recursal/Fanatic-Fandom huggingface dataset:
The Yellow Sign

## Flavor Text

*Each day, grim reports of ordinary people turned psychotic dominate the headlines. Each crime scene is more gruesome than the last, linked together only by the presence of a peculiar yellow glyph.*

## Mystery Text

When this card enters play, each investigator places an  Eldritch token on each of the two nearest  City spaces that do not contain Eldritch tokens.

After an investigator on a space containing an Eldritch token resolves a location encounter or a Research Encounter, he may spend  2 Sanity and gain 1 Madness Condition 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 twice , solve this Mystery.
The Expedition

### Flavor Text

*You are a born leader, but this upcoming expedition is going to be the toughest one of them all. You have to gather the right connections. The right muscle, the right talent. The right specialist. Everyone has to be the best. Any less, and the world is doomed.*

### Personal Mission

* When you have 5 or more Ally Assets, discard this card and gain the *Full Party* Reward.
* When another investigator is defeated or devoured, discard this card and gain the *All Your Fault* Consequence.

## Reward

* You cannot discard your Ally Assets unless you choose to.

## Consequence

* Your maximum  Health and  Sanity are reduced by 1.
Through the Ages

## Flavor Text

*Passageways to the past have appeared around the world, heavily guarded by the Order of Rising Stars. Mu, Atlantis, Koth, Pnakotus - what knowledge could the Order be seeking from these storied locales?*

## Mystery Text

After you resolve a Mystic Ruins Encounter, you may spend  1 Clue and discard 1 Spell 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.
The Abyss

## Encounter Details

 58
of the Abyss commands you to prove you are worthy of his aid. Go before Nodens to resolve the pass effect; or prove yourself by your actions to resolve the fail effect.

## Lore

### Description

Abyss is a place mentioned by H.P. Lovecraft in "The Dream-Quest of Unknown Kadath".

For more information about this, see the The Dream-Quest of Unknown Kadath on the H.P. Lovecraft Wiki.
Space 17

## Map

Urban India is a  City space on the World Map. It is represented by the Space 17 on the board, connected to:

* Istanbul by a Train path.
* The Himalayas by an Uncharted path.
* Shanghai by a Train path.
* Space 15 by a Ship path.
* Space 20 by a Ship path.

If playing with the Egypt Side Board from  Under the Pyramids expansion, this space is also connected to  Cairo by a Ship path.

## Encounters

### City Encounters

As Space 17 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Renewing the Seal Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Spreading Sickness Mythos card; it can therefore be encountered.

## Lore

### Real World Location

Based on the location, and the fact that it is a city, it is probably the city of Mumbai in India.

### Notes

* George Barnaby's story mentions coming to Bombay.
* Bombay's name was changed to Mumbai in 1995.

## References

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

## Card Back

*The house, despite appearing dark, is well lit, and you hear a record player playing music in another room. The aroma of a home-cooked dinner reaches you from the dining room. You investigate and discover dinner for one laid out on the table. You spot an intricately illustrated tarot card tucked into the napkin.*

## Notes

An investigator may gain this Unique Asset when resolving a General Encounter ( City #36).
The Green Flame

## Flavor Text

*In response to the cult's invocation, a jet of green flame emerged from the fissure, racing across the ceiling and walls as if a living thing.*

## Mystery Text

When this card enters play, spawn the Tulzscha Epic Monster on a random space.

At the end of the Mythos Phase, if the Tulzscha Epic Monster has been defeated, solve this Mystery.
Spawn of Uncleanliness

## Flavor Text

*Stupid, ravenous, and deadly, Abhoth's malformed spawn roam every corner of the globe. Each foul new horror is more disgusting than the last and brings with it uncleanliness and disease.*

## Mystery Text

When this card enters play, each investigator spawns 1 Cultist Monster on the nearest  Wilderness space that does not contain a Cultist Monster.

Whenever a Cultist Monster is defeated, the active investigator 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 , solve this Mystery.
Sealing the Caverns

## Flavor Text

*Abhoth's children reside in the deepest tunnels beneath the earth, emerging only to feed and do their sire's disturbing work before returning to the deep to slumber and prepare for their next meal.*

## Mystery Text

After an investigator resolves a Research Encounter, he may spend  1 Clue he gained from that encounter to place  1 Eldritch token on the nearest  Wilderness space that does not contain an Eldritch token.

As an encounter, an investigator on a Wilderness space containing an Eldritch token may attempt to seal the cavern for good (-1 or -1). If he passes, 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.
Rita Young

## Distinguishing Features

* Add 1 to the result of each die rolled as part of an Illness, Injury, or Madness Condition effect.

### Flavor Text

#### Quote

*"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust."*

#### Bio

*Clocks do not lie. In the past, people said hurtful things to Rita. They threatened her. But since she started running competitively, Rita has only cared about the clock. Most of the time, it says that Rita is faster than the rest. It says she is stronger and has trained harder. Now she competes around the world and has attracted some unwanted attention. The prejudices of certain esoteric cults cannot tolerate her successes. They plan to make an example of her. But they will have to catch her, and the clock says they cannot.*

### Origin

Rita Young made her first appearance in 2006 in *Dunwich Horror*, the 2nd expansion for *Arkham Horror: Second Edition*.
The Brood

## Flavor Text

*Birthed by Atlach-Nacha in the dark cavities of Cykranosh, the myriad hatchlings dwell in the space between, appearing only to prey on the dreamers that become caught in their mother's ever-expanding web.*

## Mystery Text

If an investigator would gain an Artifact, he may gain the Crux of Cykranosh Artifact instead.

At the end of the Mythos Phase, an investigator with the Crux of Cykranosh Artifact may lure the Spider-mother's brook into the open; spawn The Brood Epic Monster on his space.

At the end of the Mythos Phase, if The Brood Epic Monster has been defeated, solve this Mystery.
Shadow of Doubt

### Flavor Text

*A shadow that lies dormant in the Dreamlands grows thicker as the waking world draws closer to destruction. Should anything happen to the waking world, the Dreamlands will share its fate soon enough. You will not let that happen. Not like this.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Dreamer* 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 *Insomnia* Consequence.

## Reward

* When you close a Gate during an Other World Encounter, gain  1 Clue and  1 Focus.

## Consequence

* You can recover  Health or  Sanity as a part of a Rest action, but not both.
The City Beneath the Sands

## Flavor Text

*Beneath the sands of the Australian outback is a city of ancient, unknown origin. You have tracked Huston and his cult to that location and seek to uncover the city's secrets.*
## Adventure Conditions

When this card enters play, place an  Adventure token token on space 21.

When this Adventure is completed, draw the Hour of the Sand Bat Adventure.

As an encounter on space 21, you may explore the city beneath the sands by resolving a City Beneath the Sands Special Encounter.

After you resolve a City Beneath the Sands Special Encounter, if there are  Eldritch tokens 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 Sand Bat Mystery is active.
Terrifying Creatures Overwhelm Arkham!

## Flavor Text

*The streets are littered with mangled bodies, torn apart by something enormous and cruel. You look up and see two moons glowering above the gambrel roofs.*
## Disaster Conditions

Spawn a number of Monsters on  Arkham equal to half +2.
Each investigator adjacent to Arkham moves to Arkham, then each investigator on Arkham becomes Delayed.

 Arkham is devastated!
The Merchants of Dylath-Leen

## Flavor Text

*Darkness hangs about Dylath-Leen much in the way that vultures circle a corpse. Mysterious black galleys lie moored in the dingy port, their holds filled with exotic rubies.*
## Adventure Conditions

When this card enters play, place an  Adventure token on  Dylath-Leen.

When this Adventure is completed, draw the Aboard the Black Galley Adventure.

After an investigator resolves a location encounter on Dylath-Leen, some dock workers reveal that the black galleys are bound for the Moon. He may spend  2 Clues to advance the active  Mystery by 1. Whether he spends the Clues or not, complete this Adventure.
## Availability

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

### * Text

**Local Action:** Test  or spend 1 Focus. If you pass or spend the Focus, improve 1 skill of your choice.

After an investigator resolves a location encounter or a Research Encounter on this space, he may move to the Plateau of Leng.

## Map

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

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

## Encounters

After an investigator resolves a location encounter or a Research Encounter on this space, he may move to the Plateau of Leng.

### Mountain Encounters

According to statistics, Snowy Mountains Location Encounters can likely give  Clues.

### Snowy mountains 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

* An  Eldritch token may be placed on this space as part of At the Mountains of Madness Mystery, thus it can be encountered.
* An  Adventure token may be placed on Snowy Mountains and can be encountered as part of Through the Mountains Adventure.
The Underworld

> *For the Other World Encounter cards, see The Underworld (Other World).*
>
>

 Map

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

* Ulthar by an Uncharted path.

It is usually connected to the World Map by a Local path through a Dream Portal. Dream portals will only establish such a connection to a named space on a gate token.

The Underworld is the setting for several Gate encounters. These encounters have no mechanical relationship with the Dreamlands side board location.

## 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 Underwold is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* Since this space is connected to the World Map through a Dream Portal, an investigator may resolve an Other World Encounter here.
* An  Adventure token may be placed on the Underworld and can be encountered as part of The Blessings of Nodens Adventure.

## Description

The Underworld is a fictional location beneath the surface of Earth's Dreamlands described in HP Lovecraft's *Dream Cycle* stories.

It is inhabited by Ghouls, Night-Guants. Gugs are trapped in this realm by gods. It is often characterized as dark and dangerous. Although underground, it contains vast cities, mountains, and towers. The Tower of Thok connects to The Enchanted Wood on the surface, a journey which is described by a Gate encounter in the game.
Tick Tock Men

## Monster Special Abilities

You cannot spend  Clues to reroll dice during this Combat Encounter.

## Spawning

This Monster is spawned by the Lost Knowledge Rumor on space 21.

## Rulings, clarifications, and reminders

The Tick Tock Men Epic Monster does not forbid investigators to spend   Focus to reroll dice while encountering it.

## References

1. ↑ Official answer from Nikki Valens for Tick Tock Men on  *BoardGameGeek*.
The Himalayas

## Map

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

* Shanghai by an Uncharted path.
* Space 17 by an Uncharted path.

## Encounters

### Expedition Encounters

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

### Wilderness Encounters

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

### Other Encounters

* If playing with  Under the Pyramids expansion, a  red 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 Ghostly Chanting Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on the Himalayas and can be encountered as part of Seeds of Darkness Adventure.
* Gnoph-Keh Monster moves to this location when spawned, thus it can be encountered.

## Lore

According to the encounters, this location contains the mythical kingdom Shambhala.

### Real World Location

The Himalayas are a mountain range spanning India, Pakistan, Nepal, Bhutan, and China (Tibet). It is the home of two of the most famous mountains on Earth, Everest (on the border of Nepal and Tibet), the highest mountain peak on Earth, and Mount Kailash (Kang Rinboqe), the source of the Ganges and Indus rivers and a place revered in many religions found in the region.

### Notes

The lost city of Shangri-La (Xiangrala) is said to be hidden in the mountain range.

## References

1. ↑ An original creation for the game Eldritch Horror, not much is known of the Order of the Death's Head besides they specialized in capturing monsters. Source: https://imgur.com/a/ew26MCN
2. ↑ Possibly the King in Yellow.
3. ↑ See Mount Kailash location on  *Google Maps*.
Outback Investigation

## Flavor Text

*Huston's band has been spotted heading into the outback, far from the comforts of civilization. You suspect they must have a base of some sort and attempt to learn its location.*
## Adventure Conditions

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

When this Adventure is completed, draw the The City Beneath the Sands 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 Sand Bat Mystery is active.
The Black Wind

## Flavor Text

*A vicious, tempestuous storm wreaks havoc upon the people and lands of Egypt, leaving naught but desolate wasteland in its wake, and yet, it may only be masking an even deadlier threat.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: Alexandria, The Bent Pyramid, Cairo, and Tel el-Amarna.

As an encounter, an investigator on a space containing an Eldritch token may attempt to banish the Black Wind from Egypt; he draws and resolve a Black Wind Special Encounter.

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

*See also: City, Wilderness*
 Sea spaces are a type of space only present in the World Map of Eldritch Horror and on no Side Board. These are marked with a blue ship's helm and pertains to islands or places close to water. This type of space is always connected to other spaces by a Ship path. Several Conditions, Assets and game effects are only resolved on sea spaces as opposed to  City or  Wilderness spaces.

 Silas Marsh gains a bonus die while on Sea spaces for himself and any other investigators on his space.

Several mysteries, particularly those involving  Cthulhu, will involve Sea spaces.

## Sea Encounters

An investigator in a Sea space can resolve a General Encounter.
Space 5

## Map

America's Heartland is a  City space on the World Map. It is represented by the Space 5 on the board, connected to:

* Arkham by a Train path.
* San Francisco by a Train path.
* Space 4 by an Uncharted path.

## Encounters

### City Encounters

As Space 5 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

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

## Lore

### Real World Location

There are a number of cities on the area where shown on the map. The closest city to this space is Sioux Falls, South Dakota, but it could easily be representing Chicago, Illinois or Minneapolis, Minnesota.

### Notes

* Finn Edwards's bio references starting in Chicago.
* Jacqueline Fine's bio references starting in Minneapolis.

## References

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

A **Tarot** is a rare type of Unique Asset that appears in a game of Eldritch Horror only when including  The Dreamlands expansion. They are magical versions of the common Tarot playing cards. Tarot cards have a front situational effect and no actions,  effects, or card back effect; their back each tells part of a small story as flavor.

They may be obtained through Location Encounters, except Death XIII which is a starting possession of  Carolyn Fern.
Space 4

## Map

The Canadian Wilderness is a  Wilderness space on the World Map. It is represented by the Space 4 on the board, connected to:

* Space 1 by an Uncharted path.
* Space 5 by an Uncharted path.

## Encounters

### Wilderness Encounters

As Space 4 is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Rituals in the Wild, Exploring the Caverns or Hyperborean Aurora Mysteries, thus it can be encountered.
* Wind-Walker Epic Monster may spawn on this space and can be encountered.

## Real World Location

The map corresponds to Fort Providence, located in Canada.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Fort Providence location on  *Google Maps*.
Spawn of Hastur

## Flavor Text

*To gaze upon the progeny of the Unspeakable One is to invite your very core the exact darkness which you mean to defeat. No being, no matter how pure, can escape Hastur's shadowy caress unmarred.*

## Mystery Text

When this card enters play, spawn 1 Gate. Then, spawn the Spawn of Hastur Epic Monster on that space.

At the end of the Mythos Phase, if the Spawn of Hastur Epic Monster has been defeated, solve this Mystery.
Space 10

## Map

West Africa is a  Wilderness space on the World Map. It is represented by the Space 10 on the board, connected to:

* Rome by a Ship path.
* The Pyramids by an Uncharted path.
* Space 8 by a Ship path.
* Space 15 by a Ship path.

If playing with the Egypt Side Board from  Under the Pyramids expansion, this space is also connected to  The Sahara Desert by a Local path.

## Encounters

### Wilderness Encounters

As Space 10 is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Rituals in the Wild, Exploring the Caverns or Renewing the Seal Mysteries, thus it can be encountered.
* A  Rumor token may be placed on this location through Drawn to Our World Mythos card; it can therefore be encountered.

## Real World Location

West Africa's space could be any number of countries and wilderness spaces, but it seems close to Dakar, the capital of Senegal.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Dakar location on  *Google Maps*.
Spectral Razor

## Card Back

**0:** *The air stirs, but the spell's power seems to have vanished.* If you rolled any 1's, discard this card.
**1+:** *The ethereal energies strike your opponent with lethal accuracy.* You may spend  1 Sanity to add 1 to the result of 1 die when resolving the  test.
 **2** | 08 | Resolve the effect based on your test result:
**0:** *You feel a malevolent presence infecting your mind, feeding on your aggression.* Lose  1 Sanity or roll 1 fewer die when resolving the  test.
**1+:** *The ghostly energy surrounds your opponent, attacking from every side.* You may spend  1 Sanity to reroll 1 die when resolving the  test.
 **3** | 08 | Resolve the effect based on your test result:
**0:** *The arcane tendrils twist around one another, tying themselves into knots.* Lose  1 Sanity or each 1 you roll when resolving the  test negates 1 success.
**1+:** *Writhing energies lash out at your opponent in a violent flurry.* You may spend  1 Sanity to have each 6 you roll when resolving the  test count as 2 successes.
 **4** | 08 | Resolve the effect based on your test result:
**0-1:** *The spell's energies envelop your hands and arms, leaving dozens of cuts.* Lose  1 Health.
**2+:** *Arcane forces strike your opponent with the impact of a battering ram.* You may spend  1 Sanity to have the Monster lose  1 Health.
Then flip this card.

## Notes

The spell's effect reads: "(...) when resolving the  during that encounter." Based on other, similar cards' wording, the word "test" was probably omitted by mistake.

### Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, Spectral Razor 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*.
Rex Murphy

## The Reporter

### Abilities

* **Action:** Gain any number of Assets of your choice from the reserve with total value less than your .
* If you do not have a Cursed Condition, gain  1 Clue, improve 1 skill of your choice, and gain a Cursed Condition.

### Flavor Text

#### Quote

*"My sources tell me that the world is ending. Just my luck."*

#### Bio

*When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. To survive, Rex has developed an inquisitive mind, trying to keep one step ahead of the next disaster. His terrible fortune has more than once exposed him to the monstrous forces that threaten this world. He hopes he can get some writing done in Alaska, far away from anything that might go too wrong.*

### Team Role

His permanent Cursed condition makes him one of the hardest characters to play. He can use his Lucky Talisman to get OK odds on research encounters, but he should avoid combat and multi-stage encounters. Should he acquire an easy way to discard his Curse (Witch Doctor works best), he can quickly boost his skills.

Rex works best at gaining assets with his component action, since it doesn't require any test rolls, and with +2 Influence improvement, he can take even the 4 cost assets from the reserve, and later trade them to those that need them most.

### Origin

Rex Murphy made his first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*. He is possibly inspired by Canadian journalist Rex Murphy (although this could be a coincidence).
Rising Terror

## Card Front

 :

## Rulings, clarifications, and reminders

* When resolving every  Reckoning effect twice, first resolve all  Reckoning effects, then resolve all  Reckoning effects again. For example, if there is a Zombie on the game board, the Zombie will first turn into a Zombie Horde, then that Horde will potentially advance  Doom.

### References

1. ↑ Official answer from Nikki Valens for Resolving twice on  *BoardGameGeek*.
The King in Yellow (Prelude)

## Flavor Text

*116 Die in Theater Fire. You frown at the headline. The photograph shows the smoldering remains of the once popular playhouse. You ignore the feeling in your gut and scan the article, hoping against hope that it is not what you think. No mention. Good. To your dismay, your relief is cut short. There, in the picture, on a piece of wood that escaped the fire - the Yellow Sign.*

## Prelude Condition

Before step 8 of setup ("Build Mythos Deck"), set aside the King in Yellow Rumor Mythos card.

After resolving setup, if  Hastur is the Ancient One, spawn a number of Gates as indicated by the Reference card unless the Lead Investigator gains a Blight Condition. Then, return the King in Yellow Rumor Mythos card to the game box.

If Hastur is not the Ancient One, place the King in Yellow Rumor Mythos card in play with  2 Eldritch tokens on it.

Then each investigator may spend  1 Sanity to gain  1 Clue.

## Rulings, clarifications, and reminders

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

### References

1. ↑ Official answer from Nikki Valens for Prelude on  *BoardGameGeek*.
Threatening Seas

## Flavor Text

*All across the world, storms have formed over the many submerged cities that deep ones call home, such as Y'ha-nthlei and Ahu-Y'hloa.*

## Mystery Text

When this card enters play, each investigator places  1 Eldritch token on the nearest  Sea space that does not contain an Eldritch token.

As an encounter, an investigator on a space containing an Eldritch token may attempt to prolong Cthulhu's slumber (-1). If he passes, he may spend  1 Clue and discard 1 Spell 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 , solve this Mystery. Do not discard the Eldritch tokens from the game board.
Terror

## Card Back

 **Terrifying Encounters** | 08 | *Every face seems to hold a hidden threat or secret motive.* | Move 1 space toward the nearest  Wilderness or  Sea space. Then, if you are on a  City space, lose  1 Sanity.
 **Terrifying Nightmares** | 08 | *You awake screaming, only to see your nightmare still staring at you.* | Lose  1 Sanity and gain a Hallucinations Condition and a Paranoia Condition.
 **Terrifying Revelation** | 08 | *You can no longer deny the horrible truth. Everything you have learned points to an unavoidable apocalypse.* | Lose  2 Sanity and discard half of your  Clues.
Then discard this card.
Space 16

## Map

Central Russia is a  City space on the World Map. It is represented by the Space 16 on the board, connected to:

* Istanbul by a Train path.
* Tunguska by a Train path.
* Space 14 by a Train path.

## Encounters

### City Encounters

As Space 16 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

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

## Lore

### Real World Location

More than likely, the city is Krasnoyarsk, Russia, a city on the Trans-Siberian Railway.

### Notes

* Trish Scarborough's bio mentions her finding herself in the city of Krasnoyarsk, which would be further southwest than the point indicated on the map. The point on the map is arguably closer to Novosibirsk, which is a much larger city. Both Novosibirsk and Krasnoyarsk are stops on the Trans-Siberian Railroad.
* Wendy Adams does not mention a specific city, but she is definitely in Russia.
* Trish's card calls this area "Central Russia", while Wendy's calls it "Eastern Russia."

## References

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

## Card Effect

**Action:** Choose 1 Monster on any space and roll 1 die. On a 5 or 6, discard that Monster. On a 1-4, move that Monster to your space.

## Notes

* If  Haunter of the Dark Mystery is active, when an investigator gains an Artifact, he may gain the Shining Trapezohedron Artifact instead.
* An investigator may gain this card when resolving a Research Encounter ( Nephren-Ka City #13).

## Lore

The Shining Trapezohedron first appeared in H.P. Lovecraft's short story, The Haunter of the Dark. It was discovered in Egypt by Enoch Bowen who brought it back to Providence, Rhode Island in 1844.
Space 11

## Map

The South Atlantic Ocean is a  Sea space on the World Map. It is represented by the Space 11 on the board, connected to:

* Buenos Aires by a Ship path.
* Space 15 by a Ship path.

## Encounters

### Sea Encounters

As Space 11 is a Sea space, an investigator can resolve a General Encounter here.

### Other Encounters

A  Rumor token may be placed on this location through Dimensions Collide Mythos card; it can therefore be encountered.

## Real World Location

As a sea location, it is probably based on Tristan de Cunha.

## References

1. ↑ See Tristan de Cunha location on  *Google Maps*.
Space 13

## Map

The Arctic Ocean is a  Sea space on the World Map. It is represented by the Space 13 on the board, connected to:

* London by a Ship path.

## Encounters

### Sea Encounters

As Space 13 is a Sea space, an investigator can resolve a General Encounter here.

### Other Encounters

* If playing with  Masks of Nyarlathotep expansion, a  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Rumor token may be placed on this location through Mysterious Lights Mythos card; it can therefore be encountered.
* Ithaqua Epic Monster may spawn on this space and can be encountered.

## Real World Location

With it's very high latitude and sea location, it is probably Franz Josef Land, Arkhangelsk,. one of the northern most oblasts in Russia above the Arctic Circle.

## References

1. ↑ See Franz-Josef Land location on  *Google Maps*.
The Price of Prestige

## Flavor Text

*Everywhere you go, smiling faces greet you - a wink here, raised eyebrows there. A brief handshake and an amorous embrace. Doors practically fly off their hinges as they open before you, golden light spilling forth from within.*

*The world is going to hell in a handbasket, and while a select few can match your limitless charisma, fewer still have the ability to muster the resources needed to combat the rising tide.*

*Money cannot buy friendship, perhaps, but it sure can open a lot of doors.*

## Prelude Conditions

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

Task Unique Assets in the reserve can be gained as part of the Acquire Assets action. Each Task Unique Asset in the reserve has value 2.
Severing the Links

## Flavor Text

*The silver strands of Atlach-Nacha's web siphon arcane energy from across the glove into the ever-growing web, threading the Spider-mother's path through a vast network of alien stars.*

## Mystery Text

Whenever an investigator passes a  test while resolving a Spell effect, he may spend  1 Clue and discard that Spell after he has finished resolving its effects. If he does, 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.
San Francisco

## Map

San Francisco is one of the 9 named  City spaces on the World Map. It is connected to:

* Space 1 by a Ship path.
* Space 2 by a Ship path.
* Space 5 by a Train path.
* Space 6 by a Train path.

## Encounters

### America Encounters

San Francisco Location Encounters have a high probability of improving .

### City Encounters

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

### Expedition Encounters

Expedition Encounters can take place here if using the  Cities in Ruin expansion.

 2

### Devastation Encounters

If playing with the  Cities in Ruin expansion, San Francisco may be devastated, thus Devastation Encounters can be resolved here.

### Other Encounters

* A green 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 Mission Dolores Mythos card; it can therefore be encountered.

## Lore

### Real World Location

San Francisco is a city in California, United States.

### Notes

* San Francisco is famous for its Chinatown district.
* Hearst Castle, mentioned in  Charlie Kane's bio, is located several hours south of San Francisco in San Simeon.
* San Francisco appears in H.P. Lovecraft's short story, Dagon.

## References

1. ↑ A character from the story *A Sacrifice to Science* by Adolphe de Castro, later revised as *The Last Test* by H.P. Lovecraft.
2. ↑ A character from the story *The Automatic Executioner* by Adolphe de Castro, later revised as *The Electric Executioner* by H.P. Lovecraft.
3. ↑ A character first appeared in the role-playing game Call of Cthulhu's *The Fungi from Yuggoth* campaign.
4. ↑ A character in the story *The Return of the Sorcerer* by Clark Ashton Smith. For more information about this, see the The Return of the Sorcerer page on  *The H.P. Lovecraft Wiki*.
5. ↑ A character in the story *The Venus of Azombeii* by Clark Ashton Smith.
6. ↑ A corporation first appeared in the role-playing game Call of Cthulhu's *The Fungi from Yuggoth* campaign.
7. ↑ 7.0 7.1 7.2 A character from the role-playing game Call of Cthulhu's *Secrets of San Francisco* supplement.
8. ↑ There's an interdimentional gate atop Strawberry Hill connecting with a temple in Atlantis that is believed to open at certain times of the year. Information taken from the role-playing game Call of Cthulhu's *Secrets of San Francisco* supplement.
9. ↑ An association worshipping Shugoran (Shugeron), an avatar of Nyarlathotep, from the role-playing game Call of Cthulhu's *Secrets of San Francisco* supplement.
10. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
11. ↑ See San Francisco location on  *Google Maps*.
Rituals in the Wild

## Flavor Text

*Bonfires roar in the wildest corners of the planet as the Cult of the Black Goat performs their bestial rituals. The cultist howl to Shub-Niggurath to let loose her children upon the Earth.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following  Wilderness spaces: 4, 10, 21 and Tunguska.

As an encounter, an investigator on a space containing an Eldritch token may attempt to determine the ritual's purpose (). If he passes, he may spend  2 Clues to place that Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to half , solve this Mystery and discard all Eldritch tokens from the game board.

## Clarifications

The "discard all Eldritch tokens" refers to any remaining Eldritch Tokens that were placed as a result of this Mystery. If a Rumor or other card places Eldritch tokens on the board, do not remove them.
Ruby of R'lyeh

## Card Effect

Once per round, during the Action Phase, you may spend  1 Sanity and perform 1 additional action.

### Rulings, clarifications, and reminders

* Gaining an additional action doesn't allow the investigator to perform an action he has already performed in that round.

## Note

An investigator may gain this card when resolving a Research Encounter ( Cthulhu Sea #8 or  Antediluvium Sea #19).
Tel el-Amarna

## Map

Tel el-Amarna is a named  Wilderness space on the Egypt Side Board from  Under the Pyramids expansion. It is connected to:

* The Nile River by a Ship path.

This space is connected to the World Map by a Local path leading to  The Pyramids.

### Note

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

## Encounters

### Africa Encounters

Tel el-Amarna Location Encounters have a high probability of giving  Clues.

### Wilderness Encounters

As Tel el-Amarna is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of The Black Wind Mystery, thus it can be encountered.
* An  Adventure token may be placed on Tel el-Amarna and can be encountered as part of A Lead in Tel el-Amarna Adventure.

## Lore

### Mentioned Places and Institutions

* Northern Tombs
* Royal Tomb
* South Tombs

### Mentioned Nearby Places and Institutions

* Hadoth
* Labyrinth of Kish

### Real World Location

Amarna was the capital city of the Pharaoh Akhetaten, a pharaoh well known for his belief in a monotheistic sun deity known as the Aten, and was built in roughly 1350 BC. It is roughly 200 miles south of Cairo.

## References

1. ↑ A place mention in the story *The Outsider* by H.P. Lovecraft. For more information about this, see the The Outsider page on  *The H.P. Lovecraft Wiki*.
2. ↑ *Kitab Al-Azif* is the original Arabic title of the *Necronomicon*.
3. ↑ Possibly the King in Yellow.
4. ↑ See Tel el-Amarna location on  *Google Maps*.
Summon Byakhee

## Card Back

**0:***Nodens has deemed you unworthy and recalled his servant.* If you rolled any 1's, discard this card.
**1+:***You arrive safely, despite how loathsome you find your steed.* Lose  1 Sanity.
 **2** | 06 | Resolve the effect based on your test result:
**0:***No creature appears, but the effort leaves you exhausted.* Impair  unless you discard this card.
**1-2:***The strain of the flight leaves you battered and bruised.* Lose  1 Health unless you impair .
**3+:***The beast delivers you as you command.* No additional effect.
 **3** | 06 | Resolve the effect based on your test result:
**0-2:***You travel a circuitous path, growing disoriented and desperate.* Lose  1 Sanity and become Delayed.
**3+:***The creature obediently carries you to your destination.* No additional effect.
 **4** | 06 | Resolve the effect based on your test result:
**0:***The beast has appeared, but it will not obey.* Discard this card and spawn 1 Rogue Byakhee Epic Monster on this space.
**1:***The beast travels recklessly, and the landing leaves you wounded.* Lose  1 Health.
**2+:***The spell compels the creature to fly you through the night sky.* No additional effect.
Then flip this card.
Thrill of the Hunt

### Flavor Text

*You check and recheck your guns, making certain that all is ready. These marks are going to be tough -- they usually are -- but you can handle it. It is what you do.*

### Personal Mission

* When you defeat a non-Epic Monster during a Combat Encounter, place that Monster on this card. Then, if there are 5 or more Monsters on this card, discard this card and gain the *Trophy Hunter* Reward.
* When you have only 1  Health or 1  Sanity, discard this card and gain the *Blacklisted* Consequence.

## Reward

* When you defeat a Monster during a Combat Encounter, gain  1 Resource.

## Consequence

* You cannot spend   Focus or  Resources as part of an Acquire Assets Action.
Teamwork

**Teamwork** is an effect that can apply to certain Assets or Spells that the player may obtain. It is the only trait that applies to both Assets and Spells in the game. They require the present of at least 2 investigators in the game for their effects to be of use.

Teamwork cards are returned to the game box during setup for a single investigator game.
Space 15

## Map

South Africa is a  City space on the World Map. It is represented by the Space 15 on the board, connected to:

* The Heart of Africa by an Uncharted path.
* Space 10 by a Ship path.
* Space 11 by a Ship path.
* Space 17 by a Ship path.
* Space 18 by a Ship path.

## Encounters

### City Encounters

As Space 15 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* An  Eldritch token may be placed on this space as part of Renewing the Seal Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Scavengers Mythos card; it can therefore be encountered.

## Lore

### Real World Location

More than likely, it is Cape Town, one of the largest cities and cultural centers of South Africa.

### Notes

Both  Sister Mary and  Akachi Onyele mention in their bios that start in Cape Town.

## References

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

## Card Back

**0-1:***The ritual echoes in your head until it becomes gibberish.* Discard this card unless you lose  2 Sanity.
**2:** *The enemy's flesh boils and peels away.* No additional effect.
**3+:** *Flames and thick smoke envelop your target.* The chosen Monster loses  Health equal to your test result instead.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *The spell backfires, searing your hands.* Lose  2 Health.
**1:** *The distinct smell of burning flesh lets you know the spell has been cast correctly.* Lose  1 Sanity.
**2+:** *The magic spreads, and the burning flesh peels from your enemies' bodies.* Each other Monster on your space also loses  2 Health.
 **3** | 02 | Resolve the effect based on your test result:
**0:***The magic backfires, assailing your flesh with blisters and pox.* Discard this card unless you gain a Poisoned Condition.
**1-2:** *The harmful magic lingers in your body.* Lose  1 Health.
**3+:** *Your target's flesh writhes and boils, shedding off in a molten husk.* The chosen Monster loses  4 Health instead.
 **4** | 02 | Resolve the effect based on your test result:
**0-1:** *Your magic calls attention to your location.* Immediately resolve a Combat Encounter against each Monster on your space in the order of your choice.
**2+:** *The beast before you cowers and coils up, shrinking and growing weak.* No additional effect.
Then flip this card.
The Moon

## Map

The Moon 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.

It is usually connected to the World Map by a Local path through a Dream Portal. Dream portals will only establish such a connection to a named space on a gate token.

## 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 Moon is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* Since this space is connected to the World Map through a Dream Portal, an investigator may resolve an Other World Encounter here.
* An  Adventure token may be placed on the Moon and can be encountered as part of Aboard the Black Galley Adventure.

## Description

This location represents the Dreamlands of Earth's moon In HP Lovecraft's *Dream Cycle* stories. In Lovecraft's writing, the dreamlands of The Moon are separate from Earth's dreamlands. Black galleys from the ports of Dylath-Leen travel to and from The Moon. These ships move through space on their journey.

The Moon is inhabited by Moon Beasts.
Ruins in the Heart of the Jungle

## Flavor Text

*The ancient city of Chichen Itza was the birthplace of powerful magic that now wards the Earth from the sight of the outer gods.*
## Adventure Conditions

When this card enters play, place an  Adventure token on space 7.

When this Adventure is completed, draw the Relics of the Amazon Adventure.

As an encounter, an investigator on space 7 may search the deck for a Chichen Itza Mystic Ruins Encounter and resolve it.

After resolving that encounter, he may spend  2 Clues to advance the active Mystery by 1. Whether he spends the Clues or not, complete this Adventure.
## Availability

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

## Flavor Text

*The true purpose of the standing stones, long thought to be an ancient calendar or temple, has been revealed. The power of the ley lines must be harnessed.*
## Adventure Conditions

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

When this Adventure is completed, draw the Relics of the Pyramids Adventure.

As an encounter, an investigator on London may search the deck for a Stonehenge Mystic Ruins Encounter and resolve it.

After resolving that encounter, he may spend  2 Clues to advance the active Mystery by 1. Whether he spends the Clues or not, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Strange Remnants expansion, when the In Cosmic Alignment Prelude is active.
Rise of the Serpent People

## Flavor Text

*Long thought dead, some serpent people are returning from centuries of dormancy. Although few in number, they are masters of combining science and magic.*

## 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 discover the meaning behind the strange events (-1). If the 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.
Stricken from History

## Flavor Text

*So heinous were the deeds of the Dark Pharaoh, that it was ruled, after his death, that his existence be purged from all written records. Some evidence may yet be found, however, by those who know where to look.*

## Mystery Text

When this card enters play, each investigator moves the nearest  Clue on the World Map to the nearest space on the Egypt side board.

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.
Ritual at the Final Hour

## Flavor Text

*The eclipse has come, and the Earth lies in its shadow. The ancient powers have been invoked, and their magic must be brought against the darkness.*
## Adventure Conditions

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

When this Adventure is completed, advance the active  Mystery by 1 and close 1 Gate of the active investigator's choice on any space.

As an encounter, an investigator on Arkham may perform the ritual to ward the portal created by the eclipse (-1).

If he passes, he may spend  1 Clue and discard 1 Spell to seal the portal until the next cosmic alignment. If he does, complete this Adventure.
## Availability

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