recursal/Fanatic-Fandom huggingface dataset:
Arkham Spanish League Session 1

Edge Entertainment in Spain has arranged one session of its own league with original scenarios.

## List of Scenarios

The Arkham Spanish League, finishing July 17th, has ten scenarios:

1. *Los Sueños en la Casa de la Bruja* (The Dreams in the Witch House)
2. *La Extraña Seducción* (The Strange Seduction)
3. *La Leyenda del Escarabeo* (The Legend of the Scarab)
4. *El Despertar del Faraón* (The Pharaoh's Awakening)
5. *Bienvenido Sr. Whateley* (Welcome, Mr. Whateley)
6. *Adiós Sr. Whateley* (Goodbye, Mr. Whateley)
7. *Gilman y su Rey* (Gilman and his King)
8. *Los Tres Ejércitos del Rey* (The Three Armies of the King)
9. *El Principio del Fin* (The Beginning of The End)
10. *El Fin de los Principios* (The End of the Beginnings)

## English Translations of Scenarios

Unofficial English language translations of the scenarios have been made available as Strange Eons files at BoardGameGeek:

1. The Dreams in the Witch House http://www.boardgamegeek.com/filepage/48892
2. The Strange Seduction http://www.boardgamegeek.com/filepage/48893
3. The Legend of the Scarab http://www.boardgamegeek.com/filepage/48894
4. The Pharaoh's Awakening http://www.boardgamegeek.com/filepage/48895
5. Welcome, Mr. Whateley http://www.boardgamegeek.com/filepage/48896
6. Goodbye, Mr. Whateley http://www.boardgamegeek.com/filepage/48897
7. Gilman and his King http://www.boardgamegeek.com/filepage/48898
8. The Three Armies of the King http://www.boardgamegeek.com/filepage/48900
9. The Beginning of the End http://www.boardgamegeek.com/filepage/48901
10. The End of the Beginnings http://www.boardgamegeek.com/filepage/48902

## References

1. ↑ http://www.edgeent.com/v2/edge\_foros\_temas.asp?efid=222&efcid=4
Barred from French Hill

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**Barred from French Hill** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any French Hill locations during the Movement phase except those with open gates.

You may enter French Hill locations via other means during other phases (for instance, as a result of an Arkham encounter or when returning from being Lost in Time and Space).

Discard this card if the terror level increases.
Barred from Neighborhood

**Barred from Neighborhood** (in the Curse of the Dark Pharaoh expansion):

Arkham is an insular town, and the powers and people there are not to be trifled with. When an investigator does something to anger those in power in a specific neighborhood, or perhaps because part of the neighborhood itself becomes repellent to him, that investigator is Barred. An investigator may enter the street of a neighborhood from which he is Barred, but he may not enter a location in that neighborhood during the Movement phase.

There are two exceptions to this rule. First, an investigator may enter a location with an open gate, even if he is Barred from the neighborhood in which it is located. Second, an investigator may enter a barred neighborhood as a result of actions taken during other phases. For example, if an Arkham Encounter designates that an investigator may immediately move to another location, he may move to that location regardless of being Barred from the neighborhood in which it resides. Other examples of this sort of allowed movement include returning from being Lost in Time and Space, being sent to Arkham Asylum as a result of going insane, being sent to St. Mary's Hospital as a result of being knocked unconscious, and being arrested.

All Barred cards are discarded when the terror level goes up; the locals are too busy dealing with the monsters in their streets to notice you in their part of town, and you’re too busy saving the world to let a phobia or bad memory stop you! If there are no Barred cards left for the neighborhood from which your investigator becomes Barred, you must take the appropriate Barred card from another investigator.

## List of Barred from Neighborhoods

* Barred from Downtown
* Barred from Easttown
* Barred from French Hill
* Barred from Merchant District
* Barred from Miskatonic U.
* Barred from Northside
* Barred from Rivertown
* Barred from Southside
* Barred from Uptown
Compass Needles Point South!

File:MythosCompassNeedlesPointSouth.png
**Compass Needles Point South!** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** The first player chooses two investigators. Those investigators immediately exchange locations, ignoring all monsters and movement restrictions.
Shiba hannapogton

why does this shit AUTO CAPITALIZE THATS SO FUCKINGS TUPID!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

alright anyway uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

im canonically immortal due to the fact i am literally stupid and i have died over 1000 imes in this server its so fucking bad its so fucking bad
everytime i die in this game there is a corpse laying where i died for me to respawn onto its so god awful its so god aawfu

i have no other lore honestly im shit at ideas el em ay oh

this feels kinda empty but idk what else to add

oh yeah im too lazy to input skins so heres my fuckin namemc just look there if you need a skin ref or something https://namemc.com/profile/hannapogton.1
Amanda Sharpe

**Amanda Sharpe** is an investigator. She first appeared in the Arkham Horror board game.

## Sheet info

**Occupation:** the Student

**Home:** Bank of Arkham

**Unique Ability**: Studious - Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $1

* 1 Clue token

Random Possessions

* 1 Common item

* 1 Unique item
* 2 Skills
* 1 Spell

**Focus:** **3**

### Personal Story

**The Story So Far:** Amanda has been a student at Miskatonic University for 2 years now. On her way to talk to one of her professors last month, she saw a painting in the hallway that captured her attention with its hazy depiction of some horrible creature rising up out of the ocean. Ever since, Amanda has heard strange whispers in a foreign language whenever her attention drifts. More disturbingly, she has begun to dream of the vast green depths of the ocean and terrible alien cities that lie in its darkest crevasses.

This evening, as she finishes her shift as a bank teller at the First Bank of Arkham, something out of the night calls to her-- something dark and sinister that leaves the feel of sea foam in her mind and makes her gasp with the effort of resisting it. Leaning against the brick wall of the bank, Amanda realizes that she has to find out what's happening to her or she's going to fall prey to whatever alien presence is invading her mind.
Brazier of Souls

File:BrazierOfSouls.png
**Brazier of Souls** is a unique item. It first appeared in the Kingsport Horror expansion.

## Card info

**Type**: Magical weapon

**Any Phase**: Exhaust before making a Combat check to gain +8 to that check.

**Upkeep**: Brazier of the Souls only refreshes if you spend all of your Focus to do so.

**Hands**: 2

**Price**: $7
Bullwhip

**Bullwhip** is a common item. It first appeared in the Arkham Horror board game.

 File:Bullwhip.png

## Card info

**Type**: Physical weapon

**Bonus**: +1 Combat check

**Hands**: 1

**Any**: Exhaust to re-roll 1 die after making a Combat check.

**Price**: $2

## Clarification

You do not need to devote hands to use this card's special ability.
Blessing of Nodens (Terror level)

File:BlessingOfNodens9.png

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

Discard this card to prevent the terror level from increasing by 1.

Discard this card if you lose your Blessing.
Chapter 8

File:League 2 scenario 8.png
**Chapter 8** is the eighth scenario of Session 2 of the Arkham League; it has no title other than "Chapter 8". It was first published on May 21, 2009.[1]

## Requirements

* Arkham Horror
* Dunwich Horror

## Setup

**Ancient One**: Shudde M'ell and Glaaki

Add all of the Dunwich components, including the board.

Only the following Investigators may be used:

* Jenny Barnes
* Joe Diamond
* Mark Harrigan
* Dexter Drake
* Vincent Lee
* Jim Culver
* Leo Anderson
* Mandy Thompson
* Diana Stanley
* Monterey Jack
* Michael McGlen
* Amanda Sharpe

The following locations begin the game closed:

* The Woods
* The Silver Twilight Lodge

## Special rules

Clue tokens appear as normal. Calvin Wright must be taken as an ally. Calvin replaces one of the unique items, random or fixed, listed as an investigator’s starting possessions.

Every time a doom token should be added to a Doom track, it is added to Shudde’s track if there are more monsters in Uptown, Southside, Miskatonic U., and the Merchant District combined than the other areas combined. Otherwise the token is added to Glaaki’s track. In case of equal numbers, add a token to both. When the total number of Doom tokens is 12 or higher, the Ancient One with the higher Doom token count wakes up. In case of a tie, they both wake up. Resolve their attacks simultaneously, and remove the Doom tokens in numerical order, alternating between Ancient Ones.

## Story

The forces that were responsible for the quakes have returned after their initial defeat. The hordes of the undead have once again shambled into town, carrying with them the stench of terror. In the middle of these twin forces stands a select group of investigators. They have given up all thoughts of a normal life, and have dedicated themselves to the eradication of this foulness plaguing the town. They have fought long and hard, they have bested the Black Goat with a thousand young, they have defeated the icy chill of the god of the cold white silence. Now they must face down the combined efforts of the world shaker Shudde M'ell and the spiked bringer of terror, Glaaki!

## External links

* Chapter 8
* Calvin Wright (Chapter 6)
* League FAQ 2nd session
Daoloth

File:Daoloth AO.jpg
**Daoloth** is an Ancient One. He first appeared as a free giveaway to attendees of Arkham Nights, October 22-24, 2010.

## Sheet info

**Combat rating**: -4

**Defenses**: Special (See Attack)

**Worshippers**: The followers of Daoloth are astronomers that can see into both the past and the future. When Cultists move, they do not follow normal movement rules. Instead, they move to the nearest investigator in a street area or unstable location.

**Power**: The Render of Veils - While Daoloth stirs in his slumber, immediately after each monster surge, replace all open gates, one at a time. Do this by reshuffling the gate into the pile of gate markers and drawing a new one to take its place. Then, discard all explored markers. This is not treated as a new gate opening (no doom tokens are added to the doom track and no monsters are drawn). Investigators are not drawn through these gates until the Arkham Encounter phase.

**Attack**: Draw a Mythos Card. If the card instructs the players to place a gate in a location that does not have an elder sign on it, the first player is **devoured**. If the card instructs players to place a gate in a location that does have an elder sign on it, remove the elder sign from that location. If the Mythos Card does not instruct players to place a gate in a location, 1 token is placed back on Daoloth's doom track if it is not full.

**Doom Track**: 12

## Mythos Source

Daoloth first appeared in *The Render of the Veils* (1964), written by Ramsey Campbell.
Arcane Insight

File:ArcaneInsight.png
**Arcane Insight** is a spell. It first appeared in the The King in Yellow expansion.

## Card info

**Casting Modifier**: -4

**Sanity Cost**: 1

**Casting phase**: Upkeep

**Effect**: Cast and exhaust to look at the top 3 Mythos cards in the deck, then replace them on top of the deck in any order you choose. When casting this spell, you gain a +1 bonus to your Spell check for each Tome in your possession.
Central Hill

**Central Hill** is a neighborhood of Kingsport. It first appeared in the Kingsport Horror expansion. Central Hill is the rail depot for the town of Kingsport.

## Locations

* 7th House on the Left
* Congregational Hospital
* St. Erasmus's Home

## Encounters

CentralHillBack.pngCentralHill1.pngCentralHill2.pngCentralHill3.pngCentralHill4.pngCentralHill5.pngCentralHill6.pngCentralHill7.pngCentralHill8.pngCentralHill9.pngCentralHill10.pngCentralHill11.pngCentralHill12.pngCentralHill13.pngCentralHill14.png
Call Ancient One

File:CallAncientOne.png
**Call Ancient One** is a spell. It first appeared in the The Black Goat of the Woods expansion.

## Card info

**Casting Modifier**: -X

**Sanity Cost**: X

**Casting phase**: Any

**Effect**: Discard X monster and/or gate trophies, then cast and discard this spell to immediately awaken the Ancient One. Then, remove X doom tokens from its doom track.
Darrell Simmons

**Darrell Simmons** is an investigator. He first appeared in the Arkham Horror board game.

## Sheet info

**Occupation:** the Photographer

**Home:** Newspaper

**Unique Ability**: Hometown Advantage - Town Encounter: When drawing location encounters in Arkham, Darrell draws two cards and may choose whichever one of the two he wants. This ability does not work when drawing gate encounters in Other Worlds.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $4

* 1 Clue token
* 1 Special (Retainer)

Random Possessions

* 1 Common item

* 2 Unique items
* 1 Skill

**Focus:** **2**

### Personal Story

**The Story So Far:** Even while growing up in Arkham, Darrell always knew that there was something not quite right about the strange little town. After graduating from high school, he went to work for the Arkham Advertiser as a photographer, and in the years since, he's crawled over every square inch of the city.

Last night, however, Darrell saw something horrible-- something that has shaken his world to its core and torn away the safe illusions we all foster to protect our minds and our souls. His editor says he was just seeing things, but as he leaves the newspaper building, he knows just what he saw and he intends to show the world! This time he'll be more careful. This time he'll take pictures and prove that things are not normal in Arkham.
Detriment

**Detriments** are special cards similar to the Curse card, appearing in the Curse of the Dark Pharaoh expansion. Detriments bend the rules of the game slightly, making things harder. Each Detriment has a certain event or situation described beneath the abilities it grants that ends the effect of the card. If your investigator ever finds himself in that situation, he discards the Detriment. For instance, an investigator with the Local Guide Detriment loses the card if he ever goes Insane. If another investigator already has a Detriment that you are told to draw, you must take it from that investigator.
Blessing of Nodens (Spell item)

File:BlessingOfNodens12.png

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

You may discard this card when you gain a Spell. If so, instead of drawing from the Spell deck as normal, you may search the Spell deck for any one Spell and take it.

Discard this card if you lose your Blessing.
Dhol Chants

File:DholChants.png
**Dhol Chants** is a unique item. It first appeared in the Dunwich Horror expansion.

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 1 Ally, lose 2 Sanity, and discard Dhol Chants.

**Price**: $5

## Mythos Source

The Dhol Chants first appeared in *The Horror in the Museum* (1932), ghost-written by H.P. Lovecraft for Hazel Heald.
Calvin Wright (Chapter 6)

File:Calvin ally chapter 6.png
**Calvin Wright (Chapter 6)** is a special ally used in scenarios 6-9 of the 2nd Arkham League.

## Card info

* -2 Maximum Sanity
* -2 Maximum Stamina
* +2 All Skill Checks
* +1 Focus

## Notes

This is one of multiple versions of the Calvin Wright ally used by different scenarios.

## Appearances

Calvin Wright (Chapter 6) appears in the following scenarios:

* After the Storm
* True Terror Begins
* Chapter 8
* The Key and the Gate
Cabala of Saboth

File:CabalaOfSaboth.png
**Cabala of Saboth** is a unique item. It first appeared in the Arkham Horror board game.

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens.

**Price**: $5

## Mythos Source

The Cabala of Saboth first appeared in *The Secret in the Tomb*, written by Robert Bloch.
Arkham Encounters Phase

The *Arkham Encounters Phase* is the third phase of each turn.

During the Arkham Encounters Phase, each player
whose investigator is in a location (**not** a street area or
Other World area) **must** take one of the following
actions. The action the investigator must take depends
on whether his location contains an open gate or not.

# No Gate

If the location has no gate, the investigator has an
encounter at the location. The player shuffles the location
deck corresponding to the neighborhood his investigator
is in and draws a card from the deck. The player
then finds the entry for his investigator’s location, reads
the entry aloud, and performs any actions indicated by
the card text. Note that the card may indicate that “a
monster appears,” in which case the investigator must
either evade the monster (see Evading Monsters) or fight it (see Combat). Once the player
has resolved any actions indicated by the card, he
returns the card to the location deck.
Monsters and gates cannot appear in sealed locations,
even if this is directed by the text of a card.

Monsters that appear as the result of a location or gate
encounter never remain on the board after the encounter
is resolved. If an investigator evades such a monster,
return it to the monster cup (see [[Monsters in
Encounters]]).

Alternatively, the investigator can choose the location's special ability.

# Gate

If the location has a gate, and the investigator has not yet
moved through that gate, the investigator is drawn
through the gate. He moves to the first area (the left
area) of the Other World indicated on the gate marker.

**Exception:** Once an investigator has entered a gate and
returned to Arkham, the player places an explored marker
underneath his investigator marker. While he remains
in the gate’s location, he is no longer drawn through the
gate, but may instead try to close or seal the gate (see
Closing Gates). If the investigator
leaves the location before the gate is closed or
sealed, discard the explored marker. If the investigator
returns to the location later in the game, he will again be
drawn through the gate. He must resolve the
Other World Encounters phase again before he can return to
the location and attempt to close or seal the gate.

**Important:** If an investigator is drawn through a gate
that appears as a result of an encounter (such as “A gate
appears!” or “A gate and a monster appear!”), then he is
delayed, just as if he had been drawn through a gate in
the Mythos Phase.
Blasted Heath

**Blasted Heath** is a neighborhood of Dunwich. It first appeared in the Dunwich Horror expansion.

## Mythos Source

The Blasted Heath is described in detail in the story *The Colour Out of Space*, written by H.P. Lovecraft (1927).

## Locations

* Devil's Hopyard
* Gardners' Place
* Harney Jones' Shack

## Encounters

BlastedHeathBack.pngBlastedHeath1.pngBlastedHeath2.pngBlastedHeath3.pngBlastedHeath4.pngBlastedHeath5.pngBlastedHeath6.pngBlastedHeath7.pngBlastedHeath8.pngBlastedHeath9.pngBlastedHeath10.pngBlastedHeath11.pngBlastedHeath12.pngBlastedHeath13.pngBlastedHeath14.png
Calvin Wright

**Calvin Wright** is an investigator. He first appeared in Arkham League Session 2, Chapter Ten: End Game

## Sheet info

**Occupation:** the Damned

**Home:** Train Station

**Unique Ability:** Been Through Hell - Calvin's Stats may never be reduced. Any time his stats would be reduced, he may recover 1 Sanity or Stamina.

Friend Indeed - Calvin may give Investigators in his same location Sanity or Stamina, as if it were an item.

Status

* Sanity: 4
* Stamina: 5

Fixed Possessions
* $0
* 1 Common Item (.45 Automatic)
* 1 Unique Item (Enchanted Knife)

Random Possessions
* 1 Common item
* 1 Skill

**Focus: 2**

### Personal Story

There are no Personal Story cards for Calvin (as of 8 August, 2009).

**The Story So Far:** Calvin's sheet has no reverse side (as of 8 August, 2009). See the 2nd League posts on FFG's site ('News' section) for Calvin's unfolding tale.

### Errata

As per the official Arkham League FAQ, Calvin's "Been Through Hell" ability applies whenever a special effect would decrease one of his statistics, including maximum Sanity or maximum Stamina (but not including *current* Sanity or Stamina) below its normal level. It does not apply when losing a bonus to that statistic above his normal maximum (for instance, when discarding Duke). The ability has no effect in a Final Battle against Cthulhu.
Dr. Herbert West

**Dr. Herbert West** is an ally. He first appears in the Kingsport Horror expansion. He can be gained through an encounter at the Congregational Hospital.

## Card info

* +1 Speed
* +1 Will

Upkeep: Pay 1 Focus and exhaust to gain 1 Stamina.

## Errata

Discard Dr. Herbert West if the Ancient One awakens.

## Mythos Source

Herbert West is the inventor of a reagent that can reanimate the dead, and he appears in H.P. Lovecraft's short story *Herbert West -- Reanimator* (1921).
Being of Ib (2)

**Being of Ib (2)** is a monster. It first appeared in the Innsmouth Horror expansion.

* The Dreamlands
 **Rules Text**
Investigators receive a -1 penalty to close or seal gates.

## Mythos Source

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

## See also

* Being of Ib
* Being of Ib (3)
* Being of Ib (4)
Barred from Downtown

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**Barred from Downtown** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any Downtown locations during the Movement phase except those with open gates.

You may enter Downtown locations via other means during other phases (for instance, as a result of an Arkham encounter or when being sent to Arkham Asylum).

Discard this card if the terror level increases.
Blight

**Blight** cards represent important people who live in the town of Arkham and who have been driven mad by seeing "The King in Yellow." One Blight card enters play each time a Yellow Sign token is placed on the terror track. Once they enter play, Blight cards have a global effect on the game and cannot be gotten rid of. For example, once Oliver Thomas enters plays, the cost to seal gates is increased by 1 Clue token for the rest of the game. In addition, if you draw an Arkham Encounter card that mentions the character in its text, you ignore that card and lose either 1 Stamina or 1 Sanity due to the encounter with the now insane resident.
Clue Token

**Clue Tokens** are a means of tracking progress in Arkham Horror, as well as a tool that investigators can use to complete their objectives.

## Collecting Clue Tokens

To collect clue tokens, an investigator must end their movement on a location or street area that contains one or more tokens. Simply passing through a location that has a clue token is not sufficient to collect it. To collect clue tokens on a location that contains a monster, the investigator must first either evade or fight the monster(s) to collect the token(s).

Also, some investigators start the game with Clue Tokens, and some locations on the board will let an investigator trade various items in for Clue Tokens.

## Using Clue Tokens

### Assisting on a Skill Check

First, any time you need to make a skill check, you may discard a Clue Token to add an extra die to your roll. You can use as many Clue Tokens as you want on a single check, and you can add them one-at-a-time after you have seen what the roll would be unassisted.

So for instance, if you need to make a Fight check at -2, and you only have Fight 3, then you only get to roll 1 die. So if you roll that die and don’t get a success, then you can discard a Clue token to roll another die. If that one also fails, then you can discard another Clue token to roll another die. And you can keep going until you run out of Clue Tokens or until you succeed.

Also, sometimes you will be in over your head. For instance, you might have Fight 2, and you need to succeed at a Fight -2 check. Well, that would mean that you get to roll zero (0) dice, so obviously you can not succeed. But, you can discard Clue Tokens to add dice to your roll even when you start with zero dice. So Clue Tokens can help you when it would be impossible to succeed on a roll.

Finally, sometimes you are in way, way over your head. For instance, you might have Fight 2, and you need to succeed at a Fight -4 check. Well, that would mean that you get to roll negative two (-2) dice, so obviously you can not succeed. Here, there is an even further advantage to Clue Tokens - any negative number of dice is treated as zero dice, so you can discard a Clue token and still get to roll a die, instead of needing to first burn 2 Clue Tokens "just to get up to zero".

### Sealing a Gate

As mentioned before, you can Close a gate, or you can Seal a gate. If you Close a gate, it can re-open later. But if you Seal a gate, it is usually closed for all time.

In order to Seal a gate, you go through the Gate and return as normal. After making the Fight or Lore check upon your return, you spend 5 Clue Tokens and you Seal the gate and place an Elder Sign on that location.
Race to the Finish

"Race to the Finish" is the series premiere of The Amazing Race Fantasy.

## Leaderboard

**Legend:**
     First Place •      Eliminated •      Last placer on a Non-Elimination Leg •      Season winner •      Season 2nd place •      Season 3rd place • **►** Used the Fast Forward • **>** Used the Yield • **<** Recipient of the Yield• **⊂** Used the U-Turn • **⊃** Recipient of the U-Turn

 **1st place**

 **2nd place**

 **3rd place**

## Trivia

* This marks the first time the race visits the Sand Kingdom.
* This episode's title was said by DAR introducing the final leg.
DAR's Amazing Race Fantasy Wiki

**Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

 **Racing**

DAR's Amazing Race Fantasy Wiki is a fan site that is **not** affiliated with anyone involved in creating The Amazing Race or the characters & locations involved in the series. All trademarks and copyrights belong to their respective owners, and are used here under the terms of Fair Use as defined in United States Copyright Doctrine.
Blessing of Nodens (Movement)

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

**Movement**: Exhaust this card to gain 1 extra movement point. You cannot be delayed.

Discard this card if you lose your Blessing.
After the Storm

File:League 2 scenario 6.png
**After the Storm** is the sixth scenario of Session 2 of the Arkham League. It was first published on April 22, 2009.

## Requirements

* Arkham Horror
* Dunwich Horror

## Setup

**Ancient One**: Shudde M'ell

Only the following Investigators may be used:

* Diana Stanley
* Wilson Richards
* Mark Harrigan
* Sister Mary
* Harvey Walters
* Amanda Sharpe
* "Ashcan" Pete
* Jenny Barnes
* Gloria Goldberg
* Marie Lambeau
* Kate Winthrop
* Rita Young

The following locations begin the game closed:

* The Woods
* Silver Twilight Lodge

## Special rules

Clue tokens appear as normal. Treat all gate openings at the Science Building and the Witch House as monster surges. The gate opens as normal, in addition to flooding the board with monsters. Calvin must be taken as an ally. Calvin replaces one of the unique items, random or fixed, listed as an investigator’s starting possesions. Treat all cultists as Chthonians. If the Dunwich Horror moves, instead of placing a Doom token on the Doom track, draw a Mythos card and place a rubble marker on the location indicated by the card. Then place the Mythos card on the bottom of the deck.

## Story

The town of Arkham has been thrown into chaos. Twin Ancient Ones tried to break into our dimension, and were barely prevented from destroying reality. The cult in the woods, and the cult housed in the Silver Twilight Lodge were both foiled, and scattered into the hills. Now a new group is rising into the vacuum. This week sees the rise of a new power, and the trembling of the foundations of the world. Earthquakes shake the game up, and investigators will be forced to battle in the town of Arkham and Dunwich. To provide more firepower, the Curiositie Shoppe and Ye Olde Magick Shoppe have opened their doors. Calvin has grown into a force to be reckoned with, and features new abilities.

## External links

* After the Storm
* Calvin Wright (Chapter 6)
* League FAQ 2nd session
Blessing

File:Blessing.png
**Blessing** is a special card that investigators take when they become *Blessed*. It first appeared in the Arkham Horror board game.

## Card info

**Upkeep**: Roll a die and discard this card on a 1.

When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.

## Ways to become Blessed

An investigator can gain a blessing via:

* Spending 5 toughness worth of monster trophies or 1 gate trophy at South Church to have any investigator you choose be Blessed.
* Each investigator can try a Luck (-1) test to earn a blessing when the All Quiet in Arkham! mythos card is drawn.
* Sister Mary failing OR passing her personal story. She will also start the game with a Blessing.
* Rex Murphy passing his personal story.
* Carolyn Fern passing her personal story.
* Casting the Bless Spell will allow an investigator to give a Blessing to any other Investigator.

## Blessing Immunity

There are ways in which an investigator can be unable to be Blessed. While they can still discard a Curse by being Blessed, they cannot become Blessed.

An investigator can become unable to be blessed by:

* Rex Murphy failing his personal story.
* Diana Stanley failing her personal story.
Darke's Carnival Arrives

File:Mythos14.png
**Darke's Carnival Arrives** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Northside streets gain 1 Clue token from the sinister wonders they witness, but must pass a **Will (-1) check** or lose 1 Sanity.
Balmy

File:Mythos73.png
**Balmy** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Wizard's Hill

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

Monster Movement

**Mythos Ability:** Sneak checks in Arkham are made at a -1 penalty. Fight checks in Arkham are made at a +1 bonus. When moving, stalkers move to investigators in street areas or unstable locations up to 2 spaces away.
Dark Conjunction

File:Mythos204.png
**Dark Conjunction** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Esoteric Order of Dagon

**Clue Appears At:** \*Devil Reef

Monster Movement

**Mythos Ability:** While this card is in play, all monsters gain **Overwhelming 1**. Any monster that already has **Overwhelming** has its **Overwhelming** rating increased by 1.
If Fish Start Singing, I'm Out

"If Fish Start Singing, I'm Out" is the series premiere of The Amazing Race Fantasy.

## Leaderboard

**Legend:**
     First Place •      Eliminated •      Last placer on a Non-Elimination Leg •      Season winner •      Season 2nd place •      Season 3rd place • **►** Used the Fast Forward • **>** Used the Yield • **<** Recipient of the Yield• **⊂** Used the U-Turn • **⊃** Recipient of the U-Turn

 **1st place**

 **2nd place**

 **3rd place**

 **4th place**

 **5th place**

 **6th place**

 **7th place**

 **8th place**

 **9th place**

## Trivia

* This marks the first time *The Amazing Race* visits the Mediterranean .
* This episode's title was said by Polly when learning they would be going underwater for this leg of the race.
Crowbar

**Crowbar** is a common item. It first appeared in the The Black Goat of the Woods expansion.

 File:Crowbar.png

## Card info

**Type**: Physical weapon

**Bonus**: +2 to Combat checks

**Hands**: 1

**Movement**: Discard Crowbar to make a Sneak (-2) check. Draw a Common item for each success you roll. If you fail, you are arrested.

**Price**: $4
Carolyn Fern

**Carolyn Fern** is an investigator. She first appeared in the Arkham Horror board game.

## Sheet info

**Occupation:** the Psychologist

**Home:** Arkham Asylum

**Unique Ability**: Psychology - Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character's Sanity higher than that character's maximum Sanity.

Status

* Sanity: 6
* Stamina: 4

Fixed Possessions

* $7

* 1 Clue token

Random Possessions

* 2 Unique items

* 2 Common items
* 1 Skill

**Focus:** **2**

### Personal Story

**The Story So Far:** Carolyn is a first year resident at a sanitarium in Providence. Over the past six months, she has been studying the dreams of her patients using hypnosis. One patient in particular gave her vivid and disturbing descriptions of his dreams, right up until he was murdered with a strange knife that closely resembled something from one of his nightmares.

Disturbed and frightened by his murder, Carolyn dug back through her notes, poring over them late into the night. Finally, she found some subtle clues that led her here, to Arkham, where he was previously an inmate in Arkham Asylum. Someone here has to know why a harmless man was murdered for talking about his dreams to his psychologist.
Akachi Onyele

**Akachi Onyele** is an investigator. She first appeared in the Innsmouth Horror expansion.

## Sheet info

**Occupation:** the Shaman

**Home:** Ye Olde Magick Shoppe

**Unique Ability**: Guardian of the Veil - Any Phase: It costs Akachi 1 less Clue token to seal gates.

Secret Rites - Any Phase: Akachi gains +1 bonus to all skill checks to close or seal a gate. In addition, Akachi may always seal gates, regardless of other game effects.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $3

* 1 Clue token

Random Possessions

* 1 Unique item

* 2 Spells
* 1 Gate Trophy
* 1 Skill

**Focus:** **1**

### Personal Story

**The Story So Far:** For as long as Akachi can remember, she was trained to be the tribes' next shaman. Studying at the feet of the old shaman, she learned how to speak to the spirits, how to read the bones of the earth, and how to avoid the fell creatures that dwelt in the dark places.

Her education was supplemented by tutoring from an earnest young missionary. Her mentor allowed the man to teach her as long as he taught her English and other modern topics in addition to trying to convert her to Christianity.

As for his religion, Akachi was uninterested, for she had already learned many of the great secrets of lore, and felt the power of the old ways.

Recently, her old mentor called her to his bedside. His face was pale and gaunt. "Akachi, I have seen that a great trial is coming for you. You must go to the United States, to a city called Arkham. There, you will have to face one of the old creatures, using the things that I have taught you."

Weeks later, as she opens the door to Ye Olde Magick Shoppe, Akachi hopes that she can meet the challenge that lies ahead of her.
Barred from Northside

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**Barred from Northside** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any Northside locations during the Movement phase except those with open gates.

You may enter Northside locations via other means during other phases (for instance, as a result of an Arkham encounter or when returning from being Lost in Time and Space).

Discard this card if the terror level increases.
Doom token

Doom tokens are one of the principal tokens in the Arkham Horror game, as they signal the amount of time the investigators have before the Ancient One Awakens.

Doom tokens are placed on the doom track on the Ancient One sheet in sequential order, starting with the space marked "1", and following until either the last space is filled and the Ancient One awakens, or the Investigators achieve Victory before this point.

During the Final Battle, doom tokens serve as the Ancient One's toughness. When the investigators inflict enough successful attacks on the Ancient One equal to the amount of players, a doom token is removed from the sheet. If all tokens are removed, the investigators achieve victory.

It is rare, but possible, to remove doom tokens before the Ancient One awakens.

## Ways Doom Tokens may be added

* A gate opens while resolving a Mythos card, or a Mythos card says to add doom tokens.
* Certain encounters, both in Arkham or Other Worlds, can cause a doom token to be added.
* The Dunwich Horror can add a doom token if it is on the field.
* If a dimensional symbol is drawn on a Mythos card that has an open rift, a doom token is added.

## Ways Doom Tokens may be removed

* Using an Elder Sign Unique Item when sealing a gate, or the Third Elder Sign Fragment or Parchment of the Elder Sign Exhibit Items
* Marie Lambeau can use a special ability to remove a doom token once a game. If she passes her Personal Story, she can do it another time.
* Tommy Muldoon passing his personal story will remove one doom token.
* Lily Chen and Norman Withers passing their personal stories will remove doom tokens if the Ancient One awakens.
* If Thomas Olney is gained as an Ally, but his Ally card is not available, a doom token is removed instead.
* Gaining William Bain as an ally will remove one doom token.
* Defeating the Barnabas Marsh monster in the Innsmouth Horror expansion will remove a doom token.
* The Cult Encounter The Chosen One gives the option of removing a doom token.
Dr. Ali Kafour

**Dr. Ali Kafour** is an ally. He first appears in the Curse of the Dark Pharaoh expansion, and was updated in the revised edition. He can be gained through an encounter at The Unnamable.

## Card info

* +2 Horror
* +2 Spell

Search the Unique item deck, taking the first tome you find.

## Mythos Source

Dr. Ali Kafour appears in the Masks of Nyarlathotep campaign for Chaosium's Call of Cthulhu role-playing game.
Kate & Ana

### CountriesRaced:

**Kate McKinnon** and **Ana Gasteyer** are a team of **Comediennes** on *The Amazing Race Fantasy 1*. They are known for being regular cast members on the TV show *Saturday Night Live*.

Kate & Ana ran a commendable race, but they are best known for their rivalry with Haruhi & Mikuru which sparked after the comediennes used their Yield on them. This came back to bite them when the school girls got the upper hand at the final yield, exacting revenge and dooming Kate & Ana into last place.

## Trivia

### Franchise Records

* Kate & Ana were the first team to use their Yield.
* First all-female team to win a leg.
* First are the first team to be eliminated in the China, as well as in Asia.

## References

* https://en.wikipedia.org/wiki/Kate\_McKinnon
* https://en.wikipedia.org/wiki/Ana\_Gasteyer
Denying the Ancient One

File:DenyingTheAncientOne.png
**Denying the Ancient One** is a spell. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 1

**Casting phase**: Upkeep

**Effect**: Worshippers of the Ancient One lose any abilities granted to them by the Ancient One this turn.

**Hands**: 0
David Packard (Revised)

**David Packard** is an ally. He first appears in the Curse of the Dark Pharaoh expansion, and was updated in the revised edition. He can be gained through an encounter at the Woods or, when combining Miskatonic Horror with Innsmouth Horror, at the Marsh Refinery.

## Card info

* +1 Fight
* +1 Sneak

Draw 1 Skill card when David Packard joins you.
An Evil Fog

File:Mythos6.png
**An Evil Fog** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** Will checks in Arkham are made at a -1 penalty. Sneak checks in Arkham are made at a +1 bonus. Fliers do not move.
Curiositie Shoppe

The **Curiositie Shoppe** is an Arkham location in the Northside neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Monterey Jack
* Jacqueline Fine
* Patrice Hathaway

## Special Encounter

**Shop:** Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
Break-In at Neil's

File:Mythos106.png
**Break-In at Neil's** is a mythos card. It first appeared in the Kingsport Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Silver Twilight Lodge

**Clue Appears At:** \*Neil's Curiosity Shop

Monster Movement

**Mythos Ability:** The thieves carelessly break a dangerous artifact, releasing 2 monsters into the South Shore streets.
Blood Magic

File:Mythos8.png
**Blood Magic** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** Investigators who end their movement in Rivertown streets may choose to delve into dark mysteries using their life force. They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina. If this reduces them to 0 Stamina, they are **devoured** and the player must start a new character. Otherwise, they gain 3 Clue tokens.
Agnes Baker

**Agnes Baker** is an investigator. She first appeared in the Innsmouth Horror expansion.

## Sheet info

**Occupation:** the Waitress

**Home:** Velma's Diner

**Unique Ability**: Memories of Conquest - Any Phase: When Agnes casts a spell that provides a bonus to Combat checks, the spell adds the number of hands it requires to its Combat check bonus.

Blood is Power - Any Phase: When paying a spell's Sanity cost, Agnes may spend Stamina for part or all of the Sanity cost on a 1-for-1 basis.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $5

* 3 Clue tokens
* 1 Spell (Wither)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Spell
* 1 Skill

**Focus:** **2**

### Personal Story

**The Story So Far:** Agnes Baker may be just an unassuming waitress in this life, but in a previous life, she knows that she was a powerful witch. In a time and age undreamt of in the modern world, she forced spirits to obey her and destroyed her enemies with terrifying energies.

She might have never known of her previous incarnation had she not fallen from a ladder and hit her head while changing a light in the diner. But when she awoke in the hospital, she whispered one word, "Hyperborea."

Even then, she would have dismissed her visions of a past life as simple hallucinations if it wasn't for the fact that the spells she dreamed of were real. Trying one in secret, mortally embarrassed to even be attempting it, she was stunned to see it take effect. Since then, she has been nurturing her new powers in secret, extremely careful not to let anyone else find out.

But as Agnes finishes her shift at the diner this evening, a whisper in the air warns her. Something is coming. Something that destroyed her once before, in the ancient past, and she must be prepared.
Bank Targeted By Grifters

**Bank Targeted By Grifters** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Cold Spring Glen or Hibb's Roadhouse

**Clue Appears At:** No clue

Monster Movement

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

**Pass:** If an investigator who either is the Deputy of Arkham or has a Sheldon Gang Membership (from the Dunwich Horror expansion) discards 3 Clue tokens while at the Bank of Arkham, return this card to the box. Each investigator then gains $10.

**Fail:** If there are 6 Clue tokens on this card, return it to the box. Each investigator must discard all of his money and any Retainer cards.

**Activity At:** Bank of Arkham
BoardGameGeek

The **BoardGameGeek** website [1] was founded in January 2000 by Scott Alden and Derk Solko as a resource for the board gaming hobby. The database holds reviews, articles, and session reports for over 30,000 different games, expansions, and designers. BoardGameGeek includes card games and other tabletop games, as well as wargames and German-style board games. The site also features bulletin boards, a marketplace, several online boardgames, and a gamer database to help gamers find each other in the same location.

## References

1. ↑ The Dice Tower: Interviews by an Optimist #32 - Scott Alden Retrieved December 29, 2006
2. ↑ KublaCon: Special Guests Aldie and Derk Retrieved December 29, 2006
Aquatic Movement

File:BarnabasMarsh.png
File:Aquatic Marker.png
**Aquatic Movement** is a type of monster movement introduced in the Kingsport Horror expansion. Monsters with an orange border use aquatic movement, allowing them to move between aquatic locations, which are marked with a wave icon or token.

## Aquatic Locations

* Devil Reef
* Falcon Point
* Harborside streets
* Innsmouth Shore streets
* North Point Lighthouse
* River Docks\*
* South Shore streets
* The Causeway
* Unvisited Isle\*
* Y'ha-nthlei

*\* Both the Kingsport Horror and Innsmouth Horror expansions include two tokens to mark these Arkham locations.*
Church Boycotts Exhibit

File:Mythos129.png
**Church Boycotts Exhibit** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Historical Society

**Clue Appears At:** \*Hibb's Roadhouse

Monster Movement

**Mythos Ability:** Lore checks in Arkham are made at a -2 penalty. Will checks in Arkham are made at a +2 bonus.

**Flavor Text:** Father Michael organizes his congregation against the "Legacy of the Pharaohs" museum exhibit, calling the displays "ghastly and an affront against the Lord."
Along Came Jones

File:Mythos70.png
**Along Came Jones** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Devil's Hopyard

**Clue Appears At:** \*Wizard's Hill

Monster Movement

**Mythos Ability:** The first investigator who ends his movement in the Train Station draws 1 Ally, then discards this card from play.