Eldritch Horror/Rules

## Prelude Cards

* *Mechanic appears in: Mountains of Madness, Strange Remnants, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep*

When playing with these expansions, players draw one random Prelude card before setting up the game. These cards alter game setup and make each game feel unique. The card's effect is resolved immediately after drawing the card unless it specifies different timing, such as "after resolving setup."

* The **Doomsayer From Antarctica** Prelude card instructs players to setup the Antarctica Side Board. See "Antarctica Side Board" for rules.
* The **Under the Pyramids** Prelude card instructs players to setup the Egypt Side Board. See "Egypt Side Board" for rules.
* The **Otherworldly Dreams** Prelude card instructs players to setup the Dreamlands Side Board. See "Dreamlands Side Board" for rules.
* The **In Cosmic Alignment** and **Stars Align** Prelude cards instruct players to setup the Mystic Ruins Encounter deck. See "Mystic Ruins Encounters" for rules.
* Four Preludes in the Masks of Nyarlathotep expansion (**Beginning of the End**, **The Dunwich Horror**, **Twin Blasphemies of the Black Goat**, and **Call of Cthulhu**) originally appeared in previous expansions (Mountains of Madness, Strange Remnants, The Dreamlands, and Under the Pyramids, respectively). If playing with those expansions, do not include the duplicate Preludes in the Prelude deck.

## Side Boards

### Antarctica Side Board

* *Mechanic appears in: Mountains of Madness*

The Antarctica side board allows investigators access to a previously unexplored region of the world full of clues about the ancient history of the Earth and a wealth of alien artifacts.

This side board is only used if Rise of the Elder Things is the Ancient One or when using the Doomsayer From Antarctica Prelude card.

While the side board is in play, "game board" refers to both the main board included in Eldritch Horror and the side board. "Side board" refers to the side board but not the main board.

Side Board Setup
Follow the steps below to setup the Antarctica side board.
1. **Place Side Board**: Unfold the side board and place it near the main board within reach of all players.
2. **Add Clues and Gates**: Add the six Clues and three Gates that correspond to spaces on the side board to the Clue pool and Gate stack, respectively, and randomize the Clue pool and Gate stack.
3. **Set Aside Monsters**: 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.
4. **Separate and Place Decks**: Separate all Outpost Encounters, Mountain Encounters, and Antarctica Research Encounters into decks and shuffle each deck. Place these decks near the side board.

Side Board Rules
The following rules relate to the Antarctica side board.
* **Moving to the Side Board**: Traveling to Antarctica can be a challenge. Below are the two options available to investigators to reach their destination.
	+ 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 from Antarctica to Miskatonic Outpost or from Miskatonic Outpost to Antarctica.
		- 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.
	+ Alternately, when an investigator performs an Acquire Assets action, he may spend two successes to move to Miskatonic Outpost.
* **Location Abilities**: Each space on the Antarctica side board has one or more location abilities 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" ability of each space only once per round.
* **Location Encounters**: Investigators on the Antarctica side board have access to thematic encounters related to the Antarctic adventure.
	+ During the Encounter Phase, an investigator on Miskatonic Outpost, Lake Camp, or Frozen Waste may encounter that space by drawing an Outpost Encounter and resolving the effect that corresponds to his space.
	+ During the Encounter Phase, an investigator on Snowy Mountains, City of the Elder Things, or Plateau of Leng may encounter that space by drawing a Mountain Encounter and resolving the effect that corresponds to his space.
* **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.
An Antarctica Research Encounter is considered a Research Encounter for all game effects.

### Egypt Side Board

The Egypt side board featured in this expansion allows
investigators deeper access to Egypt and the region surrounding
the Great Pyramids. These areas contain a bountiful wealth of
ancient knowledge and relics.
This side board is used only if Nephren-ka is the Ancient One
or when using the Under the Pyramids Prelude card.
While the side board is in play, "game board" refers to both
the main board included in Eldritch Horror and the side board.
"Side board" refers to the side board but not the main board.
Side Board Setup
Follow the steps below to set up the Egypt side board.
1. Place Side Board
Unfold the side board and place it near the main board within
reach of all players.
2. Add Clues and Gates
Add the six Clues and three Gates that correspond to spaces
on the side board to the Clue pool and Gate stack, respectively,
and randomize the Clue pool and Gate stack.
3. Set Aside Monsters
Set aside the following Monsters from the Monster cup:
1 Mummy Monster, 1 Sand Dweller Monster, and 1 Spawn
of Sebak Monster.
If any of these components would be returned to the Monster
cup, it is set aside instead.
4. Separate and Place Decks
Separate all Egypt Encounters and Africa Encounters into decks
and shuffle both decks. Place these decks near the side board.
Side Board Rules
The following rules relate to the Egypt side board.
Moving to the Side Board
A number of spaces on the main board and side board are
connected by Local or Ship paths, allowing investigators to
move onto and off of the side board with the Travel action
or any other effect that allows an investigator to move. See
"Local Paths" on the right for rules regarding Local paths.
^ Below is a list of spaces on the main board and the spaces
they connect to on the side board.
•  The Pyramids is connected to each of the following
spaces by a Local path: Alexandria, Cairo, Tel el-Amarna,
and The Bent Pyramid.
•  The Heart of Africa is connected to The Nile River by
a Local path.
•  Space 10 is connected to The Sahara Desert by a
Local path.
•  Space 17 is connected to Cairo by a Ship path.
Location Encounters
Investigators on the Egypt side board have access to thematic
encounters related to those locations. Each space on the side
board has a brief description below its name that explains
the most common effect that appears on encounter
cards for that space.
^ During the Encounter Phase, an investigator on Alexandria,
The Bent Pyramid, or Cairo may encounter that space by
drawing an Egypt Encounter and resolving the effect that
corresponds to his space.
^ During the Encounter Phase, an investigator on The Sahara
Desert, Tel el-Amarna, or The Nile River may encounter that
space by drawing an Africa Encounter and resolving the effect
that corresponds to his space.
Research Encounters
When an investigator encounters a Clue on the Egypt side
board, he draws a Research Encounter for the chosen Ancient
One and resolves the effect that corresponds to his space's type
as normal.

* Under the Pyramids

Dreamlands Side Board
The Dreamlands side board featured in this expansion creates
bridges between the waking world and the land of dreams
and allows the investigators to visit fantastical cities and
other mysterious locations.
This side board is used only if Hypnos is the Ancient One or
when using the Otherworldly Dreams Prelude card.
While the side board is in play, "game board" refers to both
the main board included in Eldritch Horror and the side board.
"Side board" refers to the side board but not the main board.
Side Board Setup
Follow the steps below to set up the Dreamlands side board.
1. Place Side Board
Unfold the side board and place it near the main board within
reach of all players.
2. Add Clues and Gates
Add the seven Clues and three Gates that correspond to spaces
on the side board to the Clue pool and Gate stack, respectively,
and randomize the Clue pool and Gate stack.
3. Set Aside Monsters
Set aside the following Monsters from the Monster cup:
1 Ghoul Monster, 1 Moon-beast Monster, 1 Nightgaunt
Monster, and 1 Zoog Monster.
If one of these components would be returned to the Monster
cup, it is set aside instead.
4. Separate and Place Decks
Separate all Dreamlands Encounters and Dream-Quest
Encounters into decks and shuffle both decks. Place these
decks near the side board. Then place the Dream-Quest token
on the space that corresponds to the top card of the DreamQuest Encounter deck.
5. Spawn Dream Portals
Reveal Gates from the top of the Gate stack until three Gates
are revealed that each correspond to a space that is not on the
Dreamlands side board. Place the three Dream Portal tokens on
those spaces. Leave each revealed Gate in the Gate stack and do
not randomize the Gate stack after spawning a Dream Portal.
Side Board Rules
The following rules relate to the Dreamlands side board.
Moving to the Side Board
When an investigator that is not on the Dreamlands side
board performs the Rest action, he may spend 1 Clue or
test {–1. If he passes or spends the Clue, he moves to
The Enchanted Wood.
In addition, Dream Portals allow investigators to travel between
the Dreamlands side board and the main board. See "Dream
Portals" below.
Dream Portals
Dream Portals represent locations where the Dreamlands bleed
into the waking world. Each space containing a Dream Portal is
connected by a Local path to the space that corresponds to that
token. See "Local Paths" on the right.
Some effects cause Dream Portals to spawn. To spawn a Dream
Portal, reveal Gates from the top of the Gate stack until a
Gate is revealed that corresponds to a space that is not on the
Dreamlands side board and does not contain a Dream Portal.
Place the Dream Portal on that space. A revealed Gate remains
revealed in the Gate stack; do not randomize the Gate stack
after spawning a Dream Portal.
If a Gate would spawn on a space containing a Dream Portal,
spawn that Gate on the space that corresponds to that Dream
Portal instead.
Dream-Quest Spaces
The Enchanted Wood, The Moon, The Underworld, and
Unknown Kadath are Dream-Quest spaces and can be
identified by their circular art inside a rectangular frame.
As an encounter, an investigator on a Dream-Quest space can
resolve a Dream-Quest Encounter as described on the right.
Location Encounters
Investigators on the Dreamlands side board have access to
thematic encounters related to those locations. Each City space
on the side board has a brief description below its name that
explains the most common effect that appears on encounter
cards for that space.
^ During the Encounter Phase, an investigator on Celephaïs,
Dylath-Leen, or Ulthar may encounter that space by
drawing a Dreamlands Encounter and resolving the effect
that corresponds to his space.
Research Encounters
When an investigator encounters a Clue on the Dreamlands
side board, he draws a Research Encounter for the chosen
Ancient One and resolves the effect that corresponds to his
space's type as normal.
Dream-Quest Encounters
The Dream-Quest Encounter cards in this expansion allow
investigators to embark on a journey through exotic locations
in the Dreamlands and reap a myriad of rewards to aid them
during their quest.
^ Dream-Quest Encounters are complex encounters that
may require an investigator to resolve multiple tests.
^ Each Dream-Quest Encounter's back indicates the space
it corresponds to.
^ The Dream-Quest token is placed on the space
corresponding to the top card of the Dream-Quest
Encounter deck. This space is referred to as the "active
Dream-Quest space." If the top card of the Dream-Quest
Encounter deck changes for any reason, move the
Dream-Quest token to the appropriate space.
^ During the Encounter Phase, an investigator on the space
containing the Dream-Quest token may encounter it by
drawing and resolving the top card of the Dream-Quest
Encounter deck.

* The Dreamlands

Local Paths
A number of spaces on the Egypt side board are connected to
other spaces by Local paths. Spaces connected by Local paths
are so close to each other that moving between them does not
require an action.
Each space containing a Dream Portal is connected by a
Local path to the space that corresponds to that token. Spaces
connected by Local paths are so close to each other that
moving between them does not require an action.
^ 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.

* Under the Pyramids, The Dreamlands

Adventures
The Adventure cards in this expansion represent the Antarctic
expeditions that investigators can undertake for various
rewards, such as retreating Doom or advancing the active
Mystery. The Antarctica Adventures are used only if the
Doomsayer From Antarctica Prelude card is drawn at the
beginning of the game. Adventures are split into three stages,
shown as a trait on the card's front (I, II, III), and tell the story
of the Miskatonic Expedition to Antarctica that will uncover
the history of the elder things.
When an Adventure is drawn, the active investigator places
it faceup in play and resolves that card's "when this card
enters play" effect.
Each Adventure has an effect that allows investigators to
complete the Adventure. When an Adventure is completed,
the active investigator resolves that card's "when this Adventure
is completed" effect, which often includes drawing another
Adventure representing the next chapter of the story. Then the
active investigator discards the Adventure, any tokens on it, and
any tokens placed by its effects.

Adventure cards represent various stories that investigators can
take part in for additional rewards, such as retreating Doom or
advancing the active Mystery.
The Cosmic Alignment Adventures are used only if the In
Cosmic Alignment Prelude card is drawn at the beginning of
the game. Set aside all Adventure cards to be used as instructed
by the Prelude. The Cosmic Alignment Adventures are split
into four stages, shown as a trait (I, II, III, IV) on the cards'
fronts which will be called out during the game.
After resolving setup, the In Cosmic Alignment Prelude
instructs investigators to draw the Adventure for the first stage
of the story, Discovery of a Cosmic Syzygy. When an Adventure
is drawn, the active investigator places it faceup in play and
resolves that card's "when this card enters play" effect.
Each Adventure has an effect that allows investigators to
complete the Adventure. When an Adventure is completed, the
active investigator resolves that card's "when this Adventure is
completed" effect, which includes drawing another Adventure
representing the next chapter of the story. Then the active
investigator discards the Adventure, any tokens on it, and
any tokens placed by its effects. Each Adventure will instruct
investigators to draw an Adventure for the next stage of the
story until reaching the fourth and final stage.

The Adventure cards in this expansion represent a multi-part
expedition that investigators can undertake for various rewards,
such as retreating Doom or advancing the active Mystery. The
Museum Heist Adventures are used only if the Under the
Pyramids Prelude card is drawn at the beginning of the game.
Adventures are split into four stages, shown as a trait on the
card's front (I, II, III, IV), and tell the story of the unfortunate
Erich Weiss who has been framed for the theft of a valuable
Egyptian relic.
When an Adventure is drawn, the active investigator places
it faceup in play and resolves that card's "when this card
enters play" effect.
Each Adventure has an effect that allows investigators to
complete the Adventure. When an Adventure is completed,
the active investigator resolves that card's "when this Adventure
is completed" effect, which often includes drawing another
Adventure representing the next chapter of the story. Then
the active investigator discards the completed Adventure, any
tokens on it, and any tokens placed by its effects.

Adventure cards represent various stories that investigators
can take part in for additional rewards, such as gaining
Talent Conditions or advancing the active Mystery.
The Otherworldly Dreams Adventures are used only if the
Otherworldly Dreams Prelude card is drawn at the beginning of
the game. Set aside all Adventure cards to be used as instructed
by the Prelude. The Otherworldly Dreams Adventures are
split into four stages, shown as a trait (I, II, III, IV) on the
cards' fronts which will be called out during the game.
After resolving setup, the Otherworldly Dreams Prelude
instructs investigators to draw the Adventure for the first
stage of the story, A Chance Encounter. When an Adventure
is drawn, the active investigator places it faceup in play and
resolves that card's "when this card enters play" effect.
Each Adventure has an effect that allows investigators to
complete the Adventure. When an Adventure is completed, the
active investigator resolves that card's "when this Adventure is
completed" effect, which includes drawing another Adventure
representing the next chapter of the story. Then the active
investigator discards the Adventure, any tokens on it, and
any tokens placed by its effects. Each Adventure will instruct
investigators to draw an Adventure for the next stage of the
story until reaching the fourth and final stage.

The Adventure cards in this expansion represent the challenges
the investigators will face in order to defeat Nyarlathotep.
There are four stories told by these cards with unique traits
to differentiate them. Each trait indicates a specific occult
organization that tends to the Ancient One's bidding:
Brotherhood of the Dark Pharaoh, Cult of the Bloody
Tongue, Order of the Bloated Woman, and Cult of the
Sand Bat. Each of the four Mysteries for the Nyarlathotep
Ancient One instructs you to set aside and draw from one
of these stories. Each story is told in three parts, shown
as a trait (I, II, III).
When an Adventure is drawn, the active investigator places it
faceup in play and resolves that card's "when this card enters
play" effect.
Each Adventure has an effect that allows investigators to
complete the Adventure. When an Adventure is completed, the
active investigator resolves that card's "when this Adventure is
completed" effect, which includes drawing another Adventure
representing the next chapter of the story. Then the active
investigator discards the Adventure, any tokens on it, and
any tokens placed by its effects. Each Adventure will instruct
investigators to draw an Adventure for the next stage of the
story until reaching the third and final stage.

* Mountains of Madness, Strange Remnants, Under the Pyramids, The Dreamlands, Masks of Nyarlathotep

Mystic Ruins Encounters
The Mystic Ruins Encounter cards
in this expansion allow investigators
to explore strange and unexplained
places around the globe.
The Mystic Ruins Encounter cards
are used only if Syzygy is the Ancient
One or when using the In Cosmic
Alignment Prelude card.
The Mystic Ruins Encounter cards in this expansion allow
investigators to explore the ruins of prehuman civilizations
left behind from the distant past.
The Mystic Ruins Encounter cards are used only if
Antediluvium is the Ancient One or when using The
Stars Align Prelude card.
To setup the Mystic Ruins Encounter
deck, shuffle all Mystic Ruins
Encounter cards into a single deck.
Then another player cuts the deck.
^ Mystic Ruins Encounters are complex encounters that
may require an investigator to resolve multiple tests.
^ Each Mystic Ruins Encounter's back indicates the space
it corresponds to.
^ The Mystic Ruins token is placed
on the space corresponding to
the top card of the Mystic Ruins
Encounter deck. This space is
referred to as the "Mystic Ruins
space." If the top card of the Mystic
Ruins Encounter deck changes for
any reason, move the Mystic Ruins
token to the appropriate space.
^ During the Encounter Phase, an investigator on a space
containing the Mystic Ruins token may encounter it by
drawing and resolving the top card of the Mystic Ruins
Encounter deck.

* Strange Remnants, Masks of Nyarlathotep

Focus Action
This expansion introduces a new action that
can be performed by any investigator. As an
action, an investigator on any space gains
one Focus token.
^ An investigator may spend one Focus token to reroll one
die when resolving a test. There is no limit to the number of
Focus tokens he can spend to reroll dice.
^ An investigator cannot have more than two Focus tokens.

* Mountains of Madness, Strange Remnants, The Dreamlands, Masks of Nyarlathotep

Gather Resources Action
This expansion introduces the Gather Resources action
that can be performed by any investigator. As an action
on any space, you gain one Resource token.
^ As part of a Rest action, you may spend any number of
Resources to recover 1 additional Health or 1 additional
Sanity for each Resource spent.
^ As part of an Acquire Assets action, you may spend any
number of Resources to add 1 success to your test result
for each Resource spent.
^ Resources are possessions and may be traded using the
Trade action. You cannot have more than two Resources.

* Masks of Nyarlathotep

Unique Assets
Some encounters in this expansion reward
investigators with various Unique Assets.
Like Spells or Conditions, Unique Assets
are double-sided cards. An investigator
cannot look at the back of a Unique Asset
unless an effect allows him to.
^ Unique Assets are possessions and may
be traded using the Trade action. There
is no limit to the number of Unique
Assets an investigator can have.
^ "Asset" refers to both Assets and Unique Assets. "Non-Unique Asset" refers to Assets but not Unique Assets.
^ When a Unique Asset is discarded, also discard all
tokens on it.

* Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Impairment Tokens
This expansion introduces a new mechanic
that interacts with Improvement tokens
and investigators' skills. Impairment
tokens represent a permanent impairment
to an investigator's skills.
^ When an investigator impairs a skill,
he gains an Impairment token for that
skill with the "–1" side up.
•  If an investigator already has an Impairment token for
that skill, he flips that token to the "–2" side instead.
Each "–2" Impairment token counts as two "–1"
Impairment tokens.
^ Improvement tokens and Impairment tokens negate one
another. If an investigator has both an Improvement token
and an Impairment token for the same skill, he discards
both tokens.
^ An investigator cannot impair a skill if doing so reduces that
skill's modified value to below 1.
•  An investigator cannot choose to impair a skill if doing so
would reduce that skill's modified value to below 1.
^ An investigator cannot impair a single skill more than twice.
•  An investigator cannot choose to impair a skill if that skill
has already been impaired twice.

* Under the Pyramids, Signs of Carcosa

Disaster Cards
Disasters represent natural or
unnatural destructive forces that
act on the cities of the world or
other locations.
Some effects cause the investigators
to draw and resolve one or more
Disasters. To do so, the Lead
Investigator draws the top card of the
Disaster deck, then he reads the card
aloud to all investigators, resolving
the card's effects as instructed.
The card's effect is resolved
immediately. After resolving the card's effect in its entirety, the
card is discarded to a faceup discard pile by the Disaster deck.

* Cities in Ruin

Devastation Encounters
Some effects in this expansion, notably those of Disasters, can
cause named City spaces to be devastated.
When a space is devastated, discard all
Clues and defeated investigator tokens
on that space, search the Expedition
Encounter deck for each card that
corresponds to that space and return
them to the game box, then place a
Devastation token on the space.
^ If a Clue would be spawned on a
devastated space, discard that Clue instead.
A Clue cannot be moved to a devastated space.
^ A devastated space does not have a space type; it is no
longer a City space.
^ An investigator on a devastated
space cannot resolve a General
Encounter or a location encounter
that corresponds to his space.
Instead, during the Encounter
Phase, an investigator on a
devastated space may encounter
that space by drawing and
resolving the top card of the
Devastation Encounter deck.
^ Devastation Encounters are
complex encounters that
may require an investigator to
resolve multiple tests.
^ If all nine named City spaces on the main board would be
devastated, the investigators lose the game.

* Cities in Ruin

Combat Encounters
During the Encounter Phase, an investigator must encounter
each non-Epic Monster on his space before encountering each
Epic Monster on his space.

* Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Alternate Combat Tests
If a Monster has another skill icon in place of either the WILL or
STRENGTH test indicators, the player tests the indicated skill in place
of the skill it replaced.

* Forsaken Lore, Mountains of Madness, Under the Pyramids

Magical Resistance
Some Monsters and Epic Monsters in this expansion have
the Magical Resistance ability. When resolving a Combat
Encounter against a Monster with the Magical Resistance
ability, an investigator cannot apply any bonus to his die
pool from Magical possessions or Spells.
Effects that allow the investigator to reroll dice or manipulate
dice results can be used as normal.

* Mountains of Madness, Under the Pyramids

Physical Resistance
Some Monsters and Epic Monsters in this expansion have
the Physical Resistance ability. When resolving a Combat
Encounter against a Monster with the Physical Resistance
ability, an investigator cannot apply any bonus to his dice
pool except from Magical possessions and Spells.
Effects that allow the investigator to reroll dice or manipulate
dice results can be used as normal.

* Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, Cities in Ruin, Masks of Nyarlathotep

Lost in Time and Space
The Lost in Time and Space Condition included in this
expansion affects investigators differently than other
Conditions. When an investigator gains a Lost in Time and
Space Condition, he resolves the following effects:
^ He removes his Investigator token from the game board.
^ He passes the Lead Investigator token to another
investigator, if able.
^ He discards any Detained Condition he has.
While an investigator has a Lost in Time and Space Condition,
he follows the rules below:
^ He cannot move or perform actions.
^ He does not occupy any space on the game board, nor does
he occupy the same space as tokens or other investigators.
This includes other investigators that have Lost in Time
and Space Conditions.
^ He is unaffected by effects of Mythos cards, @ effects, or
any other game effects except those of his Lost in Time and
Space Condition.
^ His Investigator's passive ability cannot be resolved and
does not affect other elements of the game.
^ He cannot spend resources as a part of a group.
^ An investigator cannot give the Lead Investigator token
to another investigator that has a Lost in Time and
Space Condition.
^ If a Lost in Time and Space Condition effect would "spawn
1 Gate" and there are no Gates in the Gate stack or discard
pile, he chooses one Gate on the game board instead.
^ An investigator that has a Lost in Time and Space
Condition loses the game if investigators lose the game, and
he wins the game if investigators win the game.

* Forsaken Lore

Gates
Some effects in this expansion cause Gates in the Gate stack
to be revealed. Revealed Gates remain where they are in the
Gate stack unless the effect that causes the Gates to be
revealed states otherwise.
If an effect would cause a number of Gates to be revealed
that exceeds the number of Gates in the Gate stack, the active
investigator randomizes the Gates in the discard pile and places
them at the bottom of the Gate stack before resolving that effect.
After a Gate in the Gate stack has been revealed, it remains
revealed until it is removed from the Gate stack or the Gate
stack is randomized.

* The Dreamlands

Eldritch Tokens
Some effects in this expansion (notably the Corruption
Condition) cause you to gain Eldritch tokens. Eldritch tokens
you have gained represent your current level of corruption.
When you gain an Eldritch token, place that token on your
Investigator sheet. Some effects allow you to spend or discard
your Eldritch tokens.

* Masks of Nyarlathotep

Mystery
This expansion introduces a new mechanic: "advance the active
Mystery." Due to the complexity of Mysteries, this can result in
a number of different effects. When investigators are instructed
to advance the active Mystery, the active investigator resolves
one of the following effects that applies:
^ If the active Mystery requires one or more tokens to be placed
on the card, place one token of that type on the card.
•  Clues, Gates, and Monsters placed on the active Mystery
in this way are drawn from the Clue pool, Gate stack, and
Monster cup, respectively.
^ If the active Mystery requires an Epic Monster to be defeated,
place two Health on the card. The Epic Monster's toughness
is reduced by one for each Health on the active Mystery.
•  However, if the active Mystery requires more than one
Epic Monster to be defeated, place only one Health on the
card. The toughness of each Epic Monster spawned by the
Mystery is reduced by one for each Health on the card.
^ If the active Mystery requires an investigator to spend one
or more Clues, place one Clue from the Clue pool on the
card. Any investigator may spend Clues placed on the active
Mystery when resolving an effect of that card.

* Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Skill Values
Some effects in this expansion reference an investigator's skills
as a value. A skill's value is equal to its printed value as modified
by Improvement tokens and Impairment tokens.
^ A skill's value is not affected by bonuses from possessions
or other effects, since those effects are applied only when
resolving a test.
For example, Rex Murphy has a printed ] of 3 and a single
"+1 ]" Improvement token. As such, his ] value is 4
(3 from its printed value plus 1 from his Improvement token).
The bonus to ] that Rex would gain from the Personal
Assistant Asset does not affect the skill's value.
For example, Dexter Drake has a printed ] of 2 and a single
"+1 ]" Improvement token. As such, his ] value is 3
(2 from its printed value plus 1 from his Improvement token).
The bonus to ] that Dexter would gain from the Personal
Assistant Asset does not affect the skill's value.
For example, Kate Winthrop has a printed | of 4 and a single
"+1 |" Improvement token. As such, her | value is 5
(4 from its printed value plus 1 from her Improvement token).
The bonus to | that Kate would gain from the Private
Investigator Asset does not affect the skill's value.
For example, "Ashchan" Pete has a printed | of 3 and a single
"+1 |" Improvement token. As such, his | value is 4
(3 from its printed value plus 1 from his Improvement token).
The bonus to | that Pete would gain from the Private
Investigator Asset does not affect the skill's value.

* Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin

Personal Stories
Personal Stories
This expansion introduces personal stories which represent
the continuing stories your investigator faces as the game
progresses. Personal stories can be used during any game.
Before beginning setup, players decide if they would like to
play with personal stories or not. Either all players play with
personal stories or all players play without.
This expansion includes a Personal Mission card and a
Reward/Consequence card for each investigator (including
all investigators from previous expansions and the base
game). Which investigator these cards correspond to can
be determined by their art which matches the art on their
Investigator sheet.
Personal Missions
There is a unique Personal Mission card
for each investigator. During step 4 of
setup ("Receive Starting Possessions,
Health, and Sanity"), you receive the
Personal Mission card that corresponds
to your chosen investigator, placing it
near your Investigator sheet with your
possessions.
Your Personal Mission includes
additional narrative text as well as an
effect that causes you to gain your
Reward or Consequence. The Personal
Mission indicates what you must accomplish to gain your
Reward or avoid your Consequence.
Rewards and Consequences
There is a unique double-sided Reward/
Consequence card for each investigator.
You gain your Reward or Consequence
as instructed on your Personal Mission,
placing it near your Investigator sheet
with your possessions. You can gain your
Reward or Consequence, but not both.
Once you gain your Reward or
Consequence, you keep it until the end
of the game. Personal Missions, Rewards,
and Consequences cannot be discarded
by other game effects.
Although Reward/Consequence cards act similarly to Assets
or Conditions, they are not possessions or Conditions and
are not affected by effects that affect other card types.

* Masks of Nyarlathotep

Campaign Mode
This expansion features a new mode of play to challenge experienced players. With the campaign mode, players will embark
upon a series of six sequential games. Over the course of these games, major events within each game will create lasting effects
that linger until the end of the campaign.
The goal is win all six games of the campaign. If the investigators lose any single game, the world has ended
and the investigators lose the campaign.

Campaign Setup
Each game of a campaign is set up in the same way as a normal
game except as stated here:
^ You must use the personal stories optional rule (see page 6).
^ The Ancient One for the first game is selected at random.
Also randomly determine a second Ancient One that will
be played against in the next game of the campaign.
^ The game is played using two Preludes: one that
corresponds to the current Ancient One and a second
for the Ancient One that will be played against next
game. Each Ancient One is listed below with its
corresponding Prelude.
Ancient One Specific Preludes
Abhoth .............................................................. Epidemic
Antediluvium ............................................The Stars Align
Atlach-Nacha...................................Web Between Worlds
Azathoth..........................................Beginning of the End
Cthulhu................................................... Call of Cthulhu
Hastur .................................................The King in Yellow
Hypnos...........................................Otherworldly Dreams
Ithaqua ........................................Rumors from the North
Nephren-Ka.......................................Under the Pyramids
Nyarlathotep........................Harbinger of the Outer Gods
Rise of the Elder Things.........Doomsayer from Antarctica
Shub-Niggurath........Twin Blasphemies of the Black Goat
Shudde M'ell ..........................................Apocalypse Nigh
Syzygy ............................................ In Cosmic Alignment
Yig........................................................ Father of Serpents
Yog-Sothoth.....................................The Dunwich Horror

Subsequent Games
Subsequent games of the campaign are set up in the same
manner as the first. However, the following rules and
additional steps of setup must be followed:
^ The Ancient One for each subsequent game was determined
during setup of the previous game. The Ancient One for the
next game must be determined at random during setup to
inform which two Preludes will be used in the game.
•  For the sixth and final game, instead of determining
a second Ancient One, play using the Prelude for the
current Ancient One and the Unto the Breach Prelude.
^ Once an Ancient One has been defeated, that Ancient One
cannot be selected again during the same campaign.
^ Investigators that have been defeated or devoured in a
previous game are permanently eliminated and cannot be
chosen when selecting an investigator.
^ The surviving investigators from the previous game are the
chosen investigators to begin the new game. Players who
were eliminated at the end of the previous game may select
new investigators from the remaining pool.
^ If you gained your Reward or Consequence from your
personal story, you begin the new game with that card.
^ If you ended the previous game with a Dark Pact Condition
or a Promise of Power Condition, you begin the new game
with a copy of that Condition.
^ All cities that had been devastated during previous games
begin devastated in the new game. (Ignore this bullet if
not playing with the Cities in Ruin expansion.)
All other components and effects are reset between games.
Undefeated investigators do not retain the possessions or skill
improvements they accrued during previous games; defeated
investigators and their possessions are returned to their
respective decks and pools; gates and monsters do not remain
on the game board; etc.

## Using This Expansion

* *Mechanic appears in: Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep*

When playing with an expansion, add all expansion components to their respective decks or pools of Eldritch Horror components. Unless otherwise instructed below, use all of the expansion's components when playing with that expansion.

* The Round Overview cards can be used by players to quickly reference possible actions, encounters, and Mythos card effects.
* Before setup, players draw one random Prelude card. These cards alter game setup and make each game feel unique.
* Personal stories add character specific missions and rewards for each investigator. See "Personal Stories" for rules.
* Players can challenge themselves with the new campaign mode of play. See "Campaign Mode" for rules.
* Add the three new Gate tokens from Masks of Nyarlathotep to the Gate stack.
* Add all Focus tokens, Impairment tokens, Devastation tokens, Resource tokens, and the Adventure token to the general token pool.
* Shuffle the Disasters and Devastation Encounters to create their two respective decks. Place the Disaster deck facedown with the Mythos deck and the Devastation Encounter deck facedown with the other encounter decks.
* Shuffle all Unique Assets to create the Unique Asset deck. Place this deck faceup near the Asset deck.

Exceptions
* The **Adventure cards** included in several expansions are used by the Doomsayer from Antactica, Under the Pyramids, In Cosmic Alignment, and Otherworldy Dreams Prelude cards and the Nyarlathotep Ancient One. Otherwise, they are returned to the game box. See "Adventures" for rules.
* The **Mystic Ruins Encounter cards** included in Strange Remnants and Masks of Nyarlathotep are used by the In Cosmic Alignment and The Stars Align Prelude cards, and the Syzygy and Antediluvium Ancient Ones. Otherwise, they are returned to the game box. See "Mystic Ruins Encounters" for rules.
* The **Antarctica Side Board**, Outpost Encounter cards, Mountain Encounter cards, Antarctica Research Encounter cards, and the six Clues and three Gates that correspond to spaces on the Antarctica side board are used by the Rise of the Elder Things Ancient One and the Doomsayer From Antarctica Prelude card included in Mountains of Madness. Otherwise, these components are returned to the game box. See "Antarctica Side Board" for rules regarding these components.
* The **Egypt Side Board**, Egypt Encounter cards, Africa Encounter cards, and the six Clues and three Gates that correspond to spaces on the Egypt side board are used by the Nephren-ka Ancient One and the Under the Pyramids Prelude card included in Under the Pyramids. Otherwise, these components are returned to the game box. See "Egypt Side Board" for rules regarding these components.
* The **Dreamlands Side Board**, Dreamlands Encounter cards, Dream-Quest Encounter cards, Dream Portal tokens, the Dream-Quest token, and the seven Clues and three Gates that correspond to spaces on the Dreamlands side board are used by the Hypnos Ancient One and the Otherworldly Dreams Prelude card included in The Dreamlands. Otherwise, these components are returned to the game box. See "Dreamlands Side Board" for rules regarding these components.

## Optional Rules

If all players agree at the start of the game that they wish to adjust the game's difficulty, they can use the optional rules listed below to alter the difficulty of the game.

### Staged and Insane Game Difficulty

* *Mechanic appears in: Mountains of Madness, Strange Remnants, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep*

Players can make the game's difficulty increase in stages by building stage I of the Mythos deck using only easy Mythos cards, building stage II of the Mythos deck using only normal Mythos cards, and building stage III of the Mythos deck using only hard Mythos cards.

To increase the difficulty of this optional rule, players can use normal blue Mythos cards when building stage I of the Mythos deck and hard blue Mythos cards when building stage II of the Mythos deck. Players may also start with an easy blue Mythos card in play following the Starting Rumor rule in the Eldritch Horror Reference Guide.

If players wish to have an even more challenging game experience, they can make the game significantly more difficult by building the Mythos deck using only hard Mythos cards.

Note—This optional rule may require additional expansions depending on the chosen Ancient One.
### Control Your Fate

* *Mechanic appears in: Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep*

Instead of drawing a random Prelude card before setup, players as a group may choose one Prelude card, following
the card's effects as normal. Alternatively, players may choose to not use a Prelude card.