recursal/Fanatic-Fandom huggingface dataset:
Calvin Wright

## The Haunted

### Abilities

* **Action:** You may trade any amount of  Health and/or  Sanity with another investigator on any space. Then perform 1 additional action.
* If you would impair a skill or discard an Improvement token, you may recover  1 Health and  1 Sanity instead.

### Flavor Text

#### Quote

"*I can contain this darkness within me. I know I can."*

#### Bio

*Sometimes, life gives you a choice — accept the lot which is given to you, or stand up for who you are and what you believe in. Calvin chose the latter. On the edge of death, bleeding out on the side of a dirt road, a vision came to him. A terrifying vision of the Earth sundered and João, the love of his life, turning to ash in the vortex of a blazing inferno. Then Calvin made another choice. He reached out to the darkness and pulled it within him. He would not die, not today. The world needed him — João needed him.*

### Team Role

Calvin's stats, except for his Will, are well-balanced so he can adapt to many different situations. His Corruption can cause a problem, so partnering with  Father Mateo can be helpful, since he can easily remove it by transferring a Boon. Being able to trade health with anyone can help heal fighters like  Mark Harrigan or  Lily Chen, or he can serve as a fighter, siphoning health and sanity as needed from investigators who are rooted in place and can rest each turn (e.g., an Influence character parked in a useful city).

### Rulings, clarifications, and reminders

* Calvin's active ability can be used to trade away his or another investigator's Health or Sanity even if it kills one of them. Since this isn't considered "spending," it is allowed.
* None of the exchanged Health and/or Sanity is considered "gained" or "discarded" as part of Calvin's active ability.
* Calvin may discard an incoming Impairment token from a Trade action or a trade-like effect and recovers 1 Health and 1 Sanity with his passive ability. His passive ability will not affect traded Improvement tokens in either direction.

### Origin

Calvin Wright was a special investigator introduced in a scenario for *Arkham Horror: Second Edition*. Notably, he does not have a story in the Investigators of Arkham Horror companion book.

### References

1. ↑ Official answer from Dane Beltrami for Calvin's active ability on  *BoardGameGeek*.
2. ↑ FAQ p. 9.
3. ↑ 3.0 3.1 Official answer from Nikki Valens for Trade on  *BoardGameGeek*.
Akachi Onyele

## The Shaman

### Abilities

* **Action:** Look at the top 2 Gates in the Gate stack. Put 1 Gate on the top of the Gate stack, and the other on the bottom.
* When you close a Gate during an Other World Encounter, you may move to any space containing a  Clue or a Gate.

### Flavor Text

#### Quote

*"I will journey to the lands beyond. I do not fear them."*

#### Bio

*As a young girl in Nigeria, Akachi stayed apart from other children, preferring the company of imaginary friends. Her elders feared madness, but the village dibia believed that she had been chosen by the gods. The wise old man taught her how to travel between worlds and how to marshal spirits. Now, she has become a wise leader herself, traveling across Africa and teaching others to protect themselves. She's recently arrived in Cape Town and from here, she will track down the dark forces that threaten humanity.*

### Team Role

Akachi centers around the closing of Gates. Since her passive ability allows her to move instantly from one Gate to the next, she has some freedom early game to train stats or gain Spells. A good first move is to send her to Shanghai to improve Lore, so her casts of Mists of Releh succeed more often.

Her high will can help her against Monsters with high horror checks, so she can very easily be built for combat encounters. Note that she is vulnerable to taking health damage from monsters, so make sure you have a backup plan if Mists fails to cast.

### Rulings, clarifications, and reminders

* If there is one or fewer Gates remaining in the Gate stack, she randomizes the Gates in the discard pile and places them on the bottom of the Gate stack before resolving her ability. If there is only one Gate remaining in the Gate stack and discard pile, Akachi’s action ability allows her to look at that Gate.
* If an effect prevents Akachi from moving, she cannot use her passive ability. When Akachi moves using this ability, she moves directly onto the chosen space and does not move onto or through any other spaces.

### Origin

Akachi Onyele made her first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Assets

*See also: Acquire Assets*

Assets are possessions that can be gained by investigators to aid in their mission. Assets are most commonly gained by using the Acquire Assets action on a  City space (or during a Location Encounter at Dylath-Leen). They can also be granted by encounters, Mythos cards, investigator abilities and many other effects.

Every Asset has exactly one of the following traits: Item, Trinket, Task, Service or Ally. These traits have no direct impact on gameplay, but they are often referenced by other cards or by investigator abilities. Assets may also have one or more of the additional traits: Magical, Relic, Tome, Weapon, and Teamwork.

The artwork for the back of Assets features the .38 Revolver, the Private Investigator, and the Personal Assistant.

## Traits

### Allies

*Main article: Ally*
Ally Assets represent individuals who travel with and aid the investigator. Whereas Items tend towards higher situational bonuses (such as +4  during Combat Encounters), Allies tend to grant smaller bonuses that are always in effect (such as +1 ). They also commonly allow you to re-roll dice. For this reason, Allies are often very helpful during encounters.

### Items

*Main article: Item*
Item Assets are the most numerous Assets. They represent physical goods that a character can gain such as a rifle or book. Most Tomes and Weapons are Items. Items often provide large bonuses which can only be used for specific tests, such as +4  during Combat Encounters or +2  when casting Spells. For this reason, many Items are very useful in those situations but less valuable during encounters.

Items may have one or more of the following traits: Magical, Tome, Relic, Weapon, and Teamwork.

### Services

*Main article: Service*
Service Assets are Assets with one-time effects that activate when gained. They can provide a variety of benefits, such as restoring  Health or granting a random Item. Services may not be kept or traded; they must be used immediately when gained.

Services may have the Teamwork trait, implying that they affect more than one investigator.

### Tasks

*Main article: Task*
Tasks Assets are cheap to acquire but provide no immediate benefit. Only when a specific trigger occurs (such as Reckoning or an investigator defeating a Monster) do they provide a benefit. Unlike Task Unique Assets, the benefit on Task Assets is indicated on the front of the card; they are not flipped. All Task Assets have a cost of 1.

### Trinkets

*Main article: Trinket*
Trinket Assets are similar to Items. They represent smaller physical goods such as a ring or watch. They tend to grant unusual or situational effects. They often add indirect bonuses to tests, such as allowing rerolls, thus stacking with skill bonuses granted by other Assets. For this reason, Trinkets synergize well with Items.

Trinkets may have the Magical, Relic, Tome and Weapon keywords.

## List of Assets

This list includes all Non-Unique Assets.
There are 168 Non-Unique Assets across the base game and all expansions.
Steve

Steve

Steve

Portrayed by
John C. MacDonald

Relations
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First seen
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Last seen
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Appeared in
"Mix Tape"

First mentioned
{{{Mentioned}}}

Episode count
1

Centric episodes
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Centric episode
{{{Centric1}}}

Shared centric episodes
{{{Shared}}}

Shared centric episode
{{{Shared1}}}

Other notable backstory episodes
{{{Other}}}

Notable backstory episode
{{{Other1}}}

Name
Steve

AKA
{{{Alias}}}

Age
{{{Age}}}

Date of birth
{{{Birth}}}

Fate
Alive

Manner of death
{{{Death}}}
Episode of death
{{{DeathEp}}}

Origin
{{{Place}}}

Profession
{{{Profession}}}

Family members
{{{Family}}}

Season(s)
S1

**Steve** is an episodic character on ***Dead of Summer***. He appears in "Mix Tape".

## Trivia

* Donnie Cochrane who plays Parker, auditioned for this role.

## Gallery

Gallery of photographic stills released to promote the character.

1/2
Cities in Ruin

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

*Roland Banks buried his hands deep into his coat pockets. His breath turned to frozen mist before him as he surveyed the heaps of stone and rubble that was once a shining cathedral. The destruction was absolute. The quake that shook Rome the previous night was strong, but this was different. This was something else entirely. Shards of glass sparkled on the city streets. Nearly every window for miles around had shattered, but the buildings themselves, the ones surrounding the cathedral, still stood. No, whatever had happened here was no act of nature. Whatever—or whoever—caused this, did so with some dark purpose, and the destruction of this cathedral in particular was no accident. [...] He extracted a larger piece of stained glass from the rubble. Upon the piece, an unusual symbol was etched into the glass. An unusual symbol, but one that Roland had seen once before...*

## Expansion Overview

### From the rulesheet

*In the Cities in Ruin expansion, investigators must discover the cause of the unnatural disasters—terrifying earthquakes that shake cities to rubble, devastating typhoons that flood the coastlines, and torrential storms that wreak havoc on the mainlands.*

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

### Mechanics

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

Each card in this expansion is marked with the  **Cities in Ruin** 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:

#### Shudde M'ell

Shudde M'ell has **6** Mysteries listed here, **24** Research Encounter cards and **8** Special Encounter cards (Exploring G'harne). It uses **16** Disaster cards and **16** Devastation Encounter cards.

### Investigators

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

* "Ashcan" Pete
* Bob Jenkins
* Rita Young
* Roland Banks

### 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 **24** Unique Assets, listed here:

### Conditions

It contains **20** Conditions cards, listed here:

### Monsters

The expansion contains **10** Monster tokens (**4** normal, **6** epic).

### Preludes

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

 You Know What You Must Do | For the Greater Good Unique Asset

### Mythos

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

### Other

This expansion adds many other cards and tokens, but the most relevant addition is the 6 Expedition Encounter Cards with 3 Unique backs corresponding to the major cities:  London,  San Francisco and  Shanghai.

## Links

* Contents and Description on  *BoardGameGeek*
* Link on Publishers Site
Dhol Chants

## Card Effect

When resolving a Combat Encounter, you may test . If you pass, you may spend  1 Sanity to roll 3 additional dice when resolving the  test during that encounter.

### Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, Dhol Chants cannot be used while encountering a Monster which do not have a  test, but can be used to defeat a Monster which has another skill icon in place of the  test indicator.

## Note

An investigator may gain this card when resolving a Research Encounter ( Rise of the Elder Things Wilderness #14 or City of the Elder Things/Plateau of Leng #12).

## References

1. ↑ Official answer from Nikki Valens for Handcuffs on  *BoardGameGeek*.
An Alien Ritual

## Flavor Text

*The elder things have abducted countless humans, brainwashing them and forcing them to perform some heinous ritual for an unknown purpose.*

## Mystery Text

When this card enters play, place a  Mystery token on Lake Camp.

As an encounter, an investigator on Lake Camp may attempt to free the minds of the dominated humans; a Cultist Monster ambushes him! If he passes the  test, he may discard 1 Ally Asset and spend  1 Clue to place  1 Eldritch token on this card.

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

## Card Back

**0:** *You no longer hear the howl within.* If you rolled any 1's, discard this card.
**1:** *A sharp pain shoots through your chest.* Lose  1 Health unless you discard this card.
**2+:** *Your blood roars with unnatural vigor.* Recover  1 Health or discard 1 Illness or Injury Condition.
 **2** | 08 | Resolve the effect based on your test result:
**0:** *Your bestial side demands sacrifice.* Discard 1 Improvement token unless you discard this card.
**1-2:** *The power twists and contorts your body.* Lose  1 Health unless you discard this card.
**3+:** *The arcane energy turns you into the perfect hunter.* Improve .
 **3** | 08 | Resolve the effect based on your test result:
**0:** *Invisible claws tear at your flesh.* Lose  2 Health unless you discard this card.
**1-2:** *Your body begins to transform, straining every muscle.* Gain 1 Injury Condition unless you discard this card.
**3+:** *Primal might burns brightly within you.* Improve .
 **4** | 08 | Resolve the effect based on your test result:
**0:** *You collapse in agony, unable to breathe.* Gain 1 Injury Condition unless you discard this card.
**1-2:** *You dream of fighting shadowy creatures and awaken wounded.* Lose  1 Health unless you discard this card.
**3+:** *You remember another life, living in a forest.* Gain 1 Talent Condition.
Then flip this card.
Delayed

* When an investigator becomes delayed, he tips his Investigator token on its side to remember that he is Delayed.
* A Delayed investigator cannot perform any action. This is true even if he would be granted an additional action out of his turn, for example from  Charlie Kane's ability.
* Instead of performing actions during the Action Phase, a delayed investigator rights his Investigator token and is no longer delayed. This is true even if the investigator cannot perform actions, such as while he has a Detained or Lost in Time and Space Condition.
* If an investigator would become Delayed on his turn during the Action Phase, he immediately ends his action and loses all remaining actions **instead of becoming Delayed**.
* Becoming Delayed while already Delayed has no effect. An investigator cannot choose to become Delayed to *pay for an effect* if he is already Delayed.
* Being delayed only prevents an investigator from performing actions. Any other effects are allowed, even if they mimic the effects of actions. Being given a Charter Flight would allow the Delayed investigator to move as instructed.
* Mark Harrigan and Pocket Watch can prevent an investigator from being Delayed unless chosen.

## References

1. ↑ FAQ p. 4.
2. ↑ Official answer from Nikki Valens for Delayed on  *BoardGameGeek*.
3. ↑ 3.0 3.1 FAQ p. 8.
4. ↑ Official answer from Nikki Valens for Charter Flight on  *BoardGameGeek*.
Active Expedition

The **Active Expedition** is the location where the Expedition Marker is located. This is determined by the top card at the top of the Expedition Encounters desk: The middle of the card has a picture on it that determines where it belongs.

Any Investigator may undertake the Expedition by resolving his location encounter while he is on that space. Typically, Expedition encounters require multiple skill checks of differing stats.

Usually, but not always, Expedition Encounters give Artifacts as their reward, but other Expeditions can give Unique Assets, Allies, retreat Doom, or advance the Mystery.
Campaign

Campaign is a specific mode added to Eldritch Horror in the  Masks of Nyarlathotep expansion. With the campaign mode, players will embark upon a series of six sequential games. Over the course of these games, major events within each game will create lasting effects that linger until the end of the campaign.

The players face a series of 6 Ancient Ones. If the players lose a single game, the campaign ends in failure.

## Campaign Setup

Each game of a campaign is set up in the same way as a normal game except as stated here:

* All of the Ancient Ones must be randomly selected. During the setup, the Ancient One that will be played against in the next game of the campaign is also determined at random.
* Personal Stories must be used when playing in campaign mode
* Each game in a campaign begins with two Prelude cards in play: one Prelude for the current Ancient One, and one Prelude for the Ancient One that must be faced in the next game. Each Ancient One is listed on the table below with its corresponding Prelude.

## Subsequent Games

Subsequent games of the campaign are set up in the same manner as the first. However, the following rules and additional steps of setup must be followed:

* The Ancient One for each subsequent game was determined during setup of the previous game. The Ancient One for the next game must be determined at random during setup to inform which two Preludes will be used in the game. For the sixth and final game, instead of determining a second Ancient One, play using the Prelude for the current Ancient One and the Unto the Breach Prelude.
* Once an Ancient One has been defeated, that Ancient One cannot be selected again during the same campaign.
* Once an investigator is defeated or devoured, they are eliminated for good, and won’t be able to come back for the remainder of the campaign.
* The surviving investigators from the previous game are the chosen investigators to begin the new game. Players who were eliminated at the end of the previous game may select new investigators from the remaining pool.
* Some effects, both good and bad, from a campaign’s previous games will carry forward into the fight against subsequent Ancient Ones. For example:
	+ An investigator which ended the previous game with a Dark Pact or a Promise of Power Condition begin the new game with a copy of that Condition.
	+ City devastation carries over between games.
	+ Rewards and Consequences of Personal Stories carry over between games.

All other components and effects are reset between games. Undefeated investigators do not retain the possessions or skill improvements they accrued during previous games; defeated investigators and their possessions are returned to their respective decks and pools; Gates and Monsters do not remain on the game board; etc.

## References

1. ↑ First appearance. Beginning of the End, Call of Cthulhu, The Dunwich Horror and Twin Blasphemies of the Black Goat were re-issued with the release of the Masks of Nyarlathotep expansion.
Cthulhu Research Encounters

## References

1. ↑ 1.0 1.1 For more information about this, see the R'lyeh page on  *The H.P. Lovecraft Wiki*.
2. ↑ The deep ones possess a supply of seemingly limitless amount of unearthly designed artifact made of gold mixed with a strange alloy, which they exchange for human sacrifices or crossbreeding rites. For more information about this, see the The Shadow Over Innsmouth page on  *The H.P. Lovecraft Wiki*.
3. ↑ R'lyeh Disk, a gold disk an inch or so thick and two feet in diameter, is a talisman which indicates the position of R'lyeh and gives instructions on the raising of the city from the depths when using with other magical objects. First appeared in the role-playing game Call of Cthulhu's *Shadows of Yog-Sothoth* supplement.
A Friend Indeed

### Flavor Text

*You are stronger than the evil that has infected you. Stronger than the forces that pursue you. Stronger than the circumstances which surround you. And you will not let them down. Not today, not ever.*

### Personal Mission

* After performing your action ability, if you gave another investigator a total of 6 or more  Health and/or  Sanity, discard this card and gain the *Calvin's Will* Reward.
* When another investigator is defeated or devoured, discard this card and gain the *Calvin's Demons* Consequence.

## Reward

* Your maximum Health and Sanity are increased by 1.

## Consequence

* When you are defeated or devoured, advance  Doom by an additional 2.
Binding

## Card Back

**0:***The target is far too powerful to be trapped.* That investigator loses  1 Sanity unless you discard this card.
**1-2:***The target cries out with a chilling screech.* That investigator loses  1 Sanity unless he gains 1 Madness Condition.
**3+:***The ancient magic immobilizes the target.* Reduce that Monster's damage to 0.
 **2** | 06 | Resolve the effect based on your test result:
**0:***The magic cannot hold and it explodes outward.* That investigator loses  1 Health unless you discard this card.
**1-2:***The target flails wildly, trying to free itself.* That investigator loses  1 Health unless he gains 1 Injury Condition.
**3+:***That target's body twists and tears painfully.* That Monster loses  1 Health.
 **3** | 06 | Resolve the effect based on your test result:
**0-1:***The spell misfires and seizes the nearest alternative.* That investigator impairs  unless you discard this card.
**2+:***Your arcane energies force the target to the ground.* Defeat that Monster if your test result is greater than its toughness.
 **4** | 06 | Resolve the effect based on your test result:
**0:***The magic affects everyone in the area indiscriminately.* That investigator becomes Delayed unless you discard this card.
**1-2:***The target's rage is terrifying.* Lose  1 Sanity.
**3+:***The spell keeps your target helpless and trapped.* That investigator may reroll up to 2 dice when resolving the  test during that encounter.
Then flip this card.

### Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, the 3+ effect of Binding's 4th version cannot be used while encountering a Monster which do not have a  test, but can be used while encountering a Monster which has another skill icon in place of the  test indicator.

### References

1. ↑ Official answer from Nikki Valens for Handcuffs on  *BoardGameGeek*.
Daniela Reyes

## The Mechanic

### Abilities

* **Action:** You may spend any number of  Resources to gain an equal amount of  Clues.
* Once per round, after you perform an Acquire Assets action or a Rest action, you may gain  1 Resource.

### Flavor Text

#### Quote

*"Relax, tough guy. I'll handle this. You stand over there and look pretty."*

#### Bio

*Daniela has never been one to sweat the small stuff. Everything seems big today will be small tomorrow, and it's the little things in life - fast cars, pretty girls, and home-cooked meals - that make it worth living anyway. But that was before. One night, a strange noise prompted her to leave a glass of water behind the door to catch evil spirits like her mama always said - a glass of water that, in the morning, she found shattered into a thousand pieces. Something is going on, and she is going to find out what.*

### Team Role

Daniela's high Strength and Will make her well suited for Combat Encounters. Her abilities to let her get Resources allow her to gain useful assets. She can change Resources to clues in a way similar to  Tony Morgan, making her useful to accumulating Clues for Rumors or Mysteries that requires a lot of Clues at once.

### Origin

Daniela Reyes was a new investigator created in 2018 for  Masks of Nyarlathotep expansion, available shortly after on the other FFG games.
Arbiter of Fate

### Flavor Text

*Your visions see your friends thriving in one moment, only to die in the next. Death. The only certainty in life is death.*

### Personal Mission

* After you gain a  Clue from your passive ability, you may spend 5 Clues and discard this card to gain the *Oracle* Reward.
* When  Doom advances to 6 or lower, shuffle the Mythos deck, discard this card, and gain the *Dark Future* Consequence.

## Reward

* You may spend  3 Clues to negate the text effect of an Event Mythos card.

## Consequence

* After you gain a  Clue using your passive ability, lose  1 Sanity.
Carolyn Fern

## The Psychologist

### Abilities

* **Action:**You or another investigator on your space may discard 1 Madness Condition and/or perform a Rest action.
* When you or another investigator on your space performs a Rest action, that investigator may recover 1 additional  Sanity.

### Flavor Text

#### Quote

*"The mad deserve peace of mind, not death of the spirit."*

#### Bio

*When Carolyn Fern's latest patient, Malachi, told her of his troubled nightmares, she never expected that he would turn up dead the very next day, murdered by the very weapon of which he dreamed. A gifted psychologist and skilled in the art of hypnosis, Carolyn has been following clues Malachi left in his diary across two continents. Convinced that Malachi's death is in some way connected to the growing unrest in the world, she is determined to uncover the truth that lies behind the murder of her former patient.*

### Rulings, clarifications, and reminders

*See also: Health and Sanity#Health & Sanity Recovery Prevention Effects*
### Team Role

Carolyn has a great Will and a decent Influence, making her well suited for most encounters she'll undertake. Her Dream Diary allows her to succeed on Other World Encounters, and it spawn Clues whenever she rests, so she can populate the board with Clues.
Her other starting asset allows her to retreat Doom when a Mystery is solved, making her helpful when dealing with an Ancient One that has a low Doom, like Atlach-Nacha or Yig.
Carolyn can help recover additional Sanity to investigators on her space, so Ancient Ones who deal Sanity damage, like Hastur, Hypnos, or Nephren-Ka are much easier with her in play.

### Origin

One of the Investigators in the original *Arkham Horror* board game published by Chaosium in 1987, in which she was the blue pawn.
Calling

### Flavor Text

*You walk between worlds as you paint, drawing inspiration from all across the cosmos, taking care not to misstep.*

### Personal Mission

* When you spend an Improvement token, you may place that token on this card. When there are 3 Improvement tokens on this card, discard this card and gain *The Painted World* Reward.
* At the end of the Encounter Phase, if there are 5 or more Gates on the game board, discard this card and gain the *Lost Reality* Consequence.

## Reward

* **Action:** Reveal the top Gate of the Gate stack. Discard that Gate or perform an additional action.

## Consequence

* After resolving an Other World Encounter, move to a random space.
"Skids" O'Toole

## The Ex-Convict

### Abilities

* **Action:** You may discard 1 Item or Trinket Asset to gain 1 Item or Trinket Asset of your choice from the reserve with value equal to or less than 1 + the value of the discarded Asset.
* Whenever you roll a 1 during a test, you may reroll that die.

### Flavor Text

#### Quote

*"I didn't get out of the joint just to watch the world end."*

#### Bio

*Skids got put away on two counts of bank robbery, but he never hurt anybody. His cellmate, Brad Hollins, killed nine people. Hollins said that an alien creature made him do it. Over the years, Hollins said a lot of strange things about the "Ancient Ones." He said that he needed to get to Argentina to stop them. Skids didn't give it much thought until the night Hollins burst into flames. When Skids got paroled, he couldn't shake the thought of these "Ancient Ones."*

### Team Role

Skids excels at combat due to his strong starting weapon and active ability, letting him trade-up his weapon for a better one from the reserve without the help of an Influence character. He is also a decent all-rounder due to his passive ability giving him slightly improved odds on every test, and can be sent to deal with Mysteries, Rumors, or gates as the team requires.

### Rulings, clarifications, and reminders

* If Skids wants to trade a Unique Asset using his active ability, he will be able to gain an Item or Trinket Asset from the reserve with value equal to one plus no value (effectively value zero), a total of value one.
* Effects that require Skids to roll a die not as part of a test are not affected by his passive ability. Example: The roll on a Dark Pact Condition.
* Skids may reroll each 1 he rolls during a test, even if it was the result of a reroll. The result of a reroll is treated as if that is what that die had originally rolled. In effect, Skids will almost never roll a 1 during a test. If an effect causes all die rolls to be treated as 1's, such as the Tied to a Dark Purpose Mythos card, Skids will continue to roll 1's. He can reroll these dice if he wishes, but he will continue to roll only 1's. For this reason, rerolling these dice will have no effect.

### Origin

"Skids" O'Toole made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.

## References

1. ↑ Official answer from Nikki Valens for Skids on  *BoardGameGeek*.
2. ↑ FAQ p. 4.
3. ↑ Official answer from Nikki Valens for Skids's passive ability on  *BoardGameGeek*.
Antarctica

## Map

Antarctica is a  Sea Expedition space on the World Map. It is connected to:

* Sydney by a Ship path.
* Space 12 by a Ship path.

If playing with the Antarctica Side Board from  Mountains of Madness expansion, this space is also connected to the  Miskatonic Outpost by a Local path.

## Encounters

### Expedition Encounters

Antarctica is one of the 6 main spaces for Expedition Encounters.

### Sea Encounters

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

### Other Encounters

* If playing with  Under the Pyramids expansion, a  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Rumor token may be placed on this location through Transported to the Hyades Mythos card; it can therefore be encountered.
* Elder Thing and Giant Penguin Monsters move to this location when spawned, thus they can be encountered.

## Real World Location

Antarctica is a continent in the far southern hemisphere. No specific locations are mentioned as to where it takes place.

## References

1. ↑ 1.0 1.1 1.2 For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
2. ↑ 2.0 2.1 2.2 For more information about this, see the role-playing game Call of Cthulhu's *Beyond the Mountains of Madness* supplement.
Cities on the Lake

## Flavor Text

*Far away, in the Hyades star cluster, two cities lie upon the shores of Lake Hali. In Yhtill, Queen Cassilda tries desperately to keep her dynasty from falling to the Tattered King of Carcosa, the city across the lake.*

## Mystery Text

As an encounter, an investigator on a space containing a Gate may travel to the shores of Lake Hali; he draws and resolves a Cities on the Lake Special Encounter.

Whenever an investigator closes a Gate during a Cities on the Lake Special Encounter, he may spend  2 Clues to place  1 Eldritch token on this card.

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

## Map

Cairo is a named  City space on the Egypt Side Board from  Under the Pyramids expansion. This space is connected to the World Map to:

* The Pyramids by a Local path.
* Space 17 by a Ship path.

### Note

Due to the Local paths, this space can reach  Alexandria,  The Bent Pyramid and  Tel el-Amarna in a single move.

## Encounters

### Egypt Encounters

Cairo Location Encounters have a high probability of rewarding with Relic Unique Assets.

### City Encounters

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

### Other Encounters

* A green Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Eldritch token may be placed on this space as part of Exploring Egypt or The Black Wind Mysteries, thus it can be encountered.
* An  Adventure token may be placed on Cairo and can be encountered as part of Framed for Theft or Proof of Innocence Adventures.

## Lore

### Mentioned Residents

Achmed Zehavi, the Mosque of Ibn Tulun's arcane object storage manager from the role-playing game Call of Cthulhu's *Masks of Nyarlathotep* supplement.

### Real World Location

Cairo is capital city and the largest and most populous city in Egypt.

## References

1. ↑ *Kitab Al-Azif* is the original Arabic title of the *Necronomicon*.
2. ↑ A character in the game Call of Cthulhu's *Masks of Nyarlathotep* campaign.
3. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
4. ↑ See Cairo location on  *Google Maps*.
Darrell Simmons

## The Photographer

### Abilities

* **Action:** Look at the top five cards of the Asset deck and put them back in any order. Then discard any number of cards from the reserve.
* Roll 1 additional die when resolving a test during a location encounter or a Research Encounter if you are on a  City space.

### Flavor Text

#### Quote

*"The truth is darker than any of us know."*

#### Bio

*Darrell Simmons will never forget the night he saw an indescribable horror emerge from the shadows in his hometown of Arkham. Since that fateful night, the horror of what he saw permeates his every dream. Resolved to capture photographic evidence to prove what he saw, he has dedicated his life to pursuing rumors of supernatural sightings, the latest of which has brought him to an ancient burial ground in Indonesia. One good shot is all he needs, and there is no way he will let it slip through his fingers.*

### Team Role

With his starting assets and high Observation, Darrell is a great character for Research Encounters and gaining Clues, making him invaluable for Mysteries or Rumors that require them.

Darrell is good at recycling the assets deck for more useful items, so he'll partner well on a team with  Charlie Kane or  Jenny Barnes

Because he rolls an extra die in a  City space, he can do very well if the Ancient One is Hastur, as many of his spaces involve cities.

### Origin

Darrell Simmons made his first appearance in 2005 in *Arkham Horror: Second Edition*.
Apocalypse Nigh

## Flavor Text

*Anxiously, you study the walls of your apartment. Hundreds of newspaper clippings surround a heavily marked calendar, multicolored threads connecting each article to a corresponding date.*

*Twenty-two years have passed since the last "occurence." Twenty-two years and nine months. This is going to be the Big One, you can feel it in your gut. The world is not prepared.*

## Prelude Conditions

After resolving setup, if  Shudde M'ell is not the Ancient One, place  1 Eldritch token each on space 2, 5, 8, and 11 of the Doom track. If Shudde M'ell is the Ancient one, place 1 Eldritch token on space 14 of the Doom track.

Then, the Lead Investigator discards 1 Gate on a space of his choice, or each investigator gains 1 Talent Condition.

During this game, if Shudde M'ell is not the Ancient One, when Doom advances to a space containing an Eldritch Token, draw and resolve a Disaster. Then, discard that Eldritch token.
Dead Rising

### Flavor Text

*You can learn much from the departed. In particularly, those who have tried -- and failed -- to off you and your friends seem much more willing to speak in death than in life.*

### Personal Mission

* When a non-Epic Monster is defeated or discarded, place that Monster on this card. Then, if there are 6 or more Monsters on this card, discard this card and gain the *Sweet Harmony* Reward.
* When you have only  1 Health or  1 Sanity, discard this card and gain the *Out of Tune* Consequence.

## Reward

* You may reroll 1 die when resolving a test.

## Consequence

* Roll 1 fewer die when resolving a  test during a Combat Encounter.
A Lead in Alexandria

## Flavor Text

*The port city of Alexandria, shining gem of the desert, is home to many of Antiquity's finest achievements. As luck would have it, Alexandria may be home to the thief as well.*
## Adventure Conditions

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

When this Adventure is completed, the active investigator gains 1 Relic Unique Asset; then draw the Chase in the Desert Adventure.

After an investigator resolves a location encounter on Alexandria, the investigation leads to the discovery of the thief's hideout. Unfortunately, the thief manages to escape and flee into the desert, leaving behind some of his haul. Complete this Adventure.
## Availability

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

## Card Back

**0:** *Opening your mind wreaks havoc on your psyche.* Discard this card unless you gain a Paranoia Condition.
**1-2:** *Your mind travels across the world, and the knowledge becomes clear.* No additional effect.
**3+:** *The journey becomes clear to you, and the answer seems so simple.* You may roll 1 additional die when resolving tests during the Research Encounter.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *The knowledge gets lost in the void.* Discard the chosen  Clue.
**1-2:** *The knowledge is too great for one mind to contain.* Lose  1 Sanity.
**3+:** *Suddenly, the images and ideas coalesce into a new realization.* Gain  1 Clue.
 **3** | 02 | Resolve the effect based on your test result:
**0:***You unknowingly call upon a wrathful spirit that destroys the target of your scrying.* If you rolled any 1's, discard the nearest  Clue on the game board.
**1-2:** *The visions are clouded and murky.* Roll 1 less die when resolving tests during the Research Encounter.
**3+:** *The visions become clear as if you are there in the flesh.* No additional effect.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *You can see nothing but darkness.* If you rolled any 1's, discard this card.
**1:** *You peer through the eyes of vengeful spirits that whisper horrible secrets to you.* Lose  1 Sanity unless you gain a Paranoia Condition.
**2+:** *As you scry, your sight falls upon a previously hidden source of knowledge.* Spawn  1 Clue.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

* If there is a Monster on an investigator's space, Clairvoyance does *not* allow him to bypass that Monster in favor of encountering a Clue, whether that Clue is on his space or another space.
* Clairvoyance allows an investigator to choose to encounter a Clue on another space. The investigator is considered to be on that space for all effects *during that encounter*.
* Clairvoyance finishes resolving before the active investigator starts the encounter.

### References

1. ↑ 1.0 1.1 FAQ p. 7.
2. ↑ Official answer from Nikki Valens for Clairvoyance on  *BoardGameGeek*.
3. ↑ Official answer from Nikki Valens for Clairvoyance again on  *BoardGameGeek*.
4. ↑ Official answer from Nikki Valens for Clairvoyance timing on  *BoardGameGeek*.
Blasphemy of the Black Goat

## Flavor Text

*The Black Litanies have been intoned and Yeb has been called forth from the Black Fire to purge the earth in preparation for Shub-Niggurath's arrival.*

## Mystery Text

When this card enters play, spawn the Yeb Epic Monster on space 19.

At the end of the Mythos Phase, if the Yeb Epic Monster has been defeated, solve this Mystery.
Counselor

Counselor

Counselor

Portrayed by
Marilyn Norry

Relations
{{{Relations}}}

First seen
"Patience"

Last seen
"Home Sweet Home"

Appeared in
{{{Appearances}}}

First mentioned
{{{Mentioned}}}

Episode count
2

Centric episodes
{{{Centric}}}

Centric episode
{{{Centric1}}}

Shared centric episodes
{{{Shared}}}

Shared centric episode
{{{Shared1}}}

Other notable backstory episodes
{{{Other}}}

Notable backstory episode
{{{Other1}}}

Name
{{{Name}}}

AKA
{{{Alias}}}

Age
{{{Age}}}

Date of birth
{{{Birth}}}

Fate
{{{Fate}}}

Manner of death
{{{Death}}}
Episode of death
{{{DeathEp}}}

Origin
{{{Place}}}

Profession
{{{Profession}}}

Family members
{{{Family}}}

Season(s)
S1

**Counselor** is an minor character on ***Dead of Summer***. She appears in "Patience".
Binding the Dark God

## Flavor Text

*While the Dark God is still weakened, a new prison can be created to contain it. Through a series of rituals, the Dark God can be bound to another world.*

## Mystery Text

When this card enters play, place a  Mystery token on Plateau of Leng.

As an encounter, an investigator on the Plateau of Leng may attempt to bind the Dark God to another world; he draws and resolves an Other World Encounter. If the effect allows him to "close this Gate," he may spend  1 Clue to place  1 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.
Chase on the River

## Flavor Text

*The Nile River is the center of life and commerce in the Nile Valley and throughout all of Egypt. The thief is headed upriver, and you race to cut him off before he reaches the jungle.*
## Adventure Conditions

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

When this Adventure is completed, the active investigator gains 1 Artifact; then draw the Proof of Innocence Adventure.

After an investigator resolves a location encounter on The Nile River, he may attempt to track the museum thief along the river valley (-1).

If he passes, he catches the thief and reclaims the stolen exhibits; complete this Adventure.
## Availability

This Adventure is only available when playing with the  Under the Pyramids expansion, when the Under the Pyramids Prelude is active.
Asenath Waite

## Notes

An investigator may gain this Unique Asset when resolving an Other World Encounter(#40).

### Rulings, clarifications, and reminders

Asenath Waite can't be used to discard a Gate before a Monster is spawned as a result of that Gate being spawned.

## Lore

* Asenath Waite first appeared in H.P. Lovecraft's short story, The Thing on the Doorstep.
* She is the wife of Edward Pickman Derby.

## References

1. ↑ Official answer from Nikki Valens for Asenath Waite on  *BoardGameGeek*.
Connect the Dots

### Flavor Text

*Connecting the dots is what you are good at. Everything is related, if you look hard enough. Anything can be predicted by the events that came before it. The question is, can you make the connection in time?*

### Personal Mission

* When a Mystery is solved, discard this card and gain *The Answer Is Clear* Reward
* When you have only  1 Health or  1 Sanity, discard this card and gain the *Inevitability* Consequence.

## Reward

* Treat  as 1 lower when determining its value on Mystery, Adventure, and Mythos cards.

## Consequence

* Roll 1 fewer die when resolving a test during a Research Encounter or an effect of a Mystery or Rumor Mythos card.
Charlie Kane

## The Politician

### Abilities

* **Action:** Another investigator of your choice may immediately perform 1 additional action.
* When you perform an Acquire Assets action, you may allow other investigators to gain any cards you purchase.

#### Quote

*"It can be arranged. It's just a matter of acceptable terms."*

#### Bio

*When the press asks if Charlie is planning a run for national office, he smiles and says that he's focused on the important issues. The truth is that he would love to launch his campaign, but right now the most important issue is preventing the end of the world without causing a panic. To do this, he's been calling in favors across the country. Most recently, Charlie's stopped in San Francisco to visit Hearst Castle. With the help of his friends and his finances, Charlies believes he can fix this problem without sacrificing a single vote.*

### Team Role

Charlie Kane's abilities make him a very strong addition to any team. Although his abilities are both support oriented, making the other investigators better, they are extremely powerful, especially given his high influence score (making obtaining assets easier) and worth saving a spot on the team for him.

### Rulings, clarifications, and reminders

* Charlie can't give an additional action to a Delayed investigator.
* Gaining an additional action doesn't allow the investigator to perform an action he has already performed in that round.
* Charlie's passive ability should be understood as "when Charlie Kane performs the Acquire Assets action, he is able to have other investigators gain the Assets he acquires *as a part of that action*."
	+ This means he could allow another investigator to gain an Asset he is able to purchase, but he could not allow another investigator to trigger the Bank Loan effect. Because the "Bank Loan" is not an Asset, but merely an effect that triggers when an investigator performs the Acquire Assets action, he would need to resolve that effect himself.
	+ Similarly, while the Supplying the North Mystery is in play, Charlie can't purchase a Provisions Unique Asset for another investigator. The effect that allows an investigator to gain a Provisions Unique Asset triggers when the investigator performs the Acquire Assets action, but it is not a part of that action.
	+ For the same reason, Charlie cannot spend two successes during an Acquire Assets action to move another investigator to  Miskatonic Outpost.

### Origin

Charlie Kane made his first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*. Likely a reference to fictional newspaper magnate and (failed) gubernatorial candidate Charles Foster Kane, who was himself based on William Randolph Hearst.

## References

1. ↑ 1.0 1.1 1.2 FAQ p. 4.
2. ↑ FAQ p. 8.
3. ↑ 3.0 3.1 3.2 3.3 Official answer from Nikki Valens for Charlie on  *BoardGameGeek*.
Alien Device

## Card Effect

Gain +3  when resolving Spell effects.

You may spend  1 Sanity to reroll any number of dice when resolving a  test as part of a Spell effect.

## Notes

* If Invasion of the Elder Things Mystery is active, when an investigator gains an Artifact, he may gain the Alien Device Artifact instead.
* An investigator may gain this Artifact when resolving a Research Encounter ( Rise of the Elder Things Wilderness #11).
* An investigator may gain this Artifact when resolving a Location Encounter (City of the Elder Things #3).

## Lore

* Based on the artwork and the description of the Invasion of the Elder Things Mystery, this device appears to be a Mist Projector of the mi-go.
Chase in the Desert

## Flavor Text

*Panicking, the thief flees into the desert. The harsh climate and dangerous fauna hinder your pursuit, but with any luck, they will hinder the thief as well.*
## Adventure Conditions

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

When this Adventure is completed, the active investigator gains 1 Artifact; then draw the Proof of Innocence Adventure.

After an investigator resolves a location encounter on The Sahara Desert, he may attempt to track the museum thief across the desert sands (-1).

If he passes, he catches the thief and reclaims the stolen exhibits; complete this Adventure.
## Availability

This Adventure is only available when playing with the  Under the Pyramids expansion, when the Under the Pyramids Prelude is active.
A Spreading Storm

## Flavor Text

*Scientists are at a loss to supply an explanation for the massive storm system originating from the arctic circle and spreading across the northern hemisphere.*

## Mystery Text

After an investigator resolves a Research Encounter, he may spend  1 Clue he gains from that 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.
Blunderbuss

## Card Effect

When resolving a Combat Encounter, you may gain +2 . If you do, each 6 you roll when resolving a  test during a Combat Encounter counts as 2 successes and each 1 negates 1 success.

### Rulings, Clarifications, and Reminders

If you choose to gain the bonus, but apply a different, higher bonus, 6's and 1's will still be affected.

## References

1. ↑ Official answer from Nikki Valens for Blunderbuss on *StackExchange*.