recursal/Fanatic-Fandom huggingface dataset:
The Beast Under the City

## Flavor Text

*Confronting the shoggoths, you are paralyzed by their enormous size and strength. How did the elder things ever control such creatures? In the end, they couldn't be contained.*
## Adventure Conditions

When this card enters play, spawn the Rampaging Shoggoth Epic Monster on  City of the Elder Things.

When this Adventure is completed, advance the active  Mystery by 1.

When an investigator encounters the Rampaging Shoggoth Epic Monster, before resolving the  test, he may spend  1 Clue. If he does not spend the Clue, he fails the  test.

When the Rampaging Shoggoth Epic Monster is defeated, 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 Stone Circles

## Flavor Text

*Across the globe, Yog-Sothoth's worshipers gather at ancient places of power, each marked by a circle of massive stones, placed by unknown forces thousands of years ago.*

## Mystery Text

When this card enters play, place a number of  Eldritch tokens equal to half  each on a random space.

As an encounter, an investigator on a space containing an Eldritch token may attempt to disrupt the ritual (-1). If he passes, he may spend  2 Clues to place that Eldritch token on this card. If he fails, a Cultist Monster ambushes him!

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

*See also: Clues*

A Research Encounter is a type of Card that is used when playing Eldritch Horror. A player may choose to draw a Research Encounter if he is on a space with a  Clue token during the Encounter Phase.

Research Encounters are specific to the Ancient One that is in play during the game, and are set aside during game setup. Similar to a General Encounter, the player is given three options of  City,  Wilderness, or  Sea space, and picks the one that is appropriate to the space.

When an investigator encounters a Clue on the Antarctica side board, he does not resolve a Research Encounter for the chosen Ancient One. Instead, he draws and resolves an Antarctica Research Encounter. An Antarctica Research Encounter is considered a Research Encounter for all game effects.

In general, Research Encounters test one skill, usually , and if successful, will usually garner the player the  Clue on the space. If the test is failed, or the pass effect does not instruct the player to gain the clue, it remains where it is. Sometimes, a Research Encounter will give more than one Clue. If this is true, gather any extra clues from the Clue pool; do not take any clues from the board.

### Effects on Research Encounter

Some game components may have some diverse effects on Research encounters.

* Most of the Mysteries require to resolve Research Encounters to be solved.
* An investigator's ability may require to resolve a Research Encounter (e.g.  Harvey Walters).
* A Task or Rumor can require to resolve a Research Encounter (e.g. Light of Reason).
* An investigator can give some bonus when resolving Research Encounters under certain specific conditions (e.g.  Darrell Simmons).
* An Unique Asset can give a bonus when resolving Research Encounters (e.g. Anna Tilton)

## List of Research Encounter cards

###  Abhoth

*Main article: Abhoth Research Encounters*
###  Antediluvium

*Main article: Antediluvium Research Encounters*
###  Atlach-Nacha

*Main article: Atlach-Nacha Research Encounters*
###  Azathoth

*Main article: Azathoth Research Encounters*
###  Cthulhu

*Main article: Cthulhu Research Encounters*
###  Elder Things

*Main article: Elder Things Research Encounters*
###  Hastur

*Main article: Hastur Research Encounters*
###  Hypnos

*Main article: Hypnos Research Encounters*
###  Ithaqua

*Main article: Ithaqua Research Encounters*
###  Nephren-Ka

*Main article: Nephren-Ka Research Encounters*
###  Nyarlathotep

*Main article: Nyarlathotep Research Encounters*
###  Shub-Niggurath

*Main article: Shub-Niggurath Research Encounters*
###  Shudde M'ell

*Main article: Shudde M'ell Research Encounters*
###  Syzygy

*Main article: Syzygy Research Encounters*
###  Yog-Sothoth

*Main article: Yog-Sothoth Research Encounters*
###  Antarctica

*Main article: Antarctica Research Encounters*
**Note:** Antarctica Research Encounters are the only ones that are tied to a Side Board instead on an Ancient One.
The Bloated Woman (Adventure)

## Flavor Text

*You learn that Sir Aubrey intends to use his work to further the goals of Nyarlathotep, and the Order of the Bloated Woman summons their deity to deter our investigation.*
## Adventure Conditions

When this card enters play, spawn the Bloated Woman Epic Monster on  Shanghai.

When this Adventure is completed, solve the active  Mystery.

At the end of the Mythos Phase, if the Bloated Woman Epic Monster has been defeated, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Order of the Bloated Woman Mystery is active.
Marie Lambeau

## Distinguishing Features

* If you would spend or lose  Sanity as part of a Spell effect, you may spend or lose 1 fewer Sanity as part of that effect.

#### Quote

*"I used to sing as grand-mère made potions and charms."*

#### Bio

*Marie has come a long way from the Louisiana marshes of her youth. These days, "The Smoky Velvet" sings the blues in elegant nightclubs around the world, but it was grand-mère's dying wish that sent Marie to the Kingdom of Sarawak, where an old evil had returned. Marie doesn't believe she can help, but only a fool didn't listen to grand-mère. Now memories of strange nursery rhymes she used to recite have begun flooding back. People called grand-mère a witch. Maybe Marie's got some witchcraft in her blood, too.*

### Team Role

With her high Influence, Marie is good at Acquiring Assets to assist in her endeavors, such as weapons. Her decent Lore also makes her a great person to get spells to destroy monsters or seal Gates.

### Rulings, clarifications, and reminders

Marie Lambeau's passive ability allow her to pay only  1 Health to activate the Voice of Ra.

### Origin

Marie Lambeau made her first appearance in 2006 in *Dunwich Horror*, the 2nd expansion for *Arkham Horror: Second Edition*. Likely a reference to Marie Laveau, a famous New Orleans voodoo mystic.
Miskatonic Outpost

### * Text

**Local Action:** Gain 1 Ship Ticket or test . If you pass, gain 1 Antarctic Guide Unique Asset.

## Map

Miskatonic Outpost is a named space on the Antarctica Side Board from the  Mountains of Madness expansion. It is connected to:

* Lake Camp by an Uncharted path.
* Snowy Mountains by an Uncharted path.

This space is connected to the World Map by a Local path leading to  Antarctica. It is also possible to reach this space from the World Map by spending two successes during an Acquire Assets action.

## Encounters

### Outpost Encounters

According to statistics, Miskatonic Outpost Location Encounters can likely give Unique Assets.

### Miskatonic Outpost Research Encounters

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

### Other Encounters

* A  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* Crazed Elder Thing Epic Monster may spawn on this space and can be encountered.

## References

1. ↑ 1.0 1.1 1.2 1.3 A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
2. ↑ A novel by Edgar Allan Poe and a source of inspiration when H.P. Lovecraft wrote *At the Mountains of Madness*. For more information about this, see the The Narrative of Arthur Gordon Pym of Nantucket page on  *Wikipedia*.
Shroud of the Spider-Mother

## Flavor Text

*Atlach-Nacha lurks far below the slopes of Voormithadreth. There she weaves her silken shroud, stitching the dreams of the Ancient Ones into the folds of reality, heralding the end-times of man.*

## Mystery Text

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

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

## The Nun

### Abilities

* **Action:** Test . For each success, you or another investigator on any space may discard 1 Madness Condition.
* You and other investigators on your space add 1 to the result of each die rolled as part of a Bane or Boon Condition effect.

### Flavor Text

#### Quote

*"The Lord watches over my path. I am armored in faith."*

#### Bio

*Sister Mary speaks very little of her life before taking her vows. Like so many other young girls, she came from a small town and dreamed of something greater than a small life. The Lord provided. Through His path, she has become a lion of compassion and virtue. She has a natural ability and people are often surprised how driven she is to serve God’s will. The church has sent her to South Africa to investigate a possibly demonic presence. Mary plans to approach the question as she always does, with a clear mind and an unshakable faith.*

### Team Role

Mary is a powerful support character and all-rounder. She can either operate alone as a researcher or gate closer, or travel with another investigator. Whomever she chooses to bless using her Holy Water will benefit from the condition more than normal, as her passive ability means the condition only has a 1 in 6 chance of being lost during a Reckoning effect. She also benefits teams of investigators with low Will, able to remove the Madness conditions they will be susceptible to.

### Rulings, clarifications, and reminders

Sister Mary and each other investigator on her space adds 1 to the result of each die rolled as part of an effect *printed* on a Condition card that has the Bane or Boon trait. This modification applies whether the die is rolled as part of a test or not. For example, while resolving a Blessed Condition's reckoning effect, Sister Mary would discard the Condition only on a roll of 1. On a roll of 2, which she modifies to a 3, the Blessed Condition is not discarded. Any effect not printed on a Condition card that has the Bane or Boon trait is not affected by her passive ability.

### Origin

Sister Mary made her first appearance in 2005 in *Arkham Horror: Second Edition*.

## References

1. ↑ FAQ p. 5.
2. ↑ Official answer from Nikki Valens for Sister Mary on  *BoardGameGeek*.
The Burrowers Beneath

## Flavor Text

*Beneath the Earth's crust, the eldest of Shudde M'ell's children burrow between continents, creating tremors of increasingly worrisome magnitude and frequency.*

## Mystery Text

When this card enters play, spawn a number of Ancient Cthonian Epic Monsters equal to half  each on a random  City or  Wilderness space.

At the end of the Mythos Phase, if all of the Ancient Cthonian Epic Monsters have been defeated, solve this Mystery.
Summoning

## Card Back

**0:***No sooner do the words of the incantation pass your lips than they pass from your mind as well.* If you rolled any 1's, discard this card.
**1-3:***The ritual disorients you, and your immediate surroundings become unfamiliar.* Lose  1 Sanity.
**4+:***Your foe hurtles toward you through time and space.* No additional effect.
 **2** | 07 | Resolve the effect based on your test result:
**0-2:***You must gather your strength after the strain the ritual has placed upon your body.* Become Delayed.
**3-4:***Summoning your foe allows you a brief glimpse into its mind.* Gain 1 Madness Condition.
**5+:***Your opponent appears in a blinding flash.* No additional effect.
 **3** | 07 | Resolve the effect based on your test result:
**0:***Something else comes through the portal as well.* Spawn 1 Monster on your space.
**1-3:***As part of the ritual, you too must become a monster.* Gain 1 Madness Condition.
**4+:***A vortex threatens to consume your opponent.* Discard the chosen Monster if its toughness is less than your .
 **4** | 07 | Resolve the effect based on your test result:
**0-2:***The summoning ritual binds you temporarily in place.* You cannot move during the Action Phase this round.
**3-4:***The monstrous incantation erodes your morality.* Lose  1 Sanity unless you discard this card.
**5+:***The energy of the spell nearly cut your opponent in half.* The chosen Monster loses  2 Health.
Then flip this card.
Plumb the Void

## Card Back

**0:***The portal closes abruptly, nearly severing you in half.* The chosen investigator loses  3 Health.
**1-2:** *The ritual requires an exhausting amount of concentration.* Lose  1 Sanity.
**3+:** *More than just warping space, you also manipulate time.* You may perform an additional action.
 **2** | 01Core | Resolve the effect based on your test result:
**0-1:** *You remember that a swirling passage to an unknown world opened before you, but did you travel through it? If you did, where did you go?* Discard this card unless you gain an Amnesia Condition.
**2+:** *You bend the fabric of space to your will, transporting the subject across the globe.* No additional effect.
 **3** | 02 | Resolve the effect based on your test result:
**0:***You misspeak the words, opening the portal in the wrong place.* The chosen investigator loses  1 Sanity and moves to a random space.
**1+:** *Traveling through the void takes a toll on your mind.* The chosen investigator loses  1 Sanity.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *The portal closes abruptly, trapping you in the space between worlds.* The chosen investigator gains a Lost in Time and Space Condition.
**1-2:** *Your mind leaves your body as the portal opens, and you fear you may become lost.* Lose  1 Sanity.
**3+:** *The magic folds the fabric of reality, allowing you to step between continents with ease.* No additional effect.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

When resolving the effects of Plumb the Void, you choose an investigator before resolving the  test. This choice is made regardless of the success or failure of the test.
Ravages of the Blight

## Flavor Text

*A savage infection spreads throughout the known world. Traditional medicine appears to have little to no effect, and those who survive are often deranged parodies of the person they were before the sickness.*

## Mystery Text

Whenever an investigator discards a Blight Condition, he may spend  1 Clue to gain 1 random Ally Asset from the deck.

At the end of the Mythos Phase, if each investigator has an Ally Asset and a Clue, investigators as a group may spend Clues equal to twice  to solve this Mystery.
Personal Stories

Personal Stories were included in the  Masks of Nyarlathotep expansion and are optional. Before beginning setup, players decide if they would like to play with personal stories or not. Either all players play with personal stories or all players play without.

If playing with Personal Stories, the title card matching the player's investigator is dealt out with the starting Assets on step 4 of setup. When either the "Reward" or "Consequence" condition is met, the player discards the title card and takes the resulting card, resolving any of its effects immediately unless the card specifically says otherwise.

It is not possible to resolve both the Reward or Consequence. Once the first one is resolved, the title card is discarded.

Personal Stories, Rewards, and Consequences are not considered possessions and may not be traded or discarded by any means except by the effects of the cards themselves. They otherwise follow the effects of the game.

When an investigator is defeated or devoured, the Mission, Reward, or Consequence is lost with that investigator. If a new investigator enters the game to replace him, he will enter the game with his own Personal Mission card in play.

If the player is playing a campaign, Personal Stories that have already been resolved begin the game resolved. The Reward or Consequence is *gained* along with an investigator's other possessions during setup (step 4).

## References

1. ↑ Official answer from Nikki Valens for personal stories on  *BoardGameGeek*.
2. ↑ Official answer from Nikki Valens for Personal Stories on  *BoardGameGeek*.
Restriction

A Restriction is a type of Condition. They represent physical impediments that stop the player from doing anything. They are typically obtained through Encounters, the flip effects of other Conditions, or through a Mythos card. There are two types of Restrictions: Detained and Lost in Time and Space. Both of these affect the Action Phase of the player, preventing them from normal motion.

* A Detained investigator may only attempt an  check to discard the condition. If he pass, he may take their other action as normal. If he fails, he must pass their second action, and resolve the flip effect during the Encounter Phase. This card will always discard after being resolved.

* A Lost in Time and Space investigator must skip the Action Phase entirely, then flip and resolve the Condition. There is usually a skill test to gain a more favorable outcome, and the fail actions will always spawn a Gate. The Condition will always discard after resolution.

Note that a Delayed investigator will still right his token if he is under a Restriction.
Through Prejudice

### Flavor Text

*When times have been tough, you have kept your head held high. Sure, it was just people before, but people can be monsters of a sort anyway. This is your time.*

### Personal Mission

* When you defeat a non-Epic Monster during a Combat Encounter, place that Monster on this card. Then if the total toughness of Monsters on this card is 10 or greater, discard this card and gain *The Comeback* Reward.
* When you have only  1 Health or  1 Sanity, discard this card and gain the *Leave Me Alone!* Consequence.

## Reward

* Once per round, when you gain a Talent Condition, improve 1 skill of your choice.
Stone Calendar

## Card Back

If you pass or spend the Clue, you are able to crack the code and speak the arcane words. Improve 1 skill of your choice.
 2
If you pass or spend the Clue, the message describes a new season that is dawning, and it instructs you how to prepare for this new phase; gain 1 Talent Condition.
Then flip this card.

## Note

* An investigator may gain this Unique Assets by completing the Relics of the Amazon Adventure.
The Enchanted Wood

Map

The Enchanted Wood is one of the 4  Wilderness Dream-Quest spaces on the Dreamlands Side Board from  The Dreamlands expansion. It is connected to:

* Ulthar by a Local path.

The Enchanted Wood allows one way travel from any other board. When an investigator that is not on the Dreamlands side board performs a Rest action, he may spend  1 Clue or test -1. If he passes or spends the Clue, he moves to The Enchanted Wood.

## Encounters

### Dream-Quest Encounters

Investigators at this location may have a Dream-Quest Encounter if the Dream-Quest token is present.

### Wilderness Encounters

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

### Other Encounters

An  Adventure token may be placed on the Enchanted Wood and can be encountered as part of Beyond the River Skai Adventure.

## Description

The Enchanted Wood is a fictional location. It was a forest in Earth's Dreamlands in HP Lovecraft's short story *The Dream Quest of Unknown Kadath*.

The forest is inhabited by Zoogs. In Lovecraft's story it is connected to The Underworld through a trap door.
The Messenger

> *For The Messenger Unique Asset, see The Messenger (Character).*
>
>

## Card Front

* Lose  3 Health and  3 Sanity.
* Impair 3 skills of his choice.
 :

## Rulings, clarifications, and reminders

* When resolving the "impair 3 skills of his choice" effect, an investigator could choose the same skill multiple times unless doing so would violate the Impairment rules (e.g. choose to impair a skill 2 times when its value is at 2).

### References

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

A Madness is a type of Condition. They represent psychological problems that plague the investigators. There are a wide variety of Madness conditions, and most are obtained through a Spell effect. the result of a failed check on an Encounter, a Mythos card, or even through some Monster effects. There are six types of Madnesses: Amnesia, Hallucinations, Paranoia, Despair, Hunger, and Terror.

* Amnesia, Hallucinations, and Paranoia do not have any negative effects by themselves, and will discard on a Rest action if the player rolls a 5 or a 6. All three also require a  test on a  Reckoning, and flip on failure. Amnesia will always be discarded after the Condition ends, while Hallucinations and Paranoia may or may not discard

* Hunger and Terror prevent the player from recovering  Sanity, and are discarded on a Rest Action when the player rolls a 4, 5, or 6. The player rolls a  test on a  Reckoning, and suffers a negative effect if they fail. Some variants will discard the condition after resolving the effect, and some will not.

* Despair triggers on a Rest Action, and allows the player to roll a skill check. If they pass, they discard the card. If they fail, they suffer a negative effect and flip the card.

 Carolyn Fern's and  Sister Mary's active abilities may discard a Madness Condition.
Rumor

A Rumor is a type of Mythos card. They will always have a blue background, and are significantly less common than either the green or yellow Mythos card. As with all Mythos cards, the number of Rumor cards, and the Phase in which they are placed, is determined by the Ancient One Sheet.

Once a rumor is put in play, the players usually must place a  rumor token on a space specified by the card, and then usually a number of  Eldritch tokens on the card, also specified on the card.

A Rumor is a long-lasting event that requires resources to complete, such as  Clues. Usually, the player must complete one or more skill checks and spend clues in order to remove the rumor from play.

In general, an Eldritch Token is removed from the rumor in play when a  Reckoning effect triggers, and once there are none left, a powerful effect will harm the players. Some Rumors may even cause the players to lose the game.

If this powerful effect triggers and the game is not over, the Rumor is removed from play as it would be if the rumor was solved beforehand.

When a Rumor Mythos card is solved, discard it, all tokens on it, and all Rumor tokens, Epic Monsters, and Eldritch tokens it placed on the board (including the reserve as is the case for "Moved to Boston"). Do not discard any other tokens placed by the Rumor Mythos card such as Clues, non-Epic Monsters, or Gates spawned by its effects. Do not discard any Conditions or tokens gained by investigators due to the Rumor Mythos card's effects.

## References

1. ↑ Reference Guide p. 8.
2. ↑ Official answer from Nikki Valens for "Moved to Boston" on *FFG forum*.
Talents

Introduced with  Signs of Carcosa expansion, Talent Conditions are innate abilities similar to Glamour Spells. Some function as an action while others provide a passive or triggered benefit. Many require a skill test. Once invoked, the player must generally flip the talent and resolve the effect on the back. This generally determines whether the player is able to retain the talent, how successful the talent is, and may apply additional costs, choices or benefits.

Talents can be gained from several encounters, especially encounters in the city of Ulthar the Dreamlands Board. The Focused Training Prelude allows investigators to gain talents more easily.

* Amanda Sharpe can gain Talents instead of gaining Improvement tokens.
* Rita Young may spend  1 Health or  Sanity to gain a Talent.

## Description of Talents

* Composed is a powerful talent that is also a Boon. It helps the investigators with all skill checks. If the investigator fails a check they flip the talent; they may keep it for a small cost, or discard it to gain a bonus. Practiced is not a boon, but provides the same effect.
* Meditation, Moxie, Perceptive, Rugged, Silver Tongued, and Visions allow investigators to reroll dice. They have advantageous triggered abilities that require a flip. The flip effects are strictly beneficial and cannot cause you to discard them.
* Attuned, Elusive, Guts, Headstrong, Martial Prowess, Relentless, Skulduggery and Studious provide advantages which require a skill check and a flip. The skill check determines how effective the talent is, and how positive or negative the flip effect is. A poor skill check may require you to discard the talent.
* Quick Study allows investigators to gain an additional talent when you gain it or any other talent. It then flips and requires to either discard it, discard another talent, or meet some other requirement. *Quick Study* can be ignored when gained; simply choose to draw another talent and then resolve *Quick Study's* flip effect by discarding it.
Space 3

## Map

South Pacific Ocean is a  Sea space on the World Map. It is represented by the Space 3 on the board, connected to:

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

## Encounters

### Sea Encounters

As Space 3 is a Sea space, an investigator can resolve a General Encounter here.

### Mystic Ruins Encounters

If playing with  Strange Remnants expansion, Mystic Ruins Encounters could take place here, referring to Easter Island and the Moai Statues upon it.

### Other Encounters

* If playing with  Masks of Nyarlathotep expansion, a  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Mystery token may be placed on this space and can be encountered as part of R'lyeh Risen Mystery.
* 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 Madness From the Sea Mythos card; it can therefore be encountered.
* Cthulhu and Cthylla Epic Monsters may spawn on this space and can be encountered.

## Real World Location

The location represented on the map is the Oceanic pole of inacessibility. It is the place in the ocean that is farthest from land. This location is sometimes referring either the sunken city of R'lyeh, or Easter Island.

## References

1. ↑ See Oceanic Pole of Inaccessibility location on  *Google Maps*.
The Beyond One

## Flavor Text

*Yog-Sothoth exists in all places at all times. To any soul foolish enough to seek it, the Ancient One can unlock limitless knowledge and power, but it always comes at a price.*

## 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 Coming Storm

## Flavor Text

*You have seen the signs that others could not. They called you paranoid, called your preparations illogical, even crazy, but you know the truth. The truth that when the time comes, you will be ready. You will weather that which is prophesied to come. You will survive.*

## Prelude Condition

After resolving setup, resolve these Mythos effects:

Then, starting with the Lead Investigator, each investigator resolves two effects of his choice.

* Move to an adjacent space and/or gain 1 travel ticket of your choice.
* Gain  1 Clue and  1 Focus.
* Gain 1 Asset with value equal to or less than your  from the reserve.
* Gain 1 Glamour Spell, 1 Incantation Spell, or 1 Ritual Spell.
* Improve 1 skill of your choice.

## Rulings, clarifications, and reminders

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*.
The Order of Rising Stars

## Flavor Text

*All across the globe, a new organization rises from the ashes of its predecessors. Their goal is unclear, but they appear to be consolidating power in preparation for some unknown event of immense importance.*

## Mystery Text

After you resolve a Research Encounter, you may spend  1 Clue 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.
Patrice Hathaway

## The Violinist

### Abilities

* **Action:** You may spend  1 Clue and  1 Focus to improve 1 skill of your choice.
* When you close a Gate during an Other World Encounter, gain  1 Clue and  1 Focus.

### Flavor Text

#### Quote

*"When I play the violin, the music echoes in other worlds."*

#### Bio

*Hailed as a musical prodigy from her youth, Patrice has performed for royalty and society's brightest minds all around the world. For years she thought that her consciousness simply drifted as she played, but she's come to believe that an intelligence exists behind her visions. Somehow the notes form a bridge between her own mind and another. The more she grasps what her music exposes her to, the more afraid she becomes. After last night's concert in Sydney, she's finally decided to take action.*

### Team Role

With her high starting Willpower and Lore, along with her Banishment spell, Patrice is naturally built for removing threats from and closing gates. She is able to focus and use her investigator action from the starting turn, effectively sacrificing early game momentum to increase one of her skills. Start

ing close to Shanghailsoso allows her a chance at further increasing her Lore.

While primarily she can be used for closing gates and casting spells, her high starting Observation allows her to be a great clue gatherer and mystery solver. Her Cadenza personal story isn't difficult to accomplish, which effectively turns her into a clue generating bank for other investigators.

She pairs well with support investigators such as; Jacqueline Fine, who is able to funnel her clues, Minh Thi Phan and Finn Edwards, who are able to assist her movement and shuttle her around the board, and any high influence investigators that can buy items from the reserve for her to further increase her stats.

### Origin

Patrice Hathaway made her first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
The Call

### Flavor Text

*There is a secret in your blood, a dark legacy that sings to you in your sleep, drawing you toward deep, dark waters. But you are the master of your own destiny. You are tied to the gate of this world and it to you. You will not abandon it, not now.*

### Personal Mission

* When you spend a  Resource, place that Resource on this card. Then, if there are 5 or more Resources on this card, discard this card and gain the *Smooth Sailing* Reward.
* When you have only  1 Sanity, discard this card and gain the *Dark Depths* Consequence.

## Reward

* When you spend a  Resource as part of a Rest action, recover  1 Sanity or gain  1 Focus.
Seek the Truth

## Card Effect

Whenever you gain a  Clue during a Research Encounter, spawn 1 Clue. Then, you may spend 3 Clues and discard this card to advance the active Mystery by 1.

## Rulings, clarifications, and reminders

Based on the rulings for Know Thy Enemy, if an investigator would gain more than 1 Clue from a Research Encounter, spawn 1 Clue for each Clue he gains.
Strange Remnants

The second card-only expansion for Eldritch Horror. Requires the core set to play.

*At the dawn of civilization, priests and prophets called for great blocks of stone to be brought over vast distances and then inscribed with prayers and parables. The very sight of these towers, ziggurats, and monuments brought all who saw them to their knees. Now moss covers these incredible feats of engineering and unspeakable horrors have taken root within. But the stones have endured. The architects foresaw the coming of the Ancient One and their work may yet hold the key to humanity’s survival. Only those of sufficient courage and skill will be able to unlock the secrets of these ancient wonders!*

## Expansion Overview

### From the rulesheet

*The Strange Remnants expansion leads investigators to explore the mysterious remnants of past civilizations and the ruins left behind. These ancient sites of power can be harnessed by the worshippers of the Ancient Ones for nefarious purposes or by the investigators to protect humanity.*

This expansion includes a new Ancient One and new investigators, Monsters, and encounters to be used with Eldritch Horror. It also introduces entirely new mechanics including Adventures, Mystic Ruins Encounters, the Focus action, and Unique Assets.

### Mechanics

This expansion introduces Glamour spells and Mystic Ruins Encounters. It also uses Focus, Preludes, and contains **6** Cosmic Alignment adventures.

Each card in this expansion is marked with the  **Strange Remnants** expansion icon at the bottom-left corner. Non-card components aren't marked with this icon.

## Detailed Content

### Ancient Ones

The expansion contains the following Ancient One:

#### Syzygy

Syzygy has **6** Mysteries listed here, **24** Research Encounter cards and **20** Special Encounter cards (Fortifying the Barrier and Sealing the Portal Final Mystery).

### Investigators

This box contains the **4** Investigators below:

* Marie Lambeau
* "Skids" O'Toole
* Tony Morgan
* Zoey Samaras

### Spells

The box contains **16** Spell cards listed here. Each spell has 4 variants.

### Assets

It contains its **16** Asset cards, as we see here:

### Unique Assets

This expansion contains **24** Unique Assets, listed here:

### Conditions

It contains **16** Conditions cards, listed here:

### Monsters

The expansion contains **6** Monster tokens (**4** normal, **2** epic).

### Preludes

The box contains **4** Prelude cards listed here.

### Mythos

It also contains the **20** Mythos cards listed below:

## Links

* Contents and Description on  *BoardGameGeek*
* Link on Publishers Site
Mountain of the Black Wind

## Flavor Text

*You search for information regarding the whereabouts of M'Weru and her ilk, but danger is afoot - The Cult of the Bloody Tongue is searching for you as well.*
## Adventure Conditions

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

When this Adventure is completed, draw the Attacked in Transit Adventure.

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

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

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Cult of the Bloody Tongue Mystery is active.
Conjuration

## Card Back

**0:** *What could you have possibly forgotten? Why didn't the spell work?* If you did not roll any 4's, discard this card.
**1-3:** *For a moment, your mind is exposed to a powerful intelligence, dwelling between worlds.* Lose  1 Sanity.
**4+:** *The magic is powerful and beyond your expectations.* Gain 1 additional Item or Trinket Asset from the reserve.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *You can feel that the spell has not worked the way you hoped.* Discard this card unless you discard 1 Item Asset.
**1:** *Something unnatural tries to pull the object away from you.* Lose  1 Sanity.
**2+:** *All of your wishes materialize before your eyes.* You may gain any number of Item or Trinket Assets from the reserve with total value equal to or less than your test result.
 **3** | 02 | Resolve the effect based on your test result:
**0:** *The magic surges and tears through solid matter.* Discard this card and each Item possession you have.
**1-3:** *For a moment, your mind melds with the object of your desire.* Lose  1 Sanity.
**4+:** *The ritual proves stronger than you ever imagined.* You may gain 1 Artifact instead of gaining an Asset.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *Your stutter causes the item to form from your own flesh and bone.* Discard this card unless you lose  3 Health.
**1:** *A payment of blood is required to complete the ritual.* Lose  1 Health.
**2+:** *Matter bends to your will and reshapes itself as you desire.* No additional effect.
Then flip this card.
Sleeper Ascendant

## Flavor Text

*When the stars align, a mournful song can be heard along the water's edge. A song of loss and of inescapable dread. As the heavens fall into place, the song grows louder, calling all who hear it to the sea.*

## Mystery Text

When you close a Gate that corresponds to the current Omen, you may spend  1 Clue to place 1 Clue on this card.

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

The third card-only expansion for Eldritch Horror. Requires the core set to play.

*[...] The great magician had just spent the last hour watching more than a hundred welldressed audience members arrive and claim their tickets to the local premiere of the notorious play, The King in Yellow. They had walked through this door, but now they were gone. In their place, each seat in this theater was occupied by a life-sized puppet instead. [...] The masked figure on stage stepped down into the aisle. The creature was wrapped in moldering tatters. Its mask moved slightly, indicating that its face —or whatever it was that the mask hid— was undulating in some abominable manner. [...] The creature struck with the speed of a viper, wrapping its clawed hands around the magician’s throat. But it found nothing but smoke. The Great Dexter Drake was gone.*

## Expansion Overview

### From the rulesheet

*In the Signs of Carcosa expansion, investigators must discover the cause of the spreading madness that is sweeping the cities of the world. As the citizens of a population center lose their minds, they see the phantom spires of an alien city and visions of a faraway lake.*

This expansion includes a new Ancient One and new investigators, Monsters, and encounters to be used with Eldritch Horror. It also introduces entirely new mechanics including Unique Assets and Impairment tokens.

### Mechanics

This expansion introduces Talent Conditions and uses Impairment mechanics. It also contains Glamour spells, Unique Assets and Preludes.

Each card in this expansion is marked with the  **Signs of Carcosa** expansion icon at the bottom-left corner. Non-card components aren't marked with this icon.

## Detailed Content

### Ancient Ones

The expansion contains the following Ancient One:

#### Hastur

Hastur has **8** Mysteries listed here, **24** Research Encounter cards and **32** Special Encounter cards (Cities on the Lake, King in Yellow and Unspeakable One Final Mystery).

### Investigators

This box contains the **4** Investigators below:

* Dexter Drake
* Jenny Barnes
* Michael McGlen
* Wendy Adams

### Spells

The box contains **12** Spell cards listed here. Each spell has 4 variants.

### Assets

It contains its **16** Asset cards, as we see here:

### Unique Assets

This expansion contains **16** Unique Assets, listed here:

### Conditions

It contains **28** Conditions cards, listed here:

### Monsters

The expansion contains **8** Monster tokens (**6** normal, **2** epic).

### Preludes

The box contains **4** Prelude cards listed here.

### Mythos

It also contains the **24** Mythos cards listed below:

## Links

* Contents and Description on  *BoardGameGeek*
* Link on Publishers Site
Through the Mountains

## Flavor Text

*Your plane climbs higher and higher, and even when you reach the elevation necessary to pass through the mountains, you cannot see an end to the mountains in either direction.*
## Adventure Conditions

When this card enters play, place the  Adventure token on  Snowy Mountains.

When this Adventure is completed, advance the active  Mystery by 1; then draw a random *Antarctica III* Adventure.

After an investigator resolves a location encounter on the Snowy Mountains, he may move the Adventure token to  Plateau of Leng.

After an investigator resolves a location encounter on Plateau of Leng, if the Adventure token is on that space, he may spend  1 Focus to 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.

## Notes

The original text of Through the Mountains Adventure’s second paragraph was "When this Adventure is completed, advance the active Mystery by 1; then reveal an *Antarctica III* Adventure." The errata's purpose is to not allow the investigator to choose an adventure.
Ritual

A **Ritual** is a type of Spell that investigators can gain in a game of Eldritch Horror, and is the typical reward of an encounter in  Buenos Aires. There are 12 Ritual Spells in the game with all expansions, not counting any variants.

A Ritual Spell differs from other Spells in that it requires an action to perform, and usually involves a  test in order to gain its power.

* Daisy Walker has a special ability in which, if she undertakes a Rest action, she may cast a Ritual without spending an Action.
* Agatha Crane has a special ability in which, if she uses a Ritual spell, she may add +2  for the effect.
The True Name

## Flavor Text

*Fragments of Azathoth's true name exist in long forgotten tomes. It is said that if a person speaks his name aloud three times, the blasphemous sound will grant the speaker great power.*

## Mystery Text

When this card enters play, place a number of  Eldritch tokens equal to half  each on a random space.

As an encounter, an investigator on a space containing an Eldritch token may attempt to find information about Azathoth's true name; he may spend  2 Clues to place that Eldritch token on this card.

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

## Flavor Text

*The increasingly harsh winter has disrupted the vital flow of basic necessities to those cities and towns in the northern hemisphere that are now cut off from the world by the deluge of ice and snow.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: 4, 9, 19, and Tunguska.

When an investigator on a  City space performs an Acquire Assets action, he may spend 2 successes to gain a Provisions Unique Asset.

At the end of the Mythos Phase, each investigator on a space containing an Eldritch token may discard 1 Provisions Unique Asset and spend  1 Clue to place that Eldritch token on this card. Then, if there are Eldritch tokens on this card equal to half , solve this Mystery.

## Rulings, clarifications, and reminders

An investigator can gain only one Provisions Unique Asset for each time he performs the Acquire Assets action.

### References

1. ↑ Official answer from Nikki Valens for Provisions on  *BoardGameGeek*.
Leg Injury

## Card Back

 **Strange Remedy** | 01Core | *You hop forward, trying to keep your weight on your good foot while you search for a doctor that can treat you.* | Lose  1 Health.
 **Twisted Knee** | 01Core | *Your knee hurts and is not strong enough to hold your weight.* | Lose  2 Health unless you become Delayed.
 **Infected Wound** | 02 | *As you remove the blood-soaked bandages, the wound oozes a foul yellow puss. The pungent scent of the infection causes your head to swim, and you nearly vomit.* | Gain an Illness Condition.
Then discard this card.
Storm of Spirits

## Card Back

**0:***The spirits will not heed your call.* If you rolled any 1's, discard this card.
**1+:***The channeled spirits protect you from harm.* Reduce the Monster's damage by 1 to a minimum of 1.
 **2** | 03 | Resolve the effect based on your test result:
**0:***The spirits are restless and require intense mental discipline to control.* Lose  1 Sanity.
**1+:***The spirits are able to steal the memories of your victim before its demise.* If you defeat the Monster, you may spend  1 Sanity to gain  1 Clue.
 **3** | 03 | Resolve the effect based on your test result:
**0:***Controlling the spirits is only possible through blood sacrifice.* Lose  1 Health.
**1+:** *You summon the spirits of retribution that grow only more vicious when their master is harmed.* For each  Health you lose from the test, you may spend  1 Sanity. That Monster loses 1 Health for each Sanity you spend.
 **4** | 03 | Resolve the effect based on your test result:
**0:***You call upon evil spirits which turn against you.* Lose  1 Health and  1 Sanity unless you discard this card.
**1+:***The spirits siphon the creature's lifeforce, feeding it to you.* If you defeat the Monster, recover  1 Health or  1 Sanity.
Then flip this card.

### Rulings, clarifications, and reminders

* The Storm of Spirits Spell's effect is not a bonus, and as such, it is unaffected by Magical Resistance or Physical Resistance.
* If an investigator uses the Storm of Spirits Spell to test  in place of , his bonuses to  no longer apply, but his bonuses to  will. These bonuses may be negated by Physical Resistance or Magical Resistance following the same rules.

### References

1. ↑ 1.0 1.1 Official answer from Nikki Valens for Storm of Spirits on *FFG forum*.
The Dark God's Prison Crumbles

## Flavor Text

*All around the world, the fabric of reality has weakened. Portals to other worlds have torn the sky. As the Dark God's binding crumble, a dark storm cloud gathers over the antarctic circle.*

## Mystery Text

When this card enters play, search the Gate stack and discard pile for all Gates that correspond to spaces on the Antarctica side board. Randomize the Gate stack and place those Gates on top in a random order.

When an investigator closes a Gate during an Other World Encounter, he may spend  1 Clue to place that Gate on this card.

At the end of the Mythos Phase, if there are Gates on this card equal to half , solve this Mystery.
Return to G'harne

## Notes

The original text of this card's effect's first paragraph was "As an encounter, an investigator on The Heart of Africa may search for the symbol that once held the cthonians at bay (); he may spend Clues equal to  to solve this Rumor." This has been errata'd to prevent investigators from bypassing the Observation test.

## References

1. ↑ For more information about this, see the Elder Sign page on  *The H.P. Lovecraft Wiki*.
Sefina Rousseau

## The Painter

### Abilities

* **Action:** You may spend 1 Improvement token to gain  1 Clue,  1 Focus, and  1 Resource.
* After resolving a test, if you rolled two or more successes, you may spend  1 Focus to improve that skill.

### Flavor Text

#### Quote

"*Art is a window into a reality beyond our knowing."*

#### Bio

*Though a gifted painter, Sefina's talents have more often than not been capitalized upon to create forgeries of the works of others. One such commission - that of a surreal alien cityscape titled "Carcosa" - tested Sefina's abilities to their limits. Determined to recreate the work exactly, she worked obsessively until its completion, at which time she was suddenly whisked away to the world of the painting. Waking hours later, covered in paint and blood, Sefina has become determined to discover the secret of the painted city.*

### Team Role

Sefina has a high Observation, Will, and Lore, so she'll do well on Other World Encounters and Research Encounters. She is also able to increase her skills if she passes successful tests, leading her to adapt to any different role the party may need.

### Rulings, clarifications, and reminders

* The two successes required for Sefina’s passive ability to trigger must be rolled on the dice during her test. This is, successes granted by another effect (such as accepting a Bank Loan) do not count toward the requirement. However, Sefina may use any rerolls or other dice manipulation effects to achieve her two successes.
* Based on the ruling for The Messenger, when resolving the "improve 3 skills of your 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).

### Origin

Sefina Rousseau made her first appearance in 2017 in *The Path to Carcosa*, the 2nd expansion for *Arkham Horror: The Card Game*.

## References

1. ↑ Masks of Nyarlathotep Rulebook p.8.
2. ↑ Official answer from Nikki Valens for The Messenger on  *BoardGameGeek*.