recursal/Fanatic-Fandom huggingface dataset:
The Dream-Quest of Unknown Kadath

## Flavor Text

*The onyx obelisks of Kadath rise in the distance as you make your approach. You sense a dark power within its walls, the like of which you have never encountered before.*
## Adventure Conditions

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

When this Adventure is completed, advance the active  Mystery by 1; then the active investigator may move to  Arkham.

As an encounter, an investigator on Unknown Kadath may unearth the secrets of the power that resides there (-2).

If he passes, he learns the name Nyarlathotep and departs quickly from the dreamlands; complete this Adventure.
## Availability

This Adventure is only available when playing with the  The Dreamlands expansion, when the Otherworldly Dreams Prelude is active.
Space 14

## Map

Northern Europe is a  City space on the World Map. It is represented by the Space 14 on the board, connected to:

* Rome by a Train path.
* Space 16 by a Train path.

## Encounters

### City Encounters

As Space 14 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Growing Hunger Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Doorways to Tuonela Mythos card; it can therefore be encountered.

## Lore

### Real World Location

Based on the map location, the best possible location to describe it would be Oulu, Finland.

### Notes

 Mark Harrigan's bio mentions being led to Helsinki, which would technically be further south than the point indicated on the map. It is also not St. Petersburg, although this would justify its connection to the Trans Siberian Railroad. The closest actual city would be Oulu, Finland, and  "Ashcan" Pete's bio could confirm this as a location relevant to the game world.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ See Oulu location on  *Google Maps*.
Space 9

## Map

Greenland is a  Wilderness space on the World Map. It is represented by the Space 9 on the board, connected to:

* Arkham by a Ship path.

## Encounters

### Wilderness Encounters

As Space 9 is a Wilderness space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Masks of Nyarlathotep expansion, Mystic Ruins Encounters will take place here, referring to the lost continent of Hyperborea, a Greek myth about a land in perpetual sunlight.

### Other Encounters

* A  Mystery token may be placed on this space and can be encountered as part of Exploring Hyperborea Mystery.
* An  Eldritch token may be placed on this space as part of Time Immemorial or Hyperborean Aurora Mysteries, thus it can be encountered.
* Spinner of Webs, Abhoth, Atlach-Nacha and Sleeper of N'kai Epic Monsters may spawn on this space and can be encountered.

## Real World Location

This location is probably based on Disko Island, Greenland.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Disko Island location on  *Google Maps*.
Space 7

## Map

Central America is a  City space on the World Map. It is represented by the Space 7 on the board, connected to:

* Buenos Aires by a Ship path.
* San Francisco by a Ship path.
* The Amazon by an Uncharted path.
* Space 6 by a Train path.
* Space 8 by a Ship path.

## Encounters

### City Encounters

As Space 7 is a City space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Strange Remnants expansion, Mystic Ruins Encounter could take place here, representing this space as Chichen Itza, a Mayan ruin.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Fortifying the Barrier Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Stars Aligned Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on space 7 and can be encountered as part of Ruins in the Heart of the Jungle Adventure.
* Yig Epic Monster may spawn on this space and can be encountered.

## Lore

### Real World Location

Judging by the fact that numerous sea routes on both the Atlantic and Pacific connect to it, this is probably Panama City, near the Panama Canal in Panama.

### Notes

* Diana Stanley's biography mentions that she starts in Panama.
* Tony Morgan's bio mentions he is starting in Bogotá, Colombia. However, that city is landlocked, and should not have the sea routes it would normally have. Panama would have had the travel routes indicated on the map, moreover Stars Aligned Mythos card refers to Panama at this location.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ See Panama location on  *Google Maps*.
Sword of Y'ha-Talla

## Card Effect

Gain +2  and +3  during Combat Encounters.

If you defeat a Monster during a Combat Encounter, gain  1 Clue.

## Notes

* If Queen of the Deep Ones Mystery is active, when an investigator gains an Artifact, he may gain the Sword of Y'ha-Talla Artifact instead.
* An investigator may gain this card when resolving a Research Encounter ( Cthulhu Sea #9).
The Shape of Things

### Flavor Text

*Even the smallest force, properly applied, can change the world. You fix things - it is what you do. Now it is time to fix things on a much larger scale.*

### Personal Mission

* When you spend a  Resource, place 1 Resource on this card. Then, if there are 8 Resources on this card, discard this card and gain the *Resourceful* Reward.
* At the end of the Encounter Phase, if there are 10 or more Monsters on the game board, discard this card and gain the *Superstitious* Consequence.

## Reward

* Once per round, you may spend  1 Resource to add 1 to the result of 1 die when resolving a test.

## Consequence

* When you lose 1 or more  Sanity during a Combat Encounter, gain 1 Madness Condition.
Serpent Crown

## Card Effect

**Action:** Test -1. If you pass, you may spend  1 Sanity to gain 1 random Ally Asset from the deck.

**:** Discard 1 Ally Asset.

## Notes

* If Crown of the Serpent Mystery is active, when an investigator gains an Artifact, he may gain the Serpent Crown Artifact instead.
* An Investigator may gain this card when resolving a Research Encounter ( Yig Wilderness #21).
The Source of Filth and Disease

## Flavor Text

*Abhoth, the progenitor of miscreation, stirs beneath Mount Voormithadreth, spewing forth abominable creatures to spread its filth across Earth. From there it commands its children - those that it does not eat.*

## Mystery Text

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.
The Dreamlands (Other World)

> *For the Dreamlands expansion, see The Dreamlands.*
>
>

## Encounter Details

 21
 25
 40

## References

1. ↑ For more information about this, see the The Dream-Quest of Unknown Kadath page on  *The H.P. Lovecraft Wiki*.
2. ↑ A character in the story *The Thing on the Doorstep* by H.P. Lovecraft. For more information about this, see the The Thing on the Doorstep page on  *The H.P. Lovecraft Wiki*.
Special Encounters

*See also: Mystery*

A Special Encounter is a type of Card that can be used while playing Eldritch Horror. They are tailored to specific Ancient Ones and will only be used when the Mystery that specifies them is in play. Some Ancient Ones have a Final Mystery that is a Special Encounter. Other Ancient Ones don't have them at all.

Special Encounters are similar to Other World Encounters or Expedition Encounters, in which there is usually a skill check, followed by branching paths that are taken whether or not you pass or fail this check, and usually have differing checks or effects happen to the player. In general, passing the first test will garner some sort of positive effect on the character, while failing will usually become a hindrance. If the Final Mystery is a Special Encounter, some fail effects can instantly devour an investigator.

## List of Special Encounters

###  A Dark God

A Dark God are Special Encounters related to  Rise of the Elder Things.

###  Black Wind

Black Wind are Special Encounters related to  Nephren-Ka.

###  Cities on the Lake

Cities on the Lake are Special Encounters related to  Hastur.

###  City Beneath the Sands

City Beneath the Sands are Special Encounters related to  Nyarlathotep.

###  Corona Borealis

Corona Borealis are Special Encounters related to  Hypnos.

###  Dark Pharaoh

Dark Pharaoh are Special Encounters related to  Nephren-Ka.

###  Deep Caverns

Deep Caverns are Special Encounters related to  Abhoth.

###  Dream Within a Dream

Dream Within a Dream are Special Encounters related to  Hypnos.

###  Dreamwalker

Dreamwalker are Special Encounters related to  Hypnos.

###  Exploring G'harne

Exploring G'harne are Special Encounters related to  Shudde M'ell.

###  Exploring Hyperborea

Exploring Hyperborea are Special Encounters related to  Ithaqua.

###  Fortifying the Barrier

Fortifying the Barrier are Special Encounters related to  Syzygy.

###  K'n-yan Unearthed

K'n-yan Unearthed are Special Encounters related to  Yig.

###  The Key and the Gate

The Key and the Gate are Special Encounters related to  Yog-Sothoth.

###  King in Yellow

King in Yellow are Special Encounters related to  Hastur.

###  R'lyeh Risen

R'lyeh Risen are Special Encounters related to  Cthulhu.

###  Sealing the Portal

Sealing the Portal are Special Encounters related to  Syzygy.

###  Spawn of Abhoth

Spawn of Abhoth are Special Encounters related to  Abhoth.

###  Sphinx's Labyrinth

Sphinx's Labyrinth are Special Encounters related to  Nyarlathotep.

###  Unspeakable One

Unspeakable One are Special Encounters related to  Hastur.

###  Void Between Worlds

Void Between Worlds are Special Encounters related to  Yog-Sothoth.

## References

1. ↑ 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*.
2. ↑ For more information about this, see the Lavinia Whateley page on  *The H.P. Lovecraft Wiki*.
The Amazon

## Map

The Amazon is a  Wilderness Expedition space on the World Map. It is connected to:

* Buenos Aires by an Uncharted path.
* Space 7 by an Uncharted path.

## Encounters

### Expedition Encounters

The Amazon is one of the 6 main spaces for Expedition Encounters.

### Wilderness Encounters

As The Amazon is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* If playing with  Mountains of Madness expansion, a  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Adventure token may be placed on the Amazon and can be encountered as part of Discovery of an Ancient Civilization Adventure.
* Nug and Yeb Epic Monsters may spawn on this space and can be encountered.
* Serpent People Monster moves to this location when spawned, thus it can be encountered.

## Lore

### Real World Location

The Amazon River is a river in Brazil, South America.

### Notes

* The Amazon is the largest river by volume on the planet.
* The Amazon is home to many indigenous tribes.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See the Amazon River location on  *Google Maps*.
Space 12

## Map

Southern Ocean is a  Sea space on the World Map. It is represented by the Space 12 on the board, connected to:

* Antarctica by a Ship path.
* Buenos Aires by a Ship path.

## Encounters

### Sea Encounters

As Space 12 is a Sea space, an investigator can resolve a General Encounter here.

### Other Encounters

Cthylla and Nctosa Epic Monsters may spawn on this space and can be encountered.

## Lore

### Real World Location

Based on it's very southern Atlantic Ocean position, it is probably South Georgia and the Sandwich Islands.

### Notes

The Watching The Stars mystery indicates this space as the sunken city of Yhe.

## References

1. ↑ See South Georgia and the Sandwich Islands location on  *Google Maps*.
The Doctor is In

### Flavor Text

*The Hippocratic oath states that one must never harm a patient, and by God you have lived by that code. You have no fear that you would ever harm another. You only have fear that what you do will never be enough.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Do No Harm* Reward.
* When another investigator is defeated with zero  Health, discard this card and gain the *Mortal Wounds* Consequence.

## Reward

* When you gain a  Resource, gain 1 additional Resource.
Silas Marsh

## Distinguishing Features

* If you are on a  Sea space, investigators on your space roll 1 additional die when resolving tests.

### Flavor Text

#### Quote

*"Leave your fears on the docks, lads. I'll not carry that cargo. The wind is up! Full sail!"*

#### Bio

*Even as a child in Innsmouth, Silas had a special connection to the sea. He's an able and well-reasoned man on land, but on the ocean he possesses a singular strength and wit. It's earned him a sterling reputation in every port across the globe, particularly in Sydney, where Silas set ashore last night. But this morning, the smell of the briny air carries dread as well as joy. There is something in his past, something in Innsmouth, that he knows will some day catch up to him.*

### Team Role

Silas's unrivaled movement speed and fairly well-rounded stats make him well-suited to getting to and resolving encounters, meaning he can quickly progress the active Mystery. Ironically, one of his weaknesses is combat, given his low Sanity and lack of an effective starting weapon. He should partner with a gate closer and either a fighter or an Influence character who can help him obtain a weapon.

### Rulings, clarifications, and reminders

Silas cannot spend travel tickets to move additional spaces when using his action ability. The additional action granted by this ability does not count against his usual two actions per round. He may use his action ability and the Travel action during the same round.

### Origin

Silas Marsh made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.

He is likely inspired by/intended to be related to Obed Marsh, "A sea captain and the founder of the Esoteric Order of Dagon in Innsmouth." (Note the mention of Innsmouth and the family name Marsh in the bio). However, as Silas is more pro- than ant- agonist, he is also possibly partially inspired by sailor Steve Costigan.

## References

1. ↑ Reference Guide p. 13.
2. ↑ For more information about this, see the Obed Marsh page on  *The H.P. Lovecraft Wiki*.
3. ↑ For more information about this, see the Sailor Steve Costigan page on  *Wikipedia*.
The King in Yellow

## Flavor Text

*A production of "The King in Yellow" is drawing patrons from across Europe to a secretive London playhouse, but none who have witnessed the lost play's fatal climax have emerged from the theater's gilded doors.*

## Mystery Text

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

As an encounter, an investigator on London may attempt to put an end to the heinous performance; he draws and resolves a King in Yellow Special Encounter.

At the end of the Mythos Phase, if there are  Eldritch tokens on this card equal to , solve this Mystery.
The Nile River

## Map

The Nile River is a named  Wilderness space on the Egypt Side Board from  Under the Pyramids expansion. It is connected to:

* Tel el-Amarna by a Ship path.

This space is connected to the World Map by a Local path leading to  The Heart of Africa.

## Encounters

### Africa Encounters

The The Nile River Location Encounters have a high probability of recovering  Health and  Sanity.

### Wilderness Encounters

As The Nile River is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* A  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Eldritch token may be placed on this space as part of Exploring Egypt Mystery, thus it can be encountered.
* An  Adventure token may be placed on the Nile River and can be encountered as part of Chase on the River Adventure.

## Real World Location

The Nile River is the longest river in the world and flows from Lake Victoria in Tanzania to the Mediterranean Sea. The portion of the Nile on the board is located in the north of Khartoum, Sudan.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See the Nile River location on  *Google Maps*.
The Stars Align

## Flavor Text

*"When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longed lived, They would never really die."*

*— H.P. Lovecraft*

## Prelude Conditions

During step 5 of setup ("Determine Ancient One"), setup the Mystic Ruins Encounter deck. If  Antediluvium is the Ancient One, place additional  Sanity equal to half  on the Ancient One sheet.

If Antediluvium is not the Ancient One, place  1 Eldritch token on each  blue space of the Omen track and Sanity equal to  on the Ancient One sheet.

After resolving setup, each investigator may gain 1 Madness Condition to gain 1 Spell and  1 Clue.

During this game, if Antediluvium is not the Ancient One, when the Omen advances to a  blue space of the Omen track, investigators as a group lose  Sanity equal to the amount of Sanity on the Ancient One sheet. Then discard 1 Sanity from the Ancient One sheet.

## Rulings, clarifications, and reminders

Sanity loss cannot be assigned to an investigator in a greater quantity than that investigator's current Sanity, even if he can prevent or replace the loss to keep himself from dying as a result. A single investigator couldn't choose to be assigned all Sanity loss required by the effect to keep other investigators from being affected.

### References

1. ↑ Official answer from Nikki Valens for losing Health or Sanity as a group on  *BoardGameGeek*.
Space 6

## Map

The Deep South is a  City space on the World Map. It is represented by the Space 6 on the board, connected to:

* Arkham by a Train path.
* San Francisco by a Train path.
* Space 7 by a Train path

## Encounters

### City Encounters

As Space 6 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* A  Mystery token may be placed on this space and can be encountered as part of K'n-yan Unearthed Mystery.
* A  Rumor token may be placed on this location through Voodoo Curse Mythos card; it can therefore be encountered.

## Lore

### Real World Location

The location corresponds to Texas, so the closest city to this space is Houston but it could also either be Dallas or San Antonio.

### Notes

* Jim Culver's biography mentions that he starts in San Antonio, Texas.
* Hank Samson's biography mentions that he starts in Dallas, Texas.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ See Houston location on  *Google Maps*.
The Cats of Ulthar

## Flavor Text

*Your arrival in the dream-city of Ulthar is met with great curiosity, and swarms of cats surround you as you make your way through the feline-infested boroughs.*
## Adventure Conditions

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

When this Adventure is completed, draw the Beyond the River Skai Adventure.

After an investigator resolves a location encounter on Ulthar, the cats of Ulthar beseech him to broker a peace treaty with the Zoogs. 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.
The Scientific Method

### Flavor Text

*Everything has a rational scientific explanation, even the paranormal. If you could only convince your colleagues that these things are real, you might be able to procure the means to deal with them.*

### Personal Mission

* After you gain a  Clue from your passive ability, you may spend 5 Clues and discard this card to gain the *Rational Explanation* Reward.
* When you have only  1 Sanity, discard this card and gain the *Superstition* Consequence.

## Reward

* You may spend  1 Clue when resolving a test to reroll any number of dice.

## Consequence

* Whenever you lose  Sanity, discard that many  Clues.
Seeking Answers

### Flavor Text

*You do your best to provide for the Webb children from afar - just as you always have - even as the world is falling apart.*

### Personal Mission

* Whenever you gain a  Clue during a Research Encounter, place  1 Eldritch token on this card. Then, if there are 3 Eldritch tokens on this card, discard this card and gain the *Loyal Friend* Reward.
* When another investigator is defeated or devoured, discard this card and gain the *Failed Again* Consequence.

## Reward

* Other investigators on your space roll 1 additional die when resolving a test.

## Consequence

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

## References

1. ↑ Official answer from Nikki Valens for The Messenger on  *BoardGameGeek*.
Unto the Breach

## Flavor Text

*The day of final reckoning approaches. There is naught that can stop what is coming, not now. The time for preparation is over. The time for humanity to stand together as one, or perish, has come.*

## Prelude Conditions

After setup, if  Azathoth or  Syzygy is the Ancient One, advance  Doom by 3 and ignore all other effects of this card.

During this game, if investigators would win the game before the Ancient One has awoken, resolve each effect that applies based on Doom instead.

**1+:** Each investigator recovers  2 Health and  2 Sanity.

**3+:** Each investigator may discard 1 Condition and/or discard all of their  Eldritch tokens.

**6+:** Each investigator discards 1 Gate of their choice on any space.

**10+:** Do not draw a Mythos card next round.

Then, advance  Doom to zero.

## Gallery

Front of Unto the Breach PreludeBack of Unto the Breach Prelude
Studious

## Card Front

 Action

## Card Back

**0:** *You fear that you may have reached the limits of what you can learn.* If you rolled any 1's, discard this card.
**1-2:** *Your exhaustive studies have left you emotionally drained.* Lose  1 Sanity.
**3+:** *Your studies unearthed abilities you never knew you had.* Gain 1 Talent Condition.
 **2** | 06 | ' | Resolve the effect based on your test result:
**0-2:** *The more you study, the more the work erodes your stability.* Lose  2 Sanity unless you discard this card.
**3+:** *You discover a greater pattern in what you have studied.* Improve 1 other skill of your choice.
Then flip this card.
The Beast (Mystery)

## Flavor Text

*The resurrection of Nephren-Ka, the Dark Pharaoh, is prophesied to be heralded by a sinister and terrible portent — the awakening of the Great Sphinx of Giza, and its subsequent reign of destruction.*

## Mystery Text

When this card enters play, spawn The Beast Epic Monster on The Bent Pyramid. It cannot lose  Health unless the active investigator has 1 or more Relic possessions.

At the end of the Mythos Phase, if The Beast Epic Monster has been defeated, solve this Mystery.
Temptation

## Flavor Text

*Shadowed voices whisper gentle words into your ears. Promises of peace and happiness. You smile, remembering the places of your childhood, and a gentle breeze caresses your face. Or does it? Was there even a breeze to begin with?*

*As if sensing an opening, the voices egg you on. A sweet scent fills the air. Someone is baking. Your mother, perhaps? Your grandmother? You cannot remember. Everything is so hazy and surreal.*

*Go on, the voices say. They are waiting. Eat the pie. You hesitate. You do not remember being hungry, but it would be rude to decline such hospitality.*

## Prelude Conditions

After resolving setup, the Lead Investigator may gain a Corruption Condition to retreat  Doom by 1.

If the Lead Investigator gains the Condition, another investigator may gain a Corruption Condition to gain 2 Talent Conditions.

If that investigator gains the Condition, a third investigator may gain a Corruption Condition to improve 3 skills of his choice.

## Rulings, clarifications, and reminders

Based on the ruling for The Messenger, when resolving the "improve 3 skills of his choice" effect, an investigator could choose the same skill multiple times unless doing so would violate the Improvement rules (e.g. choose to improve a skill 2 times when its value is at 1 above its printed value).

### References

1. ↑ Official answer from Nikki Valens for The Messenger on  *BoardGameGeek*.
The Great Drake

### Flavor Text

*Your power is vast, but there is more to be had. You know that you can push yourself further. You just hope you can do it without going too far.*

### Personal Mission

* When you pass a  test part of a Spell effect, place  1 Eldritch token on this card. Then if there are 6 Eldritch Tokens on this card, discard this card and gain the *Sorcerer Supreme* Reward.
* At the end of the Encounter Phase, if there are 5 or more Gates on the game board, discard this card and gain the *Delve Too Deep* Consequence.

## Reward

* Once per round, when you perform the action of a Ritual Spell, you may perform 1 additional action on another Ritual Spell you have.
The Gnoph-Keh Attack!

## Flavor Text

*Not content to let the weather cause havoc, Ithaqua has unleashed his terrifying minions upon the frozen cities of the world. The gnoph-keh attack with a bestial fury, sowing chaos wherever they appear.*

## Mystery Text

As an encounter, an investigator on a  City space containing a  Clue must confront the gnoph-keh that threaten civilization; a Gnoph-Keh Monster ambushes him! If he defeats it, place that Clue on this card.

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

## Flavor Text

*They say when a man loses the use of one of his senses, that over the years, his other senses will grow and become stronger. This allows him to sense things that he never would have been able to before. Unfortunately, time is a luxury that you can ill afford and while the prospect of honing yourself to perfection appeals to you, in this case, you think you would rather just have a gun.*

## Prelude Conditions

After resolving setup, each investigator resolves up to two effects of his choice:

* You may impair  to gain 2 random Tome Assets from the deck, then discard 1 of them.
* You may impair  to gain 2 Task Unique Assets, then discard 1 of them.
* You may impair  to gain 2 Talent Conditions, then discard 1 of them.
* You may impair  to gain 2 random Weapon Assets from the deck, then discard 1 of them.
* You may impair  to gain 1 Boon Condition.

## Rulings, clarifications, and reminders

Based on the ruling for The Coming Storm, when resolving the "two effects of his choice", an investigator must choose 2 different effects. The effects are resolved in the order that they are written on the card.

### References

1. ↑ Official answer from Nikki Valens for Resolving Effects on  *BoardGameGeek*.
Round Overview

The **Round Overview** is a card that is included in the  Mountains of Madness,  Strange Remnants,  The Dreamlands, and  Masks of Nyarlathotep expansions. It is a handy, small guide that tells the player a quick overview of how the game is played. The one in the Masks of Nyarlathotep expansion added a new action and updated some wording for the card; the version listed here is based on that version.

 Actions

During the Action Phase, you can perform *two actions*. You can perform each action no more than once per round.

* **Travel:** Move 1 space. Spend travel tickets to move additional spaces.
* **Prepare for Travel:** Gain 1 travel ticket *(max 2)*. *(City only.)*
* **Acquire Assets**: Test . Gain Assets from reserve with total value up to your test result. Spend Resources for additional successes. *(City only. No Monsters.)*
* **Rest:** Recover  1 Health and  1 Sanity. Spend Resources to recover additional Health and Sanity. *(No Monsters.)*
* **Gather Resources**: Gain  1 Resource *(max 2)*.
* **Trade:** Exchange any number of possessions with another investigator on your space.
* **Focus:** Gain  1 Focus *(max 2)*. *(Focus can be spent to reroll dice during tests.)*
* **Component Action:** Perform the action or local action of a component. Each component action is a separate action.

## Encounters

During the Encounter Phase, fight each Monster on your space, fighting all normal Monsters before Epic Monsters.

* **Combat Encounter**: Flip the Monster token and resolve both tests in order. Some Monsters have additional effects indicated on the token.

If there are no Monsters on the space or you defeat all of the Monsters on your space, resolve a single encounter.

* **Location Encounter:** A location encounter is any encounter related to your space's type *( City,  Wilderness, or  Sea)* or its art *(Arkham, Rome, etc.)*
* **Token Encounter:** A token encounter is any encounter related to a token on your space *( Clue, Gate,  Rumor, etc.)*

## Mythos

During the Mythos Phase, the Lead Investigator draws a single Mythos card and resolve its effect from top to bottom.

After resolving the Mythos card, the Lead Investigator may pass leadership to another.
Rumors from the North

## Flavor Text

*A chill wind makes its way down from the frozen, arctic tundra, and with it comes something much worse. Rumors of cannibalism and strange sightings on the edges of civilization are on the lips of every passerby, even as their breath turns to a frozen mist before them. The signs all point to one thing: Ithaqua, the harbinger of endless winter, is stirring.*

## Prelude Conditions

Before step 8 of setup ("Build Mythos Deck"), set aside The Wind-Walker Rumor Mythos card.

After resolving setup, if  Ithaqua is the Ancient One, advance the Omen by 1. If Ithaqua is not the Ancient One, place The Wind-Walker Rumor Mythos card in play with  6 Eldritch tokens on it.

Then each investigator may gain a Hypothermia Condition to gain  1 Clue and  1 Focus.

## Rulings, clarifications, and reminders

If the Prelude places The Wind-Walker Rumor 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.

### References

1. ↑ Official answer from Nikki Valens for Prelude on  *BoardGameGeek*.
Space 2

## Map

The North Pacific Ocean is a  Sea space on the World Map. It corresponds by the Space 2 on the board, connected to:

* San Francisco by a Ship path.
* Tokyo by a Ship path.

## Encounters

### Sea Encounters

As Space 2 is a Sea space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Masks of Nyarlathotep expansion, Mystic Ruins Encounters could take place here, referring to the lost continent of Mu.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Time Immemorial Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Fractured Reality Mythos card; it can therefore be encountered.
* Ghatanothoa Epic Monster may spawn on this space and can be encountered.

## Lore

### Real World Location

The exact coordinates of the map are difficult to determine. However, it is close to the island of Hawaii.

### Notes

Hawaii is a territory, not a state, at the time the game takes place.

## References

1. ↑ For more information about this, see the Ythogtha page on  *The H.P. Lovecraft Wiki*.
2. ↑ For more information about this, see the Deep One page on  *The H.P. Lovecraft Wiki*.
3. ↑ See Hawaii location on  *Google Maps*.
Sleeper of N'kai

## Flavor Text

*In the deep hollows of the earth, in the lightless cavern of N'Kai, a squat, toad-like abomination commands formless servants to venture forth and bring him living flesh as a tribute to his horrific splendor.*

## Mystery Text

When this card enters play, spawn the Sleeper of N'kai Epic Monster on space 9.

At the end of the Mythos Phase, if the Sleeper of N'Kai Epic Monster has been defeated, solve this Mystery.
The Underworld (Other World)

> *For the Dreamlands map location, see The Underworld.*
>
>

## Lore

### Description

The Underworld is a place mentioned by H.P. Lovecraft in some of his works. It may or may not be the same place as the Great Abyss.

For more information about this, see the The Dream-Quest of Unknown Kadath on  *The H.P. Lovecraft Wiki*.

### Notable places

* Tower of Koth.
* City of the Gugs.
Space 18

## Map

The Indian Ocean is a  Sea space on the World Map. It is represented by the Space 18 on the board, connected to:

* Sydney by a Ship path.
* Space 15 by a Ship path.

## Encounters

### Sea Encounters

As Space 18 is a Sea space, an investigator can resolve a General Encounter here.

### Other Encounters

* A  Rumor token may be placed on this location through The White Ship Mythos card; it can therefore be encountered.
* Nctolhu Epic Monster may spawn on this space and can be encountered.

## Real World Location

Based on being a sea location in the far southern Indian Ocean, it's probably Port-aux-Francais, French Southern and Antarctic Lands. However, even if there were some expeditions, the station does not exist at the time of the game world.

## References

1. ↑ See Port-aux-Francais location on  *Google Maps*.
The Blessings of Nodens

## Flavor Text

*Groups of ghouls huddle together and watch you warily as you descend deeper into the Abyss, some of them scurrying into the darkness to notify their master of your approach.*
## Adventure Conditions

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

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

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

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

This Adventure is only available when playing with the  The Dreamlands expansion, when the Otherworldly Dreams Prelude is active.
Space 1

## Map

Alaskan Coast is a  City space on the World Map. It is represented by the Space 1 on the board, connected to:

* San Francisco by a Ship path.
* Space 4 by an Uncharted path.
* Space 19 by a Ship path.

## Encounters

### City Encounters

As Space 1 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Growing Hunger Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Cold White Silence Mythos card; it can therefore be encountered.

## Lore

### Real World Location

As a city space on the coast of Alaska, Alaskan Coast closely corresponds to Anchorage, Alaska, USA.

### Notes

* Tommy Muldoon's bio makes explicit reference to finding himself in Anchorage.
* Rex Murphy's bio references the city of Juneau, Alaska.
* At the time of the game world, Alaska had not yet achieved statehood in the United States of America.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ See Anchorage location on  *Google Maps*.
Wondrous Curios

## Flavor Text

*You stand out front of the unusual building. Strange, you do not remember it being here before. You look up at the gently swaying sign hanging above its gilded doors - "Festival Emporium."*

*Other passerby walk on, seeming to notice neither you nor the exotic storefront.*

*You raise an eyebrow and peer through the dusty windows. Colorful trinkets of all varieties line every shelf. You think you see a statue of a duck. Curious. Very curious.*

## Prelude Conditions

During this game, if an Asset would be placed on a space of the reserve, you may place 1 random Relic Unique Asset from the deck faceup on that space instead.

Relic Unique Assets in the reserve can be gained as part of the Acquire Assets Action. Each Relic Unique Asset in the reserve has a value of 1. As an additional cost to gain a Relic Unique Asset, you must spend  1 Resource.

## Rulings, clarifications, and reminders

The Resource cost for Relics is meant only to apply to the Acquire Assets action. Other effects can interact with the Relics and the reserve in the normal ways.

### References

1. ↑ Official answer from Dane Beltrami for Wondrous Curios on  *BoardGameGeek*.
Exploring the Crater

## Card Front

 :

## Notes

The original text of this card's effect's first paragraph was "As an encounter, an investigator on Tunguska may search for samples of the meteorite that fell there (); he may spend Clues equal to half  to solve this *Rumor*." This has been errata'd to prevent investigators from bypassing the Observation test.
Space 8

## Map

The Caribbean is a  Sea space on the World Map. It is represented by the Space 8 on the board, connected to:

* Arkham by a Ship path.
* Buenos Aires by a Ship path.
* Space 7 by a Ship path.
* Space 10 by a Ship path.

## Encounters

### Sea Encounters

As Space 8 is a Sea space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Masks of Nyarlathotep expansion, Mystic Ruins Encounters could take place here, referring to Atlantis. However, most mythological sources paint Atlantis as either in the Atlantic Ocean or Mediterranean Sea, not in the Caribbean.

### Other Encounters

* If playing with  Masks of Nyarlathotep expansion, a  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Eldritch token may be placed on this space as part of Time Immemorial Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Growing Madness Mythos card; it can therefore be encountered.
* Hydra Epic Monster may spawn on this space and can be encountered.

## Real World Location

The location on the map is corresponding to the Bermuda Triangle, however there are many islands in the Caribbean Sea that could correspond to this location, such as The Bahamas or Caicos.

## References

1. ↑ See the Bermuda Triangle location on  *Google Maps*.
Space 21

## Map

The Northern Territories are a  Wilderness space on the World Map. It is represented by the Space 21 on the board, connected to:

* Sydney by an Uncharted path.

## Encounters

### Wilderness Encounters

As Space 21 is a Wilderness space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Masks of Nyarlathotep expansion, Mystic Ruins Encounters could take place here, referring to Pnakotus, a city of the Great Race of Yith where they housed their enormous library. It was believed to be in Australia's Great Sandy Desert.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Rituals in the Wild, Exploring the Caverns or Time Immemorial Mysteries, thus it can be encountered.
* A  Rumor token may be placed on this location through Safely Guarded Secrets Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on Space 21 and can be encountered as part of The City Beneath the Sands Adventure.
* Tick Tock Men and Haunter of the Dark Epic Monsters may spawn on this space and can be encountered.

## Real World Location

Uluru, in the Northern Territories, Australia.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Uluru location on  *Google Maps*.
Sword of Saint Jerome

## Card Effect

Gain +2  and +5  when resolving Combat Encounters.

If you defeat a Monster during a Combat Encounter, recover  1 Sanity.

## Note

An investigator may gain this card when resolving a Research Encounter ( Shub-Niggurath City #8).

## Lore

The Order of the Sword of Saint Jerome's first appeared in the role-playing game Call of Cthulhu's *The Keeper's Companion* supplement and has since been only expanded on in the spin-off game *Cthulhu Dark Ages*. A secret cult inside the Catholic Church, the Order is devoted to rooting out and destroying world-wide evil and willing to take whatever steps are necessary to do so, even sacrificing their members' own lives and even bystanders.
Sins of the Past

## Flavor Text

*There is a blackness under your eyes these days that you cannot seem to get rid of. Sleep no longer comes easy, and the blood on your hands becomes a rushing river in your dreams, sweeping you away in a raging current. You tell yourself that it had to be done, that the atrocities you committed were a necessary evil, but each time, the lie becomes harder and harder to swallow.*

## Prelude Condition

After resolving setup, the Lead Investigator may gain a Dark Pact Condition to gain a Promise of Power Condition.

If the Lead Investigator gains the Condition, another investigator may spawn a number of Gates as indicated by the Reference card to gain a Promise of Power Condition.

If that investigator gains the Condition, a third investigator may advance  Doom by 2 to gain a Promise of Power Condition.
Space 19

## Map Location

Eastern Siberia is a  Wilderness space on the World Map. It is represented by the Space 19 on the board, connected to:

* Shanghai by a Train path.
* Tokyo by a Ship path.
* Tunguska by a Train path.
* Space 1 by a Ship path.

## Encounters

### Wilderness Encounters

As Space 19 is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Exploring the Caverns or Hyperborean Aurora Mysteries, thus it can be encountered.
* A  Rumor token may be placed on this location through Return of the Ancient Ones Mythos card; it can therefore be encountered.
* Yeb Epic Monster may spawn on this space and can be encountered.

## Real World Location

Based on it's far eastern location, this is probably Beringovsky, Russia.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Beringovsky location on  *Google Maps*.
Tasks

**Tasks** are a type of asset that can be acquired in Eldritch Horror.

Tasks are similar to other Assets and can be obtained through various means. Some Investigators may start the game with one, or acquire them through other card effects.
Tasks differ from other assets in the sense that they require a certain action to be accomplished in order to complete them and gain their benefit. This requirement can be as simple as moving to a certain location, or may be conditional, such as resolving a test while using a Rest action or casting a Spell.
Some tasks are simple, have only one action, and provide their benefit once completed. These tasks are normal assets, and can be obtained through Acquire Assets.

 Zoey Samaras may spend an action to gain a Task Unique Asset if she has less than two Tasks Assets (including Tasks Unique Assets).

## Task Unique Assets

Task unique assets are flipped when completed. They have multiple versions; an investigator does not know what their reward will be until they complete the task.
Many of these tasks give the option of completing them multiple times before flipping, usually stacking tokens on the card. When the investigator flips the card the reward may be higher. Tasks with many tokens can have extremely powerful effects, such as blessing every investigator, closing multiple gates, or completing mysteries.
Seeds of Darkness

## Flavor Text

*Geologists around the world are reporting the discovery of mysterious, small, black stones. The winds seem to carry them around the world from Antarctica, or possibly the Himalayas.*
## Adventure Conditions

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

When this Adventure is completed, retreat  Doom by 1; then draw a random *Antarctica II* Adventure.

As an encounter, an investigator on The Himalayas may examine the mysterious black seeds that have been discovered ().

If he passes, he discovers the substance is alive and hostile; complete this Adventure.
## Availability

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

## Flavor Text

*The librarian looks you up and down unenthusiastically.*

*"Name?" She asks, deadpan.*

*You tell her. She lets out a long, irritated sigh that seems to go on for an eternity as she pulls a key from her desk drawer, all the while never breaking her gaze from you, never blinking. She extends the key towards you.*

*You reach out to take it, uttering a stilted "thanks," but she retains her titanic grip on the key. She holds out the palm of her other hand and looks at you expectantly.*

*You sigh and reach for your wallet.*

## Prelude Conditions

During this game, if an Asset would be placed on a space of the reserve, you may place 1 random Spell from the deck faceup on that space instead.

Spells in the reserve can be gained as part of the Acquire Assets Action. Each Spell in the reserve has a value of 1. As an additional cost to gain the Spell, you must spend  1 Sanity.
The Hubris of Man

## Flavor Text

*Once thought to be myth, a key of insurmountable power might be used to release humanity from the shackles that bind it to the Dreamlands, stifling Hypnos' captivating lullaby.*

## Mystery Text

If an investigator would gain an Artifact, he may gain the Elder Key Artifact instead.

As an encounter, an investigator that has the Elder Key artifact and is on Unknown Kadath may attempt to free humanity from the grasp of Hypnos (-1). If he passes, he may spend  Clues equal to  and discard 1 Task Asset to solve this Mystery.
Sealing the Old Ones

## Rulings, clarifications, and reminders

Flipping a Ritual or Incantation Spell and resolving the effects on its back is part of that Spell's effect. The entire Spell effect, including the back of the card, must be resolved before the effect of Sealing the Old Ones is resolved. If the Spell effect causes you to discard the Spell, you will not be able to place an  Eldritch token on the task.

## References

1. ↑ Official answer from Nikki Valens for Sealing the Old Ones on  *BoardGameGeek*.