recursal/Fanatic-Fandom huggingface dataset:
Buenos Aires

## Map

Buenos Aires is one of the 9 named  City spaces on the World Map. It is connected to:

* The Amazon by an Uncharted path.
* Space 3 by a Ship path.
* Space 7 by a Ship path.
* Space 8 by a Ship path.
* Space 11 by a Ship path.
* Space 12 by a Ship path.

## Encounters

### America Encounters

Buenos Aires Location Encounters have a high probability of giving Ritual Spells.

### City Encounters

As Buenos Aires is a City space, an investigator can resolve a General Encounter here.

### Expedition Encounters

Expedition Encounters can be undertaken here if playing with the  Under the Pyramids expansion.

 2

### Devastation Encounters

If playing with the  Cities in Ruin expansion, Buenos Aires may be devastated, thus Devastation Encounters can be resolved here.

### Other Encounters

* A  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Rumor token may be placed on this location through Drawn Through the Gate Mythos card; it can therefore be encountered.

## Lore

### Real World Location

Buenos Aires is the largest city and capital of Argentina.

## References

1. ↑ Possibly Vladimir Alekseevich Shmakov, occultist, author of *The Holy Book of Thoth: The Great Arcana of the Tarot* and *Fundamentals of Pneumatology*.
2. ↑ A real life Peruvian esoterist who in 1905 dreamt of a huge subterranean hall filled with ancient scrolls containing the knowledge of the most Ancient Ones and heard a voice repeating the name "Masma".
3. ↑ A family in the story *The Dunwich Horror* by H.P. Lovecraft. For more information about this, see the The Dunwich Horror page on  *The H.P. Lovecraft Wiki*.
4. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
5. ↑ See Buenos Aires location on  *Google Maps*.
Devoured

An investigator is **devoured** when he or she is utterly annihilated by the Ancient One or by other forces arrayed against them. They will only become devoured when a specific Condition or resolution specifies that they are devoured.

Similar to being defeated, an investigator is removed from the game. However, they are not placed in a City on their side with a token. They are instead immediately removed from the game, and  Doom advances by 1 immediately. All of their Conditions, possessions,  Health,  Sanity, Improvement and Impairment tokens are discarded. Their Investigator sheet and token are removed from the game. At the end of the Mythos Phase, the player is still able to choose a new investigator similar to being defeated unless the Ancient One (except Yig) has awaken.

If the investigator is devoured through the effect of the For the Greater Good Task, do not advance Doom.
City of the Elder Things

### * Text

**Local Action:** Test . If you pass, gain 1 Clue or spend 1 Clue to gain 1 Artifact.

## Map

The City of the Elder Things is a named space on the Antarctica Side Board from the  Mountains of Madness expansion. It is connected to:

* Frozen Waste by an Uncharted path.
* Plateau of Leng by an Uncharted path.

## Encounters

### Mountain Encounters

According to statistics, City of the Elder Things Location Encounters can likely give Artifacts.

### City of the Elder Things Research Encounters

As this space is located on the Antarctica Side Board, an investigator resolves an Antarctica Research Encounter when encountering a  Clue.

### Other Encounters

* A  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Mystery token may be placed on this space and can be encountered as part of A Dark God or An Expedition Compromised Mysteries.
* An  Eldritch token may be placed on this space as part of At the Mountains of Madness Mystery, thus it can be encountered.
* An  Adventure token may be placed on City of the Elder Things and can be encountered as part of Through the Frozen Waste or Exploring the City of the Elder Things Adventures.
* Rampaging Shoggoth Epic Monster may spawn on this space and can be encountered.

## Lore

### Real World Location

Although this doesn't exist in real life, H.P. Lovecraft's fiction has the greatest city of the Elder Things was based in the Antarctic.

### Notes

Elder Things first appeared in "At the Mountains of Madness" novella first published in 1936.

## References

1. ↑ A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
Astral Travel

## Card Back

**0:** *Somewhere in the void, you seem to have lost the magic words.* If you rolled any 1's, discard this card.
**1:** *The magic infects your mind.* Lose  1 Sanity.
**2+:** *The magic doubles back, allowing you to travel even farther.* You may move to an adjacent space of your choice.
 **2** | 04 | Resolve the effect based on your test result:
**0-1:** *The magic roils and fogs your mind. You are no longer sure if you are where you hoped to be.* Lose  1 Sanity unless you discard this card.
**2+:** *You traverse time and space.* You are no longer Delayed and gain  1 Focus.
 **3** | 04 | Resolve the effect based on your test result:
**0:** *You have become lost in the void, unable to return to where you wish.* Move to a random space unless you discard this card.
**1:** *Traveling the void has put great strain on your mind.* Lose  1 Sanity.
**2+:** *Evading pursuit and escaping restraints is a trivial exercise.* Discard a Detained Condition or 1 Pursuit Condition.
 **4** | 04 | Resolve the effect based on your test result:
**0:** *The magic is leading you back in time.* Become Delayed unless you discard this card.
**1:** *The altered fragments of space and time that surround you threaten to shatter your mind.* Lose  1 Sanity.
**2+:** *You fold space and time, easily allowing others to traverse the universe.* Another investigator of your choice on any space may move to your space.
Then flip this card.
Composed

## Card Front

 Action

## Card Back

* Lose  1 Sanity. Then flip this card.
 **2** | 07 | *Panic courses through you. You feel yourself beginning to lose control, but steady breathing and repetition of a calming mantra bring your core back to center. For now, you persevere, but each passing day brings you closer to the brink of collapse.* | Resolve one effect of your choice:
* Gain 1 Madness condition. Then flip this card.
* Discard all of your Madness Conditions and this card.
Daisy Walker

## The Librarian

### Abilities

* **Action:** If you are on a  City space, test . If you pass, gain 1 Tome Asset from the reserve or 1 random Tome Asset from the deck.
* When you perform a Rest action, you may perform 1 additional action on a Ritual or Tome possession you have.

### Flavor Text

#### Quote

*"I know of books so powerful, they can rewrite reality"*

#### Bio

*Daisy worked in the library of Miskatonic University, overseen by the noted scholar Henry Armitage. She quickly became an expert on the school's collection of strange and occult texts, mastering the obscure subject matter and archaic languages. Through her studies, she came to believe that humanity was facing an impending threat. Armitage believes in her conclusions and has sent her to Istanbul to continue her investigation. It is their hope to discover some means of rescuing humanity from this inevitable doom.*

### Team Role

With her starting spells and high Lore skill, Daisy is a great character to gain Clues, which can make her useful in dealing with rumors. Because her Observation is low, it is wise to train that up if you plan on using her skill to gain unique Tomes.

Naturally, Daisy is a great character to use Tomes with, as she gets a third action every round, provided she is using a Ritual or Tome.
Daisy can also use spells to great effect once she gets some.

### Origin

Daisy Walker made her first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*.
Crux of Cykranosh

## Card Effect

When you pass a  test during a Combat Encounter, improve .

When you pass a  test while resolving a Spell effect, improve .

## Notes

* If The Brood Mystery is active, when an investigator gains an Artifact, he may gain the Crux of Cykranosh Artifact instead.
* An investigator may gain this card when resolving a Research Encounter ( Atlach-Nacha Wilderness #11).
Death XIII

## Card Back

*While speaking with him, you learn that it was he who led you to this place. Removing a tarot card from his coat pocket, he hands it to you. This fifth card strikes you as the most peculiar. He then disappears, leaving you to descend the Steps of Slumber to the Dreamlands alone.*

## Notes

 Carolyn Fern starts with this Unique Asset.
Cultist

## Spawning

* This Monster is spawned by an Ancient One's  Reckoning effect ( Abhoth's on a  Wilderness space that does not contain a Cultist Monster,  Yig's on the Active Expedition space).
* This Monster is spawned by a Mystery ( Abhoth's Spawn of Uncleanliness Mystery and Reign of Filth Final Mystery on a  Wilderness space that does not contain a Cultist Monster).
* This Monster is spawned by  Antediluvium's effect on a Gate.
* This Monster is spawned by the Epidemic Prelude on a  Wilderness space that does not contain a Cultist Monster.

## Notes

Unlike most other Monsters, Cultists differ depending on which Ancient One is in play. All statistics,  Reckoning, ways to deal with them, and any other details can be found on the Ancient One's sheet. If the Final Mystery is triggered, Cultists use the statistics on the back of the Ancient One sheet, and are typically tougher than before the Final Mystery triggered.

Some cultists, like for  Rise of the Elder Things or  Hypnos, may not require a Combat check in order to deal with them. Others, like  Abhoth are dealt with through Special Encounter.

### References

1. ↑ 5 Core, 1 FL, 2 MoM, 1 SR, 3 UtP, 2 SoC
Bob Jenkins

## The Salesman

### Abilities

* **Action:** You may trade any number of Item or Trinket possessions with another investigator on any space.
* When you perform an Acquire Assets action, reduce the value of each card in the reserve by 1 to a minimum of 1.

### Flavor Text

#### Quote

*"Reality is just a matter of negotiation."*

#### Bio

*According to Bob, the secret to success as a salesman is persistence. People just need to be told what it is that they want. Repeatedly. Recently, Bob came into possession of a handful of unusual golden coins, and Bob hopes that the same persistence he so famous advocates will help him to uncover their origin and purpose. His subsequent research taught him that the coins are rare and valuable, but also that some sort of curse is attached to them. Collectors refuse to touch them—but Bob is sold. He wants to know more.*

### Rulings, clarifications, and reminders

* The reduction in Asset value during the Acquire Assets Action only applies to Bob Jenkins and is not cumulative.
* None of the exchanged possessions are considered "gained" or "discarded" as part of Bob's active ability.

### Team Role

With his unique talents, Bob is someone who can gain assets quickly, and funnel them to those who need them. He starts with a rifle that makes him decent in battle, and can quickly adapt into any role the player might need.

### Origin

Bob Jenkins made his first appearance in 2005 in *Arkham Horror: Second Edition*.

### References

1. ↑ FAQ p. 9.
2. ↑ Official answer from Nikki Valens for Trade on  *BoardGameGeek*.
Bound by the Past

### Flavor Text

*To atone for things you have done. To free yourself from the shackles of your own making. But can you truly escape what you were?*

### Personal Mission

* When you discard a Monster as part of your action ability, you may place it on this card. Then, if the total toughness of Monster on this card is 8 or greater, discard this card and gain the *Redeemed* Reward.
* At the end of the Encounter Phase, if there are 3 or more Cultist Monsters on the game board, discard this card and gain the *One of Us* Consequence.

## Reward

* Once per round, during the Action Phase, gain  1 Focus.

## Consequence

* Roll 1 fewer die when resolving a test during a Combat Encounter or an Other World Encounter.
Action Phase

During the Action Phase, each investigator may perform up to two actions. The Lead Investigator performs his two actions first, then proceeding clockwise around the play area, each other investigator performs his two actions.

* Some investigators like  Charlie Kane can grant another investigator an additional action.
* Each investigator is restricted to resolving each action once per round, even if he is able to perform an additional action, such as from Ruby of R'lyeh or  Charlie Kane's action ability.  Marie Lambeau is capable of performing the same action twice in a round.
* If an investigator cannot or does not wish to perform an action, he may choose not to perform his action or actions.
* An investigator must fully resolve an action before performing another action. For example, he cannot interrupt a Travel action with a Trade action, and then continue moving.
* During the Action Phase, an investigator may move along any number of interconnected Local paths. Each investigator may perform this movement only once per round. This movement does not require an action but cannot be performed by a Delayed investigator.
* An investigator with a Lost in Time and Space condition skips this phase.
* An investigator with a Detained Condition may only undertake the action on the card. He may not perform any other actions.
* A Delayed investigator can only stand back up during this phase, undertaking no other actions. If the investigator, for some reason, is delayed during the Action Phase, the investigator does not become Delayed, instead, the Action Phase immediately ends for that investigator.

## List of Actions

Investigators may perform the following actions:

### Travel

*Main article: Travel*
The investigator moves 1 space, then may spend travel tickets to move additional spaces.

### Prepare for Travel

*Main article: Prepare for Travel*.
The investigator on a  City space gains  1 Ship Ticket or  1 Train Ticket. An investigator cannot have more than two travel tickets.

### Rest

*Main article: Rest action*
The investigator recovers  1 Health and  1 Sanity. Spend  Resources to recover additional Health and Sanity. This action cannot be performeed if ther is a Monster on the investigator's space.

### Acquire Assets

*Main article: Acquire Assets*
The investigator a  City space tests  to gain Assets from reserve with total value up to his test result. He may spend  Resources for additional successes. This action cannot be performeed if ther is a Monster on the investigator's space.

### Gather Resources

*Main article: Gather Resources*
The investigator gains  1 Resource. An investigator cannot have more than two Resource tokens.

### Trade

*Main article: Trade*
The investigator may exchange any number of possessions with another investigator on his space.

### Focus

*Main article: Focus*
The investigator gains  1 Focus. An investigator cannot have more than two Focus tokens. Focus can be spent to reroll dice during tests.

### Component Actions

*Main article: Component Action*
The investigator performs the action of a component. Each component action is a separate action. A component action may be a Local Action.
Framed for Theft

## Flavor Text

*The Talisman of Wadjet, an amulet meant to protect the pharaohs in the afterlife, has been stolen. The police suspect a man named Erich Weiss, but your gut tells you he is innocent.*
## Adventure Conditions

When this card enters play, place an  Adventure token on Cairo.

When this Adventure is completed, the active investigator gains the Erich Weiss Unique asset; then draw a random *Museum Heist II* Adventure.

As an encounter, an investigator on Cairo may attempt to convince the police that Erich has been framed ().

If he passes, the police release Erich into his custody under the condition that he apprehends the thief; complete this Adventure.
## Availability

This Adventure is only available when playing with the  Under the Pyramids expansion, when the Under the Pyramids Prelude is active.
Beneath an Alien Sky

## Flavor Text

*A sudden celestial phenomenon appears to be projecting the image of twin suns into the sky, and at night, the stars become unfamiliar and dark, almost as if the earth has been transposed into another location.*

## Mystery Text

Whenever an investigator closes a Gate during an Other World Encounter, he may spend  2 Clues to place  1 Eldritch token on this card. If that Gate corresponds to the current Omen, place 1 additional Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to , solve the Mystery.
Blessing of Isis

## Card Back

**0:***The goddess has been angered, and her wrath is terrible to behold.* The chosen investigator gains 1 Cursed Condition.
**1:** *You feel an almighty power surge through you and it is too much for your mind to handle.* Lose  1 Sanity.
**2+:** *The goddess smiles upon your cause.* No additional effects.
 **2** | 01Core | Resolve the effect based on your test result:
**0-2:** *Your chanting fills the air with ancient voices, and you fear the invocation has drained part of your life away.* Lose  1 Health.
**3+:** *The goddess smiles upon your cause.* Each investigator on your space that does not have a Blessed Condition may gain a Blessed Condition.
 **3** | 02 | Resolve the effect based on your test result:
**0-1:***The voice of the great being Isis echoes in your mind.* Lose  1 Sanity.
**2+:** *Visions of distant places and times flood your mind.* The chosen investigator gains  1 Clue.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *The words of the ritual escape you, and for a moment, you cannot recall them.* If you rolled any 1's, discard this card.
**1:**  *A glowing spirit circles you, warding disaster.* The chosen investigator loses  1 Sanity.
**2+:** *A warmth fills you and eases our pain and worries.* The chosen investigator recovers  1 Health and  1 Sanity.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

When resolving the effects of Blessing of Isis, you choose an investigator before resolving the  test. This choice is made regardless of the success or failure of the test.
Ally

An **Ally** is a type of Asset investigators may acquire during a game of Eldritch Horror. These are individuals who join the investigators when they are acquired. Whereas items often grant situational bonuses (such as "+4  during Combat Encounters"), Allies tend to grant smaller bonuses that are always in effect (such as "+1 ").

Some Allies in the Unique Asset deck have the Character trait. They represent specific, named individuals. While the investigators in Eldritch Horror were created by Fantasy Flight, Character Allies are generally named after individuals from H.P. Lovecraft's stories.

* Leo Anderson can easily gain Allies from the reserve or discard pile with his investigator action.
* Minh Thi Phan gains +1 to all skills if she has 1 or more Ally.
* Rise of the Elder Things Ancient One can allow players to gain Allies quickly, as the players can gain a random Ally if they pass the  test when fighting Cultists.

Some effects, like Serpent Crown Artifact or Blight Condition requires players to sacrifice Allies.
Cult of the Bloody Tongue

## Flavor Text

*M'Weru, a fanatical, manipulative priestess with a dark agenda, has surfaced in Kenya. From within a hidden lair, she leads a cult in service of an unspeakable deity - The Bloody Tongue.*

## Mystery Text

When this card enters play, set aside all ***Cult of the Bloody Tongue*** Adventures. Then draw the Mountain of the Black Wind Adventure.
Celephaïs

Map

Celephaïs is one of the 3 named  City spaces on the Dreamlands Side Board from  The Dreamlands expansion. It is connected to:

* Dylath-Leen by a Ship path.
* Unknown Kadath by a Ship path.

## Encounters

### Dreamland Encounters

Celephaïs Location Encounters have a high probability of giving Task Unique Assets.

### City Encounters

As Celephaïs is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* A  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Adventure token may be placed on Celephaïs and can be encountered as part of King Kuranes of Celephaïs Adventure.

## Lore

### Description

Celephaïs is a fictional location. It was a port city in Earth's Dreamlands in HP Lovecraft's short stories *Celephaïs* and *The Dream Quest of Unknown Kadath*.

The city is the manifestation of the dreams of its king Kuranes. At some point in its existence it resembles Cornwall. It appears not to be affected by the passage of time. Randolph Carter travels to the city in *The Dream Quest of Unknown Kadath.*

## References

1. ↑ A variance of the name Serannian, the floating city near Celephaïs.
2. ↑ A character in the story *Celephaïs* by H.P. Lovecraft. For more information about this, see the Celephaïs page on  *The H.P. Lovecraft Wiki*.
3. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
Azathoth Research Encounters

## References

1. ↑ For more information about this, see the L'gy'hxian page on  *The H.P. Lovecraft Wiki*.
2. ↑ For more information about this, see the The Thing on the Doorstep page on  *The H.P. Lovecraft Wiki*.
3. ↑ 3.0 3.1 Shan
4. ↑ 4.0 4.1 A Tulzscha-worshipping cult first appeared in the story *The Festival* by H.P. Lovecraft. For more information about this, see the The Festival page on  *The H.P. Lovecraft Wiki*.
5. ↑ For more information about this, see the Zy'tl Q'ae page on  *The H.P. Lovecraft Wiki*.
6. ↑ A temple of the shan to worship Azathoth.
7. ↑ Description of a wizard of the Cult of the Green Flame in the Necronomicon as appeared in the story *The Festival* by H.P. Lovecraft. For more information about this, see the The Festival page on  *The H.P. Lovecraft Wiki*.
8. ↑ For more information about this, see the Ghroth page on  *The H.P. Lovecraft Wiki*.
9. ↑ For more information about this, see the Black Man page on  *The H.P. Lovecraft Wiki*.
Doom

*See also: Omen*
Doom is a game mechanic in Eldritch Horror that counts down the amount of time until the Ancient One awakens from slumber. It is measured as a number, and can go up or down during the game. The beginning level of Doom is specified on the Ancient One's sheet. Any card or effect that says to "advance" Doom subtracts that number from the level of Doom, and any effect that "retreats" Doom adds that number.

Once Doom hits zero, the Ancient One awakens. If the Ancient One is  Azathoth or  Syzygy, the game ends. Otherwise, the Ancient One card flips over and the Final Mystery takes place.

After the Ancient One has awoken, advancing Doom will have a different effect than normal: the Final Mystery will explain what happens when Doom advances. Retreating Doom has no effect if the Ancient One awakens, unless the Final Mystery specifies it.

If an effect advances Doom beyond the "0" space, Doom advances to 0, the Ancient One awakens, and then Doom continues to advance using the Ancient One’s rules for advancing Doom.

## Advancing Doom

Any card or effect that says to advance Doom will increase the level of Doom. However, there are other ways to advance Doom within the game:

* If the Omen rotates, and the new Omen shares a symbol with an open gate, advance Doom by 1 for each Gate.
* If an investigator is defeated or devoured, advance Doom by 1.
* If a Gate needed to but cannot be spawned because the Gate stack and discard pile are empty, advance Doom by 1.

This always holds true unless a card effect specifically says not to advance the Doom when this occurs.

## Retreating Doom

Some cards or effects allow investigators to retreat Doom; some of the most common are ways are as follows:

* A Defeated Investigator Encounter often retreat Doom as a reward.
* An Expedition Encounter is most likely to retreat Doom.
* The most of the Task Unique Assets have one variant allowing to retreat Doom.
* An investigator's ability, from his sheet or Personal Story can retreat Doom under certain specific conditions:

 Charlie Kane | Personal Story | Once per round, when Doom advances, you may spend  2 Clues to retreat Doom by 1.

* An investigator's Personal Story may retreat Doom on gaining its Reward card:
Back Injury

## Card Back

 **Muscle Spasms** | 01Core | *Your hand begins to shake uncontrollably, breaking whatever you are holding. Your whole body is overcome by tremors.* | Discard 1 Item possession and become Delayed.
 **Nerve Damage** | 01Core | *The numbness in your fingers has returned, making it nearly impossible to manipulate objects, and you clumsily drop a valuable beyond recovery.* | Discard 1 Item possession.
 **Unnatural Scars** | 02 | *The pain in your back continues to flare up throughout the night.* | Lose  2 Health and  2 Sanity. In the morning, you discover your back has been scarred with ancient hieroglyphs (-1). If you pass, gain  1 Clue.
 **Crippling Injury** | 05 | *The spasms in your back pour through you like a wave of agony, and you collapse to the ground. Again and again, these tremors shake your body. You fear you will never be able to overcome your impairment.* | Impair , , and .
Then discard this card.
Ace of Swords

## Card Back

*Beyond the fourth archway, two bearded priests stand waiting. They warn you of the dangers beyond the cavern, but give you their blessing in the form of a tarot card, insisting that it will protect you from harm. You thank them and continue on your way.*

## Notes

An investigator may gain this Unique Asset when resolving a Location Encounter ( Sydney #34).
An Expedition Compromised

## Flavor Text

*Some members of the expedition crew had gone missing and have been acting strangely since their return. Geological and alien samples are disappearing or being destroyed in the night.*

## Mystery Text

When this card enters play, place a  Mystery token on Lake Camp and City of the Elder Things.

After an investigator resolves a location encounter on Lake Camp or City of the Elder Things, he may spend  1 Clue to confront the agent of the elder things. If he spends the Clue, a Cultist Monster ambushes him! If he defeats it, place  1 Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to , solve this Mystery.
Based on a True Story

### Flavor Text

*Sometimes the well of inspiration runs dry, and the only way to refill it is to get out there and experience the world. Time to take risks and show the world that you are not done with it yet.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Inspiration* Reward
* At the end of the Encounter Phase, if there are 5 or more Gates on the game board, discard this card and gain the *Captivated* Consequence.
Diana Stanley

## The Redeemed Cultist

### Abilities

* **Action:** If there is a Cultist Monster on your space, discard all Monsters on your space or move the Cultist Monster to any other space.
* Reduce the horror of Monsters you encounter to 1.

### Flavor Text

#### Quote

*"The Lodge is not as innocent as they pretend. I have learned that nothing is ever as it seems, myself included."*

#### Bio

*When Diana was initiated into the Order of the Silver Twilight, she believed it to be nothing more than a community organization. But as she has learned more of its true nature, she has become convinced that a growing evil threatens the world, and that the Silver Twilight will play a role in that threat. She believes her best chance to prevent this is to use her position to sabotage the organization from within. Carl Sanford, the head of the Order, has recognized her skills and recently sent her to Panama for additional training*

### Rulings, clarifications, and reminders

Diana's passive ability only applies to her own Combat Encounter; it is not a permanent effect on the Monster.

### Team Role

Her high lore, along with her starting asset, makes her a very good spellcaster. Given her starting position, starting very close to both Arkham and Buenos Aires, she can often be used to gather many spells.

With her starting Wither spell and her passive ability, she can also be played as a combat investigator. If you choose this, it is recommended that you find some way to improve her will or give her some assets in order to help with horror checks in combat.

### Origin

Diana Stanley made her first appearance in 2006 in *Dunwich Horror*, the 2nd expansion for *Arkham Horror: Second Edition*.
Agency Secrets

## Card Back

* One Monster of your choice on any space loses  1 Health. Then flip this card.
 2
* Spawn  1 Clue or gain 1 Clue from a  City space. Then flip this card.
 3
* Up to two investigators each discard a Debt Condition and a Detained Condition. Then flip this card.
 4
* You may spend  1 Health to gain 1 Talent Condition. Then flip this card.
* Improve 1 skill of your choice. You may discard any number of your Conditions. Then discard this card.

## Notes

* Roland Banks starts with this Unique Asset.
* An investigator may gain this Unique Asset when he gains the Agent Callahan Unique Asset from the deck.
* An investigator may gain this card when resolving a General Encounter ( Sea #40).
Brotherhood of the Dark Pharaoh

## Flavor Text

*Investigation of the ill-fated Carlyle expedition leads to Cairo, where rumors of an ancient queen's imminent resurrection fill you with unease, and the shadow of something much darker lies beneath the surface.*

## Mystery Text

When this card enters play, set aside all ***Brotherhood of the Dark Pharaoh*** Adventures. Then draw the Investigating the Great Sphinx Adventure.
Character

**Characters** are a specific type of Ally Unique Assets that are gained in a game of Eldritch Horror. These represent powerful allies, named after characters from the Cthulhu Mythos novels.

Characters always have 2 distinct effects that tremendously help the investigator; it can be in the form of Skills bonus, immediate gains, active/passive abilities, or a  Reckoning effect. They however cannot be obtained like other cards, and are usually gained through specific encounters, Mythos cards, or Adventure progression.
Deal

A Deal is a type of Condition. It represents a bargain struck with a being either mundane or supernatural, and has a wide variety of effects, both harmful and beneficial. Deals may be obtained through various fashions depending on the type of deal. There are five types of Deals; three of them are harmful to the investigator: Debt, Agreement, or Dark Pact. And then, there are two deals that benefit investigators: Funding and Promise of Power.

* Debt and Agreement trigger on a  Reckoning. Both can be avoided before that by spending an action and testing , and in the case of an Agreement, by spending  Clues. Typically, a Debt allows a die roll to avoid the negative effect, and is always discarded once resolved. Agreements do not offer a die roll, and provide a detrimental and possibly lethal effect.

* A Dark Pact triggers a die roll on a  Reckoning, and will trigger on a 1. Just like an agreement, they can have powerful negative effects, including instantly defeating an investigator. Removing a Dark Pact is difficult once it is made.

* A Funding can trigger on a  Reckoning to get it's benefit, which will usually end up discarding the card. It can also be discarded to remove a Debt Condition, or discarded to prevent gaining a Debt Condition.

* The Promise of Power may be discarded at any time to reroll as many dice in one roll as a player wishes. On a  Reckoning, the player rolls a die, and gains the full benefit if they roll a 6. The card is than discarded afterwards.

 Michael McGlen may reroll 1 die when resolving a Deal Condition.
Focused Training

## Flavor Text

*You wonder what it will all come to in the end, even as you wipe the sweat from your brow, whether you will be able to rise above the challenges that lie before you. The nature of the task at hand is, after all, not one you would associate with a long life expectancy.*

*Purging the negative thoughts from your subconscious, you return with renewed vigor to your training. You can do it, you tell yourself, you were meant to fill this role.*

*You are a lighthouse in the darkness.*

## Prelude Conditions

During this game, if an Asset would be placed on a space of the reserve, the active investigator may place 1 random Talent Condition from the deck faceup on that space instead.

Talent Conditions in the reserve can be gained as part of the Acquire Assets action. Each Talent Condition in the reserve has value 1. As an additional cost to gain a Talent Condition, the investigator must spend  1 Focus.

## Notes

The original text of the second prelude condition was "As part of an Acquire Assets action, an Investigator may spend 1 success and 1 Focus to gain 1 Talent Condition from the reserve. There is no limit to the number of Talent Conditions an investigator can gain during an Acquire Assets Action." This has seen been errata'd to allow effects depending on Asset values in the reserve to work.
At the Mountains of Madness

## Flavor Text

*The reason the elder things left Antarctica is unclear. Exploring the frozen continent is the only way to find the answer.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: Lake Camp, Frozen Waste, Snowy Mountains, and City of the Elder Things.

After an investigator resolves an encounter on a space containing an Eldritch token, he may spend  2 Clues to place that Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to half , solve this Mystery.
Carson Sinclair

## Distinguishing Features

* Whenever you or another investigator on your space performs a Prepare for Travel action, that investigator gains 1 additional travel ticket of his choice.

### Flavor Text

#### Bio

*Carson still often thinks back to that fateful night when his friend and employer, one Mr. Hercule Webb, was swallowed up by a dimensional tear, never to be seen again. With Mr. Webb's disappearance, the Webb estate fell into the hands of the Webb's duplicitous business manager, a man by the name of Dupuis. As the sole provider for the Webb children, Carson has devoted himself to proving Dupuis's involvement in the events of Hercule's disappearance and to restoring the children as the rightful heirs to the Webb fortune.*

### Team Role

Carson can facilitate travel quickly with his actions, making him useful to support another investigator. He's also got very balanced stats that will help him in most situations, especially since he can get assets by trading as a free action. He is good partners with  Jenny Barnes or  Preston Fairmont.

### Origin

Carson Sinclair made his first appearance in 2016 in *Mansions of Madness: Second Edition*.
Antarctica Research Encounters

When an investigator encounters a  Clue on the Antarctica side board, he does not resolve a Research Encounter for the chosen Ancient One. Instead, he draws and resolves an Antarctica Research Encounter.
Antarctica Research Encounters are related to one of three specific location groups, unlike other Research Encounters which are related to  City,  Wilderness, or  Sea spaces.

An Antarctica Research Encounter is considered a Research Encounter for all game effects.

## References

1. ↑ A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
Corruption

## Card Front

 Action

## Notes

 Calvin Wright starts with this Condition.

### Rulings, clarifications, and reminders

The Corruption Condition (and some other effects) cause you to gain  Eldritch tokens which are placed on your Investigator sheet. Eldritch tokens you have gained are not discarded unless an effect specifically allows you to spend or discard them; if the Corruption Condition is discarded, the Eldritch tokens stay on your Investigator sheet.
Boon

A Boon is a type of Condition. It represents a mystic blessing that aids the investigator. It may be obtained through an encounter, a Mythos card, or a Spell effect. There are four types of Boons: Blessed, Righteous, Living Link and the Talent Composed, which is both Boon and Talent. Each one of them has a different effect:

* Blessed allows the player to count 4, 5, or 6 on a die roll as a success. This does not count for straight die rolls, such as removing an Injury during a Rest action. If the player gains a Blessed Condition while they already have Blessed, they instead flip the card and resolve the effect on the back. This effect can be a wide variety of things, but will always be of benefit to the player. If the player gains a Cursed Condition, they must instead discard the Blessed. On a  Reckoning, the player rolls a die and must discard their Blessed on a 1 or 2.

* Righteous grants the player a small boost: allowing the player to gain an extra point of  Sanity or a   Focus during a Rest action or Focus action. During a  Reckoning, the player may optionally flip their Righteous to trigger the effect on the back, and discard the condition afterwards. This effect is generally very powerful, and usually gives the player the option of choosing from two benefits.

* Living Link grants a +1 boost to all skills. On a  Reckoning, the player flips the card and resolves the effect. It will always be of benefit to the character and will not cause the Condition to be lost. If the player gains a Bane condition, they can choose to discard the Condition instead of gaining the Bane.

* Composed allows the player to reroll all of their dice on a test if they do not roll any 1's. They must flip the condition if they ever fail a roll. This could hurt the player, or give them a benefit at the cost of discarding the Condition.

 Father Mateo may gain a Boon Condition after he closes a Gate, provided he does not have one already.

 Sister Mary may add 1 to the result of each die rolled as part of a Boon Condition.
Citizen Kane

### Flavor Text

*You carefully negotiate with your contacts in order to ensure that all possible permutations of the future have been prepared for. After all, how will you run for office next year if the world has already ended?*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Kane for Office* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Dark Times* consequence.

## Reward

* Once per round, when  Doom advances, you may spend  2 Clues to retreat Doom by 1.
All That Stands

### Flavor Text

*You close your eyes and focus your energy inward, slowing your heart to a steady, powerful beat. Everything you are was made for this. Everything you will become depends on it. This is the moment.*

### Personal Mission

* When you have improved each of your skills, discard this card and gain *The Chosen One* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Doomed to Failure* Consequence.

## Reward

* Roll 2 additional dice when resolving tests while encountering Epic Monsters.

## Consequence

* You cannot improve a skill a second time unless you spend  1 Health or  1 Sanity.
Beasts from Beyond

## Flavor Text

*As the Spider-mother's web bridges the gap between worlds, the spiders of Leng father in swarms. Putrid, bloated caricatures of their terrifying mother, they verge on pouring through the ever-widening gates.*

## Mystery Text

After an investigator closes a Gate during an Other World Encounter or a Dream-Quest Encounter, he may engage the Leng Spiders; a Leng Spider Monster ambushes him!

Whenever a Leng Spider Monster loses  Health, place an equal amount of Health on this card.

At the end of the Mythos Phase, if there is Health on this card equal to , solve this Mystery.
Army of Darkness

## Flavor Text

*The creatures have you backed into a corner. The stench of their rotting flesh makes you want to vomit, but you try to maintain your composure. You are going to need it if you're getting out of here alive.*

*You take a step backward, stumbling over something at your feet. As your eyes adjust to the darkness, you see a glint of metal and a long, serrated blade. At least you think it is a blade.*

*You pick it up. It is heavy and unwieldy, but you think it will do. Better than nothing, at least.*

## Prelude Conditions

During set 5 of setup ("Determine Ancient One"), set aside 1 Zombie Monster.

After resolving setup, spawn 1 Zombie Monster on a random space. Then the Lead Investigator loses  2 Health and gains 1 Chainsaw Asset.

At the end of the Mythos Phase, spawn 1 Zombie Monster on a random space.
Component Action

*See also: Possessions, Investigators*

Components, such as investigators sheets, Conditions and possessions, may grant an investigator more options during the Action Phase. Actions are preceded by the word **Action:** in bold.

* Like all actions, each component action can be performed once per round. Multiple investigators cannot perform the same action on a component during a single round, except for local actions. For example, if an investigator uses a component action on an Asset and then trades it to another investigator, the new owner cannot use the component action that round.
* If an investigator has two copies of the same component, he may perform each of those component's action once per round. For example, an investigator could perform the component local action of a Detained Condition of another investigator on his space as his first action; then perform the same component local action of a third investigator's Detained Condition as his second action. Similarly, if an investigator has two copies of the Dog Sled Unique Asset, he could use the component action of both of those Unique Assets during the same round.
* An action ability on an Investigator sheet can be performed only by that investigator.
* An action ability on a possession or Condition can be performed only by the investigator who has the card.
* Some locations of the Antarctica side board have local actions which can be performed by any investigator on that space.

## Local Action

Some component actions on Conditions and sideboard locations are identified as "Local Action" on the card or under the location in bold.

* An investigator may perform local actions on his own Conditions or if he is standing on a space with a local action.
* Any investigator on the same space as the investigator that possesses a card with a local action may perform that local action.
* A local action can be performed by each investigator once per round. Multiple investigators may perform that action during the course of a single Action Phase.

## References

1. ↑ FAQ p. 9.
2. ↑ First appearance.
A Thousand Words

### Flavor Text

*You keep your camera with you at all times, even while you sleep. You are going to get that picture, and you are going to do it before it is too late to stop what's coming.*

### Personal Mission

* Whenever you gain a  Clue during a Research Encounter, place  1 Eldritch token on this card. Then, if there are 3 Eldritch tokens on this card, discard this card and gain the *Photographic Proof* Reward.
* When Doom advances to 6 or lower, discard this card and gain *The Film is Ruined* Consequence.

## Reward

* As part of an Acquire Assets Action, you may spend 1 Clue to add 2 successes to your test result.

## Consequence

* You cannot accept a Bank Loan as part of an Acquire Assets action.
Attacked in Transit

## Flavor Text

*Your investigation leads you to the Mountain of the Black Wind. The journey is long and difficult, and M'Weru's people hound you every step of the way.*
## Adventure Conditions

When this card enters play, place an  Adventure token on  The Heart of Africa.

When this Adventure is completed, draw the God of the Bloody Tongue Adventure.

As an encounter on The Heart of Africa, you may fend off the Cult of the Bloody Tongue; a Cultist Monster ambushes you! If you defeat it, place  1 Eldritch token on this card.

When there are Eldritch tokens on this card equal to or greater than , complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Cult of the Bloody Tongue Mystery is active.
Fraser Corbett

**Fraser Corbett** is a stunt double of Alberto Frezza on Dead of Summer.

## Other work

* *Percy Jackson & the Olympians: The Lightning Thief*
* *The Twilight Saga: Eclipse*
* *Final Destination 5*
* *The Cabin in the Woods*
* *The Twilight Saga: Breaking Dawn - Part 2*
* *Godzilla*
* *Wayward Pines*
* *Minority Report*
* *Altered Carbon*
* *UnREAL*
* *Deadpool 2*
* *Skyscraper*
* *Colony*
* *The Predator*
* *Bad Times at the El Royale*
Light Novel Volume 12

***Volume 12*** is the twelfth novel of the *Netoge no Yome wa Onnanoko ja Nai to Omotta?* series.

## Summary

Let's protect "house" in real or netoge! What you need ... ... a violent trap!?

On the real side, the real side lives with the husband and wife at the Ako family in the Golden Week, on Netoge side, protect the house from the event that the enemy character raids to the guild home (house in Netoge) ... ... About that story!
Calamitous Fortune

## Card Front

**1-2:** Gain a Cursed Condition.
**3-5:** Impair 2 skills of his choice.
 :

## Rulings, clarifications, and reminders

Based on the ruling for The Messenger, when resolving the effect "impair 2 skills of his choice", investigator could choose the same skill multiple times unless doing so would violate the Impairment rules (e.g. choose to impair a skill 2 times when its value is at 2).

## References

1. ↑ Official answer from Nikki Valens for Impairment on  *BoardGameGeek*.
Antediluvium

## The Order of Rising Stars

*Each night, the stars move closer to their ultimate alignment.*

### Gameplay

* When a Gate spawns that corresponds to the  blue Omen, spawn 1 Cultist Monster on that Gate.
* When the Omen advances to the  blue space of the Omen track, investigators as a group lose  Sanity equal to the amount of Sanity on this sheet. Then discard one Sanity from this sheet.
* When 3 Mysteries have been solved, **investigators win the game**.
* When  Doom advances to zero, **flip this sheet** and resolve the "The Stars Align!" effect on the back

#### Setup

Set aside 5 Cultist Monsters and 1 Deep One Monster. Set up the Mystic Ruins Encounter deck.
Place  1 Eldritch token on each  blue space of the Omen track and  Sanity equal to  on this sheet.

## Awakening

**Wake the Sleeper of R'lyeh!**
*The energy of the civilizations of the past have been harnessed by the Order of Rising Stars, and with it they have dredged up lost R'lyeh from the ocean floor. Within the citadel as its shinging emerald heart, the Sleeper of R'lyeh——the eldritch horror Cthulhu——lives again.* **[ Show/Hide the Back ]**
**The Stars Align!**

Spawn the Cthulhu Epic Monster on Space 3.

Then each investigator loses  1 Sanity. Place Sanity equal to  on this sheet.

**Final Mystery**

The Cthulhu Epic Monster cannot lose  Health unless 3 Mysteries have been solved.

When the Cthulhu Epic Monster is defeated, the Final Mystery is solved and **investigators win the game**.

**The Order of Rising Stars**

* Each time  Doom would advance, place  1 Sanity on this sheet instead.
* When the Omen advances to the  blue space of the Omen track, Investigators as a group lose  Sanity equal to the amount of Sanity on this sheet. Then, if all investigators have been eliminated, **investigators lose the game**.

## Rulings, clarifications, and reminders

* If Antediluvium is flipped while there are  Sanity tokens on it, the tokens stay on it.
* Sanity loss by Antediluvium's effect cannot be assigned to an investigator in a greater quantity than that investigator's current Sanity, even if he can prevent or replace the loss to keep himself from dying as a result.

## Lore

### Description

Antediluvium is a Latin word that means "Before the Flood". It is often referenced by the Biblical flood mentioned in the Book of Genesis.

## References

1. ↑ 1.0 1.1 1.2 For more information about this, see the R'lyeh page on  *The H.P. Lovecraft Wiki*.
2. ↑ 2.0 2.1 2.2 Deep One
3. ↑ Official answer from Dane Beltrami for Antediluvium's tokens on  *BoardGameGeek*.
4. ↑ Official answer from Nikki Valens for losing Health or Sanity as a group on  *BoardGameGeek*.