recursal/Fanatic-Fandom huggingface dataset:
Descending the Steps

## Flavor Text

*Was it a dream, or was it a vision? Perhaps both, perhaps neither. Will you remember it when you wake? The only thing you know for certain is that you must make the journey. There is no other choice.*

## Mystery Text

After an investigator closes a Gate during an Other World Encounter or a Dream-Quest Encounter, he may spend  1 Clue and discard 1 Talent Condition in order to place that Gate on this card.

At the end of the Mythos Phase, if there are Gates on this card equal to half , solve this Mystery.
Blight

## Card Back

* Gain 1 Madness Condition. Then flip this card.
 **Obsessive Greed** | 06 | *Whenever your valuables go missing, it is clear who took them.* | Resolve one effect of your choice.
* Discard 1 Item possession. Then flip this card.
 **Psychotic Break** | 06 | *The grisly attack is sure to be tomorrow's headline.* | Resolve one effect of your choice.
* Discard 1 Ally Asset. Then flip this card.
 **Wanton Destruction** | 06 | *Your friend smiles as smoke and fire fill the room.* | Resolve one effect of your choice.
* Gain 1 Injury Condition. Then flip this card.
* Lose  2 Health and  2 Sanity and impair  and . Then discard this card.
Ethan Smith

Ethan Smith, the man behind it all! Ethan was born in Salt Lake City, Utah on August 26th 2003. He lives in SLC where he makes videos. In 2004 when he was one year old, he had successful open heart surgery. From there he recovered. He now has a permanent scar on his chest and under the left arm from it. Another scar he has was in 2011 when he was eight, his babysitter hid the TV remote on a Christmas stocking. When he tried to get it out, a metal hook fell down on him and left a tiny scar next to his right eye. He started making YouTube videos in 2012. In May 2012, his Lego Spongebob Squidward gets Fired got over 20,000 views as of December 2015. With the launch of his second channel, MrWWEEthanstyle1001 and MrWWEEthanstyle101 Studios in 2013, he started to make weekly vlogs and BTS stuff on those channels. He also makes gaming videos for his EthanStyleGaming channel launched in 2015. There is another channel set to launch in 2016 that could possibly be for a Screwed Up Dogs series. He started making Teletubbies videos in 2014. His most recent one called, What Happens When Teletubbies Meet King Kong & Godzilla, has over 300 views as of September 2015. He will also start his own wrestling company called KPW in mid 2016. So go check it out!
Attack on Miskatonic Outpost

## Flavor Text

*The dogs jump and lunge in a frenzy, but they're no match for the monstrosities. Somehow, the ancient cadavers have sprung to life, intent on butchering the expedition's crew.*
## Adventure Conditions

When this card enters play, spawn the Crazed Elder Thing Epic Monster on  Miskatonic Outpost.

When this Adventure is completed, advance the active Mystery by 1; then draw a random *Antarctica III* Adventure.

When an investigator encounters the Crazed Elder Thing Epic Monster, before resolving the  test, he may spend  1 Focus. If he does not spend the Focus, he fails the  test.

When the Crazed Elder Thing Epic Monster is defeated, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Mountains of Madness expansion, when the Doomsayer from Antarctica Prelude is active.
A Chance Encounter

## Flavor Text

*You happen upon a weary traveler walking along the side of a lonely dirt road. He introduces himself as Randolph Carter, and he listens intently to your tale.*
## Adventure Conditions

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

When this Adventure is completed; draw a random *Otherworldly Dreams II* Adventure.

As an encounter, an investigator on Arkham may attempt to pique the curiosity of Randolph Carter ().

If he passes, Randolph suggests that they travel together to the dreamlands; gain the Randolph Carter Unique Asset and complete this Adventure.
## Availability

This Adventure is only available when playing with the  The Dreamlands expansion, when the Otherworldly Dreams Prelude is active.
Banishment

## Card Back

**0:** *You stutter the words and are suddenly unable to recall them.* If you rolled any 1's, discard this card.
**1+:** *The magic warps your perception of time and space.* Lose  1 Sanity.
 **2** | 03 | Resolve the effect based on your test result:
**0-2:** *Grasping the magic proves too difficult for your mind to handle.* Lose  2 Sanity unless you discard this card.
**3+:** *The arcane words take effect, and evil is banished to the world from which it came.* Discard 1 additional Monster on that space with toughness equal to or less than your test result.
 **3** | 03 | Resolve the effect based on your test result:
**0:** *Something in the words has become reversed.* Resolve a Monster surge on the nearest space containing a Gate.
**1-2:** *A vision of creatures from alien worlds wracks your mind.* Lose  1 Sanity.
**3+:** *The magic works to great effect.* Discard any number of Monsters on that space with total toughness equal to or less than your test result instead.
 **4** | 03 | Resolve the effect based on your test result:

**0:** *You misspeak the words and summon the beast to you.* Move 1 Monster on any space to your space and immediately encounter it.
**1-2:** *You glimpse through the portal, and the world you see shakes your nerves.* Lose  1 Sanity.
**3+:** *The magic is powerful.* Discard 1 Monster of your choice on that space regardless of its toughness instead.
Then flip this card.

## Rulings, clarifications, and reminders

This Spell always targets the nearest space containing a Gate, regardless of whether a Monster that can be discarded with this Spell is on that space or not.

## Notes

 Patrice Hathaway starts with this Spell.

## References

1. ↑ Official answer from Dane Beltrami for Banishment on  *BoardGameGeek*.
Attuned

## Card Front

 Action

## Card Back

After resolving the test, resolve the effect based on your test result:
**0-2:** *Chaos floods your mind.* Gain 1 Madness Condition unless you discard this card.
**3+:** *You easily harness the arcane forces.* No additional effect.
 **2** | 08 | ' | Each 6 you roll when resolving the  test counts as 2 successes.
After resolving the test, resolve the effect based on your test result:
**0-1:** *Your reality is shattered.* Gain 1 Madness Condition unless you discard this card.
**2+:** *The arcane forces exploit your fears.* Flip 1 of your Madness Conditions unless you discard this card.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

Based on the ruling for Blunderbuss, if you choose to gain the bonus, but apply a different, higher bonus, you will still flip Attuned and resolve the back effects.

### References

1. ↑ Official answer from Nikki Valens for Blunderbuss on *StackExchange*.
Aboard the Black Galley

## Flavor Text

*You let out a sigh of relief as you leave the oppressive silence of Dylath-Leen behind. Your unease returns twofold, however, as the ominous silhouette of the moon draws ever closer.*
## Adventure Conditions

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

When this Adventure is completed, draw the The Dream-Quest of Unknown Kadath Adventure.

As an encounter, an investigator on The Moon may search the deck for a The Moon Dream-Quest Encounter and resolve it.

After resolving that encounter, he may spend  1 Focus to gain a Visions Condition. Whether he spends the Focus or not, complete this Adventure.
## Availability

This Adventure is only available when playing with the  The Dreamlands expansion, when the Otherworldly Dreams Prelude is active.
Bane

A Bane is a type of Condition. It represents a mystic detriment to the investigator and contains some of the most powerful negative effects that could happen. Banes may be obtained through an Encounter, a Monster, or through a Mythos card. The four types of Banes are Cursed, Haunted, Blight, and Corruption:

* Cursed affects all skill checks, and makes only 6's count as successes (this does not affect other die rolls that require a certain number, such as removing an Injury condition during a Rest action). They can be removed on a  Reckoning through a straight die roll of a 4, 5, or 6, or if the investigator gains a Blessed condition, they would instead discard the Cursed condition. If the investigator gains a Cursed Condition while he is already cursed, he instead flips the card and triggers it. Most Curses are discarded after they are resolved. Several curses may instantly devour the investigator if they are on a certain type of space.

* Haunted triggers on a  Reckoning if the player rolls a 1, 2, or 3. They will impair a skill and cause another varied detriment to the player. Haunted cards always flip upon resolution, and may only be removed through gaining a Blessed condition (similar to the removal of a curse), or improving , in which case the Haunted condition is discarded instead.

* Blight causes the investor to discard an ally upon being received and always triggers on a  Reckoning. When a Blight is triggered, the player is always given a choice of two effects to resolve. The first is a minor effect, but flips the card, while the second is significantly more detrimental (always impairing two skills plus some other detrimental effect), but allows the player to discard the condition after it is resolved. If  Hastur awakens, any player with a Blight immediately loses all of their  Sanity. This loss of sanity cannot be prevented.

* Corruption allows the player to gain  Eldritch tokens to reroll two dice on any test. They give an Eldritch token on a Reckoning and cause a flip effect that can cause one or more effects based on how many Eldritch tokens the character has. Before the effect triggers, any player may gain a Dark Pact to discard all Eldritch tokens on the character. If the player gains any sort of Boon Condition, they may choose to discard the Corruption condition instead.

 Sister Mary may add 1 to the result of each die rolled as part of a Bane Condition.
Child of Abhoth (Mystery)

## Flavor Text

*From the moment its twisted limbs and misshapen body left the bubbling pit deep in the cavern of Y'quaa, its only desire has been to impose its sire's will upon the denizens of the civilized world.*

## Mystery Text

When this card enters play, spawn the Child of Abhoth Epic Monster on a random space.

At the end of the Mythos Phase, if the Child of Abhoth Epic Monster has been defeated, solve this Mystery.
グリン

グリンとは、漫画作品「マテリアル・パズル」の登場人物である。

概要
--

　メモリア王国の王子にして15歳にして二つのマテリアルパズルを扱える天才魔法使い。TAPの古い友人であり、彼らを狙いメモリアを襲う女神の使徒たちに立ち向かう。友達思いである反面、友達を失う事を何よりも恐れている。禁断五大魔である「ゴッドマシン」を使ってしまった反動で長い眠りについていたが、その間にかつての友達と疎遠になり、母と死別した過去を持つ。

## マテリアル・パズル「穿印（うがちのいん）」（魔法レベル５７）

「雷」の魔法であり、魔法アイテムはハンマーのような魔法武具。ハンマーの陰の面で叩いた場所に（－）ポイント（マイナスポイント）を作ることができ、陽の力を込めて（＋）エネルギー（プラスエネルギー）を発生させることで、雷と化して（－）ポイントに堕ちることができる。

## マテリアル・パズル「ゴッドマシン」（魔法レベル不明）

「時」の魔法であり、禁断五大魔の一つ。時を操り、時間の流れをゆっくりにした中を移動したり遡ったりすることができる。グリンはこの魔法を生まれつき備えているが、時を遡ってしまうと反動で長い間眠りにつかなければならない。そのため、グリン自身も周囲もこの魔法が発動しない様に細心の注意を払っている。
Cryptic Text

## Card Back

*To my beloved Bess, Answer, tell, pray and answer, look, tell, answer and answer, tell. Love, Harry*

* Recover  1 Sanity or discard 1 Madness Condition. Then flip this card.
 2
ZSFALVPMFPEIGGPQPAXMEOKPZ
FMEWIEPIVFZWDBLVXMMPAEO
XIIPLKZSGWWCQWISEYLAVPLMY
BLZPBROASAHSILUCJYBROQ
WCEMPDBEIHJREPINLBHZESA
WOSHKEKTFHXWYIXBVLV

* You may spend  1 Sanity to improve 1 skill of your choice. Then flip this card.
 3
(Alien Text)

* You may spend  1 Sanity to gain  2 Clues. Then flip this card.
 4
*Wonderland is closer than you think. Nothing is impossible.*

* You may spend  1 Sanity to gain 2 Spells and discard 1 of them. Then flip this card.
* You may discard 1 Gate of your choice on any space. Then discard this card.

## Notes

* Minh Thi Phan starts with this Unique Asset.

Information about coded texts:

* The coded text on #2 reads:

BRAVE THE ABYSS THAT LIES AT
THE EDGE OF SLUMBER AND WALK IN
THE LANDS OF DREAM. YOU AND I
SHALL STAND IN THE SHADOW OF
SNOW-CAPPED MOUNT ARAN.

* The alien text on #3 reads:

THE SKY AND GAZE UPON
NEW WORLDS. COME TO
CELEPHAIS, FRIEND,
AND BE THE GUEST OF
KING KURANES.
Cadenza

### Flavor Text

*With each incident, the dark forces that gnaw at the back of your mind grow stronger. You pour your heart and soul into your music, knowing that each performance might be your last.*

### Personal Mission

* After you perform your action ability, if you have 3 or more Improvement tokens, discard this card and gain the *Inspiring Virtuoso* Reward.
* At the end of the Encounter Phase, if there are  Clues on the game board equal to or greater than  + 6, discard this card and gain the *Chant du Cygne* Consequence.

## Reward

* You may allow another investigator on any space to spend your Clues.

## Consequence

* You roll a maximum of 3 dice when resolving tests.
Call the Storm

## Card Back

**0:** *The clouds drift away to the east, and the storm is no longer yours to command.* If you rolled any 1's, discard this card.
**1:** *A terrible face appears in the clouds, revealing some nightmare far worse than this storm.* Lose  1 Sanity.
**2+:** *The winds and rain dance to a roaring tune of your own invention.* No additional effect.
 **2** | 09 | Resolve the effect based on your test result:
**0:** *Those near you are knocked down by a sudden gust.* You and each other investigator on your space loses  2 Health unless you discard this card.
**1:** *You are struck by a piece of flying debris.* Lose  1 Health.
**2+:** *Lightning leaps from one target to the next in a chain of destructive force.* Each other Monster on your space loses  2 Health.
 **3** | 09 | Resolve the effect based on your test result:
**0:** *Angry and desperate, your intended target somehow knows that you are the source of the storm.* Immediately encounter the chosen Monster.
**1:** *You hear a voice in the thunder telling you horrible truths.* Lose  1 Sanity.
**2+:** *The raging tempest hungers for another victim.* Another Monster on your space loses  3 Health.
 **4** | 09 | Resolve the effect based on your test result:
**0-2:** *The arcane winds grow stronger, even as your own breath grows weaker.* Lose  1 Health unless you discard this card.
**3+:** *Lightning tears through the sky, striking your target again and again.* The chosen Monster loses  5 Health instead.
Then flip this card.
Cult of the Sand Bat

## Flavor Text

*You receive word that Robert Huston, the leader of a world-spanning gang of cultists, has traveled to the Outback, where he has resurrected the near-dead Cult of the Sand Bat in service of the Father of Bats.*

## Mystery Text

When this card enters play, set aside all ***Cult of the Sand Bat*** Adventures. Then draw the Outback Investigation Adventure.
Dexter Drake

## The Magician

### Abilities

* **Action:** Move 1 Monster from your space to another space containing a Gate.
* Once per round, when you gain a Spell, you may gain 1 additional Spell.

### Flavor Text

#### Quote

*"Do not be afraid. I have spent my entire life doing the impossible."*

#### Bio

*When the Great War ended, Dexter went from being a soldier to a stage magician. His charm and unparalleled skills quickly drew praise from around the world. As he toured the exotic corners of the world, he amassed a collection of genuine occult knowledge. Soon Drake became as much a master of real magic as he is of staged illusions. Eventually, his arcane studies revealed a dark power that is growing in strength. Now in Tokyo, Drake spends his nights performing and his days stopping the end of the world.*

### Team Role

Dexter's stats and action make him a strong Gate closer, but he can also act as a support character gaining spells. Buenos Aires is often preferable to Arkham as a spell-farming destination, as ritual spells will give him things to do during the action phase to benefit the team.

### Origin

Dexter Drake made his first appearance in 2005 in *Arkham Horror: Second Edition*.
Artifacts

Artifacts are possessions of great power that investigators can occasionally acquire. They are commonly obtained through Expedition Encounters. Some Artifacts are required in order to solve a certain Mystery. Several Artifacts also have risks and drawbacks, such as Tomes that cost  Sanity when used.

As an Action,  Monterey Jack may discard 1 Artifact to retreat  Doom by 1.

The artwork for the back of Artifacts feature the Sword of Saint Jerome, the Grotesque Statue, the Ruby of R'lyeh, and a drawing of Cthulhu.

## Traits

Artifacts are always either Items or Trinkets. They can also have the following traits: Magical, Weapon, Tome, Relic, Elixir, and Teamwork.

* Tome Artifacts almost always have a powerful action that you can take, normally testing , then spending  1 Sanity to gain a powerful benefit. Generally, Tome Artifacts are used by spellcasters, as they would need a high  rating to consistently pass the  test. Also, they generally aren't used by investigators who have 4 or 5 Sanity, unless they have an easy way to recover Sanity quickly, as using it often would rapidly decrease their sanity.
* Weapon Artifacts are often used by combat investigators but can be used by a non-combat oriented investigator to help boost their combat rating. These Weapons generally have a great increase in  and sometimes have a medium boost to an investigator's . Most Weapons will give you a decently powerful effect if you defeat Monsters.
* Relic and Magical Artifacts are both extremely varied in usefulness. Both categories can have bonuses that can give boosts to investigators of any type.
* Elixir is a specific type of Artifact that requires an action and a  test to perform.

## List of Artifacts

There are 54 Artifacts across the base game and all expansions.
Agreement

## Card Back

 **Dark Contract** | 04 | *The contract didn't seem half as bad when you decided to sign, but now, reading the fine print, you see you were a fool to think it was a fair trade.* | Gain a Dark Pact Condition. Then roll 1 die. On a 1, flip your Dark Pact Condition.
 **Grisly Dealings** | 04 | *The group had originally asked for the names and descriptions of your companions. At the time, such information seemed harmless. You see now, this group has had their own intentions all along.* | Another investigator of your choice loses all of his  Health; this Health loss cannot be prevented.
 **Shattered Conscience** | 04 | *That terrible agreement. You never suspected what you would be forced to do would be so heinous, so diabolical. You fear that you can no longer live with what you have done.* | Lose all of your  Sanity; this Sanity loss cannot be prevented.
Then discard this card.
Agatha Crane

## The Parapsychologist

### Abilities

* **Action:** You may perform 1 action on a Ritual or Tome possession you have and gain +2  during that action.
* Once per round, when you pass a  test as part of a Spell effect, gain  1 Clue.

### Flavor Text

#### Quote

*"The proof, as they say, is in the pudding."*

#### Bio

*If you had asked Agatha during her youth whether she held any stock in the idea of paranormal experience, she would have laughed you out of town. But Agatha has never been one to turn a blind eye to hard evidence, and these days, the evidence for a world outside of our perception has been piling up. Her husband, Wilbur, knows better than to obstruct his determined wife, and thus has bid Agatha a tearful farewell as she prepares for a lengthy trip to Tokyo, where she suspects she will find the answers she seeks.*

### Team Role

Agatha is great at obtaining Clues. Despite her low Strength, her action and starting spells make her one of the most effective fighters in the game, assuming there is only one monster on her space. Instill Bravery also makes her a strong support character.
Obtaining the Storm of Spirits spell or Security Squad ally will make her a powerful fighter.

In the late game, passing Agatha's personal story gives her a powerful re-roll ability which runs on clues, allowing her to effectively handle almost any challenge.

### Origin

Agatha made her first appearance in 2016 in *Mansions of Madness: Second Edition*.
Caught in the Web

## Flavor Text

*As the web between worlds near completion, rifts in time and space appear in places where dream and reality are close, the opening verses of a great ceremony that will bind the world of man to the Dreamlands.*

## Mystery Text

As an encounter, an investigator on a space containing a Gate may attempt to seal one of the rifts (-1 or -1). If he passes, he may spend  2 Clues to place  1 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.
Bury Them Deep

## Card Back

 2
**1+:**You may discard 1 Condition of your choice.
**5+:**Gain 1 Boon Condition.
**9+:**Gain a Blessed Condition.
**13+:**Each other investigator gains a Blessed Condition.
 3
**1-2:**Gain  Clues equal to the Monster's toughness.
**3-4:**Retreat  Doom by 1.
**5+:**Advance the active Mystery by 1.
Then discard this card.

## Notes

 William Yorick starts with this Unique Asset.
Beyond the River Skai

## Flavor Text

*You cross the creaky wooden bridge and enter the twisted pathways of the Enchanted Wood All around you, blinking eyes peer at you from the darkness, none of them friendly.*
## Adventure Conditions

When this card enters play, place an  Adventure token on  The Enchanted Wood.

When this Adventure is completed, draw the The Dream-Quest of Unknown Kadath Adventure.

As an encounter, an investigator on The Enchanted Wood may search the deck for a The Enchanted Wood Dream-Quest Encounter and resolve it.

After resolving that encounter, he may spend  1 Focus to gain a Moxie Condition. Whether he spends the Focus or not, complete this Adventure.
## Availability

This Adventure is only available when playing with the  The Dreamlands expansion, when the Otherworldly Dreams Prelude is active.
Crystal of the Elder Things

## Card Effect

Mythos card text effects cannot cause you to lose  Health or  Sanity.

## Note

An investigator may gain this card when resolving a Research Encounter ( Rise of the Elder Things Sea #15).

## Rulings, clarifications, and reminders

An investigator with Crystal of the Elder Things cannot lose Health or Sanity from Mythos card text effects even if that Health or Sanity loss cannot be prevented. The Crystal does not create a prevention effect that "prevents" the loss of Health or Sanity if it would occur. Instead, it prohibits Mythos card text effects from causing the investigator to lose Health or Sanity.
Alone and Afraid

### Flavor Text

*It falls to you to uncover Mr. Thomas' murder. You stick close to your friends, providing what aid you can as you investigate the death of your boss.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Loyalty* Reward.
* At the end of the Action Phase, if there is not another investigator on your space and you have no Ally Asset, place  1 Eldritch token on this card. Then if there are 3 Eldritch tokens on this card, discard this card and gain the *Falling Apart* Consequence.

## Reward

* You cannot discard your Ally Assets unless you choose to.

## Consequence

* Your maximum  Health and  Sanity are reduced by 1.
Antarctica Side Board

The Antarctica side board was introduced in the  Mountains of Madness Expansion. It consists of additional locations, connected to the main board from  Antarctica. There are two ways to reach this board:

* Antarctica on the main board and  Miskatonic Outpost on the side board are connected by a Local path. During the Action Phase, an investigator may move for free, once per round, from Antarctica to Miskatonic Outpost or from Miskatonic Outpost to Antarctica.
* Alternately, when an investigator performs an Acquire Assets action, he may spend two successes to move to Miskatonic Outpost. Note that  Charlie Kane cannot spend two successes during an Acquire Assets action to move another investigator to Miskatonic Outpost.

The sideboard is only used whenever the  Rise of the Elder Things Ancient One or the Doomsayer from Antarctica Prelude is in play.

The size of the board is 43.2" X 11" (approximatively 83.8cm X 28cm), or 8 ½" X 11" (approximatively 21.6cm X 28cm) when folded.

## Specific Rules

The Antarctica side board follows some specific rules:

* Each space on the Antarctica side board has one or more location effects that affect investigators on that space. A space’s Local Action ability can be performed only by investigators on that space. Each investigator may perform the Local Action of each space only once per round.
* Investigators on the Antarctica side board have access to thematic encounters related to the Antarctic adventure. During the Encounter Phase, an investigator may draw and resolve an Outpost Encounter (for Miskatonic Outpost, Lake Camp, or Frozen Waste) or a Mountain Encounter (for Snowy Mountains, City of the Elder Things, or Plateau of Leng).
* 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 and refers to the name of his location. An Antarctica Research Encounter is considered a Research Encounter for all game effects.

### Setup

*Main article: Setup#Side Board Setup*
During setup, set aside the following Monsters from the Monster cup: 1 Elder Thing Monster, 1 Giant Penguin Monster, 1 Proto-Shoggoth Monster, and 1 Shoggoth Monster. If any of these components would be returned to the Monster cup, it is set aside instead.

## Locations

The Antarctica side board contains 6 additional named spaces connected to each other by Uncharted paths. This tends to make  Ursula Downs more effective to move through this board. The spaces on the Antarctica side board do not have a space type.

## References

1. ↑ Official answer from Nikki Valens for Charlie on  *BoardGameGeek*.
2. ↑ FAQ p. 10.
Arcane Insight

## Card Back

**0:***You are unable to grasp the arcane concepts laid out before you.* Discard this card unless you have a Tome possession.
**1-2:***Opening your mind to new knowledge proves stressful.* Lose  1 Sanity.
**3+:***Knowledge flows freely from the cosmos into your own mind.* If that investigator has a Tome possession, he gains 1 Spell.
 **2** | 03 | Resolve the effect based on your test result:
**0:** *Suddenly, your mind is wiped blank.* That investigator gains an Amnesia Condition unless he has a Tome possession.
**1-2:** *Knowledge floods your mind, straining your mortal brain.* That investigator loses  1 Sanity for each  Clue he has unless he has a Tome possession.
**3+:** *You easily pluck the secrets of time and space from the cosmos.* No additional effect.
 **3** | 03 | Resolve the effect based on your test result:
**0:** *The arcane backlash tears at your mind and the focus of your ritual.* That investigator discards all of his  Clues unless he has a Tome possession.
**1-2:** *Achieving ultimate knowledge requires only a small sacrifice.* Lose  1 Health.
**3+:** *The knowledge contained in the pages before you becomes clear.* If that investigator has a Tome possession, he gains 1 additional  Clue.
 **4** | 03 | Resolve the effect based on your test result:
**0-2:** *All knowledge of all times and places assaults your feeble mind, shredding your previous perceptions of reality.* That investigator loses  2 Sanity unless he has a Tome possession.
**3+:** *Your understanding of the arcane knowledge is unyielding.* No additional effect.
Then flip this card.
Azure Flame

## Card Back

**0:***Your understanding of the magic is weak.* If you rolled any 1's, discard this card.
**1:** *Channeling the powerful magic requires intense concentration.* Lose  1 Sanity.
**2+:***Your control of the magic is terrifying.* No effect.
 **2** | 04 | Resolve the effect based on your test result:
**0:** *The flames turn on you.* Gain 1 Injury Condition unless you discard this card.
**1-2:** *Harnessing the magic's power takes a toll on your body.* Lose  1 Health unless you gain 1 Injury Condition.
**3+:***You are able to cast the flames across the horizon to vanquish the horrors that have invaded the Earth.* The nearest Monster loses  2 Health.
 **3** | 04 | Resolve the effect based on your test result:
**0:***The magic begins to crack your mind.* Gain 1 Madness Condition unless you discard this card.
**1-2:***The flames infect your mind, burning your memories away.* Lose  1 Sanity unless you gain 1 Madness Condition.
**3+:***Like a bolt through the sky, the flames pierce the foul beast.* Discard the nearest Monster with toughness 3 or less.
 **4** | 04 | Resolve the effect based on your test result:
**0-1:** *The flames burn you severely.* Lose  2 Health unless you discard this card.
**2+:** *The flames spread outward, burning all in their path.* Each Monster on your space or an adjacent space loses  1 Health.
Then flip this card.
Courier Run

## Rulings, clarifications, and reminders

* Based on the ruling for The Messenger, when resolving the "improve 2 skills of your choice" effect, an investigator could choose the same skill multiple times unless doing so would violate the Improvement rules (e.g. choose to improve a skill 2 times when it is 1 above its printed value).
* If an investigator gains a Courier Run Unique Asset and there are no Clues in the Clue pool that correspond to City spaces, he should discard the Clue on the nearest City space containing a Clue and place that Clue faceup on his Courier Run Unique Asset.

## Notes

* Finn Edwards starts with this Unique Asset.

## References

1. ↑ An original creation for the game Eldritch Horror, not much is known of the Order of the Death's Head besides they specialized in capturing monsters. Source: https://imgur.com/a/ew26MCN
2. ↑ Official answer from Nikki Valens for The Messenger on  *BoardGameGeek*.
3. ↑ FAQ p. 7.
Adventure

The Adventure card is a card that can be used in Eldritch Horror. Similar to a Mystery, an Adventure is a multi-level encounter that will take the player around the world to accomplish various tasks. The adventure will designate a location to place the Adventure token. The player is tasked to go to this place, usually resolve a test, spend  Clues,   Focus, or other Assets in order to advance the Adventure, much as they would for a Mystery. They will always give a type of benefit, sometimes advancing the active Mystery, granting Unique Assets, or Artifacts.

Oftentimes, Adventures are started with a Prelude, in which the player uses the adventure listed on the card. However, players may choose to pick an adventure to start the game if they wish, particularly if they wish to use a side board without the subsequent Ancient One or Prelude in play.

If Nyarlathotep is the Ancient One, all Mysteries are Adventures, and must be completed. Otherwise, Adventures are optional.

## Antarctica Adventures

The Antarctica adventures are introduced with the  Mountains of Madness expansion and use the Antarctica side board. They must be used when playing the Doomsayer from Antarctica Prelude.

## Cosmic Alignment Adventures

The Cosmic Alignment adventures are introduced with the  Strange Remnants expansion. They are used when playing the In Cosmic Alignment Prelude and require the Mystic Ruins Encounter deck to be in play.

## Museum Heist Adventures

The Museum Heist adventures are introduced with the  Under the Pyramids expansion and use the Egypt side board. They must be used when playing the Under the Pyramids Prelude.

## Otherworldly Dreams Adventures

The Otherworldly Dreams adventures are introduced with  The Dreamlands expansion. They are used when playing the Otherworldly Dreams Prelude and require the Dreamlands side board to be in play.

## Nyarlathotep's Mysteries

All of  Nyarlathotep's mysteries involve completing adventures. The active Mystery card will select which adventure to start with.
Beyond the Mountains

## Flavor Text

*In the distance, you can see the slim silhouette of the tower. Even at this distance, you can understand why it filled the elder thing with such terror.*
## Adventure Conditions

When this card enters play, place the  Adventure token on  Plateau of Leng.

When this Adventure is completed, advance the active  Mystery by 1.

After an investigator resolves a location encounter on Plateau of Leng, he may spend  1 Clue to examine the black tower he finds there.

If he spends the Clue, he discovers the tower is surrounded by a magical aura (). If he passes, he resists the magic and learns much; complete this Adventure.
## Availability

This Adventure is only available when playing with the  Mountains of Madness expansion, when the Doomsayer from Antarctica Prelude is active.
Ambush

*See also: Combat Encounter*
Occasionally, a Monster may attack an investigator at a time other than a typical Combat Encounter. This may occur as a result of a Mythos card, a Reckoning effect, or during the Encounter Phase.

When an investigator is ambushed, they immediately draw one random Monster and resolve a Combat Encounter with it. Some effects may cause a specific monster or a Cultist to ambush the investigator, in which case, always reference this monster's attributes instead of drawing its token. The Monster is considered not spawned. If it has a "when spawned" effect, do not resolve that effect.

Once the encounter is completed, regardless of whether the investigator kills the monster, the Monster returns to the Monster cup or be set aside if it's an Epic Monster. The investigator then continues resolving the effect that caused the ambush.

Unlike a normal Combat Encounter, if an investigator is ambushed by a Monster and he defeats that Monster, he cannot resolve an additional encounter.

An ambush is considered a Combat Encounter for all other intents, purposes, and restrictions. Any Weapon, Spell or other Assets that might apply during a Combat Encounter may be used during an ambush. Effects that allow investigators to put non-Epic Monsters on the card such as Purifying The World or Hunting the Thousand would also work.

## References

1. ↑ Official answer from Nikki Valens for Purifying the World on  *BoardGameGeek*.
City

*See also: Sea, Wilderness*
A City space is a type of space on Eldritch Horror World Map, Egypt and Dreamlands side boards, marked by a black "building" symbol. Investigators may undertake a number of different actions during his turn while on a City space that they may not be able to undertake on other spaces. The Acquire Assets or Prepare for Travel actions may only be undertaken when in Cities.

Certain Assets, like the Urban Guide, provide boosts only on City spaces.  Darrell Simmons gets a bonus die when resolving encounters in City spaces.

When  Hastur is the Ancient One, a Mystery is more likely to involve a City space.

Some Cities may be devastated by the result of a Disaster. If that happens, they no longer count as City spaces (but do retain their name), and actions and abilities that must trigger in Cities do not trigger on a devastated space.

## City Encounters

An investigator in a City space can resolve a General Encounter.

## References

1. ↑ FAQ p. 10.
2. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
Detained

## Card Front

 Local Action

## Card Back

 **Holding Cell** | 01Core | *Your captors rarely speak, except to interrogate you for information. You don't think you can hold out much longer, and you hope that the guard that watches your cell might take pity on you.* | Spend  1 Clue or test -1. If you fail, they beat you and leave you to die; lose  2 Health and  2 Sanity.
 **Starvation** | 01Core | *"The food is poison" a fellow prisoner whispers, "Don't eat it." You will surely starve to death if you do not give your captors the information they're seeking.* | Spend  1 Clue or test -1. If you fail, lose  3 Health and gain an Internal Injury Condition.
 **Contaminated Water** | 02 | *Your captors question you for days without food or water. The only source of water you can find in your cell comes from a rusty pipe in the wall.* | Spend  1 Clue or test -1. If you fail, gain a Poisoned Condition and a Hallucinations Condition and become Delayed.
 **Starved for Weeks** | 03 | *You are kept in a small cell without food for weeks. Everyday, your captors interrogate you for information.* | Spend 1  1 Clue or test -1. If you fail, when you are finally released, you are ravenous; lose  2 Health and gain a Hunger Condition.
Then, discard this card.

## Notes

### Rulings, clarifications, and reminders

* Any other effect unrelated to moving or performing actions will still be resolved as normal. For example, investigators affected by The Bermuda Triangle can be Delayed but not moved.
* The effect means "During the Encounter Phase, flip this card instead of resolving an encounter." It replaces the normal choice of an encounter with flipping the card. Any other effects that would cause the investigator to resolve an encounter will still function as normal. This means the Hound of Tindalos will be encountered as normal. Likewise, if the investigator was ambushed by a Monster, that Combat Encounter would be resolved as normal.

### References

1. ↑ Official answer from Nikki Valens for The Bermuda Triangle on  *BoardGameGeek*.
2. ↑ Official answer from Nikki Valens for Detained on  *BoardGameGeek*.
Mark Downer

**Mark Downer** is a minor character who made his appearance in Guide to: Making New Friends and Positives & Negatives. In the episode, he has a very pessimistic and depressing attitude. He's everywhere Ned is in the school, and Ned admits that Mark's a downer, but later, Ned finds Sarah, another negative person, to bring to Mark. They meet in the library, which has been turned into a time bomb, and they would get shocked if they kiss. They do it anyway and, yes, get shocked, but enjoy it. Because a negative times a negative is a positive, gotten from Dr. Xavier along with Cookie earlier in the episode, everywhere they walk, it's all good.

Diese Seite basiert auf „ned.fandom.com/Mark Downer“. Lizenz: CC-BY-SA 3.0 (Link zur Autorenliste des Originals)
Alexandria

## Map

Alexandria is a named  City space on the Egypt Side Board from  Under the Pyramids expansion. It is connected to:

* The Sahara Desert by an Uncharted path.

This space is connected to the World Map by a Local path leading to  The Pyramids.

### Note

Due to the Local paths, this space can reach  The Bent Pyramid,  Cairo and  Tel el-Amarna in a single move.

## Encounters

### Egypt Encounters

Alexandria Location Encounters have a high probability of giving Glamour Spells.

### City Encounters

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

### Other Encounters

* An  Eldritch token may be placed on this space as part of Exploring Egypt or The Black Wind Mysteries, thus it can be encountered.
* An  Adventure token may be placed on Alexandria and can be encountered as part of A Lead in Alexandria Adventure.

## Lore

### Real World Location

Alexandria is the second-largest city in Egypt, and a major port on the Mediterranean Sea. It was founded by Alexander the Great and the capital of the Egyptian Empire during the Ptolemaic Dynasty, that famously ended with Cleopatra VII.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ See Alexandria location on  *Google Maps*.
FishTank's Tank Wikia

## Welcome to the FishTank's Tank Wikia

A sandbox for (usually) Portability related designs

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
AI Legacies Master List

This is the "Master List" given to John Valiant and Sarah Lancer upon their appointment to the Shadow Force under Silver.

### Ace

Real Name: Unknown

Species: Human, Modified

Age: 30

Location: Erhis Base, Sylem, Sylem System, Jack Expanse

Specialization: Warp Pistons, Sniper Rifles

Class: Assassin/Stealth

### Lucy

Real Name: Lucille Maria Jasmine

Species: Human

Age: 26

Location: Stim Station, Chara, Bel System, Tarin Expanse

Specialization: Photorods, Pistols

Class: Engineer

### Mark

Real Name: Marcus Terra Barnes

Species: Human

Age: 28

Location: Khiss, Kaella Sytem, Celetan Systems

Specialization: Pistols, Rifles

Class: Soldier

### Quill

Real Name: Ersi Da'Quill Vema

Species: Meko

Age: 22

Location: Orbvela, Knasta System, Metalli Nebula

Specialization: Cannons

Class: Soldier
Beginning of the End

## Flavor Text

*Over the past few months, the keystones of civilization have begun to crumble. Ancient libraries have burned to the ground, and many intellectual experts have died under suspicious circumstances.*

*You've seen the clues and woven these events together to see a grand conspiracy. Some hidden society or unimaginable power is surely behind this, and you fear that the worst is yet to come...*

## Prelude Conditions

After resolving setup, place  1 Eldritch token on the green space of the Omen track.

Then, the Lead Investigator discards 1 Gate on a space of his choice or each investigator gains  1 Clue and  1 Focus.

During this game, if  Azathoth is not the Ancient One, when the Omen advances to the green space of the Omen track, advance  Doom by 1.
Amanda Sharpe

## The Student

### Abilities

* **Action:** You may discard any number of Talent Conditions to improve 1 skill of your choice for each Talent Condition discarded.
* If you would improve a skill, you may gain 1 Talent Condition instead.

### Flavor Text

#### Quote

*"The truth of reason tempers even the wildest delusions. I will not fall prey to such madness."*

#### Bio

*Ever since she laid eyes upon that painting, Amanda Sharpe has been hearing voices in her head and seeing emerald cities deep beneath the ocean in her dreams. Once a student at Arkham's Miskatonic University, Amanda Sharpe opted to take some time away from school, hoping that the strange voices and visions would subside. Unfortunately, they have been getting worse, not better, and hardly a day goes by that she does not suffer from her unusual visions. Something terrible is coming, she is sure of it. The sea wakes.*

### Rulings, clarifications, and reminders

If Amanda’s action ability is used to discard multiple Talent Conditions, she may improve the same skill more than once. However, she cannot improve a skill to more than two above its printed value.

### Team Role

Amanda has a high Observation, and her starting Task allows her to gain  Clues very quickly. As such, she's useful for dealing with powerful Rumors, or Mysteries that require the spending of Clues.

It is very easy for Amanda to gain Talents. She may, if she chooses, discard these Talents for straight improvements to skills, which can help her fill any gaps the rest of the team may be missing.

### Origin

Amanda Sharpe made her first appearance in 2005 in *Arkham Horror: Second Edition*.
Dark Magician

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Aid of the Elder Gods

## Flavor Text

*The Dreamlands are changing. The Lord of Kadath has set plans into motion which will see the realm consumed by the fires of war, and the Elder Gods prepare for the worst. Still, it is an opportunity. Perhaps, if you are clever, you can enlist their assistance and end this madness before it begins.*

## Prelude Conditions

**If playing without  *The Dreamlands* expansion, choose another Prelude card.**

During Step 5 of setup ("Determine Ancient One"), set up the Dreamlands side board.

After resolving setup, place  1 Focus on Ulthar and Celephaïs, and 1 Focus on the Dream-Quest Token (move the Focus with the Dream-Quest token). If  Nyarlathotep is the Ancient One, each investigator gains  1 Eldritch token.

If Nyarlathotep is not the Ancient One, each investigator gains a Corruption Condition and  1 Clue.

During this game, after you resolve a Location Encounter or a Dream-Quest Encounter on a space containing a Focus, you may discard 1 Eldritch token.

## References

1. ↑ For more information about this, see the Nyarlathotep page on  *The H.P. Lovecraft Wiki*.
Cracking the Code

### Flavor Text

*Letters and numbers flash and rearrange before your eyes as you scan the cryptic message. Transpose this to here, substitute and adjust by the previous character...the truth of the words might be a mystery to you for now, but they will not be for long. They never are.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Breaking the Limits* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Shadows* Consequence.

## Reward

* Once per round, when you spend  1 Focus, you may gain 1 Focus.

## Consequence

* You cannot reroll each die more than once.
Cards

## Card Categories

There are 14 major types of cards in Eldritch Horror. 7 types are Standard American Card Size (2 1/4" x 3 1/2"), while the other 7 types are Mini American Card Size (1 5/8" x 2 1/2"):

## Double-Sided Cards

Double-sided cards of the same type do not share a common back. They can be identified by the card type under the card’s name. Double-Sided Cards should not be separated by their traits. All double-sided cards of a deck should be placed together. When drawing from a double-sided card deck, players should draw from the bottom-up; if an effect requires that a double-sided card with a specific name or trait be drawn, players should search for the first instance of this card from the bottom of the deck up, and then shuffle the deck afterwards. When a double-sided card is discarded, it is immediately shuffled back into its respective deck.

When a player gains a Double-Sided card, he can only look at the front of the card. The card would describe when an investigator flips it, at which point he immediately resolves the back of the card. While a double-sided card is facedown, the effects of its front face are ignored and cannot be used.

## References

1. ↑ Including all expansions.
2. ↑ 272 Location Encounters, 72 Other World Encounters, 54 Expedition Encounters, 40 Mystic Ruins Encounters, 16 Devastation Encounters, 400 Research Encounters, 196 Special Encounter, 20 Dream-Quest Encounters.
3. ↑ There are 44 Prelude cards, but 4 from  Masks of Nyarlathotep are in duplicate.
4. ↑ There are 20 Round Overview cards, 8 from  Masks of Nyarlathotep and 12 from other expansions adding   Focus but they are outdated due to the addition of  Resources on the last version.
5. ↑ FAQ p. 7.