recursal/Fanatic-Fandom huggingface dataset:
Don't Get Caught

### Flavor Text

*You are the best around. You know it. The cops know it. But that infamy comes with a price. You know they are watching you, just waiting for you to slip up.*

### Personal Mission

* When you flip a Courier Run Unique Asset, place 1 random  Clue face up on this card. After resolving a location encounter on that space, discard this card and gain the *Notorious Smuggler* Reward.
* When you gain a Detained or a Wanted Condition, discard this card and gain the *Known Criminal* Consequence.
Ithaqua

## The Wind-Walker

*The weather has grown cold, and the aurora borealis glows bright in the northern skies, visible even during the day. A strange madness has begun affecting those around the arctic circle, and travelers returning from the north speak of visions of an ancient civilization.*

### Gameplay

* **:** Each investigator gains a Hypothermia Condition unless he spends  1 Focus.
* When 3 Mysteries have been solved, **investigators win the game**.
* When Ithaqua awakens, **flip this sheet** and resolve the "Ithaqua Awakens!" effect on the back.

#### Setup

Set aside 1 Gnoph-keh Monster, 1 Wendigo Monster, and all Ithaqua Special Encounters.

## Awakening

**Endless Winter**
*Ithaqua has escaped his bonds, released by the wizard Eibon who hoped to control him. Ithaqua has grown too strong for Eibon's magic to contain and the Wind-Walker no roams free, covering the world in an endless Winter.* **[ Show/Hide the Back ]**
**Ithaqua Awakens!**

Spawn the Ithaqua Epic Monster on Space 13.

**Final Mystery**

The Ithaqua Epic Monster cannot lose  Health unless 3 Mysteries have been solved.
When the Ithaqua Epic Monster is defeated, the Final Mystery is solved and **investigators win the game**.

**The Wind-Walker**

* Each time  Doom would advance, move the Ithaqua Epic Monster 1 space toward The Heart of Africa instead. Then, if the Ithaqua Epic Monster is on The Heart of Africa, **investigators lose the game**.
* **:**  Each investigator gains a Hypothermia Condition.

## References

1. ↑ A character in the story *The Ice-Demon* by Clark Ashton Smith.
2. ↑ A character in the story *The Coming of the White Worm* by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on  *The H.P. Lovecraft Wiki*.
3. ↑ Probably a typo of *Rlim* Shaikorth, the titular creature in the story *The Coming of the White Worm* by Clark Ashton Smith. For more information about this, see the Rlim Shaikorth page on  *The H.P. Lovecraft Wiki*.
4. ↑ A character in the story *The Coming of the White Worm* by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on  *The H.P. Lovecraft Wiki*.
Next Big Discovery

### Flavor Text

*Discovery is not achieved in the quiet of a university laboratory. Not the kind of discovery you crave. You pause to listen. Strange noises echo from deep within the ruins. You nod decisively to your colleague and friend Jake Howland before stepping boldly through the stone archway.*

### Personal Mission

* **Action:** If you are on a named  City space, you may discard 1 Artifact and this card to gain the *Renowned* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Pandora's Box* Consequence.

## Reward

* Once per round, during the Action Phase, you may gain  1 Focus or  1 Resource.

## Consequence

* : Spawn 1 Monster on the space that contains a Gate with the fewest Monsters.
Otherworldly Dreams

## Flavor Text

*You raise your right hand and inspect it, opening and closing it slowly. It seems real enough. The rest though, you are not so sure.*

*All around you, the colossal ferns and unnaturally twisted trees of an alien forest sway gently in an unfamiliar breeze.*

*Then, as suddenly as the strange forest appeared, it vanishes, returning you to the familiar confines of your hotel room. Just a dream then, you tell yourself, even as you brush away a twisted leaf that had somehow come to rest upon your shoulder.*

## Prelude Condition

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

After resolving setup, if  Hypnos is the Ancient One, each investigator loses  1 Health and  1 Sanity and gains  1 Focus. Then, each investigator may spend 1 Health and 1 Sanity to gain  1 Clue.

If Hypnos is not the Ancient One, set aside all Otherworldly Dreams Adventures, then draw the A Chance Encounter Adventure.
Martial Prowess

## Card Front

 Action

## Card Back

After resolving the test, resolve the effect based on your test result:
**0:** *You can't fight the way you used to. You have suffered too much.* If you rolled any 1's, discard this card.
**1+:** *The constant violence takes a terrible toll on your spirit.* Lose  1 Sanity.
 **2** | 06 | ' | You may spend  1 Health to gain +5  during that encounter instead.
After resolving the test, resolve the effect based on your test result.
**0-2:** *You have pushed yourself too far, and now your body must pay the price.* Gain 1 Injury Condition unless you discard this card.
3**+:** *Your combination of strength and focus is unparalleled.* No additional effect.
 **3** | 07 | ' | You may add 1 to the result of 1 die when resolving the  test.
After resolving the test, resolve the effect based on your test result:
**0-2:** *You fight with reckless abandon.* Lose  1 Health unless you discard this card.
**3+:** *You always seem to be one step ahead of your opponent.* No additional effect.
 **4** | 07 | ' | Each 6 you roll when resolving the  test counts as 2 successes.
After resolving the test, resolve the effect based on your test result:
**0-1:** *Old wounds reopen, causing you a great deal of pain.* Gain 1 Injury Condition unless you discard this card.
**2+:** *Your fervor in combat strains your already shattered body.* Flip 1 of your Injury Conditions unless you discard this card.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

* Based on the ruling for Handcuffs, the back effect of Martial Prowess's every version except 2nd cannot be used while encountering a Monster which do not have a  test, but can be used while encountering a Monster which has another skill icon in place of the  test indicator.
* Based on the ruling for Blunderbuss, if you choose to gain the bonus, but apply a different, higher bonus, you will still flip Martial Prowess and resolve the back effects.

### References

1. ↑ Official answer from Nikki Valens for Handcuffs on  *BoardGameGeek*.
2. ↑ Official answer from Nikki Valens for Blunderbuss on *StackExchange*.
Resilient

## Card Front

 Action

## Card Back

**0:** *It is difficult to stand up. It will always be difficult now.* If you rolled any 1's, discard this card.
**1+:** *You are still alive, but you know that you might not survive next time.* Lose  1 Sanity unless you discard this card.
 **2** | 06 | ' | Resolve the effect based on your test result:
**0-2:** *This may be the one time you do not walk away without a scratch.* Gain 1 Injury Condition unless you discard this card.
**3+:** *Your uncanny knack for survival has made you absolutely fearless.* Prevent the loss of  Health up to your test result instead.
 **3** | 09 | ' | Resolve the effect based on your test result:
**0:** *You need a moment to catch your breath.* Discard this card unless you spend  1 Focus.
**1-2:** *You hear a sickening snap but force yourself to keep going.* Gain 1 Injury Condition unless you discard this card.
**3+:** *You are amazed to still be alive and no worse for wear.* Prevent the loss of up to  4 Health instead.
 **4** | 09 | ' | Resolve the effect based on your test result:
**0:** *Your knees buckle, and you find yourself on the floor.* Lose  1 Health unless you discard this card.
**1:** *You retain your composure despite the pain.* Discard  1 Focus unless you discard this card.
**2+:** *You cannot see any sign of a bruise or cut.* No additional effect.
Then flip this card.
Promise of Power

## Card Back

 **Greater Banishment** | 06 | *Every step of your journey has been a necessary step to invoke this magic. At last, all of the elements are in place.* | Solve the active Mystery.
 **Solidifying the Barrier** | 06 | *You cannot imagine how, but the tears in reality have begun to disappear. The wounds in time and space have healed.* | Discard each Monster on a space containing a Gate. Then discard all Gates on the game board.
 **Support of the Order** | 06 | *Their membership has unimaginable resources. With a whispered word, problems could be solved on the other side of the world.* | Each investigator may discard any number of his Conditions and/or Impairment tokens. Then, solve all Rumor Mythos cards in play.
Then discard this card.
Pursuit

A Pursuit is a type of Condition. It represents the investigator being chased by someone. They can typically be obtained through failing a skill check from an Encounter or Mythos card.

There are two types of Pursuit: Hunted and Wanted. Both can be discarded on a succesful die roll when the player initiates a Travel action and trigger an  check on a  Reckoning, and flip on a failure. Some variants allow the condition to be discarded, and others do not. Wanted also prevents an investigator to perform an Acquire Assets action.

 Michael McGlen may reroll 1 die when resolving a Pursuit Condition.
My Sweet Maria

### Flavor Text

*The list of names you have acquired grows larger and larger, and you refuse to stop until every last one of the men involved in Maria's murder are dead.*

### Personal Mission

* When a Cultist Monster is defeated or discarded, place  1 Eldritch token on this card. Then, if there are 3 Eldritch tokens on this card, discard this card and gain the *Justice* Reward.
* When you have only  1 Health, discard this card and gain the *Lost and Alone* Consequence.

## Reward

* Your maximum  Health is increased by 2.
King Kuranes of Celephaïs

## Flavor Text

*A salty afternoon breeze blows through the brass city of Celephais, its many clusters of ginkgo trees swaying gently in time with the playful music that permeates every avenue.*
## Adventure Conditions

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

When this Adventure is completed, draw The Blessings of Nodens Adventure.

After an investigator resolves a location encounter on Celephais, King Kuranes, a long-time friend of Randolph Carter, suggests that you seek aid from the Great Lord of the Abyss. He may spend  2 Clues to advance the active  Mystery by 1. Whether he spends the Clues or not, complete this Adventure.
## Availability

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

### Flavor Text

*You deduce from an unusual inscription on your father's amulet where he might have gone and set off to find him.*

### Personal Mission

* After resolving a Research Encounter, you may spend  3 Clues to place 1 random Clue faceup on this card. After resolving a location encounter on that space, discard this card and gain the *Reunited* Reward.
* When you gain a Bane, Illness, Injury, or Madness Condition, discard this card and gain the *Downtrodden* Consequence.

## Consequence

* You cannot be the Lead Investigator unless there is no other option.
Powerful Nightmares

### Flavor Text

*You dream of those who require your help, and feel compelled to seek them out.*

### Personal Mission

* When you gain this card, place 3 random  Clues faceup on this card. After resolving an encounter on one of these spaces, discard that Clue. Then, if there are no Clues on this card, discard this card and gain the *Sweet Dreams* Reward.
* When you do not have the Duke Unique Asset, discard this card and gain the *Barely Holding On* Consequence.

## Reward

* You cannot discard the Duke Unique Asset unless you choose to.

## Consequence

* If you would lose  Sanity, lose that amount plus 1 instead.

## Rulings, clarifications, and reminders

Based on the rulings for Courier Run and Treasure Map, if Ashcan gains Powerful Nightmares and there are no Clues in the Clue pool, he should discard the Clues on the 3 nearest spaces containing a Clue and place those Clues faceup on Powerful Nightmares.

## References

1. ↑ FAQ p. 7.
2. ↑ FAQ p. 8.
Proof of Innocence

## Flavor Text

*The thief apprehended, all that remains now is to bring him to the police in Cairo and return the Talisman to the museum. That done, Erich's name will be in the clear.*
## Adventure Conditions

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

When this Adventure is completed, advance the active Mystery by 2.

After an investigator resolves a location encounter on Cairo, he may turn over the museum thief to the authorities and prove Erich's innocence. If he has the Erich Weiss Unique Asset, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Under the Pyramids expansion, when the Under the Pyramids Prelude is active.
Master of Dreams

## Flavor Text

*The Lord of the Dreamlands beckons to those who would listen. Those who dream wake with wounds akin to those sustained in their dreams, and those who wake dream of lands far beyond their ken.*

## Mystery Text

When this card enters play, each investigator moves the nearest  Clue on the main board to a space on the Dreamlands side board that does not contain a Clue.

After an investigator resolves a Research Encounter, he may spend 1 Clue he gained from that encounter and  1 Sanity to place that Clue on this card.

At the end of the Mythos Phase, if there are Clues on this card equal to , solve this Mystery.
Mists of Releh

## Card Back

**0-1:***A thick, black fog engulfs you, choking your lungs and stinging your eyes.* Lose  1 Health and 1  1 Sanity.
**2+:** *You walk forward boldly, knowing the mists will keep you hidden.* No additional effects.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *You see a monstrous form vanish into the fog. Whatever it was, you fear it may return the next time you recite the incantation.* Discard this card unless you gain a Hallucinations Condition.
**1+:** *Although you are hidden by the darkness, you feel unnatural tendrils of fog wrapping around your body.* Lose  1 Sanity.
 **3** | 02 | Resolve the effect based on your test result:
**0:***You utter the words incorrectly.* If you rolled any 1's, discard this card.
**1+:** *The mist fills the air and clouds your mind.* Lose  1 Sanity.
 **4** | 02 | Resolve the effect based on your test result:
**0-1:** *The mist clouds your vision and hinders your actions.* Roll 1 less die when resolving tests during the Encounter Phase this round.
**2+:** *Walking through the mist hides your presence from watchful eyes.* No additional effect.
Then flip this card.

## Notes

* Akachi Onyele starts with this Spell.
* An investigator may gain this Spell when resolving a Research Encounter ( Cthulhu City #6).

### Rulings, clarifications, and reminders

* Mists of Releh can be cast even if there are no Monsters on an investigator's space. However, he will still suffer any consequences of resolving the Spell's effects.
* Mists of Releh can be cast while or even after resolving a Combat Encounter in the Encounter Phase, but the Spell would have no effect that influence the subsequent encounters if there are any. This is due to Mists of Releh's effect only gives the investigator an *option* in the Encounter Phase, and the timing of that option has passed already at the time of casting.
* Mists of Releh *can't* be used to encounter only some of the Monsters on an investigator's space.
* Mists of Releh *can't* be used to have another encounter if an investigator failed to defeat all Monsters on his space after all his Combat Encounters have finished.

### References

1. ↑ 1.0 1.1 FAQ p. 7.
2. ↑ Official answer from Nikki Valens for cast timing on  *BoardGameGeek*.
3. ↑ Official answer from Nikki Valens for Mists of Releh on  *BoardGameGeek*.
R'lyeh Risen

## Flavor Text

*Eons ago, the city of R'lyeh was plunged to the bottom of the ocean by some forgotten disaster. It has remained trapped there, waiting for the right time to resurface. Now, that moment has finally arrived.*

## Mystery Text

When this card enters play, place the  Mystery token on space 3.

As an encounter, an investigator on space 3 may explore the island city of R'lyeh by resolving a R'lyeh Risen Special Encounter.

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

## Card Effect

You cannot become Delayed unless you choose to.

## Rulings, clarifications, and reminders

The Pocket Watch Asset prevents the investigator from becoming Delayed unless he chooses to become Delayed *to pay for an effect*. If the Lead Investigator or investigators as a group choose an investigator to become Delayed, that choice does not pay for an effect, therefore that investigator can negate that effect with Pocket Watch. This remains true regardless of that investigator's role in the decision making process and even if the Lead Investigator is the investigator with Pocket Watch and he chooses himself.
Key to Salvation

## Flavor Text

*Tonight, you dream of a desolate Earth, collapsing under the weight of the cosmos blaring down from above. Just when you feel as if you are about to be torn apart, you notice a faint light beneath your feet. Kneeling down to inspect it closer, you find a tiny glowing key. You try to pick it up, but the closer your hand gets, the more difficult it is to shrug off the pain.*

*In a final desperate push, the tip of your finger brushes the key, and the crushing pressure dissipates. Life blossoms around you with each step you take, pushing back the darkness. You realize with sudden clarity that you hold the key to the salvation of mankind. You know what you must do.*

## Prelude Conditions

After resolving setup, each investigator may spend  2 Sanity to gain 2 Task Unique Assets and then discard 1 of those cards.
Michael McGlen

## The Gangster

### Abilities

* **Action:** If you are on a  City space, you may gain 1 Item or Service Asset of your choice from the reserve. If you do, gain a Wanted Condition.
* Once per round, you may reroll 1 die when resolving a Deal or Pursuit Condition.

### Flavor Text

#### Quote

*"Don't care if it's a god. If it crosses me, it's gonna regret it."*

#### Bio

*When the O'Bannion gang needs to send a message, they send the big man, Michael McGlen. Not long ago, his friend Fast Louie Farrell was attacked by a bunch of inhuman things with ugly, fish-like faces. They sliced him up and dragged him under the water. McGlen took it personally. The word has spread: McGlen has loaded up his Thompson and everyone else had best get out of the way. His first stop is London where he intends to find out what those creatures are called and where he has to go to kill every last one of them.*

### Team Role

With his high starting Strength, decent Will, and starting Weapon, Michael is excellent for taking out Monsters, making him a good fit for Ancient Ones like Shub-Niggurath. The ability to gain items or services from the reserve in exchange for a Wanted Condition can be useful in a pinch. Because his effect works for any deal, Dark Pacts may be less of a hindrance for him, because it is unlikely he will roll two 1's in a row.

### Rulings, clarifications, and reminders

* Michael McGlen can use his action ability if he has a Wanted Condition. If he does, he resolves all effects of the ability except that he will not gain another Wanted Condition.
* Michael McGlen’s passive ability allows him to reroll any single die that is rolled as part of a Deal or Pursuit Condition’s effect even if the die is not rolled as part of a test. This includes the one die rolled when resolving the  Reckoning effect of a Dark Pact Condition or a Promise of Power Condition.

### Origin

Michael McGlen made his first appearance in 2005 in *Arkham Horror: Second Edition*.
Mind's Eye

## Card Back

**0:** *The power feeds upon itself, burning itself out.* If you rolled any 1's, discard this card.
**1:** *Your mind cannot easily process such arcana.* Lose  1 Sanity.
**2+:** *The magic focuses your thoughts and restores your spirit.* Recover  1 Sanity or discard 1 Madness Condition.
 **2** | 06 | Resolve the effect based on your test result:
**0:** *The spell's lingering effects erode your mind.* Impair , , or  unless you discard this card.
**1:** *The magic pushes your mind further into chaos.* Lose  1 Sanity.
**2+:** *Memories come together to reveal an occult secret.* Gain  1 Clue.
 **3** | 06 | Resolve the effect based on your test result:
**0:** *You can no longer keep your mind focused.* Lose  2 Sanity unless you discard this card.
**1-2:** *Your mind has been pushed past its breaking point.* Gain 1 Madness Condition.
**3+:** *Your thoughts have tuned into an extra-dimensional source of power.* Gain 1 Spell.
 **4** | 06 | Resolve the effect based on your test result:
**0:** *Visions of ancient horrors flood your mind.* Gain 1 Madness Condition unless you discard this card.
**1-2:** *You are terrified by the knowledge you have gained.* Lose  1 Sanity.
**3+:** *The magic reshapes you into a highly skilled specialist.* Gain 1 Talent Condition.
Then flip this card.
Norman Withers

## Distinguishing Features

#### Quote

*"Let them call me a crackpot! Something is happening to the stars, and I am not imagining it."*

#### Bio

*The scientific community ridiculed Norman for his claim that six stars disappeared from the sky. After exhausting every plausible astronomical explanation for answers, he took a position at Miskatonic University and began exploring more improbable possibilities in the restricted section of their library. While reading an ancient text of dark prophecies, Norman found an exact description of the phenomenon he'd observed. If the tome is to be believed, a terrible incursion into our world is imminent.*

### Team Role

Norman's stats and abilities, which can be used to clear out the monster guarding a gate or get a "free" reroll, make him suited to closing gates.

### Origin

Norman Withers made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Feed the Mind

## Card Back

**0-2:** *Casting the spell, you open yourself to terrible knowledge. Your mind is filled with gibberish, repeating endlessly.* Discard this card unless you lose  2 Sanity.
**3+:** *You manipulate memories and potential knowledge with a practiced ease.* The chosen investigator may improve 1 additional skill of his choice.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *You were unable to sufficiently focus your mind. You wonder if you simply lack the mental discipline this spell requires.* If you did not roll any 4's, discard this card.
**1+:** *Casting your thought into the ether, your mind returns with strange knowledge. You may not entirely be the same person you were before.* Lose  1 Sanity.
 **3** | 02 | Resolve the effect based on your test result:
**0:** *The gateway to the mind is a two-way portal, and your memories begin to scatter.* Discard this card unless you gain an Amnesia Condition.
**1:** *A wealth of knowledge overwhelms your mind.* The chosen investigator loses  1 Sanity.
**2+:** *Your previous training suddenly becomes clear to you.* No additional effect.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *Your magic goes awry and wreaks havoc on your mind.* Discard all Improvement tokens unless you discard this card.
**1-2:** *Accessing one's memories requires unhinging the mind.* The chosen investigator loses  1 Sanity.
**3+:** *Suddenly, everything you've learned has formed a greater picture in your mind's eye.* The chosen investigator gains  1 Clue.
Then flip this card.
Relics of the Pyramids

## Flavor Text

*The pharaohs of ancient Egypt drew their power from Ra, god of the Sun, and their relics are said to grow in power during an eclipse.*
## Adventure Conditions

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

When this Adventure is completed, draw the Ritual at the Final Hour Adventure.

As an encounter, an investigator on The Pyramids may search the deck for The Pyramids Expedition Encounter and resolve it.

After resolving that encounter, he may spend  1 Focus to gain 1 Lost Treasure Unique Asset. Whether he spends the Focus or not, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Strange Remnants expansion, when the In Cosmic Alignment Prelude is active.
Ithaqua Research Encounters

## References

1. ↑ A character in the story *The Ice-Demon* by Clark Ashton Smith.
2. ↑ A character in the story *The Coming of the White Worm* by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on  *The H.P. Lovecraft Wiki*.
3. ↑ Probably a typo of *Rlim* Shaikorth, the titular creature in the story *The Coming of the White Worm* by Clark Ashton Smith. For more information about this, see the Rlim Shaikorth page on  *The H.P. Lovecraft Wiki*.
Khopesh of the Abyss

## Card Effect

Gain +5  during Combat Encounters.

Once per round, when you defeat a Monster during a Combat Encounter, you may move to the nearest space containing a Monster.

## Rulings, clarifications, and reminders

An investigator using Khopesh of the Abyss has to defeat *all* Monsters on his space before he may move to the nearest space containing a Monster. He will not encounter the Monsters on his new space nor will he resolve an additional encounter in this Encounter Phase.
Lake Camp

Investigators in this space can perform the Acquire Assets action.

## Map

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

* Miskatonic Outpost by an Uncharted path.
* Frozen Waste by an Uncharted path.

## Encounters

### Outpost Encounter

According to statistics, Lake Camp Location Encounters can likely give Unique Assets.

### Lake Camp Research Encounters

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

### Other Encounters

* A  Mystery token may be placed on this space and can be encountered as part of An Alien Ritual or An Expedition Compromised Mysteries.
* An  Eldritch token may be placed on this space as part of At the Mountains of Madness Mystery, thus it can be encountered.
* An  Adventure token may be placed on Lake Camp and can be encountered as part of Excavating the Elder Things Adventure.
* Rampaging Shoggoth Epic Monster may spawn on this space and can be encountered.

## Rulings, clarifications, and reminders

Based on the ruling for Charter Flight, when an investigator resolves Outpost Encounter #11 and moves through a space containing an  Eldritch token when playing Cthulhu, he immediately stops and resolves the appropriate effect that trigger whenever an investigator moves onto a space containing an Eldritch token.

### Notes

Despite not being a  City space, an investigator may perform an Acquire Assets action here.

## References

1. ↑ 1.0 1.1 1.2 A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
2. ↑ Official answer from Nikki Valens for Charter Flight on  *BoardGameGeek*.
Investigating the Great Sphinx

## Flavor Text

*You learn that the ritual is to be performed by the Brotherhood of the Dark Pharaoh, but the location of the heinous ceremony is a closely guarded secret.*
## Adventure Conditions

When this card enters play, for each  Clue on a space adjacent to The Pyramids, move that Clue to  The Pyramids.

When this adventure is completed, draw the Labyrinth of Queen Nitocris Adventure.

After you resolve a Research Encounter, you may spend any number of  Clues gained from that encounter to place those Clues on this card.

When there are Clues on this card equal to or greater then half , complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Brotherhood of the Dark Pharaoh Mystery is active.
Poisoned

## Card Back

 **Medical Assistance** | 02 | *The poison has spread and none of your supplies have been of any use. You'll have to find a well-supplied medical professional in the city.* | If you are on a  City space, test -1. If you pass, discard this card. If you fail, you cannot afford the antidote; you may gain a Debt Condition to discard this card.
 **Persisting Illness** | 02 | *The rash covering most of your body continues to spread. You are regularly stricken with fits of coughing, and it has become hard to move.* | (). If you pass, discard this card. If you fail, those around you fear the illness to be contagious; discard 1 Ally Asset and flip this card.
Order of the Bloated Woman

## Flavor Text

*Sir Aubrey Penhew, a devious mastermind with ill intentions, has been spotted in China. Your search leads you to Shanghai, where the Order of the Bloated Woman works to achieve some dark purpose.*

## Mystery Text

When this card enters play, set aside all ***Order of the Bloated Woman*** Adventures. Then draw the Eye of Darkness Adventure.
Lily Chen

## The Martial Artist

### Abilities

* **Action:** Spend any number of  Health or  Sanity, then recover an equal number of Health or Sanity.
* When you improve a skill, you may immediately improve that skill again.

### Flavor Text

#### Quote

*"I have been preparing to confront this evil for my entire life. My focus must be absolute."*

#### Bio

*Lily speaks rarely and when she does, her words are measured and wise. After a lifetime of disciplined training, every gesture is graceful, uncluttered by hesitation. When she was an infant, an obscure sect of monks believed that she was born for a special purpose, to face a great evil. Now, the monks believe that the great evil is at hand, and they have brought Lily to Shanghai to begin fulfilling her destiny.*

### Team Role

Lily's starting items and ability to get any stat to at least 4 the first time she improves it make her one of the most versatile investigators in the game. She is most often used as a fighter (best paired with an Influence character to help her obtain a weapon), but she can serve any other role the team is missing; e.g., improve Lore in Shanghai to become a strong gate closer, or Observation in San Francisco to help obtain clues.

### Rulings, clarifications, and reminders

* If Lily gets to improve a skill before the first round of the game starts, her passive ability does apply.
* If Lily uses her action ability, she must spend only Health or only Sanity. She cannot spend both. She cannot spend Health to recover Health or spend Sanity to recover Sanity (so you can't use her action along with Tattered Cloak's effect to gain 1 Sanity for example.)
* Lily cannot use her passive ability to improve a skill more than twice. If she improves a skill and already has an Improvement token for that skill, she cannot use her passive ability.

### Origin

Lily Chen made her first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*. Possibly inspired by the Street Fighter character Chun Li.

## Gallery

Front of Lily's Investigator SheetBack of Lily's Investigator Sheet
## References

1. ↑ FAQ p. 10.
2. ↑ Official answer from Nikki Valens for Once per round on  *BoardGameGeek*.
3. ↑ 3.0 3.1 Reference Guide p. 13.
Plateau of Leng (location)

> *For the Other World Encounter, see Plateau of Leng.*
>
>

### * Text

**Local Action:** Test  or spend  1 Clue. If you pass or spend the Clue, move to any space of your choice containing a Gate.

## Map

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

* City of the Elder Things by an Uncharted path.

An investigator may move to this space after resolving an Other World Encounter when playing against  Rise of the Elder Things Ancient One.

## Encounters

### Mountain Encounters

According to statistics, Plateau of Leng Location Encounters can likely close Gates.

### Plateau of Leng Research Encounters

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

### Other Encounters

* A  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Mystery token may be placed on this space and can be encountered as part of Binding the Dark God Mystery.
* An  Adventure token may be placed on Plateau of Leng and can be encountered as part of Through the Mountains, Beyond the Mountains or Journey to Another World Adventures.

## Real World Location

The Plateau of Leng first appeared in "The Hound", which placed it in Central Asia. "At the Mountains of Madness" places it in Antarctica. It was describes it as a place where different realities converge, which might explain why its precise location cannot be pinned down.
Practiced

## Card Back

* Lose  1 Sanity. Then flip this card.
 **2** | 08 | *Your compulsive pursuit of perfection has made your thoughts rigid, unable to bend with the horrific realities you confront on a daily basis.* | Resolve one effect of your choice:
* Gain 1 Madness Condition. Then flip this card.
 **3** | 09 | *You have learned horrible truths that now disrupt any thought of preparing yourself. You only hope that putting such knowledge out of mind for good will return your capacity to excel.* | Resolve one effect of your choice:
* Discard  1 Clue. Then flip this card.
 **4** | 09 | *Your relentless training regimen has overshadowed all other parts of your life, leaving the pursuits of your younger days to wither on the vine.* | Resolve one effect of your choice:
* Discard 1 Improvement token. Then flip this card.
* Discard this card.
Prelude

**Preludes** are a type of card first introduced in  Mountains of Madness that slightly modify the play style of any game. Players are instructed to draw one random Prelude before setup when playing with any expansion beside Forsaken Lore. An optional rule is included in the rulebook that allow players as a group to either choose a specific Prelude or use one instead of drawing a random Prelude.

Prelude effects always modify the game before setup. Some of them allow for the use of the side boards that would normally not be in play for the Ancient One, or using the Mystic Ruins Encounter when  Syzygy is not the Ancient One. Others simply modify game effects. In general, it makes the beginning of the game a bit more difficult by creating extra hurdles at the start, but allows the player to gain other effects to make up for this.

Typically, only one Prelude is in effect at a time, but players who wish to use more than one side board or encounter deck may choose to run more than one. If playing the Campaign mode, players use the Prelude matching the Ancient One in play, and the Ancient One that would be in play in the next game.

If a Prelude places a Mythos card in play, it bypasses the usual resolution steps and therefore Clues aren't spawn from the Rumor's  icon. The amount of  Eldritch token placed on the Mythos will also be modified by the Prelude if stated so.

## References

1. ↑ Official answer from Nikki Valens for Prelude on  *BoardGameGeek*.
2. ↑ First appearance. 4 Preludes were re-issued with the release of the Masks of Nyarlathotep expansion.
Paranoia

## Card Back

 **Kleptomania** | 01Core | *Against rational thought, you compulsively take what does not belong to you and hide it away.* | Gain 1 random Item Asset from the deck. Then, you must hide from the authorities (). If your test result is less than the value of the Asset you gained, discard that Asset and gain a Detained Condition.
 **Violent Outbursts** | 01Core | *You've felt the anger coiled up inside of you for such a long time. You just can't control it any longer. You lash out at anyone near you.* | Each other investigator on your space loses  2 Health and you discard 1 Ally Asset.
 **Self-Doubt** | 02 | *Your friends and colleagues were right. What hope do you have of changing anything? Mere mortals couldn't possibly stop ancient, powerful beings.* | Discard all of your Improvement tokens.
Then discard this card.
Relic

**Relics** is a type of Asset the player can obtain in a game of Eldritch Horror. They represent the treasures and archaeological objects that can be found by the investigators around the world. Many of them are Unique Assets and the most are Magical.

Relics Unique Assets are rare and powerful items that can often be obtained through other cards, like on an Adventure or a Mystic Ruins Encounter. Often, they are invoked through actions and  Reckoning effects, and have varied and powerful abilities.

 Monterey Jack gains 1 Relic Unique Asset after resolving an Expedition Encounter.
Luke Robinson

## The Dreamer

### Abilities

* **Action:** Move to a space containing a Gate that corresponds to the current Omen.
* During the Encounter Phase, you may spend  1 Focus or  1 Sanity to encounter a Gate on your space as if there are no Monsters on your space.

### Flavor Text

#### Quote

*"The key to the Dreamlands lies within us all."*

#### Bio

*Luke Robinson, through the gift of an unusual puzzle box from his uncle, discovered the entrance to the Dreamlands many years ago, and has since then spent the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the endless mysteries of the Enchanted Wood he wanders, unraveling the secrets of both the land and the myriad dreamers who reside there. Now an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well.*

### Team Role

Luke Robinson's abilities clearly are suited towards closing gates. His ability to avoid fighting monsters to close gates is especially useful in the late game.

### Rulings, clarifications, and reminders

* The player controlling Luke chooses to start Luke on any space containing an open Gate. If, for any reason, there are no gates on the board (using the Beginning of the End Prelude for example), the player may choose any space to place Luke.
* Resolving any encounter that requires Luke to occupy a space containing a Gate counts as encountering a Gate for Luke's passive ability. For example, the Caught in the Web Mystery grants a different option for encountering a Gate.

### Origin

Luke Robinson made his first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*.

### References

1. ↑ FAQ p. 6.
2. ↑ FAQ p. 5.
Old Journal

## Card Back

*We have foreseen this. The messenger dwells in the distant past and waits for us in our future. It lives within our dreams and watches us from alien stars. It hides in our houses of law and defiles our temples. The crawling chaos approaches wearing many masks, and soon we will all bow before Nyarlathotep.''*

 2
In the cave, you meet a large creature with a mass of octopus-like tentacles for a face and shining, golden eyes. The Elder God speaks to you through your thoughts, tasking you with an important mission.

 3
*This is the map and the compass. Evil above, the Void below. Madness to the right, Nightmare to the left. A King before, a Prince behind. If I escape from one side, I re-enter on the other.''*

 4
(Alien Text)
As you decipher the code, you learn of a prophesied future.

## Notes

* Daisy Walker starts with this Unique Asset.
* An investigator may gain this Unique Asset when resolving a Location Encounter ( Arkham #19,  Buenos Aires #20,  London #18,  San Francisco #17), a General Encounter ( City #18,  Wilderness #17,  Sea #19) or a Research Encounter ( Rise of the Elder Things City #10,  Ithaqua City #20).

Info about coded texts:

* The text on #1 is the translation of the alien text written in the Core rulebook, page 11.
* The alien text on #4 reads:

His unspeakable name is the silence by which the dancers mark time rotating through eternity
And when the king returns the masquerade shall end
All shall behold the yellow sign and all shall be unmasked in terror and ecstasy
Omen

*See also: Gate, Doom*

The **Omen** is a game mechanic that is used in all games of Eldritch Horror, represented by a circle in the top right corner of the map, with four circles inside. The top circle contains a green comet, the bottom circle contains a red eclipse, and the left and right circles contain a constellation of blue stars.

Every game begins with the Omen marker on the green space, and it will rotate based on game and card effects.

###  Advancing the Omen

To *advance* the Omen is to move the marker however many spaces are necessary in a clockwise manner. The Omen advances anytime the above symbol is displayed on a Mythos card, if the Mythos calls for it in its text, or whenever a Condition calls for it.

Every time the Omen advances, any open Gates must be checked. If the symbol on those gates is the same as the new Omen space,  Doom advances by one space for each gate. If, for any reason, the Omen rotates counterclockwise, the same effect applies.

If an effect would cause the Omen to advance to a space while it is already on that space, it will advance four times in total and return to that space.

### Moving the Omen

Moving the Omen is simply moving the Omen token. Moving the Omen will not result in  Doom advancing due to matching Gates. The "without advancing Doom" is there as a secondary reminder.

### Other effects

In addition to advancing the Doom, the Omen may have other qualities, such as when  Azathoth,  Syzygy or  Antediluvium is the Ancient One, or if the Fall of Man Prelude is used.

### References

1. ↑ FAQ p. 10.
2. ↑ Official answer from Nikki Valens for Omen on  *BoardGameGeek*.
Renewing the Seal

## Flavor Text

*The warding-stones that once imprisoned Shudde M'ell and his progeny have long since been stolen or destroyed, but with proper arcane knowledge, they might be forged anew.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: 10, 15, 17, and The Pyramids.

As an encounter, an investigator on a space containing an Eldritch token may attempt to renew the seal (-1). If he passes, he may spend  2 Clues to place that Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to half , solve this Mystery.
Massa di Requiem per Shuggay

## Card Effect

**Action:** Test -1. If you pass, you may spend  1 Sanity to discard 1 Monster on a space of your choice containing a Gate.

**:** Roll 1 die. On a 1, advance  Doom by 1.

## Notes

* If Voice of Azathoth Mystery is active, when an investigator gains an Artifact, he may gain the Massa di Requiem per Shuggay Artifact instead.
* An investigator may gain this card when resolving a Research Encounter ( Azathoth City #16).
K'n-yan Unearthed

## Flavor Text

*Just outside of Binger, Oklahoma, an opening has been discovered on top of a large mound. It leads to the ancient, forgotten realm of K'n-yan.*

## Mystery Text

When this card enters play, place the  Mystery token on space 6.

As an encounter, an investigator on space 6 may explore the underground city of K'n-yan by resolving a K'n-yan Unearthed Special Encounter.

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

## Flavor Text

*The lost tribes of the Amazon are said to have had a calendar that could be used to predict the exact moment of the alignment.*
## Adventure Conditions

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

When this Adventure is completed, draw the Ritual at the Final Hour Adventure.

As an encounter, an investigator on The Amazon may search the deck for The Amazon Expedition Encounter and resolve it.

After resolving that encounter, he may spend  1 Focus to gain 1 Stone Calendar Unique Asset. Whether he spends the Focus or not, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Strange Remnants expansion, when the In Cosmic Alignment Prelude is active.
Provisions

## Notes

* An investigator may gain this Unique Asset from  Ithaqua's Supplying The North Mystery.
* An investigator may gain this Unique Asset from the Gathering Provisions Adventure.
* An investigator may gain this Unique Asset when resolving a Research Encounter ( Ithaqua Sea #4) or a Location Encounter (Lake Camp #8, Miskatonic Outpost #14).
Mi-go Brain Case

## Card Effect

**Action:** You and another investigator may trade possessions. In addition, he may move to your space; if he does, move to his previous space.

### Rulings, clarifications, and reminders

None of the exchanged possessions are considered "gained" or "discarded" as part of Mi-go Brain Case's ability.

## Notes

* An investigator may gain this card when resolving a Research Encounter ( Shub-Niggurath Sea #17).
* The Teamwork trait is not on the original card, but has been added via errata.

### References

1. ↑ FAQ p. 9.
2. ↑ Official answer from Nikki Valens for Trade on  *BoardGameGeek*.
Monster Surge

A **Monster Surge** is an event caused by the above symbol appearing on a green Mythos card. The Coming Storm Prelude card will also trigger a Monster Surge before gameplay starts.

When a Monster Surge is resolved, the players check if any Gate has the same Omen as the current one in play. If there is at least one, the players place a number of Monsters equal to the number on the reference card on each one of those gates. Monsters cannot be spawned from the Monster cup if the Monster cup is empty. Set aside Monsters cannot be spawned if all set aside Monsters of the named type are on the game board. If no gate corresponds to the Omen, the players spawn 1 Gate.
Oath of Vengeance

### Flavor Text

*Louie was more to you than a friend. You are going to make damn sure they pay for what they did to him.*

### Personal Mission

* When you defeat a non-Epic Monster during a Combat Encounter, place that Monster on this card. Then, if the total toughness of Monster on this card is 10 or greater, discard this card and gain the *For Louie* Reward.
* At the end of the Action Phase, if you have 2 or more Deal and/or Pursuit Conditions, discard this card and gain the *On the Run* Consequence.

## Reward

* Your maximum  Sanity is increased by 2.

## Consequence

* You must perform the Travel action each round if able.
Light of Reason

## Card Back

 2
**1+:** Spawn  1 Clue and gain 1 Clue.
**2+:** Gain 1 Artifact.
**3+** Advance the active Mystery by 2.
 3
**1+:** You and another investigator on any space may each discard 1 Condition.
**2+:** You and another investigator on any space each gain 1 Boon Condition.
**3+:** You and another investigator on any space each gain a Blessed Condition.
Then discard this card.
Nature of the All-Mother

## Flavor Text

*Shub-Niggurath naturally corrupts all life that encounters her. Everywhere her worshipers are found, all living things grow more vicious and feral.*

## Mystery Text

When this card enters play, move each  Clue on the game board to the nearest  Wilderness space.

After an investigator resolves a Research Encounter, he may spend 1 Clue he gained from that encounter and place that Clue on this card.

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