recursal/Fanatic-Fandom huggingface dataset:
Silver Twilight Lodge

**Silver Twilight Lodge** is an Arkham location in the French Hill neighborhood. It first appeared in the Arkham Horror board game.

Some encounters in this location can earn investigators a Silver Twilight Lodge Membership. If investigators possess such a membership, they may choose to have an encounter in the Inner Sanctum instead of in the Lodge.

## Mythos Source

The "Silver Twilight Lodge" is an adaptation of the the Hermetic Order of the Silver Twilight, who are the primary antagonists in the Call of Cthulhu campaign *Shadows of Yog Sothoth*. That name in turn is a play on The Hermetic Order of the Golden Dawn, a magical order in Britain in the late 19th century and early 20th century. Besides the occultists Samuel MacGregor Mathers, A. E. Waite, the poet William Butler Yeats, and Aleister Crowley, the Golden Dawn's members included two writers of "weird fiction" who influenced the development of the Cthulhu Mythos, Arthur Machen and Algernon Blackwood.

H.P. Lovecraft admired both Machen and Blackwood, and listed both as "Modern Masters" in his critical work Supernatural Horror in Literature. The "Dhol Chants" and the word "dhole" among other elements of the Cthulhu Mythos, were drawn from Machen's fiction, and Blackwood's short story "The Wendigo" was a major source for August Derleth's story "Ithaqua"[1].

The Lodge leader Carl Sanford is named after Carl Sanford Petersen, creator of the *Call of Cthulhu* role-playing game.
Revelation of Script

File:RevelationOfScript.png
**Revelation of Script** is a spell. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Casting Modifier**: +1

**Sanity Cost**: 0

**Casting phase**: Any

**Effect**: Cast and exhaust to gain +3 to all Lore checks (except Spell checks) until the end of this phase.

**Hands**: 0
Plot

Plots are special cards which form a component of the Epic Battle variant, and were added with the Kingsport Horror expansion. The describe special attacks made by the ancient one, and are drawn when instructed to by the cards in the Epic Battle deck. There are three plot cards for each Ancient One.
Speed

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

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

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

## Speed Value Use in Gameplay

### Movement points

The total **Speed** value is the source of the movement points used during the investigator Movement phase.

Each point of Speed, as adjusted by the effects of Skill cards and other cards, gives the investigator one
movement point. In Arkham or board locations other than the Other Worlds, one movement point is required
to move one space on the board.

### Speed checks

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

Speed checks are not normally needed during Evasion, Combat, or spell-casting.
Newspaper

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

## Home of Investigators

* Darrell Simmons
* Rex Murphy
* Trish Scarborough

## Mythos Source

There have been two Arkham papers mentioned in Mythos fiction. The Arkham Gazette was first mentioned in *The Colour Out of Space* (1927), written by H.P. Lovecraft. The Arkham Advertiser was first mentioned in *The Dunwich Horror* (1928), written by H.P. Lovecraft. As these two stories take place in different time periods, they could be either rival papers or the same paper which got renamed at a later date.
Scurrilous Stranger Scandal!

File:MythosScurrilousStrangerScandal.png
**Scurrilous Stranger Scandal!** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Black Cave

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

Monster Movement

**Mythos Ability:** The investigators may collectively spend 5 Clue tokens. If they do so, the first player draws a Gate marker and claims it as a trophy.
Rail Movement

**Rail Movement** is a type of investigator movement introduced in the Dunwich Horror expansion. Rail movement allows an investigator to move between the Arkham Train Station and/or any of the depot locations in other towns marked with a depot icon ({{{image needed}}}). Rail movement costs $1 (or use of a Rail Pass) and requires one movement point, but does not otherwise interrupt the investigator's normal movement. **Example:** *Joe Diamond begins his movement in the Northside streets. He has 4 movement points and $1. Wanting to travel to Dunwich, he first moves to the Train Station for 1 movement point. Next, he catches the train to Dunwich, spending $1 and 1 movement point to move to Dunwich's depot, which is at Bishop's Brook Bridge. From there, he still has 2 movement points left.*

## Depot Locations

* Bishop's Brook Bridge
* Central Hill
* Joe Sargent's Bus Service
* The Train Station
Plague of Insects

File:Mythos139.png
**Plague of Insects** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Doom Tokens Added**: 2

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

Monster Movement

**Mythos Ability:** Investigators that end their turns in the street lose 1 Stamina and 1 Sanity. The terror level increases by 1.

**Flavor Text:** The strange locusts and beetles around town have reached a critical mass! They crawl, fly and hop everywhere.
Spell check

A **Spell check** is a special type of Lore check used to determine an Investigator's success or failure in casting a spell.

The value used for the Spell check is determined by adding the investigator's net Lore skill value, including any special Lore or Spell adjustments they may have from Skills, Allies, or other cards, and finally adding or subtracting any Casting modifier for this Spell, as given by the Casting modifier on the card. This total gives the number of dice used for the Spell check.

If the Spell check fails, nothing happens and the spell does not take effect. Normally passing the Spell check requires only one success, but a Spell card may specify the number of successes required. A few spells such as The Yellow Mist have effects which depend on the number of successes rolled.
Outskirts

The **Outskirts** is a space on the board for monsters that should be in Arkham, but exceed the monster limit.

The Outskirts has its own limit, equal to (8 - the number of investigators). If a monster should enter the Outskirts when it is at the limit, all monsters in the Outskirts are returned to the monster cup, and the Terror level goes up by one.
Scholar Speaks of Leylines

File:MythosScholarSpeaksOfLeylines.png
**Scholar Speaks of Leylines** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Silver Twilight Lodge

**Clue Appears At:** \*Graveyard

Monster Movement

**Mythos Ability:** Spells cost 1 additional Sanity to cast, but any investigator who successfully casts a Spell receives +1 Fight and +1 Will until the end of his turn.
Soul Pact

File:LurkerSoulPact.png
**Soul Pact** is a Dark Pact card. It first appeared in The Lurker at the Threshold expansion.

## Card info

When you gain a Soul Pact, restore your Sanity to full.

**Any Phase**: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

**Upkeep**: Exhaust Soul Pact and lose X Sanity to gain X Power.
Professor Rice

**Professor Rice** is an ally. He first appears in the Dunwich Horror expansion. He can be gained through an encounter at Wizard's Hill.

## Card info

* +1 Lore
* +1 Luck

Place 1 Clue token on each unstable location without an open gate when Professor Rice joins you.

## Mythos Source

Warren Rice appears in *The Dunwich Horror* (1928), written by H.P. Lovecraft, and is a professor of Classical Languages at Miskatonic University.
Rhan-Tegoth

File:RhanTegoth.jpg
**Rhan-Tegoth** is an Ancient One. He first appeared in the Innsmouth Horror board game.

## Sheet info

**Combat rating**: -4

**Defenses**: Physical Immunity

**Worshippers**: Rhan-Tegoth is worshipped by the twisted creatures of the tundra. Gnoph-Keh gain Nightmarish 1.

**Power**: *Insatiable Hunger*: While Rhan-Tegoth stirs in his slumber, any Cultist that is drawn from the monster cup is placed on this sheet. The terror level then increases by 1, a doom token is added to the doom track, and a replacement monster is drawn.

**Start of Battle**: Rhan-Tegoth gains 2 extra doom tokens for each Cultist on this sheet.

**Attack**: Rhan-Tegoth drains the blood from a victim. The investigator with the highest current Stamina (first player breaks ties) rolls dice equal to his Stamina and loses 1 Stamina for each failed die. For each Stamina Rhan-Tegoth drains, the investigators must inflict one extra success on him in order to defeat him.

**Doom Track**: 11

## Plots

EpicBattleRhan-TegothBack.pngEpicBattleRhan-Tegoth1.pngEpicBattleRhan-Tegoth2.pngEpicBattleRhan-Tegoth3.png
## Mythos Source

Rhan-Tegoth first appeared in *The Horror in the Museum* (1932), ghost-written by H.P. Lovecraft for Hazel Heald.

## Clarification

Stamina loss inflicted by Rhan-Tegoth's attack cannot be prevented or reduced by any means.
Patrol marker

This marker is included with The Curse of the Dark Pharaoh (Revised Edition) expansion, and represents the increased vigilance of the citizens of Arkham resulting from the strange happenings which accompany the Legacy of the Pharaohs exhibit. Certain encounters will instruct that a Patrol marker be placed in a specified street area (there is never more than one Patrol marker per street area). Whenever an investigator wishes to move though or end movement in a street area with a Patrol marker, he must make a Sneak (+0) check. If the roll fails, then the investigator is arrested. All Patrol markers are removed from the board whenever the terror level increases.
Police Offer Reward for Information!

**Police Offer Reward for Information!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Esoteric Order of Dagon or The Witch House

**Clue Appears At:** Devil Reef or Black Cave

Monster Movement

**Mythos Ability:** Each investigator may spend any number of his Clue tokens. For each Clue token he spends, he gains $2.
Naacal Key

File:NaacalKey.png

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, search the available gate markers for a gate of your choice and open it at your current location, then lose 1 Sanity and discard Naacal Key. If you fail, nothing happens.

**Price**: $5

## Note

The Lurker at the Threshold expansion clarified a universal rule that gates on stable locations or streets may not be sealed. Use the Naacal Key with caution.
Relationship

File:RelationshipBack.png
**Relationship** is a special card. It first appeared in The Lurker at the Threshold expansion.

During setup of a game with more than one player, Relationship cards are dealt out. In a two player game, one card is drawn. In a game with three or more players, each player is dealt one card. Relationship cards describe a connection between two investigators and the benefit they both gain from it. A cardholder's partner is the player to his left. If an investigator is *devoured*, the Relationship cards he benefits from are discarded. New Relationship cards are *not* drawn when a new investigator comes into play.
Shoggoth

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

* Another Time
 Abilities | * Physical Resistance

 **Flavor Text**

## Mythos Source

The origins of the shoggoths are fully detailed in the story *At the Mountains of Madness* (1931), written by H.P. Lovecraft. They are subsequently mentioned in *The Shadow Over Innsmouth* (1931) and *The Thing on the Doorstep* (1933).
Rita Young

**Rita Young** is an investigator. She first appeared in the Dunwich Horror expansion.

Rita Young investigator sheet back.
Rita Young investigator sheet front.

## Sheet info

**Occupation:** the Athlete

**Home:** Police Station

**Unique Ability**: Resilient - Any Phase: Whenever Rita draws one or more Injury or Madness cards, she draws one extra card and then discards one of them, keeping the other. In addition, if Rita gains a duplicate of an Injury or Madness card she already has, the second has no effect.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $4

* 2 Clue tokens
* 1 Special (Retainer)

Random Possessions

* 2 Common items

* 1 Unique item
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsRitaYoungBack.png
File:PsRitaYoungFront.png
File:PsRitaYoungPassed.png
File:PsRitaYoungFailed.png

**The Story So Far:** Growing up in the South, Rita has often had to fight discrimination in one form or another. Although her family was poor, she worked hard and received a scholarship to Miskatonic University, where she joined the track and field team. Now, she may have to fight for her life.

Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. Last week, her roommate was assaulted while wearing Rita's jacket, and Rita feels certain that it was a case of mistaken identity.

Today, Rita spent several hours trying to convince the police to do something, but the Sheriff says that his hands are tied without more evidence. Still, while running away might be the best way to avoid this premonition of personal doom hanging over her, that's never been Rita's style. Whether her stalkers are members of the Klu Klux Klan or something even more sinister, she's going to face them head on, the same way she's been facing the world all her life.
Movement phase

The *Movement Phase* is the second phase in an Arkham Horror game turn.

During the movement phase, investigators may change their physical location on the game board, trade items, and pick up clue tokens. This is also the game phase in which the majority of the monster combat or evasion occurs.

## Phase Breakdown

A typical movement phase will normally be carried out preforming the actions below in the order shown. There are two kinds of movement:

### Investigators in Arkham

* Investigators in Arkham receive movement points equal to the value of their speed skill including modifiers from skills and allies.
* Provided they have sufficient movement points, Investigators in Arkham may in any order:
	+ Spend 1 movement point to move their investigator to an adjacent street area or location.
	+ Spend movement points to activate an item as indicated on the item card.
	+ Trade with another investigator if both investigators are in the same location.
	+ **Note:** When an investigator wishes to move *through* an area that has a monster, they must successfully evade it or their movement ends. If they fail to evade it, the monster deals its damage to them, and they must immediately fight the monster.
	+ **Note:** An investigator may choose not to use some or all of their movement points in the phase and consequently lose them.
* Any monsters on the location where the investigator ends his move must be either evaded or fought before the investigator's movement phase ends.
	+ If the investigator falls unconscious from combat they are immediately moved to St. Mary's Hospital and their movement phase is over.
	+ If the investigator goes insane from combat they are immediately moved to Arkham Asylum and their movement phase is over.
* If there is a clue token on the location, the investigator can pick it up.
* The investigator's movement phase is now over.

**Note:**If there is a gate at the location where the investigator ends his move, and the investigator does not have an explored token for it, then in the Arkham Encounters Phase, they will travel to the other world corresponding to the gate. This therefore happens only after all investigators are done with movement, evasion, and combat.

### Investigators in Other Worlds

* Investigators in other worlds receive no movement points.
	+ Investigators in the left half of an other world move to the right half of the other world.
	+ Investigators in the right half of an other world move to any gate in Arkham that corresponds with the other world that they are currently in and receive an explored marker.
Museum exhibit

A **museum exhibit** from mysterious Egypt has come to Arkham. Benignly titled "Legacy of the Pharaohs", the exhibit in fact causes an influx of foreign cultists, supernatural events, powerful relics, and other dangers and mysteries, culminating in the all too familiar threat of an Ancient One awakening. And of course, the investigators are the only ones who can, by luck and lore and courage, stop it.
Ring Around the Moon

**Ring Around the Moon** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Esoteric Order of Dagon or Independence Square

**Clue Appears At:** Devil Reef or The Unnamable

Monster Movement

**Mythos Ability:** Each time an investigator in Arkham fails a Spell check, add a doom token to the doom track.
Second Elder Sign Fragment

File:SecondElderSignFragment.png

## Card info

**Arkham Encounters**: After you successfully close a gate, you may return this card to the box and lose either 1 Stamina or 1 Sanity to seal it without spending clue tokens. **(Note: this card does not allow you to remove a token from the doom track.)**

## See Also

* First Elder Sign Fragment
* Third Elder Sign Fragment
* Parchment of the Elder Sign
Off Broadway

File:Mythos151.png
**Off Broadway?** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Woods

**Clue Appears At:** \*Independence Square

Monster Movement

**Mythos Ability:** All purchases in Arkham cost $1 more than usual.

**Flavor Text:** The performances of the new play "The King in Yellow" are garnering rave reviews. Theater professors at Miskatonic University claim never to have heard of it, but nonetheless, the wealthy and influential from all around New England are flocking to see it. The shops have, of course, raised their prices to take advantage of this influx of money.
Monster surge

A Monster Surge is an event that only occurs during the Mythos Phase.

This event will only occur during the "Open Gate and Spawn Monster" action of the Mythos Phase. A monster surge will be triggered when the Gate card indicates that a gate should open on a location in Arkham that already contains a gate token. If this is the case, the first player must randomly draw a number of monsters from the monster cup equal to the number of players or the number of open gates in Arkham, whichever is greater. These monsters are distributed evenly between the open gates in Arkham. Monsters placed in Arkham due to a Monster Surge follow the rules for monster limits in Arkham and the monster limits for the Outskirts.
Return to the Old Ways

File:Mythos140.png
**Return to the Old Ways** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** The Witch House

**Clue Appears At:**

Monster Movement

**Mythos Ability:** **Ongoing Effect**: Place 1 Clue token on this card at the end of every Mythos Phase after the first. Any time a player attempts to use a Common Item, whether by applying its bonuses to combat, exhausting it, or discarding it, roll a die. On a 1 or 2, it falls apart before it can be used and must be discarded.

**Pass**: If a player discards a Common Item while in an Other World, return this card to the box. Each player gains 2 Clue tokens.

**Fail**: If there are 5 Clue tokens on this card, return it to the box. All Common Items in play are discarded, and the Common Item deck is removed from the game.
Sneak

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

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

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

## Sneak Value Use in Gameplay

### Evade checks

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

### Sneak checks

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

{{{BackAltText}}}
{{{ForeAltText}}}

**Patrol Wagon** is a special card. It first appeared in the Arkham Horror board game.

## Card info

**Movement**: If you are in Arkham, you may move to any street area or location in Arkham instead of your normal movement.

Roll a die at the end of each Combat and whenever you return to Arkham from an Other World. On a 1, return this card to the box.

## Clarification

Patrol Wagon cannot be used to move directly to Devil Reef, Y'ha-nthlei, or any Kingsport Head locations (The Causeway, Wireless Station, and Strange High House in the Mist).

When using the Patrol Wagon to move to a new location, it is not necessary to evade any monsters along the potential path. Monsters in the destination location must be evaded or fought as normal though. (Source: Page 10 of The Dunwich Horror Rulebook)
Rash of Missing Persons!

File:Mythos181.png
**Rash of Missing Persons!** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square

**Clue Appears At:** \*Graveyard

Monster Movement

**Mythos Ability:** The first player chooses an investigator to be *lost in time and space*
Southside Strangler Suspected!

File:Mythos50.png
**Southside Strangler Suspected!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** However, the press is mistaken, and the murders were caused by 2 monsters that are released into the Southside streets.
Monster limit

File:DarkYoung.png
The **monster limit** is a cap on the number of monsters that can be in Arkham at one time. The limit is equal to the number of players in the game plus three.

If adding a monster to the board would bring the number of monsters above the monster limit, the monster is placed in the Outskirts area instead.

All monsters moving around Arkham City and in the Sky area count towards the monster limit. Monsters that appear at a location and are then removed do not count; nor do monsters in the Outskirts.

If the terror level reaches 10, Arkham is overrun and the monster limit is removed for the rest of the game.

*Note:* monsters on some other boards, such as Dunwich, do not count towards the monster limit.
Miskatonic Arctic Expedition Returns!

File:Mythos35.png
**Miskatonic Arctic Expedition Returns!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Hibb's Roadhouse

**Clue Appears At:** \*Independence Square

Monster Movement

**Mythos Ability:** Any Elder Things previously claimed as monster trophies by players return to life and are placed in the River Docks.

## Mythos Source

The **Miskatonic Arctic Expedition** is the subject of H. P. Lovecraft's classic novella 'At the Mountains of Madness' (1936) in which the Elder Things first appear.
Patient Claims Madness Caused by Words!

**Patient Claims Madness Caused by Words!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Marsh Refinery or Independence Square

**Clue Appears At:** \* The Hall School

* Y'ha-nthlei or The Unnamable

Monster Movement

**Mythos Ability:** Each investigator with a Tome loses 2 Sanity. Each investigator who does not have a Tome, but does have 1 or more Spells, loses 1 Sanity.
Purifying The Town

File:PurifyingTheTown.png
**Purifying The Town** is a unique item. It first appeared in the Dunwich Horror expansion.

## Card info

**Type**: Mission

1. Police Station
2. Newspaper
3. Ye Olde Magick Shoppe
4. South Church

**Sacrifice**: 1 Spell

**Effect**: All Rumor cards in play and in the mythos deck are returned to the box.

**Price**: $2
Strange Power Flux Plagues City!

File:Mythos54.png
**Strange Power Flux Plagues City!** is a mythos card. It first appeared in the Arkham Horror board game base set.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** All investigators in Other World areas may immediately return to Arkham.
Rash of Graffiti

File:Mythos153.png
**Rash of Graffiti** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Woods

**Clue Appears At:** \*Independence Square

Monster Movement

**Mythos Ability:** Skill checks to close or seal gates in Arkham are made at a -2 penalty.

**Flavor Text:** Business and homeowners alike have reported an increase in graffiti around Arkham. The perpetrators seem to have a penchant for yellow paint. They believe that some ne'er-do-wells have come into a few cases of the stuff and are just having trouble figuring out what to do with it. But could it be something more sinister?
Phase

A turn in Arkham Horror is divided into five **phases**. During each phase every player, starting with the first player and continuing clockwise, performs the actions that take place during that phase. Once all players have completed a phase, the next phase begins. At the end of the last phase in each turn, the first player marker is passed to the player on the left and a new turn begins.

## Phases

The phases of each turn are

1. Upkeep
2. Movement
3. Arkham Encounters
4. Other World Encounters
5. Mythos

During each phase, every player, starting with the first player and continuing clockwise, performs the actions that take place during that phase.
River Breaches the Levees

File:Mythos141.png
**River Breaches the Levees** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Silver Twilight Lodge

**Clue Appears At:** \*Graveyard

Monster Movement

**Mythos Ability:** Place 1 Exhibit Item, facedown, in each of the Merchant District and Rivertown streets. The first investigator to reach one of these neighborhood streets may end his turn to take the item.

The terror level increases by 1.

**Flavor Text:** The river floods suddenly, drowning the streets of Arkham. When it recedes, it leaves behind strange artifacts that look like they came down the Nile!

## Clarification

Once one of the Exhibit Items is taken, the other is discarded.
Severe Hailstorm

**Severe Hailstorm** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Devil Reef or Independence Square

**Clue Appears At:** Esoteric Order of Dagon or The Unnamable

Monster Movement

**Mythos Ability:** Any investigator in a street area at the end of the Mythos Phase must choose 1 item to discard.
Murder in the Museum

File:Mythos135.png
**Murder in the Museum** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Doom Tokens Added**: 2

**Clue Appears At:** -None-

Monster Movement

**Mythos Ability:** Players in Arkham with gate trophies must make a **Fight check** or **Lore check** for each trophy they have, with a modifier equal to the modifier printed on the gate. If a check for a gate is failed, draw monsters from the cup until you draw a monster with a symbol that matches the one on the gate, and place that monster in the player's current location. If the check for a gate succeeds, the player may remove one monster with that gate's symbol from Arkham, the Outskirts, or the Sky.

**Flavor Text:** The victims of a ritual murder are found at the "Legacy of the Pharaohs" museum exhibit. The professors brought in from Miskatonic believe that it was an opening ritual.
Pentagram of Blood

File:PentagramOfBlood.png

## Card info

**Movement**: Discard this card and X Stamina to ward your current street. Place this card on the street with X tokens to indicate this. Monsters must have toughness greater than the tokens on this card in order to enter this street.

**Upkeep**: If this card is on a street, discard 1 token from it. If there are ever no tokens on this card, return it to the box.
Miskatonic Horror

**Miskatonic Horror** is the ninth expansion for the game Arkham Horror. It is a big box expansion, but does not include a board. This expansion functions primarily as an expansion for all of the previous expansions. It was released in July 2011.

The expansion does little to add to the base game. There are Player Reference Sheets which clearly list the Monster Limit, Gate Limit and other factors that change with the number of players. These are very handy as a reminder of all changes made based on number of players. Just set the card with the number of players next to the Ancient One.

There are also new Mythos cards which could be added right in, but the rest expands the content found in the expansions. Nearly every mechanic seen previously has additional cards (see list below). Additionally, the board expansions get 60-80 new locations cards each, a handful of which also require a second expansion. In fact, "two expansion cards" are a minor theme in this set. Allies found in the Dark Pharaoh set can also be found in Innsmouth, a Madness card might result from a bad experience in Dunwich. But these are only about 5% of the new cards.

The only new mechanic is Institutions, which are patrons of the Investigators. Three are included in this set. The benefits gained generally require the expenditure of trophies, creating some new interesting choices for players to make. Their use very slightly shifts the game in the favor of the Investigators.

## Components

* 1 Rulebook
* **112 Investigator Cards, including:**
	+ 7 Skill Cards
	+ 9 Exhibit Encounter Cards
	+ 5 Exhibit Item Cards
	+ 12 Injury Cards
	+ 12 Madness Cards
	+ 7 Blight Cards
	+ 6 Blessings of Nodens Cards
	+ 16 Visions of Hypnos Cards
	+ 24 Cult Encounter Cards
	+ 6 Relationship Cards
	+ 8 Miskatonic Student Cards
* **336 Ancient One Cards, including:**
	+ 56 Gate Cards
	+ 43 Mythos Cards
	+ 60 Dunwich Location Cards
	+ 6 Dunwich Horror Cards
	+ 4 Act Cards
	+ 80 Kingsport Location Cards
	+ 8 Epic Battle Cards
	+ 60 Innsmouth Location Cards
	+ 5 Innsmouth Look Cards
	+ 14 Reckoning Cards
* 1 Dunwich Horror Herald Sheet
* 3 Institution Sheets
* 4 Player Reference Sheets
* 38 Agent Tokens
* 3 Expedition Markers
River Docks

The
**River Docks** is an Arkham aquatic location in the Merchant District neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* "Ashcan" Pete
* Leo Anderson
* Silas Marsh

## Special Encounter

**Shady Character:** Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Stability

Each location has a **stability** rating, indicated by a green (Stable IconStable Location) or red (Unstable IconUnstable Location) diamond on the location's area. Green locations are *stable:* monsters and gates will not appear in these locations, although monsters may still enter through normal movemment. Red locations are *unstable:* monsters or gates can appear in these locations as a result of an encounter or drawing certain cards (for example, a Mythos card).

Unstable locations, while more risky, also give players the possibility of encountering an Ally, and Clue tokens often appear in unstable locations when Mythos cards are resolved.
Professor Morgan

**Professor Morgan** is an ally. He first appears in the Kingsport Horror expansion. He can be gained through an encounter at the 7th House on the Left.

## Card info

* +1 Speed
* +1 Fight

Increase your Combat check bonuses from Weapons by +1.

## Mythos Source

Francis Morgan is a Professor of Medicine and Comparative Anatomy at Miskatonic University, appearing in *The Dunwich Horror* (1928), written by H.P. Lovecraft.
Rivertown

**Rivertown** is a neighborhood of Arkham. It first appeared in the Arkham Horror board game.

## Locations

* Black Cave
* General Store
* Graveyard

## Encounters

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Sigil of Hermes Trismegistus

File:SigilOfHermesTrismegistus.png
**Sigil of Hermes Trismegistus** is a spell. It first appeared in the The Lurker at the Threshold expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 1

**Casting phase**: Any Phase

**Effect**: Cast and exhaust when you or another player attempts to close a Gate. That player receives a +2 to the check.
Strange Lights on Campus!

File:Mythos49.png
**Strange Lights on Campus!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** The Library, Administration Building and Science Building are all closed until the end of next turn. Leave this card in play until then to indicate this.
Bind Monster

File:BindMonster.png
Bind Monster is a spell. It first appeared in the Arkham Horror board game.

## Card info

**Casting Modifier**: +4

**Sanity Cost**: 2

**Any Phase**: Cast and Discard this spell to pass one Combat check. You must roll successes equal to the monster's toughness to cast this spell. This spell doesn't work on Ancient Ones.

**Hands**: 2
Murderer at Large; Victims' Brains Missing

File:Mythos136.png
**Murderer at Large; Victims' Brains Missing** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Doom Tokens Added**: 2

**Clue Appears At:** \*Science Building

Monster Movement

**Mythos Ability:** The terror level increases by 1.

**Flavor Text:** Victims of a string of murders are left as desiccated corpses with their brains and internal organs removed.
Southside

**Southside** is a neighborhood of Arkham. It first appeared in the Arkham Horror board game.

## Locations

* Historical Society
* Ma's Boarding House
* South Church

## Encounters

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Mudslides

**Mudslides** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Whateley Farm or Science Building

**Clue Appears At:** \* 7th House on the Left

* Devil's Hopyard or The Witch House

Monster Movement

**Mythos Ability:** During the Mythos Phase, each player whose investigator is in a street area must roll a die. If the result is a 1, the investigator must move to the street area that is reached by following the white arrow from his current street area. If the white arrow leads to a vortex or an area with a gate, the investigator stays in his current street area instead.
Permanent Performance

## Permanent Performance Style

In this play style, the play "The King in Yellow" has become a regular part of life in Arkham. Although copies of the play continue to circulate and performances of it continue to run, they are not the focus of the game.

### Setup

Set up the Arkham Horror base board game as normal, but perform the following steps during **Step 6: Separate Decks**.

* 6a. Shuffle the new **Spells**, **Common Items**, and **Unique Items** into their respective decks.
* 6b. Shuffle the base game **Mythos cards**, **Gate cards**, and **Location cards** into their respective decks.
* 6c. Place the **Magical Effect cards** in a deck near the other Special Investigator card decks. Then take the **three Act cards** and place them facedown (so that the large Roman numeral is showing) in a pile in numerical order (Act I on top, Act III on bottom) next to the Mythos deck.

Then proceed with **Step 7: Receive Fixed Possessions**.

### Gameplay

In this variant game, most of the encounters in Arkham and in Other Worlds will be familiar, but spread throughout them will be encounters, events, and characters that relate to the touring play. While less likerly to be encountered or acquired, new Spells and Items are available. All game rules remain the same, as do the game's victory conditions.
Other World Encounters phase

The *Other World Encounters Phase* is the fourth phase of each turn.

During the Other World Encounters Phase, investigators
in Other World spaces have encounters there.

The Other World spaces on the board are marked with circular
icons of different colors. These colored circles are called
**encounter symbols**. When an investigator has an Other
World encounter, the player draws cards from the gate deck,
one at a time, until he draws a card whose color
matches one of these encounter symbols. Gate cards that
do not match a color of the encounter symbols are
placed face down on the bottom of the gate deck.

Once the player has drawn a gate card that matches an
encounter symbol’s color, he examines it to see if there is
a specific encounter for the Other World his investigator
is currently in. If a specific encounter is listed, the player
reads that entry aloud and performs any actions indicated
by the card text. If there is no specific encounter listed,
the player reads the “Other” entry aloud and performs
any actions indicated by the card text.

The card text of an Other World encounter may result in a
monster appearing, in which case the investigator must
either evade the monster (see Evading Monsters)
or fight it (see Combat). Monsters created by an Other World
encounter do not remain on the board; once the combat or evasion is complete,
if the monster is not taken as a trophy (or returned to the box if its combat
instructions specify) then it is returned to the monster cup.

Once the encounter is
resolved, the player discards the gate card face down to the
bottom of the gate deck.

Once all investigators in Other Worlds have had their Other World encounter,
this phase ends and play continues with the Mythos phase.
Power token

**Power Tokens** are tokens that represent arcane resources and insight provided by the Lurker at the Threshold.

Investigators are given power tokens by making a Dark Pact with the Lurker at the Threshold. A power token may always be spent as a clue token, and, depending on the Dark Pact the investigator has, may also be used to recover Stamina or Sanity, or as $1. Power may be gained following the instructions on a Dark Pact card, or through Reckoning cards

This is only used when the Lurker at the Threshold is the Herald.
Dark Shapes at Dusk!

File:Mythos108.png
**Dark Shapes at Dusk!** is a mythos card. It first appeared in the Kingsport Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at The Unnamable

**Clue Appears At:** \*Woods

* 607 Water St.

Monster Movement

**Mythos Ability:** All Ghasts, Leng Spiders, and Moon-beasts are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.
Police Helpless to Displace Vagrants

File:MythosPoliceHelplessToDisplaceVagrants.png
**Police Helpless to Displace Vagrants** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Black Cave

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

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Downtown streets may spend $5 or 2 Clue tokens to draw the top 3 cards of the Spell deck, choose 1 Spell to keep, and discard the rest.
Nightgaunt

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

* The Dreamlands
 **Rules Text**

## Rule Clarifications

On rare occasions an Other World encounter can cause the Nightgaunt to appear. Failing a Combat check to the Nightgaunt in an Other World will cause the investigator to return to the gate in Arkham with an explored marker. The closest gate referred to by the card would be the gate back to Arkham in this case.

Source: Kevin W's answers to rules questions
If you fail an Evade check, you are also drawn through the nearest gate.

Also, according to Kevin's answers, if an investigator fails a combat check against a Nightgaunt while in Arkham and no gates are open, or while in an Other World and no gates are open, the combat immediately ends with no effect.
(Note that this can occur if all gates have been closed but the investigators do not collectively have enough gate trophies to win.)

## Mythos Source

Nightgaunts first appear in the story *The Dream-Quest of Unknown Kadath* (1927), written by H.P. Lovecraft.
One Thousand Young

File:Mythos178.png
**One Thousand Young** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Rumor

**Doom Tokens Added**: 2

**Clue Appears At:**

Monster Movement

**Mythos Ability:** **Ongoing Effect**: When a monster enters Uptown Streets, place it on this card. Monsters on this card do not count against the monster limit.

**Pass**: Investigators who end their movement in the Uptown Streets may make a **Lore (-1) check** to place a clue token on this card. If there are as many clue tokens on this card as there are investigators plus one, return it to the box (and all monsters on it to the cup) and each investigator gains a random monster trophy.

**Fail**: If there are as many monsters on this card as there are investigators plus one, return it to the box (and all monsters on it to the cup). All investigators are **devoured**.
Spell

File:SpellCardBack.png
**Spell**s are magical rituals that an investigator can perform using the Lore skill. They usually grant magical Combat bonuses and are effective against almost every monster - even those that are resistant or immune to physical damage.

An investigator must successfully cast a spell in order to gain its benefits. If an investigator fails to cast a spell it provides no bonuses for the combat at all: this means spells are more powerful and versatile than regular weapons, but are not always a sure thing.

Every spell has a *casting modifier*, and most have a Sanity cost. To cast a spell, an investigator must pay its Sanity cost and then pass a *Spell check*. To pay the Sanity cost of a spell, the player simply removes a number of Sanity tokens from his total equal to the cost of the spell. Players must always pay the Sanity cost of a spell, whether or not the investigator subsequently passes the Spell check.

Spells typically last until the end of a combat or the end of a turn; most spells state their duration directly on the card. You can choose to stop using a spell you have cast, but if you do so the spell does not work again for that combat. Once exhausted, spells do not become refreshed until the next Upkeep phase, meaning that most spells only work for a single combat. If you fight multiple monsters in one turn the spell will not be available for another fight.

**Spell check:** A Spell check is a skill check that uses the investigator’s Lore value, adjusted by the spell’s casting modifier. If the Spell check fails, the spell has no effect. If the check succeeds, the spell takes effect.
Sheldon Gang Turns to Police for Aid!

File:Mythos47.png
**Sheldon Gang Turns to Police for Aid!** is a mythos card. It first appeared in Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** The Sheldon Gang disturbs a burial mound, releasing 2 monsters into the Uptown Streets.
Stopped Clocks

**Stopped Clocks** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Wizard's Hill or Woods

**Clue Appears At:** Gardners' Place or Historical Society

Monster Movement

**Mythos Ability:** During each phase of the game turn, players may choose the player order during that phase. (Note that the order of the phases remains unchanged.) If players cannot agree on an order, the first player chooses. At the end of the turn, the first player marker is passed to the left as usual.
Delayed

Investigators who fall victim to certain mishaps can become **delayed**. Delayed investigators do not move during the Movement Phase, and they receive no movement points. Instead, when an investigator becomes delayed the player should place the investigator's marker on its side. The player can stand the marker back up when they take their turn during the next Movement Phase. On the following turn the investigator can move again as normal.

Several things can delay an investigator, including

* Being drawn through a gate as the result of an encounter (such as "A gate appears!" or "A gate and a monster appear!")
* A gate opening at a location that already contains an investigator as part of the Mythos phase.
* Becoming Lost in Time and Space, due to becoming insane or unconscious in an Other World.
Sailor Take Warning

File:Mythos191.png
**Sailor Take Warning** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Devil Reef

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

Monster Movement

**Mythos Ability:** While this card is in play, any investigator who enters an aquatic location must pass a **Fight (-1) check** or lose 2 Stamina.