recursal/Fanatic-Fandom huggingface dataset:
Innsmouth Look

Some people, unbeknownst to them, are descended from the horrible Deep Ones. These people have the "Innsmouth Look" and certain events may cause their abominable genes to manifest, transforming them into full Deep Ones.

## Use in Game

These cards are only used with the Innsmouth board. Sometimes an investigator will be instructed to draw one or more Innsmouth Look cards. That player then shuffles up the **Innsmouth Look** cards and draws as many cards as instructed, all at once. If none of them indicate that he has the Innsmouth Look, nothing happens and the cards are returned to the deck. However, if the card that indicates the investigator has the Innsmouth Look is drawn, follow the instructions on that card before returning all of the Innsmouth Look cards to the deck.

New Innsmouth Look cards were added in the Miskatonic Horror expansion. These cards have other effects and usually require additional Innsmouth Look cards to be drawn.

## List of Innsmouth Look cards

Innsmouth Look CardsInnsmouthLookBack.pngBackInnsmouthLookFront.pngFront, you do not have the Innsmouth LookInnsmouthLookDevoured.pngFront, you have the Innsmouth Look
Blood Offering

File:CultEncounter4.png
**Blood Offering** is a cult encounter. It first appeared in The Black Goat of the Woods expansion.

## Card info

*"Service demands sacrifice."*

Either discard 1 Ally, discard 2 toughness worth of monster trophies, or lose 3 Stamina. If you cannot or will not do any of these things, discard your Cult Membership and move to the street.
Investigator marker

AmandaSharpeMarker.pngAmanda SharpeAshcanPeteMarker.png"Ashcan" PeteBobJenkinsMarker.pngBob JenkinsCarolynFernMarker.pngCarolyn FernDarrellSimmonsMarker.pngDarrell SimmonsDexterDrakeMarker.pngDexter DrakeGloriaGoldbergMarker.pngGloria GoldbergHarveyWaltersMarker.pngHarvey WaltersJennyBarnesMarker.pngJenny BarnesJoeDiamondMarker.pngJoe DiamondKateWinthropMarker.pngKate WinthropMandyThompsonMarker.pngMandy ThompsonMichaelMcGlenMarker.pngMichael McGlenMontereyJackMarker.pngMonterey JackSisterMaryMarker.pngSister MaryVincentLeeMarker.pngVincent Lee DianaStanleyMarker.pngDiana StanleyJacquelineFineMarker.pngJacqueline FineJimCulverMarker.pngJim CulverLeoAndersonMarker.pngLeo AndersonMarieLambeauMarker.pngMarie LambeauMarkHarriganMarker.pngMark HarriganRitaYoungMarker.pngRita YoungWilsonRichardsMarker.pngWilson Richards CharlieKaneMarker.pngCharlie KaneDaisyWalkerMarker.pngDaisy WalkerLilyChenMarker.pngLily ChenLolaHayesMarker.pngLola HayesLukeRobinsonMarker.pngLuke RobinsonRexMurphyMarker.pngRex MurphyTonyMorganMarker.pngTony MorganWendyAdamsMarker.pngWendy Adams AgnesBakerMarker.pngAgnes BakerAkachiOnyeleMarker.pngAkachi OnyeleFinnEdwardsMarker.pngFinn EdwardsGeorgeBarnabyMarker.pngGeorge BarnabyHankSamsonMarker.pngHank SamsonMinhThiPhanMarker.pngMinh Thi PhanNormanWithersMarker.pngNorman WithersPatriceHathawayMarker.pngPatrice HathawayRolandBanksMarker.pngRoland BanksSilasMarshMarker.pngSilas MarshSkidsOTooleMarker.png"Skids" O'TooleTommyMuldoonMarker.pngTommy MuldoonTrishScarboroughMarker.pngTrish ScarboroughUrsulaDownsMarker.pngUrsula DownsWilliamYorrickMarker.pngWilliam YorickZoeySamarasMarker.pngZoey Samaras
George Barnaby

**George Barnaby** is an investigator. He first appeared in the Innsmouth Horror expansion.

George Barnaby investigator sheet back.
George Barnaby investigator sheet front.

## Sheet info

**Occupation:** the Lawyer

**Home:** Library

**Unique Ability**: Knowledge is Power - Any Phase: When spending a Clue token to add to a skill check, George may add +1 to the result of one of his rolled dice instead of rolling an extra die.

Bail Out - Any Phase: George may spend $2 to prevent any investigator from being arrested, including himself.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $7

* 1 Special (Retainer)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Spell
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsGeorgeBarnabyBack.png
File:PsGeorgeBarnabyFront.png
File:PsGeorgeBarnabyPassed.png
File:PsGeorgeBarnabyFailed.png

**The Story So Far:** George Barnaby always had the need for control - control of his life and of his surroundings. That's why, after spending a month in jail at the age of 19 for a crime he didn't commit, George became a lawyer.

Possessing a keen mind and a charismatic personality, he found that he excelled in his chosen field and soon rose to a position of power and wealth. George enjoyed the challenge of practicing law, and the years rolled past in a pleasant blur until he was ready to retire. He figured that he and his wife, Maria, would buy a boat and sail around the world.

That was before the night when his home was invaded, his wife was murdered, and his house was burned to the ground by two men wearing strange amulets.

Now, he has tracked these men to the city of Arkham. They will pay for making him feel helpless, and for taking away his dear, sweet Maria. after all, if there's one thing lawyers are known for, it's collecting debts that are owed to them.
Escape from Arkham Asylum!

File:Mythos133.png
**Escape from Arkham Asylum!** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** Collect up to 3 Maniacs, drawing them first from the monster cup, then from the Outskirts, then from those claimed as trophies. Place them all in the Downtown streets.

Investigators who defeat all 3 Maniacs before the end of next turn may draw 1 Exhibit Item. Leave this card in play until then to indicate this.

**Flavor Text:** The inmates at the Asylum all begin chanting in an ancient language, and overpower the orderlies! *"Nephren-Ka! Nephren-Ka!"* The streets flood with the insane.
Exhibit Encounter

**Exhibit Encounter** is a special card. It first appeared in The Curse of the Dark Pharaoh (Revised Edition) expansion.

When an investigator is in a street area with the Ancient Whispers marker during the Arkham Encounters Phase, he draws a card from the Exhibit Encounter deck. It will describe an action the investigator needs to perform to gain an Exhibit Item. Once this is resolved, the Ancient Whispers marker is moved to the street area indicated at the bottom of the card.
Eltdown Shards

File:EltdownShards.png
**Eltdown Shards** is a unique item. It first appeared in the Kingsport Horror expansion.

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, remove one doom token from the doom track, discard Eltdown Shards and lose 2 Sanity. If you fail, nothing happens.

**Price**: $5
Item

**Item** refers to common items, exhibit items and unique items investigator cards. Spells are also counted as items, as are the Deputy of Arkham's revolver and Patrol Wagon.

CommonItemBack.pngCommon itemsExhibitItemBack.pngExhibit itemsSpellCardBack.pngSpellsUniqueItemBack.pngUnique items
## List of item types

* Combat spells (one- and two-handed)
* Magical effect spells
* Masks
* Missions
* Tasks
* Tomes
* Weapons
	+ Magical
	+ Physical
	+ Handless
	+ One handed
	+ Two handed
Downtown

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

## Locations

* Arkham Asylum
* Bank of Arkham
* Independence Square

## Encounters

DowntownBack.pngDowntown1.pngDowntown2.pngDowntown3.pngDowntown4.pngDowntown5.pngDowntown6.pngDowntown7.pngDowntown8.pngDowntown9.pngDowntown10.pngDowntown11.pngDowntown12.pngDowntown13.pngDowntown14.pngDowntown15.pngDowntown16.pngDowntown17.pngDowntown18.pngDowntown19.pngDowntown20.pngDowntown21.pngDowntown22.pngDowntown23.pngDowntown24.pngDowntown25.pngDowntown26.pngDowntown27.pngDowntown28.pngDowntown29.pngDowntown30.pngDowntown31.pngDowntown32.pngDowntown33.pngDowntown34.pngDowntown35.pngDowntown36.pngDowntown37.pngDowntown38.pngDowntown39.png
French Hill

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

## Locations

* Silver Twilight Lodge
	+ Inner Sanctum
* The Witch House

## Encounters

FrenchHillBack.pngFrenchHill1.pngFrenchHill2.pngFrenchHill3.pngFrenchHill4.pngFrenchHill5.pngFrenchHill6.pngFrenchHill7.pngFrenchHill8.pngFrenchHill9.pngFrenchHill10.pngFrenchHill11.pngFrenchHill12.pngFrenchHill13.pngFrenchHill14.pngFrenchHill15.pngFrenchHill16.pngFrenchHill17.pngFrenchHill18.pngFrenchHill19.pngFrenchHill20.pngFrenchHill21.pngFrenchHill22.pngFrenchHill23.pngFrenchHill24.pngFrenchHill25.pngFrenchHill26.pngFrenchHill27.pngFrenchHill28.pngFrenchHill29.pngFrenchHill30.pngFrenchHill31.pngFrenchHill32.pngFrenchHill33.pngFrenchHill34.pngFrenchHill35.pngFrenchHill36.pngFrenchHill37.pngFrenchHill38.pngFrenchHill39.png
Campus Security Increased!

File:Mythos12.png
**Campus Security Increased!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** All monsters in the Miskatonic U. Streets or Locations are returned to the cup.
Horrifying Sight!

File:Mythos84.png
**Horrifying Sight!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill

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

Monster Movement

**Mythos Ability:** The first player must choose one investigator (even himself). That investigator loses 3 Sanity.
Horror

**Horror** is a term used in several places in the Arkham Horror board game. It may refer to:

## Game expansions

* Dunwich Horror - an expansion for the Arkham Horror boardgame.
* Innsmouth Horror - an expansion for the Arkham Horror boardgame.
* Kingsport Horror - an expansion for the Arkham Horror boardgame.

## Game mechanics

* Horror check - a mechanic used during combat.
* Dunwich Horror token - a game mechanic used with The Dunwich Horror.

## Monsters

* Hunting Horror - a monster.
* The Dunwich Horror - a special monster introduced in the Dunwich Horror expansion.

## Cards

* Horror at Groundbreaking! - a mythos card

## Other

* Arkham Horror Wiki - information about this wiki.
Game Setup

## Overview of Game Setup

Setting up the base game involves the following steps:

1. Prepare Playing Area
2. Place Initial Clues
3. Choose First player
4. Choose Investigators; either:
	* Randomly deal out Investigator sheets (Standard play), or
	* Choose investigators, beginning with first player (Official alternative), or
	* Deal out two or more investigators for each player to choose from (Unofficial alternative)
5. Reveal Ancient One; either:
	* Randomly deal one Ancient One sheet (Standard play), or
	* Players may collectively select an Ancient One (Official alternative)
6. Lay out Investigator-related and Mythos-related Decks
7. Investigators receive Fixed Possessions
8. Shuffle Investigator Decks
9. Investigators receive Random Possessions
10. Finish Investigator Setup
11. Create Monster cup
12. Shuffle Mythos-related Decks
13. Place Investigator Markers
14. Draw and Resolve First Mythos card as in Mythos Phase

**Note:** The resolution of the initial Mythos card begins the game itself. This proceeds exactly as in the normal Mythos Phase of gameplay with two exceptions:
1) If the first Mythos card drawn is a Rumor, discard it and draw again until you have drawn a Mythos card other than a Rumor.
2) If the first Mythos card does not open a gate (such as a double-doom or Next Act Begins card), discard it and draw again until you have drawn a Mythos card depicts a gate.

These rules avoids imbalancing the game from the beginning. All other instructions or features of the card are resolved in order as in the normal Mythos Phase, particularly opening a Gate and placing the first Doom token on the Doom track

This overview incorporates the Game Setup portion of the official Rule Changes
Harried

File:Harried.png
**Harried** is a Detriment card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Upkeep**: Before adjusting skills, you must make a Will (-1) check. If you fail, your focus is reduced by 1 for this turn (minimum 0).

Discard this card if you are ever in a street or location with more than 1 monster.
Glaaki

File:Glaaki2.png
**Glaaki** is an Ancient One. He first appeared in the Dunwich Horror expansion.

## Sheet info

**Combat rating**: -5

**Defenses**: Physical Resistance

**Worshippers**: Glaaki's worshippers are relentless undead creatures. Cultists are Undead and stalkers. Place the 5 Servant of Glaaki monsters on this sheet. Servants of Glaaki that are defeated return to this sheet. They can never be claimed as trophies.

**Power**: Undead Servants - While Glaaki stirs in his slumber, each time an Ally is discarded or removed from the game, draw a mythos card and place a random Servant of Glaaki on the gate location shown (even if it is sealed). If all 5 Servants of Glaaki are already on the board, Glaaki immediately awakens. If an investigator is devoured, raise the terror level by 2.

**Attack**: Raise the terror level by 1. If it is 10 or higher, all investigators are devoured.

**Doom Track**: 12

## Plots

EpicBattleGlaakiBack.pngEpicBattleGlaaki1.pngEpicBattleGlaaki2.pngEpicBattleGlaaki3.png
## Mythos Source

Glaaki first appeared in *The Inhabitant of the Lake* (1964), written by Ramsey Campbell.
Gate Trophy

File:LurkerGMBack.png
A **gate trophy** is a gate marker earned by players for closing or sealing gates. When a player successfully closes a gate, they take the gate marker as a trophy and keep it with the rest of their tokens, cards, and other items. Gate trophies can be traded at certain locations in exchange for special items or events. For example - the Science Building allows investigators to exchange gate trophies for clue tokens.

Spent gate trophies are returned face down to the bottom of the pile of unused gate markers.

The Close the Gates victory condition requires the players to have at least as many unspent gate trophies as there are players; the trophy from the last gate closed counts.

The player with the most gate trophies after a victory is the First Citizen of Arkham.

Each unspent gate trophy adds one when using the optional victory scoring rule.

## See also

* Gate
* Gate marker
Inner Beast

File:InnerBeast.png
**Inner Beast** is a magical effect type of special card. It first appeared in The King in Yellow expansion.

## Card info

**Type**: Magical effect

**Bonus**:

* +1 Maximum Stamina
* -2 Maximum Sanity
* +2 to Combat checks

**Movement**: You receive 1 extra movement point.

Discard this card if your Summon the Beast Within is refreshed or leaves your possession.
Intervene

File:Intervene.png
**Intervene** is a spell. It first appeared in the The Lurker at the Threshold expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 2

**Casting phase**: Any Phase

**Effect**: Cast and exhaust before an investigator makes a **Combat check** to give that investigator +3 to the check.

**Hands**: 2
Lodge Members Watch the Night!

File:Mythos32.png
**Lodge Members Watch the Night!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Unvisited Isle

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

Monster Movement

**Mythos Ability:** All monsters in the French Hill streets or locations are returned to the cup.
Heart Damage

**Heart Damage** is an injury. It first appeared in the Miskatonic Horror expansion.

## Card info

Treat all monsters you combat as having the **Overwhelming 1** ability (or, if the monster already has the **Overwhelming** ability, add one to its current **Overwhelming** ability).

Treat this card as a duplicate of the **Delirium** Madness card for purposes of being **devoured.**.
Infamous play

An **infamous play** titled "The King in Yellow" has started in Arkham. The play, when read or viewed, has a mysterious power to unhinge the mind. But who would believe such a preposterous notion? It is up to investigators to uncover the truth behind the "King in Yellow", and to stop the dark powers that it may awaken.

## Setup

Act cards are placed in a small deck in numerical order, starting with Act I on top and ending with Act III on the bottom. To play without this additional pressure on the investigators, simply remove the six "The Next Act Begins!" Mythos cards from the Mythos deck.

## Gameplay

Each time one of the six Mythos cards entitled "The Next Act Begins!" is drawn and resolved, the top card of this Act deck enters play. While Act I and Act II each list a way for the investigators to prevent them from entering play, Act III cannot be stopped once it has begun. Should Act III ever enter play, an enormous charity performance of "The King in Yellow" takes place in Arkham, driving the townsfolk mad and destroying the city. In that case, the investigators immediately lose the game.

## Act cards

ActCard1Back.pngActCard2Back.pngActCard3Back.pngActCard1.pngActCard2.pngActCard3.png
Evade check

An **Evade check** is a special type of Sneak check used to determine an Investigator's success or failure in evading a monster, and sometimes in other gameplay.

The value used for the Evade check is determined by adding the investigator's net Sneak  skill value with any special Sneak or Evade adjustments they may have from Skills, Allies, or other cards, and finally adding or subtracting any special adjustment for this check. This total gives the number of dice used for the Evade check.

Normally passing the Evade check requires only one success.

## Evade Checks against Monsters

In an **Evade check** against a monster during the Movement phase or Combat, the enemy's Awareness is added or subtracted from the value used, to give the total number of dice for the Evade check.

To succeed in the Evade check against a monster, an investigator must roll at least one success. Any roll which fails to make the necessary number of successes is a failure, and the investigator must take stamina damage from the monster's attack (barring any special abilities which enforce different rules).
Joining the Winning Team

File:JoiningTheWinningTeam.png
**Joining the Winning Team** is a unique item. It first appeared in the Dunwich Horror expansion.

## Card info

**Type**: Mission

1. St. Mary's Hospital
2. Arkham Asylum
3. South Church
4. Lost in Time and Space

**Sacrifice**: 1 Ally

**Effect**: You win the game. Any other investigators lose the game.

**Price**: $3
Gate marker

**Gate markers** (or *gate tokens*) are game pieces used to represent open gates. At the beginning of the game all gate markers are shuffled and placed face down in a pile. These markers are referred to as the 'unused gate markers'. Later, when a new gate is opened during play, a random gate marker is drawn from the pile of unused markers and placed on a specific location. Each gate marker indicates an Other World to which it leads as well as a modifier added to checks made to close the gate. If an investigator successfully closes the gate, the gate marker is removed from the board and the player is given the marker as a gate trophy.

If a mythos card indicates that a gate should spawn at a certain location but there are no more unused gate markers left in the pile, the Ancient One immediately awakens.

When a gate is closed or sealed, all monsters in Arkham, the Sky, and the Outskirts that have the same dimensional symbol as the gate marker are removed from the board and returned to the monster cup.

## Original Gate Markers

Gate marker backAnother DimensionAnother TimeAnother TimeGreat Hall of CelanoLost CarcosaLost CarcosaPlateau of LengR'lyehThe AbyssCity of the Great RaceThe DreamlandsThe UnderworldThe UnderworldUnknown KadathUnknown KadathYuggoth
## Lurker at the Threshold Gate Markers

LurkerGMBack.pngGate marker backLurkerGMAnotherDimensionMoving.pngAnother Dimension (Moving Gate)LurkerGMAnotherTimeBlood.pngAnother Time (Gate of Blood)LurkerGMCityOfTheGreatRaceMonster.pngCity of the Great Race (Monstrous Gate)LurkerGMDreamlandsMoving.pngthe Dreamlands (Moving Gate)LurkerGMGreatHallOfCeleanoMadness.pngGreat Hall of Celeano (Gate of Madness)LurkerGMGreatHallOfCeleanoAndCityOfTheGreatRace.pngSplit Gate: Great Hall of Celeano *and* the City of the Great RaceLurkerGMLostCarcosaMadness.pngLost Carcosa (Gate of Madness)LurkerGMLostCarcosaAndAnotherTime.pngSplit Gate: Lost Carcosa *and* Another TimeLurkerGMPlateauOfLengBlood.pngPlateau of Leng (Gate of Blood)LurkerGMPlateauOfLengAndDreamlands.pngSplit Gate: Plateau of Leng *and* the DreamlandsLurkerGMRlyehDevouring.pngR'lyeh (Devouring Gate)LurkerGMTheAbyssDoom.pngThe Abyss (Gate of Doom)LurkerGMTheAbyssAndRlyeh.pngSplit Gate: The Abyss *and* R'lyehLurkerGMTheUnderworldBlood.pngThe Underworld (Gate of Blood)LurkerGMUnknownKadathMadness.pngUnknown Kadath (Gate of Madness)LurkerGMUnknownKadathAndTheUnderworld.pngSplit Gate: Unknown Kadath *and* the UnderworldLurkerGMYuggothEndless.pngYuggoth (Endless Gate)LurkerGMYuggothAndAnotherDimension.pngSplit Gate: Yuggoth *and* Another Dimension
Fourth of July Parade!

File:Mythos19.png
**Fourth of July Parade!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Witch House

**Clue Appears At:** \*Black Cave

Monster Movement

**Mythos Ability:** Investigators cannot move into or out of the Merchant Dist. streets until the end of next turn. Leave this card in play until then to indicate this.
Investigator

**Investigators** explore the city, encountering places, people, and creatures both normal and mundane. Through these adventures, the investigators hope to gain the clues and resources needed to confront and ultimately thwart the mythos threat.

Early in the game, investigators seek to avoid more powerful monsters while moving around the city to gather weapons, spells, clues, and other items they will need.

Later, the investigators attempt to close a few gates and seal some of the most active gates.

Finally, once several gates have been sealed and the investigators have acquired valuable weapons, spells, clues, and allies, they make one last, desperate assault on the mythos, attempting to close or seal the final gates. Either they succeed and the world survives, or they fail and the Ancient One awakens for the climactic battle.

Be warned: If the Ancient One awakens, the investigators are in for the fight of their lives!

## Investigator Characteristics

Each investigator has some unique combination of characteristics which may make them more or less effective in different roles. Due to their statistics and abilities, some investigators will have particular advantages in casting spells, others in physical combat against monsters, others in traveling through the Other Worlds or closing gates, and so on.

### Statistics

Each investigator starts with a certain maximum Sanity and Stamina rating.

Additionally, each investigator has a certain combination of 3 paired Skill value ratings (Speed/Sneak, Fight/Will, Lore/Luck) and a specific Focus value allowing him or her to change them during the Upkeep Phase.

### Special Ability

Each investigator has a unique special ability or occasionally more than one, usually conceptually related to their occupation. This special ability gives the investigator a unique advantage of some kind, sometimes with a corresponding disadvantage.

### Fixed Possessions

Each investigator starts with a certain list of possessions, including a specific amount of money, and sometimes specific Common items, Unique items, Spells or Clue tokens.

### Random Possessions

Most investigators also receive a certain number of possessions, such as Common items, Unique items, Spells and Skills which are randomly drawn from their respective card decks.

## Notes

Investigators that start with an:

Ally: "Ashcan" Pete (Duke), Charlie Kane, Leo Anderson, Roland Banks

Bank Loan: Finn Edwards

Blessing: Sister Mary

Curse: Rex Murphy

Gate Trophy: Akachi Onyele

Monster Trophy: William Yorick

Retainer: Darrell Simmons, George Barnaby, Rita Young

Silver Twilight Lodge Membership: Diana Stanley

Skill (Fixed; no random): Lily Chen
Eerie Coincidences

File:MythosEerieCoincidences.png
**Eerie Coincidences** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square and The Witch House

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

* Black Cave

Monster Movement

**Mythos Ability:** Two Gates open this turn, but no doom tokens are added to the doom track.
Cops Sweep Kingsport!

File:Mythos105.png
**Cops Sweep Kingsport!** is a mythos card. It first appeared in the Kingsport Horror expansion.

## Card Information

**Mythos Type:** Headline

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

**Clue Appears At:** \*Police Station

* Central Hill Streets

Monster Movement

**Mythos Ability:** All monsters in Kingsport street areas or locations are returned to the monster cup.
League

File:Arkham-league-logo-1.png
File:Logo-Liga-600.png

All the guidelines for the League can be found here.

## Scores

All the scores as of 12/24/08 can be found here:

* 2 Investigator Teams (png, 270 kb)
* 3-4 Investigator Teams (png, 1.15 mb)
* 5-6 Investigator Teams (png, 464 kb)
* 7-8 Investigator Teams (png, 135 kb)
* Overall Standings (png, 2.04 mb)
Footprints on Shore!

File:Mythos210.png
**Footprints on Shore!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Devil Reef

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

Monster Movement

**Mythos Ability:** It seems that 2 monsters have come ashore in the Innsmouth Shore streets.
Feeding the Mind (Revised)

File:FeedingTheMindRevised.png
**Feeding the Mind (Revised)** is a spell. It first appeared in the The Curse of the Dark Pharaoh (Revised Edition) expansion.

## Card info

**Casting Modifier**: -2

**Sanity Cost**: 0

**Casting phase**: Upkeep

**Effect**: You may cast and exhaust, then spend up to 3 Stamina. For each Stamina sacrificed, gain 2 Sanity.

**Hands**: 0
Magical Effect

**Magical Effect** cards are placed with the other special investigator cards (Deputy of Arkham, Bank Loan, Blessing/Curse, etc.). They were introduced in the The King in Yellow expansion. They represent lasting effects caused by certain spells in the Spell deck. When the appropriate spell is cast, the casting investigator simply takes the magical effect card indicated by the spell. (For example, casting Call the Azure Flame allows an investigator to take a copy of the Azure Flame magical effect card. Magical effects do not count as items and are typically discarded if the spell that created them is refreshed or lost, but they use “hands” in combat like an item or spell. Magical Resistance and Magical Immunity do apply against Combat check bonuses granted by magical effects.

## List of Magical Effects

* Azure Flame
* Inner Beast
* Third Eye
First National Grocery

The **First National Grocery** is an Innsmouth location in the Factory District neighborhood. It first appeared in the Innsmouth Horror expansion.

## Special Encounter

**Food and Gossip:** Instead of having an encounter here, you may spend $1 to search the Common Item deck for a "Food" or "Research Materials" card.

## Historical Note

The First National Grocery was a real world grocery chain founded in 1900.
Lily Chen

**Lily Chen** is an investigator. She first appeared in the Kingsport Horror expansion.

Lily Chen investigator sheet back.
Lily Chen investigator sheet front.

## Sheet info

**Occupation:** the Martial Artist

**Home:** Ye Olde Magick Shoppe

**Unique Ability**: Yin and Yang - When spending Focus, Lily may adjust her maximum Sanity and Stamina as though they were skills.

Each time Lily increases her maximum Sanity, she gains 1 Sanity. Each time she increases her maximum Stamina, she gains 1 Stamina.

Lily's current Sanity or Stamina can never exceed her maximum Sanity or Stamina.

Status

* Sanity: 4-7
* Stamina: 7-4

Fixed Possessions

* $4

* 2 Clue tokens
* 1 Skill (Martial Arts)

Random Possessions

* 1 Spell

* 1 Common item

**Focus:** **2**

### Personal Story

File:PsLilyChenBack.png
File:PsLilyChenFront.png
File:PsLilyChenPassed.png
File:PsLilyChenFailed.png

**The Story So Far:** Lily Chen had an unusual childhood, to put it mildly. She was born in mainland China, and on the next day, a group of monks arrived at her home, asking if any children had been born there the night before. The monks were seeking a child of prophecy, and although they were surprised to find that she was a girl, they wished to take and train her at their monastery. Her parents, both poor and devout, agreed, after making sure she would be well cared for.

The monks began her on a rigorous training program nearly as soon as she could walk, teaching her every martial arts technique they could, going so far as to invite instructors from other countries to teach her. She knew from a young age that she was fated to perform an incredibly dangerous task when the time came, so she pursued her studies with a will. Lily learned not only a myriad of deadly unarmed combat techniques, but also how to link her mind to her body on a fundamental level, each supporting the other.

Finally, last month, it happened. One of the monks awoke from his meditations screaming, "The Great Eye is opening! The final days are upon us!" before falling dead.

Now, Lily stands inside a magic shop in Arkham, hoping to find someone or something that will aid her in fulfilling her destiny.

## Errata

After moving her maximums slider, Lily Chen only restores her stamina/sanity based on its final position (she does not heal 1 point for each notch moved). Additionally, if one of her maximums increases by more than 1 at once, she only restores 1 point of that type.
Dunwich Horror token

**Dunwich Horror Tokens** track the progress of the Dunwich Horror track.

Whenever a monster enters a vortex on the Dunwich board, a token is added to the track and the terror level increased by 1

When the track is full, the Dunwich Horror monster marker is placed on Sentinel Hill.

If the Dunwich Horror is defeated, then the tokens are removed from the board.
Falcon Point

**Falcon Point** is an Innsmouth aquatic location in the Innsmouth Shore neighborhood. It first appeared in the Innsmouth Horror expansion.

## Special Encounter

**Boat Charter:** During the **Movement Phase**, you may spend $2 to move to any aquatic location and have an encounter there (if applicable), or move any other investigator in an aquatic location to Falcon Point. Investigators may not move any further after moving with this location ability.
Komisja Rewizyjna

**Komisja Rewizyjna** - organ kontrolny niezależny od innych organów Samorządu. Składa się ona z trzech członków. Członkami Komisji Rewizyjnej mogą być tylko byli członkowie Prezydium, którzy uzyskali absolutorium za przynajmniej jedną pełną kadencję.

Członkowie Komisji Rewizyjnej są powoływani na dwuletnią kadencję i są niezależni w wykonywaniu swych funkcji i nieodwoływalni.

Członek Komisji Rewizyjnej może zażądać dostępu do każdego dokumentu będącego w dyspozycji organu Samorządu Studentów w ciągu roku od jego wydania lub wystawienia. Organ jest zobowiązany wydać dokument niezwłocznie, nie później niż w ciągu 7 dni od dnia wyrażenia żądania. Organ może zamiast wydania dokumentu przedstawić członkowi komisji rewizyjnej jego kopię lubodwzorowanie cyfrowe.

## Kompetencje Komisji Rewizyjnej

Komisja Rewizyjna:

* kontroluje działania Samorządu z punktu widzenia legalności, gospodarności, rzetelności, celowości i dochowania należytej staranności;
* inicjuje postępowania wnioskowe w zakresie swojej właściwości;
* wydaje zalecenia dla organów Samorządu;
* podejmuje uchwałę w sprawie wyrażenia opinii w sprawach wyborczych w terminie 3 dni roboczych od wpływu wniosku przewodniczącego Komisji Wyborczej; niepodjęcie uchwały w terminie jest równoważne z opinią pozytywną;
* opiniuje akty prawne określone w § 9 ust. 3 pkt 15 i § 11 ust. 4 pkt 10-13;
* wykonuje wszelkie inne zadania i kompetencje wynikające z Regulaminu.

## Kadencja 2018/2019

* Michał Gałagus - przewodniczący
* Arkadiusz Kamiński - sekretarz
* Bogdan Marek - członek (skrócona kadencja)
Lost Carcosa

**Lost Carcosa** is an Other World from the Expansion Dunwich Horror. It is the setting of the infamous play, The King in Yellow, and is the domain of the Ancient One Hastur.

## List of other world encounters

Gate49.pngGate51.pngGate52.pngGate53.pngGate54.pngGate55.pngGate56.pngGate57.pngGate74.pngGate75.pngGate76.pngGate77.pngGate78.pngGate79.pngGate80.pngGate81.png
"Ashcan" Pete

**"Ashcan" Pete** is an investigator. He first appeared in the Arkham Horror board game.

## Sheet info

**Occupation:** the Drifter

**Home:** River Docks

**Unique Ability**: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $1

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Skill

**Focus:** **1**

### Personal Story

**The Story So Far:** When you've lived on the streets as long as Pete has, you see things. Things that would drive braver men screaming into the night. But you also learn to be quiet, to stay hidden, and to play stupid if all else fails. It also helps to have a good dog, like Duke, to scare away the meaner elements of the street.

Unfortunately, this time, Pete can't hide, and there's nothing Duke can do to protect him. His nightmares have been growing steadily worse over the last month, driving him all the way here... to Arkham. Even the whiskey isn't helping much anymore. Soon, he won't be able to sleep at all. Still, there are always opportunities for a man who knows how to stay quiet... as long as he isn't too picky.

## Clarification

Pete starts with 5 sanity even while Duke normally only add maximum sanity.
Horror at Groundbreaking!

File:Mythos30.png
**Horror at Groundbreaking!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Historical Society

**Clue Appears At:** \*Silver Twilight Lodge

Monster Movement

**Mythos Ability:** An ancient stone is disturbed by the construction, releasing 2 monsters into the Miskatonic U. streets.
Good Traveling Conditions

File:Mythos81.png
**Good Traveling Conditions** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Gardner's Place

**Clue Appears At:** \*Cold Spring Glen

Monster Movement

**Mythos Ability:** Fight checks in Arkham are made at a -1 penalty. Speed checks in Arkham are made at a +1 bonus, and investigators receive 1 extra movement point. Monsters that move normally are fast.
Dunwich Horror

File:DunwichSymbol large.png
*Dunwich Horror may also refer to: The Dunwich Horror, a monster in the game, or The Dunwich Horror Herald.*

**Dunwich Horror** was the first board expansion released for the game Arkham Horror. Released in July 2006, it introduces several new game mechanics, such as Stalker monsters, Injuries, Madnesses, Conditions and Vortices. It also includes eight new Investigators and four new Ancient Ones.

## Components

* 1 Rulebook
* 1 Dunwich Expansion Game Board
* 8 Investigator Sheets
* 8 Investigator markers
* 8 Plastic Investigator Stands
* **152 Investigator Cards, including:**
	+ 24 Injury Cards
	+ 24 Madness Cards
	+ 15 Common items
	+ 25 Unique items
	+ 21 Spells
	+ 11 Skills
	+ 5 Allies
	+ 20 Special Cards:
		- 8 Sheldon Gang Membership Cards
		- 8 Rail Pass Cards
		- 4 Condition Cards
	+ 7 Replacement Arkham Horror Cards
* 4 Ancient One Sheets
* **180 Ancient One Cards, including:**
	+ 63 Arkham Location Cards
	+ 42 Dunwich Location Cards
	+ 36 Mythos Cards
	+ 32 Gate Cards
	+ 7 Dunwich Horror Cards
* 28 Monster markers
* 3 Dunwich Horror tokens
* 4 Gate markers
* 7 Rubble markers
Funnel Clouds

File:Mythos173.png
**Funnel Clouds** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Historical Society

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

Monster Movement

**Mythos Ability:** Any investigator who ends his movement in the streets must pass a **Luck (+1) check** or be **devoured**.

All flying monsters are returned to the monster cup.
Exhibit Item

File:ExhibitItemBack.png
**Exhibit Items** are a special card similar to Unique item; unlike Unique Items they have no monetary value. **Exhibit Items** were introduced in the Curse of the Dark Pharaoh expansion, and in the original edition they can only be gained through Arkham and Other World encounters, are most likely to be gained at Arkham locations with the Unique item symbol, and investigators will usually be given a choice between choosing an **Exhibit Item** and choosing a Unique Item.

In The Curse of the Dark Pharaoh (Revised Edition), **Exhibit Items** can also be gained through Exhibit Encounters. Most of the **Exhibit Items** from the original edition were changed or even replaced in the revised edition.

The Miskatonic Horror expansion added 5 additional **Exhibit Items**, which can be added to the original or revised edition **Exhibit Item** deck.
Factory District

**Factory District** is a neighborhood of Innsmouth. It first appeared in the Innsmouth Horror expansion.

## Locations

* First National Grocery
* Gilman House Hotel
* Marsh Refinery

## Encounters

FactoryDistrictBack.pngFactoryDistrict1.pngFactoryDistrict2.pngFactoryDistrict3.pngFactoryDistrict4.pngFactoryDistrict5.pngFactoryDistrict6.pngFactoryDistrict7.pngFactoryDistrict8.pngFactoryDistrict9.pngFactoryDistrict10.pngFactoryDistrict11.pngFactoryDistrict12.pngFactoryDistrict13.pngFactoryDistrict14.png
Innsmouth

The **Innsmouth** game board, from the Innsmouth Horror expansion, shows the village of **Innsmouth**.

Like Arkham, Dunwich and Kingsport, Innsmouth is divided into neighborhoods, each of which has between 2 and 3 important locations, as well as a street area. The three Innsmouth neighborhoods are:

* Church Green
* Factory District
* Innsmouth Shore

All locations in the Innsmouth Shore neighborhood, including the street area, are considered Aquatic locations.

The Innsmouth board also contains the Deep Ones Rising track and the Feds Raid Innsmouth track, which track new aspects of gameplay in the Innsmouth Horror expansion.

## Mythos Source

Innsmouth first appeared in *The Shadow Over Innsmouth* (1931), written by H.P. Lovecraft.
Forgery!

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

## Card Information

**Mythos Type:** Headline

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

**Clue Appears At:** \* 607 Water St.

* Gardners' Place or Historical Society

Monster Movement

**Mythos Ability:** Until the end of next turn, any time an investigator draws 1 or more Unique Items for any reason, he draws 1 fewer cards (to a minimum of 0). Leave this card in play to indicate this.
Feeding the Mind

File:FeedingTheMind.png
**Feeding the Mind** is a spell. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 0

**Casting phase**: Upkeep

**Effect**: You may cast, exhaust, and sacrifice an amount of Stamina up to the number of successes you rolled on your Spell check. For each Stamina sacrificed you gain 2 Sanity.

**Hands**: 0
Massa di Requiem per Shuggay

File:MassaDiRequiemPerShuggay.png
**Massa di Requiem per Shuggay** is a unique item. It first appeared in the Kingsport Horror expansion.

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 4 movement points to make a Will (-2) check. If you pass, discard Massa di Requiem per Shuggay, and the Ancient One immediately awakens. If you fail, nothing happens.

**Price**: $4

## Mythos Source

Massa di Requiem per Shuggay first appeared in the Call of Cthulhu RPG supplement *Mysterious Manuscripts* (1991).
Epic Battle

**Epic Battle** cards were introduced in the Kingsport Horror expansion. When using this variant, a new Epic Battle card is drawn each turn of Final Battle, after the Upkeep phase.

New types of Epic Battle cards were added in the Miskatonic Horror expansion: Battle Events, which have a one-off effect, and Battle Conditions which remain in play for the rest of the battle.
Lucky Rabbit's Foot

**Lucky Rabbit's Foot** is a common item. It first appeared in the The Black Goat of the Woods expansion.

 File:LuckyRabbitsFoot.png

## Card info

**Arkham Encounters**: After you draw an encounter card, exhaust and discard Lucky Rabbit's Foot to draw a different encounter card.

**Any**: Exhaust to gain +1 to a Luck check.

**Price**: $4
Luke Robinson

**Luke Robinson** is an investigator. He first appeared in the Kingsport Horror expansion.

Luke Robinson investigator sheet back.
Luke Robinson investigator sheet front.

## Sheet info

**Occupation:** the Dreamer

**Home:** The Dreamlands

**Unique Ability**: Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

*Luke starts in the first area of the Dreamlands. He begins the game delayed.*

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $6

* 1 Clue token
* 1 Unique item (Gate Box)

Random Possessions

* 1 Unique item

* 2 Spells
* 1 Skill

**Focus:** **1**

### Personal Story

File:PsLukeRobinsonBack.png
File:PsLukeRobinsonFront.png
File:PsLukeRobinsonPassed.png
File:PsLukeRobinsonFailed.png

**The Story So Far:** It was many years ago when Luke discovered the Dreamlands. He climbed down the Seventy Steps of Light Slumber, faced the judgement of Nasht and Kamen-Tha, and walked through the Doors of Sleep into another world.

There, Luke had grand adventures, returning each night while he slept to explore the strange and wonderful land he'd discovered. In time, he began to start seeking the deeper mysteries of the places he went and the beings he talked to. He peeled back layers of secrecy until he came across a great truth-- the Dreamlands were real and he could physically travel there.

Luke wasted no time. He settled his affairs in the waking world and gathered up the mystic puzzle box his Uncle had left him. Then, he traveled to the gateway he'd learned of and passed through it, for what he thought was for good.

But word has come to him in the golden fields of the Dreamlands that a great evil is awakening, and the waking world is in danger. So, gathering up his possessions once more, Luke prepares to return to Arkham to help defeat this ancient evil. After all, although New England may seem dull and provincial after the splendors of the Dreamlands, it's still home.
Infestation of Rats

**Infestation of Rats** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Gardners' Place or The Unnamable

**Clue Appears At:** Cold Spring Glen or Woods

Monster Movement

**Mythos Ability:** Each investigator in Ma's Boarding House or Velma's Diner at the end of the Mythos Phase, as well as each investigator in First National Grocery, Gilman House Hotel, or Innsmouth Jail on the Innsmouth Horror expansion game board at the end of the Mythos Phase, loses 1 Sanity.
Eihort

File:Eihort.png
**Eihort** is an Ancient One. He first appeared in the Kingsport Horror expansion.

## Sheet info

**Combat rating**: -4

**Defenses**: Physical Immunity

**Worshippers**: Eihort's worshippers are infested with his blood. Each time an investigator defeats a Cultist, that investigator gains a brood token.

**Power**: Eihort's Bargain - While Eihort stirs in his slumber, any investigator who seals a gate gains 1 brood token. Any brood tokens on an investigator who is devoured are immediately added to Eihort's doom track as doom tokens. Eihort can exceed 12 doom tokens on his doom track.

**Eihort's Brood**: Each time an investigator gains a brood token, roll a die. If the roll is lower than the number of brood tokens possessed by that investigator, he is devoured.

**Start of Battle**: When Eihort awakens, each investigator gains one brood token.

**Attack**: The first player gains one brood token.

**Doom Track**: 12

## Plots

EpicBattleEihortBack.pngEpicBattleEihort1.pngEpicBattleEihort2.pngEpicBattleEihort3.png
## Mythos Source

Eihort first appeared in *Before the Storm* (1980), written by Ramsey Campbell.
Ill Wind Grips Arkham!

File:Mythos28.png
**Ill Wind Grips Arkham!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** The first player must pass a **Luck (-1) check** or be *Cursed*

## Clarification

Despite the name of the card, the first player must pass the check even if he currently is in an other world.
Fund Drive for the Arts

File:Mythos146.png
**Fund Drive for the Arts** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Investigators in Arkham may immediately spend up to $1 for every Ally left in the Ally deck. For every $2 an investigator spends, he may draw one card from the Unique Item deck. He then takes one card from among those he has drawn and shuffles the rest back into the deck.

**Flavor Text:** The performance of the controversial "The King in Yellow" have increased local enthusiasm for the arts, and the Historical Society is taking advantage of it with a fundraising auction.
Lodge Member Held for Questioning!

File:Mythos33.png
**Lodge Member Held for Questioning!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Black Cave

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

Monster Movement

**Mythos Ability:** A Silver Lodge ritual lets 2 monsters loose in the French Hill streets.
Ma's Boarding House

**Ma's Boarding House** is an Arkham location in the Southside neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Michael McGlen
* Marie Lambeau
* "Skids" O'Toole

## Special Encounter

**Recruit:** Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take 1 Ally of your choice from the Ally deck.
Dunwich Villagers Drive Out Undesirables!

File:Mythos77.png
**Dunwich Villagers Drive Out Undesirables!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Independence Square

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

* Train Station

Monster Movement

**Mythos Ability:** All monsters in the Village Commons streets or locations are returned to the cup.
Flesh Ward

File:FleshWard.png
**Flesh Ward** is a spell. It first appeared in the Arkham Horror board game, but a corrected copy was included in the Dunwich Horror expansion.

## Card info

**Casting Modifier**: -2

**Sanity Cost**: 1

**Any Phase**: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens.

### Correction

The original card did not specify "Discard this spell if the Ancient One awakens." Also, the Sanity cost was zero.