrobi. Kolosy są łatwe, ale za wiele nie można się nauczyć.

## Anna Zarzycka

* podsumowanie: bardzo polecana
* ciekawość: duża
* nakład pracy: duży

 Docenia jeśli student się stara, ale mu nie wychodzi. Świetny nauczyciel
 Nikogo nie skrzywdzi, nauczy i docenia jeśli się starasz coś powiedzieć, nawet jeśli nie jest to zbyt składne.
 Bardzo cierpliwa. Wymaga od studentów mówienia.
 Jest bardzo dobrym nauczycielem, mimo dużych wymagań , można w dobrej atmosferze dużo się nauczyć. Kładzie nacisk na mówienie i bardzo docenia starania.

## Elżbieta Majewska-Bartkowiak

* podsumowanie: bardzo polecana
* ciekawość: duża
* nakład pracy: duży

 z Panią Elżbietą można się często dogadać i każdemu daje szanse na ewentualne poprawki albo dodatkowe terminy zaliczeń. Ale nie jest to najłatwiejsza opcja!
 Na początku wystraszyła nas pytaniami o ekonomiczną sytuację w Ameryce Południowej, jednak to tylko pozory. Bardzo idzie na rękę studentom, wymagająca ale dobrze uczy. Polecam serdecznie lektoraty z nią.
 Jest niezwykle sympatyczna i cierpliwa. Dobrze uczy, ale i wymaga. Nie ma się czego bać. Moim zdaniem świetnie spędzone 3 godziny w tygodniu.
Fire at the Mill!

**Fire at the Mill!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Gardners' Place or The Witch House

**Clue Appears At:** \* Congregational Hospital

* Cold Spring Glen or Black Cave

Monster Movement

**Mythos Ability:** Until the end of the next turn, any time an investigator draws 1 or more Common Items for any reason, he draws 1 fewer cards (to a minimum of 0). Leave this card in play to indicate this.
Ghatanothoa

File:Ghatanothoa.jpg
**Ghatanothoa** is an Ancient One. He first appeared in the Innsmouth Horror board game.

## Sheet info

**Combat rating**: -6

**Defenses**: None

**Worshippers**: Ghatanothoa is worshipped by certain ancient reptiles and fungi from Yuggoth. Lloigor and Mi-Go gain +2 toughness.

**Power**: *Annihilating Gaze* - While Ghatanothoa stirs in his slumber, place the eight visage tokens facedown on this sheet. Each time an investigator gains 2 or more Clue tokens at once, he must turn a visage token faceup. If it has Ghatanothoa's face on it, he is devoured. If not, leave the token faceup. Once four visage tokens are faceup, turn them facedown and shuffle the visage tokens.

**Attack**: Each investigator must spend 1 movement point or be devoured. This increases by 1 point in each successive round (e.g. 2 points in round 2, 3 in round three, etc.).

Each investigator's attack against Ghatanothoa deals one less success than normal.

**Doom Track**: 13

## Plots

EpicBattleGhatanothoaBack.pngEpicBattleGhatanothoa1.pngEpicBattleGhatanothoa2.pngEpicBattleGhatanothoa3.png
## Mythos Source

Ghatanothoa first appeared in *Out of the Aeons* (1933), written by H.P. Lovecraft and Hazel Heald.
Elusive

**Elusive** is a monster special ability.

Monsters with the Elusive ability try to avoid combat with the investigators instead of initiating it. Elusive monsters are indicated by a green Awareness modifier on their movement side in addition to the Elusive ability on their combat side. Investigators may leave or end their movement in areas containing Elusive monsters without having to fight or evade the Elusive monsters.

In order to initiate combat with an Elusive monster, the investigator must be in the same area as the monster during the Movement phase and must first pass an Evade check against the monster. If the Evade check is successful, combat begins as normal. If the Evade check is unsuccessful, the investigator’s movement immediately ends.

## Clarification

Stalker monsters who are also Elusive will ignore their Elusive ability when they move.
You still have to pass a horror check before you evade or try to fight an elusive monster.

## References

1. ↑ Kingsport Horror Rulebook, Fantasy Flight Games.
Hunting Horror

**Hunting Horror** is a monster. It first appeared in the Dunwich Horror expansion.

* Another Time
 **Rules Text**

## Mythos Source

Hunting Horrors first appeared in *The Dream-Quest of Unknown Kadath* (1927), written by H.P. Lovecraft. They are more fully described in *The Lurker at the Threshold* (1945), written by August Derlerth and H.P. Lovecraft.
Mask of the Three Fates

File:MaskOfTheThreeFates.png

## Card info

**Type**: Masks

**Any**: Exhaust to place tokens on this card equal to your current Sanity. Then choose one of these unused characters: Sister Mary, Mandy Thompson, or Carolyn Fern. You gain that character's unique ability while you have this item.

**Upkeep**: Do not refresh this card; instead, discard 1 token from it. If this card ever has no tokens on it, return it to the box.

## Clarification

Some encounters refer to this card as the "Triune Mask."
Jail Cell

The **Jail Cell** is an Innsmouth location in the Church Green neighborhood. It first appeared in the Innsmouth Horror expansion. Investigators enter the cell as a result of arrest, either due to an encounter in Innsmouth, or for violation of Martial Law.

## Special Encounter

**Jail Break:** Each investigator in the Jail Cell during the **Arkham Encounter Phase** makes a **Sneak (-1) check** and draws one encounter card, plus one additional card for every success rolled, encountering one card of his choice and discarding the others.
Kingsport

The **Kingsport** game board from Kingsport Horror depicts the town of **Kingsport**.

Like the Arkham and Dunwich boards, the Kingsport board is divided into neighborhoods composed of street areas and locations. The Kingsport neighborhoods are:

* Central Hill
* Harborside
* Kingsport Head
* South Shore

At one side of the board is the Rift track, which is used to mark the progress of the dimensional rifts.

Finally, the Kingsport board adds two additional Other Worlds which investigators may travel to during the game:

* The Underworld, and
* Unknown Kadath

## Mythos Source

Kingsport first appeared in *The Terrible Old Man* (1920), written by H.P. Lovecraft.
A Dark Wind Covers Arkham

File:Mythos126.png
**A Dark Wind Covers Arkham** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Unvisited Isle

**Clue Appears At:** \*The Witch House

Monster Movement

**Mythos Ability:** The terror level increases by 1. The maximum Stamina of all investigators in Arkham is reduced by 1. Horror checks in Arkham are made at a -2 penalty.

**Flavor Text:** Inky clouds blow in from the east, bringing with them sickness and fear.
Focus

**Focus** represents an investigator's ability to split their attention between different tasks. Focus determines the number of "stops" an investigator may adjust their Skill values each turn.

Each turn during the upkeep phase, a player may adjust their investigator's skills a number of "stops" equal to their Focus. For example, if an investigator with Focus of 2 may adjust their Speed up 2 stops, or their Speed up 1 stop and their Fight up 1 stop.

Each Skill value appears in a pair - Speed is paired with Sneak, Fight with Will, and Lore with Luck, so that in adjusting one skill value up, the investigator is adjusting the value of the skill paired with it down.

**Exception:** During game setup players may place their Skill sliders on any of the stops on their skill tracks. The initial setup does not follow the normal restrictions for Focus.
Formal Dress Gala Announced!

**Formal Dress Gala Announced!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Devil Reef or Woods

**Clue Appears At:** Esoteric Order of Dagon or Historical Society

Monster Movement

**Mythos Ability:** Each investigator may choose to immediately spend $5 to gain 2 Sanity and 2 Clue tokens.
Encounter

Investigators have **encounters** during the Arkham Encounters and Other World Encounters phases, based on their location.

If the location has a Special Encounter, as explained below, they must first decide whether to have that encounter instead of a random encounter. Otherwise they have a random encounter by drawing a card from the appropriate deck.

* In the Arkham Encounters Phase, each investigator who is in a location in Arkham or another town, and who is eligible to have an encounter, shuffles the Encounter deck for the appropriate location and randomly chooses a location card. He or she then reads and follows the instructions on that card for the current location.

* In the Other World Encounters phase, the investigator draws the top card from the Gate deck until a card has been drawn whose color matches one of the colors of the Other World he or she is in. He or she then reads and follows the instructions on that card for the current location.

## Special Encounter

Some game locations have **Special Encounters**, unique encounters printed on the board which investigators can choose instead of drawing a card from the encounter deck. These may also be referred to as the Locations' Special Abilities.

Areas with these types of encounters include:

* Administration
* Arkham Asylum
* Bank of Arkham
* Curiositie Shoppe
* General Store
* Ma's Boarding House
* Police Station
* River Docks
* Science Building
* Silver Twilight Lodge
* South Church
* St. Mary's Hospital
* Ye Olde Magick Shoppe

Some locations' special abilities **can not** be chosen by investigators and are a further description of the location itself or require some special condition to apply. These locations include:

* Innsmouth Jail with JAIL BREAK.
* Devil Reef with ACCURSED.
* Y'ha-nthlei with INACCESSIBLE
* The Causeway with HARD GOING.
* Wireless Station with HARD GOING.
* Silver Twilight Lodge with INNER SANCTUM.

## See also

* Arkham Encounters Phase
* Location
* Neighborhood
* Other World
* Other World Encounters phase
Gossip Runs Wild!

File:Mythos80.png
**Gossip Runs Wild!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill

**Clue Appears At:** \*Gardner's Place

Monster Movement

**Mythos Ability:** If the Dunwich Horror is in play, increase the terror level by 2. Investigators can trade Clue tokens like other Items until the end of next turn. Leave this card in play until then to show this.
Feeding the Hand that Bites

File:FeedingTheHandThatBites.png
**Feeding the Hand that Bites** is scenario seven. It was first published on October 21, 2008.

## Requirements

* Arkham Horror
* Curse of the Dark Pharaoh
* Kingsport Horror

## Special rules

Monsters do +2 Stamina Damage. Place a cultist as the first monster drawn for each Monster surge. When a cultist moves on the board (for any reason), flip the top three cards of the unique item deck over. For every tome revealed, place one Doom token on the Doom track. Repeat this action for each cultist on the board that moved. Cards revealed in this way are put on the bottom of the deck in any order. At the end of the upkeep phase, any Investigator with less than full Stamina loses Stamina equal to the number of Doom tokens on the Doom Track, if they are not at St. Mary's Hospital or Lost in Time and Space. This rule is suspended during combat with the Ancient One.

## Setup

Setup as normal. Add the Curse of the Dark Pharaoh and Kingsport Horror components.

**Ancient One**: Y'Golonac

Remove the following from the decks:

Common items
* 3x Food

Spells
* 4x Flesh Ward
* 2x Heal
* 2x Voice of Ra

Unique items
* 1x Enchanted Jewelry
* 1x Healing Stone
* 1x Obsidian Statue
* 1x Sword of Glory
* 1x Warding Statue
Formless Spawn

**Formless Spawn** is a monster. It first appeared in the Arkham Horror board game.

* Dunwich Horror x1
* The Abyss

 **Flavor Text**

## Mythos Source

The servants of Tsathoggua, Formless Spawn appeared in Clark Ashton Smith's "Hyperborean Cycle" and were first described in Smith's short story *The Tale of Satampra Zeiros* (1931).
Lantern

File:Lantern.png
**Lantern** is a common item. It first appeared in the Arkham Horror game, but a corrected copy was included in the Dunwich Horror expansion.

## Card info

**Bonus**: +1 to Luck checks.

**Price**: $3

### Correction

The original card featured more complicated text ("**Any Phase:** Exhaust to re-roll 1 die after making a **Luck check**.") and specified a lower cost ($2).
Magical weapon

A magical weapon is a usually a unique item that provides a bonus to combat checks. They may be one handed, two handed, or handless weapons and may or may not provide a conditional bonus. These conditional bonuses may be optional (such as the Gladius of Carcosa) or independent (such as the Ritual Blade) of\in the weapon's use in combat.
Komercyjne kursy językowe

Centrum Nauki Języków Obcych oferuje studentom komercyjne kursy językowe z 4 języków: angielskiego, niemieckiego, francuskiego i hiszpańskiego. Kursy są prowadzone na różnych poziomach zaawansowania - od A1 do C2. W ofercie znajdują się również zajęcia z zakresu Business English i kursy przygotowujące do egzaminu LCCI – Londyńskiej Izby Przemysłowo-Handlowej.

## Koszt, lokalizacja i wymiar godzin

Kursy odbywają się dwa razy w tygodniu po dwie godziny lekcyjne w godzinach popołudniowych i  wieczornych lub w trybie spotkań jeden raz w tygodniu.

Zajęcia odbywają się przez cały semestr w wymiarze 40 lub 30 godzin.
Koszt kursu 40 godzinnego wynosi 640 zł./semestr; kursu 30 godzinnego – 480 zł./semestr.

Zajęcia rozpoczynają się od drugiego tygodnia października.
Ghroth

File:Ghroth.png
**Ghroth** is a herald. He first appeared in the Kingsport Horror expansion.

## Ghroth - The Nemesis Moon

When Ghroth is the Herald, place two extra doom tokens on the Ancient One's doom track at the start of the game.

**The End is Near**

*The comet-god comes, singing to the stars and planets as it passes; waking the strange and terrible gods that lie slumbering beneath*.

The Ancient One's doom track begins the game with two extra doom tokens on it.

**Looming Omens**

Each time an *Environment (Mystic)* card is drawn from the mythos deck, every investigator must either spend a Clue token or else the first player rolls a die and consults the chart below:

**1:** Each investigator in Arkham loses 1 Sanity.
**2:** Each investigator in Arkham loses 1 Stamina.
**3-4:** No effect.
**5:** Raise the terror level by 1.
**6:** Add a doom token to the Ancient One's doom track.
King of Cards Cancels Show

File:Mythos134.png
**King of Cards Cancels Show** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Witch House

**Clue Appears At:** \*Unvisited Isle

Monster Movement

**Mythos Ability:** All Witches and Warlocks in Arkham are returned to the cup. If any investigator has **Eric Weiss** as an Ally, that investigator gains those monsters as trophies.

**Flavor Text:** Erich Weiss, a famous visiting escape artist and master of illusion, was scheduled to put on a show. However, when he was told that the "Legacy of the Pharaohs" museum exhibit was in town, he paled visibly and canceled the performance. "There is a thing I must do" was his only comment.
Gloria Goldberg

**Glorida Goldberg** is an investigator. She first appeared in the Arkham Horror board game.

Gloria Goldberg investigator sheet back.
Gloria Goldberg investigator sheet front.

## Sheet info

**Occupation:** the Author

**Home:** Velma's Diner

**Unique Ability**: Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Status

* Sanity: 6
* Stamina: 4

Fixed Possessions

* $7

* 2 Clue tokens

Random Possessions

* 2 Common items

* 2 Spells
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsGloriaGoldbergBack.png
File:PsGloriaGoldbergFront.png
File:PsGloriaGoldbergPassed.png
File:PsGloriaGoldbergFailed.png

**The Story So Far:** As a young girl, Gloria was haunted by terrible visions. After years of visiting doctors and some therapy, she learned to control her visions somewhat by writing stories. Her weird and disturbing fiction somehow spoke to the public in these troubled times, and has made her a bestselling writer.

This evening, while leaving a book signing she's attending in Arkham, she was knocked to the ground by the most powerful vision she's ever experienced. Gloria saw the sky tear open, and a huge and montrous form pour out of the very air itself, wreaking untold havoc and killing thousands. As she sat on the ground with her arms wrapped around herself, Gloria knew, somehow, that this vision was real, and that it would come to pass unless she did something about it.

Now, she finds herself in a run-down diner, sipping coffee and trying to decide what to do.
Ghatanothoa's Visage token

The **Ghatanothoa's Visage tokens** are used only when Ghatanothoa is the Ancient One. They can cause investigators to be devoured without engaging in combat. They were introduced with Ghatanothoa in the Innsmouth Horror expansion.

## Use in Gameplay

BackFront (face up)Devoured (face up)
*Annihilating Gaze* - While Ghatanothoa stirs in his slumber, place the eight **visage tokens** facedown on this sheet. Each time an investigator gains 2 or more Clue tokens at once, he must turn a visage token faceup. If it has Ghatanothoa's face on it, he is devoured. If not, leave the token faceup. Once four visage tokens are faceup, turn them facedown and shuffle the visage tokens. Of the eight tokens, only one is devoured, the other seven are blank.
John Legrasse

**John Legrasse** is an ally. He first appears in the Arkham Horror board game. He can be gained through an encounter at the Unvisited Isle.

## Card info

* +2 Will

You can claim monsters with the Endless ability as trophies.

## Mythos Source

Inspector John Raymond Legrasse, a New Orleans police inspector, appears in Lovecraft's *The Call of Cthulhu* (1926), one of the core stories of the Mythos. Legrasse's story of a raid on a cult ceremony, "The Tale of Inspector Legrasse", makes up the second phase of that story.
General Store

The
**General Store** is an Arkham location in the Rivertown neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Bob Jenkins
* Diana Stanley
* Hank Samson

## Special Encounter

**Shop:** Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Lloigor

**Lloigor** is a monster. It first appeared in the Innsmouth Horror expansion.

* Another Dimension
 **Rules Text**

## Mythos Source

The monster version of the Lloigor first appeared in *The Return of the Lloigor* (1969), written by Colin Wilson. The name Lloigor first appeared in *Lair of the Star Spawn* (1932), written by August Derleth and Mark Schorer, where it's a twin being to Zhar.
Happy Days are Here Again

File:Mythos26.png
**Happy Days are Here Again** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Woods

**Clue Appears At:** \*Historical Society

Monster Movement

**Mythos Ability:** Due to the renewed prosperity that has come to Arkham, the terror level cannot increase.