recursal/Fanatic-Fandom huggingface dataset:
Illness

An Illness is a type of Condition. They represent medical afflictions that can harm the player. It can be obtained in a variety of ways: Through a Mythos card, the resolution of other Conditions, an Encounter or through the  Reckoning effect of certain Ancient Ones. There are three different types of Illnesses: Diseased, Poisoned, and Infection:

* Diseased and Infection prevent  Health recovery during a Rest action. During the rest action, Infections can be discarded by rolling a 4, 5, or 6, while Diseased can be removed on a 5 or 6. Both Infection and Diseased require a  roll that flips the card on a failure. Some of the Conditions allow a discard after applying the negative effects, and others merely flip the card over.

* Poisoned prevents both  Health and  Sanity recovery and makes the investigator lose Health on a  Reckoning. It triggers on a Rest action, and allow for a skill test. If the player passes, they can discard the card. If they fail, they cannot, suffer a negative effect, and the card flips back over.

 Vincent Lee's active ability may discard an Illness Condition.
Exploring Hyperborea

## Flavor Text

*All across the northern hemisphere, people have said to have visions of an ancient civilization. The visions are strongest in Greenland where the cities of Hyperborea are cast into reality.*

## Mystery Text

When this card enters play, place a  Mystery token on space 9.

As an encounter, an investigator on space 9 may travel through the veil between worlds and explore the ancient continent of Hyperborea; he draws and resolves an Exploring Hyperborea Special Encounter.

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

## Notes

The original text of Exploring Hyperborea Mystery’s final paragraph was "At the end of the Mythos Phase, if there are Clues on this card equal to half , solve this Mystery." All Exploring Hyperborea Special Encounters put Eldritch tokens on the mystery, not Clues, hence the errata.
Dread Countenance

## Flavor Text

*The statuette was recovered from the smashed remains of a whaling vessel. There were no survivors. The shape of the statue's face is exotic and bizarre, yet something about it is oddly familiar.*

## Mystery Text

If you would gain an Artifact, you may gain the Grotesque Statue Artifact instead.

At the end of the Mythos Phase, you may spend  Clues equal to , discard 2 Spells and the Grotesque Statue Artifact to solve this Mystery.
Hideous Apparitions

## Rulings, clarifications, and reminders

Sanity loss cannot be assigned to an investigator in a greater quantity than that of his current Sanity, even if he can prevent or replace the loss (e.g. Moxie) to keep himself from dying as a result, so a single investigator with 3 Sanity and Moxie couldn't choose to be assigned 4 Sanity to keep other investigators from being affected for example. If after assigning Sanity loss to all investigators as much as possible there is still Sanity loss left to be assigned, first all investigators resolve their Sanity loss and prevention or replacement effects, then the leftover loss is again assigned to investigators.

## References

1. ↑ Official answer from Nikki Valens for losing Health or Sanity as a group on  *BoardGameGeek*.
2. ↑ Official answer from Dane Beltrami for assigning leftover loss on  *BoardGameGeek*.
Gate Box

## Card Effect

Investigators on your space roll 1 additional die when resolving tests during Other World Encounters.

If you close a Gate during an Other World Encounter, gain  1 Clue.

## Lore

An item in the role-playing game Call of Cthulhu. Two Gate Boxes are magically linked to each other and allow transportation of much larger objects and even creatures.
Holy Water

## Card Effect

You may discard this card to gain +5  and +5  during a Combat Encounter.

**Action:** You may discard this card to choose an investigator on your space. That investigator gains a Blessed Condition.

## Notes

 Sister Mary starts with this Asset.

Original text for second effect was:

"***Action:** Discard this card to choose an investigator on your space to gain a Blessed Condition.*"

That wording would allow  Finn Edwards to use Holy Water indefinitely, hence the errata.
He Who Is Not to be Named

## Flavor Text

*The shadow of madness permeates every avenue of reality as Hastur, the Unspeakable One, stirs. He waits within his dark prison, yearning to bring the sprawling, corrupt cities of humanity under his rule.*

## Mystery Text

When this card enters play, move each  Clue on the game board to the nearest  City space.

After an investigator resolve a Research Encounter, he may spend any number of Clues he gained from that encounter and place those Clues on this card.

At the end of the Mythos Phase, if there are Clues on this card equal to twice , solve this Mystery.
In Cosmic Alignment

## Flavor Text

*"The Stars are Right."*

*The words chill you to the bone, not because they were written in blood by the black-robed man that now lies dead before you, but because of their implication.*

*They herald the end of existence, for you, for your friends, and for the Earth. The end of everything.*

## Prelude Condition

During step 5 or setup ("Determine Ancient One"), set up the Mystic Ruins Encounter deck.

After resolving setup, if  Syzygy is the Ancient One, place  1 Eldritch token on the  red space of the Omen track; then each investigator loses  1 Sanity and gains 1 Relic Unique Asset.

If Syzygy is not the Ancient One, set aside all Cosmic Alignment Adventures; then draw the Discovery of a Cosmic Syzygy Adventure and spawn 1 Gate.
Headstrong

## Card Front

 Action

## Card Back

**0:** *This time is different. You have been shaken, and now you are afraid.* If you rolled any 1's, discard this card.
**1+:** *You cannot keep doing this. Your heart is going to beat right out of your chest.* Lose  1 Health unless you discard this card.
 **2** | 06 | ' | Resolve the effect based on your test result:
**0-2:** *Fear has become a comforting friend. You are too at home with despair.* Gain 1 Madness Condition unless you discard this card.
**3+:** *When you are pushed to the limit, your mind proves unbreakable.* Prevent the loss of  Sanity up to your test result instead.
 **3** | 09 | ' | Resolve the effect based on your test result:
**0:** *You cherish every happy memory until the horror subsides.* Discard this card unless you spend  1 Focus.
**1-2:** *Your thoughts are disjointed and erratic, but your goal remains crystal clear.* Gain 1 Madness Condition unless you discard this card.
**3+:** *Your self-confidence can weather any storm.* Prevent the loss of up to  4 Sanity instead.
 **4** | 09 | ' | Resolve the effect based on your test result:
**0:** *You feel the dull, cold weight of genuine fear in your stomach.* Lose  1 Sanity unless you discard this card.
**1:** *Your eye will not stop switching but otherwise you feel fine.* Discard  1 Focus unless you discard this card.
**2+:** *You look into the face of true horror, and you do not blink.* No additional effect.
Then flip this card.

## Notes

 Daniela Reyes starts with this Condition.
Gug

## Monster Special Abilities

If you defeat this Monster during a Combat Encounter, you do not resolve an additional encounter.

## Notes

### Rulings, clarifications, and reminders

"Additional encounter" refers to a passage from the Reference Guide, page 6, "Encounters", second bullet: "If there are no Monsters on an investigator's space after he resolves a Combat Encounter during the Encounter Phase, he may immediately resolve an additional encounter of his choice."

Basically, if an investigator encounters the Gug during the Encounter Phase, whether he defeats it or not, he will not be able to resolve a non-combat encounter of his choice. He will, however, encounter each Monster (including Epic Monsters) on his space in the order of his choice. Essentially, all Combat Encounter are queued before any encounters are resolved. Once the encounters are queued, very few effects can stop them from happening, one of which being the investigator is defeated.

### References

1. ↑ Official answer from Nikki Valens for Gug on  *BoardGameGeek*.
Head Injury

## Card Back

 **Brain Damage** | 04 | *Ever since that blow to your head, you have not been able to grasp the words necessary to communicate with others nor have you retained your manual dexterity nor your memories.* | Lose  1 Sanity and discard all of your Improvement tokens.
 **Concussion** | 04 | *You find yourself lying on the ground unable to recall how you got there. Trying to remember what happened only causes your head to hurt more.* | Lose  1 Health and gain an Amnesia Condition.
 **Splitting Headache** | 04 | *Sharp pain splits your skull. A screeching sound grows louder and louder until you cannot bear the agony any longer. For hours you fantasize about puncturing your own ear drums to stop the excruciating ringing in your head.* | Lose  3 Sanity.
Then discard this card.
Exploring Egypt

## Flavor Text

*In Nephren-Ka's time, he enslaved the people of Egypt, performing unspeakable rituals from within a lightless pyramid. The land has long since healed from his bloody reign, but a dark secret still remains.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: Alexandria, Cairo, The Nile River, and The Sahara Desert.

After an investigator resolves an encounter on a space containing an Eldritch token, 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.
Dread Curse

## Card Back

**0:** *You have been judged unworthy of this power.* If you rolled any 1's, discard this card.
**1-2:** *The utter absurdity of the destruction of Azathoth warps your perception of reality.* Lose  2 Sanity unless you discard this card.
**3+:** *A green comet streaks through the night sky.* No additional effect.
 **2** | 07 | Resolve the effect based on your test result:
**0-1:** *You invoke the name of Azathoth at great cost.* Advance  Doom by 1 unless you discard this card.
**2+:** *You allow the will of Azathoth to course through you, enhancing the effectiveness of the curse.* You may advance  Doom by 1 to reroll any number of dice when resolving the  test.
 **3** | 07 | Resolve the effect based on your test result:
**0-1:** *The eyes of the court are upon you.* Advance the Omen by 1 unless you discard this card.
**2+:** *The unabated power of the Daemon Sultan tears the sky asunder as it rips your foe to shreds.* You may spawn 1 Gate to gain +12  during that encounter instead.
 **4** | 07 | Resolve the effect based on your test result:
**0-1:** *You briefly glimpse the horror that dwells in the center of the universe.* Lose  3 Sanity unless you discard this card.
**2+:** *The curse manifests itself as a flesh-eating cloud, rending the skin of your opponent to bloody tatters.* No additional effect.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, the 2+ effect of Dread Curse's 2nd 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*.
Hyperborean Aurora

## Flavor Text

*The aurora borealis has been reported to appear overhead as far south as London and New England. Wherever the lights can be seen, the sky seems to hum with arcane energy.*

## Mystery Text

When this card enters play, place a  Mystery token on Arkham and London.

As an encounter, an investigator on Arkham or London may observe the lights in the night sky and attempt to dispel them (). If he passes, he may spend  1 Clue and discard 1 Spell to place  1 Eldritch token on his card.

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

## Card Back

**0:** *For the moment, you cannot remember the words of the incantation.* If you rolled any 1's, discard this card.
**1-2:** *You have a vision of our companion's battle and fear for his safety.* Lose  1 Sanity.
**3+:** *You see the battle clearly, as if standing there yourself.* No additional effect.
 **2** | 03 | Resolve the effect based on your test result:
**0-1:** *The spirits you channel through your companion give him strength but grate the mind.* That investigator loses  2 Sanity unless you discard this card.
**2+:** *The spirits are difficult to fathom, but they grant great power.* That investigator loses  1 Sanity and may reroll up to 2 dice when resolving the  test during that encounter.
 **3** | 03 | Resolve the effect based on your test result:
**0:** *You project your spirit to assist but only manage to hinder the situation.* That investigator gains 1 Injury Condition unless you discard this card.
**1-2:** *The spirits wrack the mind.* That investigator loses  1 Sanity.
**3+:** *The spirits heed your every beck and call.* That investigator rolls 1 additional die when resolving the  test during the encounter.
 **4** | 03 | Resolve the effect based on your test result:
**0:** *The spirits that flock to the scene are pestering and distracting.* That investigator gains 1 Madness Condition unless you discard this card.
**1-2:** *The strain of the battle is transferred to you.* Lose  1 Health.
**3+:** *Spirits surround the creature, binding its actions.* Reduce the Monster's damage by 1 to a minimum of 1.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, the 2+ effect of Intervene's 2nd version and the 3+ effect of its 3rd 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*.
Heckuva Job

### Flavor Text

*It was supposed to be an easy job. Do the work. Get paid. Move on. Just like your last job, and a hundred jobs before it. But you cannot just sit idly by as the world falls to pieces. That is not the kind of man that you are.*

### Personal Mission

* When a Rumor is solved during the Encounter Phase, discard this card and gain the *Jack of All Trades* Reward.
* When a Rumor is solved during the Mythos Phase, discard this card and gain the *Too Little, Too Late* Consequence.

## Reward

* Once per round, when you spend a   Focus, gain 1 Focus.

## Consequence

* You cannot reroll each die more than once.
Exploring the City of the Elder Things

## Flavor Text

*Just thinking about the city's history takes your breath away. Hundreds of millions of years before the dawn of humanity, these halls echoed with life, and something is still alive here.*
## Adventure Conditions

When this card enters play, place the  Adventure token on  City of the Elder Things.

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

After an investigator resolves a location encounter on City of the Elder Things, he may spend  1 Clue to explore the city.

If he spends the Clue, he discovers countless alien murals (). If he passes, the murals depict a terrifying creature being captured by the elder things long ago; complete this Adventure.
## Availability

This Adventure is only available when playing with the  Mountains of Madness expansion, when the Doomsayer from Antarctica Prelude is active.
Hurricane Strikes Buenos Aires!

## Flavor Text

*Outside, you can hear the roar of powerful winds embedding countless shards of lethal debris into the walls. The roof groans, threatening to disappear into the sky.*
## Disaster Conditions

Each investigator on  Buenos Aires or an adjacent space loses  3 Sanity, gains 2 Injury Conditions, and becomes Delayed.

 Buenos Aires is devastated!
Disaster

*See also: Devastation*

Disaster is a game effect introduced in the  Cities in Ruin expansion that is used when  Shudde M'ell is the Ancient One, or when a Prelude that allows for Disasters is used (Apocalypse Nigh or Fall of Man).

To play with Disasters,  Eldritch token are set up on the Ancient One's track on specific numbers specified on the Ancient One sheet or the Prelude. Whenever  Doom advances to a position on the Doom Track with an Eldritch Token on it, the investigators draw one random Disaster, resolve its effects, then discard the Eldritch Token on the track. Other cards like Mythos cards or the backs of Conditions might also cause a Disaster.

If more than one Disaster occurs at the same time, completely resolve one Disaster before resolving the next.

Some Disasters will cause Devastation to occur on a space, and some will not. If all nine major cities are devastated, the players immediately lose the game.
Doomsayer from Antarctica

## Flavor Text

*An expedition to Antarctica has unveiled a startling secret. Though only one man returned, he spoke of a lost city frozen in the mountains.*

*Most of his rantings were gibberish, but it is clear that he believed that something in this city would bring the downfall of mankind.*

*Given all the horrors you've seen, you hesitate to dismiss these fears outright. You find yourself preparing for a journey to the frozen south.*

## Prelude Conditions

During step 5 of setup ("Determine Ancient One"), set up the Antarctica side board.

After resolving setup, if  Rise of the Elder Things is the Ancient One, spawn the Rampaging Shoggoth Epic Monster on Lake Camp. If Rise of the Elder Things is not the Ancient One, set aside all Antarctica Adventures and draw a random Antarctica I Adventure.

Then the Lead Investigator may move to the space containing the  Adventure token token or to Miskatonic Outpost.
Emerald Dreams

## Flavor Text

*With each touch of the arcane, the dreams grow stronger. Visions of an emerald city, once grand, now lost beneath the waves. Visions of its corpse upon the ocean floor. Visions of it rising to glory once again.*

## Mystery Text

When you pass a  test while resolving a Spell effect, you may spend  1 Clue and discard that Spell after you have finished resolving its effect. If you do, place 1 Clue on this card.

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

An **Incantation** is a type of Spell that the player can obtain in a game of Eldritch Horror, and is the typical reward for an encounter on  Arkham. There are 12 Incantation Spells in the game with all expansions, not counting any variants.

Incantations differ from other Spells in that they don't require any action to perform, but must be used by the investigator under a certain specific condition like during a specific Encounter or when performing a specific action. Some Incantations can also be used on other investigators, for that player to gain the benefit of the Spell. This type of spell requires a  test and most of Incantation spells give some boosts for Combat Encounters.
Dimensional Study

## Card Back

**1+:**Discard 1 Gate of your choice that corresponds to the green Omen.
**3+:**Discard 1 Gate of your choice that corresponds to the  red Omen.
**5+:**Discard 1 Gate of your choice that corresponds to the  blue Omen.
 2
 3
**1+:** Discard 1 Monster of your choice on any space.
**2+:** Retreat  Doom by 1.
**3+:** Advance the active Mystery by 1.
Then discard this card.

## Notes

 Kate Winthrop starts with this Unique Asset.
Higher Education

### Personal Mission

* When you improve a skill or allow another investigator to improve a skill using your action ability, place  1 Eldritch token on this card. Then if there are 5 Eldritch tokens on this card, discard this card and gain the *Eureka!* 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 *Worse than I Feared* Consequence.

## Reward

* Once per round, when you spend a  Clue, gain 1 Clue.

## Consequence

* If you would lose  Sanity, lose that amount plus 1 instead.

## References

1. ↑ 1.0 1.1 Official answer from Nikki Valens for choice on  *BoardGameGeek*.
Grotesque Statue

## Card Effect

When you gain this card from the deck, gain  5 Clues.

Once per round, you may spend 1 Clue to prevent all  Sanity loss from a single effect.

## Notes

* If Dread Countenance Mystery is active, when an investigator gains an Artifact, he may gain the Grotesque Statue Artifact instead.
* An investigator may gain this card when resolving a Research Encounter ( Cthulhu Sea #3 or  Antediluvium Sea #1).

## Rulings, clarifications, and reminders

* Grotesque Statue's second effect allows the investigator to spend one Clue to prevent himself from losing Sanity from a single effect. It does not allow him to prevent any other investigator from losing Sanity. Even if the same effect causes other investigators to lose Sanity, those investigators must fend for themselves.

## References

1. ↑ FAQ p. 7.
2. ↑ Official answer from Nikki Valens for Grotesque Statue on *FFG forum*.
Hour of the Moon Lens

## Flavor Text

*In the small village of Goatswood, a series of peculiar mirrors are arranged on top of a pole to focus moonlight through a lens. It is said that the Cult of the Black Goat uses this lens during their dark rites.*

## Mystery Text

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

As an encounter, an investigator on London may watch a ritual that transforms the worshipers of Shub-Niggurath into goat spawn; a Goat Spawn Monster ambushes him! If he defeats it, 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 half , solve this Mystery.
In the Limelight

### Flavor Text

*You are addicted to the attention. The lights, the cameras, the interviewers and suitors -- all of it. Better yet, you can use your rising influence to guide the future to the light.*

### Personal Mission

* The first time you pass a test for each skill, place a matching Improvement token on this card. Then, if an Improvement token for each skill is on this card, discard this card and gain the *Method Acting* Reward.
* When you have only  1 Health or  1 Sanity, discard this card and gain the *Denouement* Consequence.

## Reward

* After you perform your action ability, you may perform 1 additional action.

## Rulings, clarifications, and reminders

References
1. ↑ Official answer from Nikki Valens for choosing skills on  *BoardGameGeek*.
Diseased

## Card Back

 **Feverish Delusions** | 05 | *Before the disease leaves your body, you are stricken by an intense fever. Your mind suffers, and you begin to have wild delusions.* | Lose  1 Sanity and gain a Hallucinations Condition.
 **Jaundice** | 05 | *Although the disease will not keep you from your investigation, it wears on your health every day, turning your skin yellow.* | Lose  1 Health.
 **Mummification** | 05 | *The disease causes your skin to turn leathery and your veins to run dry. At the peak of illness, you have lost dozens of pounds and feel yourself growing weaker every day.* | Lose  3 Health.
Then discard this card.
Hunting the Thousand

## Flavor Text

*Shub-Niggurath's spawn, the Thousand Young, infest the planet in greater and great numbers, threatening to overrun humanity.*

## Mystery Text

When a non-Epic Monster is defeated, the active investigator may spend  2 Clues to place that Monster on this card.

At the end of the Mythos Phase, if the total toughness of all Monsters on this card is equal to or greater than twice , solve this Mystery.
Glass of Mortlan

## Card Effect

Each 6 you roll when resolving a Spell effect counts as 2 successes.

You may prevent the loss of  1 Sanity when resolving your Spell effects.

### Rulings, clarifications, and reminders

Glass of Mortlan's second effect prevents only the investigator who has the Artifact from losing Sanity.

## Note

An investigator may gain this card when resolving a Research Encounter ( Yog-Sothoth Sea #21).

## Lore

An item from the role-playing game Call of Cthulhu's *The Grand Grimoire of Cthulhu Mythos Magic* supplement. Used to view scenes from the past, and have a 20% chance of the vision coming under the sway of a Great Old One.

## References

1. ↑ Official answer from Nikki Valens for Glass of Mortlan on  *BoardGameGeek*.
Exposure

An Exposure is a type of Condition. It can be obtained through cards in the  Mountains of Madness expansion, such as a Mythos, Encounter, or through the  Reckoning effect of  Ithaqua if the investigators do not spend  1 Focus.

There is only one exposure, Hypothermia. It prevents the player from recovering  Health on a Rest action, allowing the player a chance to discard it on a die roll.

If the player would obtain a Hypothermia condition after already having one, they flip the card, resolve the effect on the back, then discard the Hypothermia condition and obtain a different one.
Doing Business

### Flavor Text

*You attempt to learn anything you can about the coins, careful not to let it become an obsession.*

### Personal Mission

* Once per round, when you gain an Asset with printed value equal to or greater than the number of  Eldritch tokens on this card, place 1 Eldritch token on this card. Then, if there are 5 Eldritch tokens on this card, discard this card and gain the *Jackpot!* Reward
* At the end of the Action Phase, if you have 2 or more Deal Conditions, discard this card and gain the *Greed* Consequence.

## Reward

* You may spend 2 successes to gain  1 Clue as part of an Acquire Assets action.

## Consequence

* Subtract 1 from the result of each die you roll as part of a Deal Condition effect.
Discovery of the Cosmic Alignment

## Flavor Text

*A paper published by researchers at the renowned Miskatonic University reveals an increase in celestial and cosmological anomalies in the coming days before the eclipse.*

## Mystery Text

After an investigator resolves a Research Encounter, he may spend any number of  Clues he gained from that encounter to place those Clues on this card.

At the end of the Mythos Phase, if there are Clues on this card equal to twice , solve this Mystery.
Hour of the Sand Bat

## Flavor Text

*The cult has grown weary of your meddling. Deep within a pitch black temple beneath the city, the Father of Bats himself has been called upon to end you.*
## Adventure Conditions

When this card enters play, spawn the Haunter of the Dark Epic Monster on space 21.

When this Adventure is completed, solve the active  Mystery.

At the end of the Mythos Phase, if the Haunter of the Dark Epic Monster has been defeated, 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.
Doppelganger

## Monster Special Abilities

If you fail the  test, do not resolve the  test.

## Spawning

* This Monster is spawned by a Condition (Lost in Time and Space *Replaced by Another* resolution on a random space, Cursed *A Dark Betrayal* resolution on the nearest space containing a Gate).
* This Monster is spawned by the Replaced By Another Mythos on the Lead Investigator's space or a random space.
* This Monster is spawned by the Lurker Among Us Prelude on a random space.
Eldritch Token

**Eldritch Tokens** are tokens used while playing Eldritch Horror. They are typically used to mark specific locations during a Mystery to show where the players need to go in order to complete certain objectives. Some Mysteries will also place Eldritch tokens on the Mystery card itself, completing the Mystery once a certain number of tokens have been placed.

Eldritch tokens are also typically placed on Tasks that may be invoked multiple times in order to signify progress. Corruption Condition and  Nyarlathotep Ancient One also use Eldritch tokens as mechanics.

Eldritch tokens have no inherent effect. They act or affect the game as instructed by any effects that reference them. Players are not expected to remember where any given Eldritch token came from, and they are treated the same for all effects referencing them. For example, an Eldritch token placed by the Mystery The Deep Ones Attack! is exactly the same as an Eldritch token placed by Cthulhu's  Reckoning effect and is subject to both the Mystery and the Reckoning effect's rules.

## References

1. ↑ Official answer from Nikki Valens for Eldritch tokens on *StackExchange*.
Dreamwalker

## Flavor Text

*All around the world, captivities of Hypnos lie in eternal slumber, trapped by dream they perceive as real, all the while being drained of their vitality to feed the insatiable hunger of the Lord of Sleep.*

## Mystery Text

As an encounter, an investigator on the main board on a  City space containing a  Clue may spend  2 Sanity to enter to dreams of the trapped. If he spends the Sanity, he draws and resolves a Dreamwalker Special Encounter.

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

**Gordon "Gordy" Davenport** is the janitor at James K. Polk Middle School.

## Description

Gordy rarely does his job, but the students love him. He's good friends with Ned, Cookie and Moze and is always willing to help them with their various schemes.

In Guide to: Reading and Principals, he reveals he once published a book about a man who was a janitor by day and a spy by night.

## Notes and reference

* There's a running gag in the show that whenever there is a large mess to clean up, Gordy always says he'll "let the night guy get it.
* " In Guide to: Halloween and Vampires, Ghosts, Werewolves & Zombies, which was set at night, he amended the phrase by saying, "I'll let the day guy get it."

Diese Seite basiert auf „ned.fandom.com/Gordon Davenport“. Lizenz: CC-BY-SA 3.0 (Link zur Autorenliste des Originals)
General Encounter

*See also: Location Encounter*

A **General Encounter** is a sub-type of Location Encounter that may occur on any space provided it has not been Devastated. Just like a Research Encounter, each card is divided into three encounters based on the space the player is on:  City,  Wilderness, or  Sea.

Resolve the appropriate encounter when the card is read. Unlike a specific Location Encounter, there is no most common effect on a General Encounter. General Encounters generally have a bad risk/reward ratio, and are usually only chosen if the investigator cannot choose any other type of encounter. That said, some effects of General Encounters can be positive.

## References

1. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
2. ↑ Possibly the King in Yellow.
Erich Weiss

## Notes

* An investigator may gain this card by completing the Framed for Theft Adventure.
* An investigator may gain this Unique Asset when resolving a Research Encounter ( Nephren-Ka City #17).

## Origin

* Erich Weiss is stage magician Harry Houdini's real name. H.P. Lovecraft famously ghost-wrote "Under the Pyramids / Imprisoned With the Pharaohs" for Houdini, and Houdini is in fact the protagonist of the story. The artwork for the Eldritch Horror card (but, strangely, not the Arkham Horror card) is clearly a portrait of Houdini.
Flute of the Outer Gods

## Card Effect

**Action:** Spend  2 Health and  2 Sanity to defeat all Monsters on your space.

## Note

An investigator may gain this card when resolving a Research Encounter ( Azathoth Wilderness #12).

## Rulings, clarifications, and reminders

Flute of the Outer Gods cannot be used to defeat an Epic Monster.

### References

1. ↑ Official answer from Nikki Valens for Flute of the Outer Gods on  *BoardGameGeek*.
Frozen Waste

### * Text

After an investigator resolves a Location Encounter or a Research Encounter on this space, he may move to City of the Elder Things or Lake Camp.

## Map

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

* Lake Camp by an Uncharted path.
* Snowy Mountains by an Uncharted path.
* City of the Elder Things by an Uncharted path.

## Encounters

After an investigator resolves a Location Encounter or a Research Encounter on this space, he may move to  City of the Elder Things or  Lake Camp.

### Outpost Encounter

According to statistics, Frozen Waste Location Encounters can likely give diverse Assets.

### Frozen Waste 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 Frozen Waste and can be encountered as part of Through the Frozen Waste Adventure.

## References

1. ↑ A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
Dream-Quest Token

The Dream-Quest Token is used in a game of Eldritch Horror when the Dreamlands side board is in play: Whenever  Hypnos is the Ancient One, the Otherworldly Dreams Adventure is in use, or the players simply decide they want to use it.

Similar to an Expedition Encounter or Mystic Ruins Encounter, the Dream-Quest Encounter deck is shuffled and put in play and the token is placed on the location matching the back of the top-most card. It will move if the card on the top changes.

The Corona Borealis Final Mystery takes place on the space with the Dream-Quest Token.
Four of Cups

## Card Back

*"East Hawthorne Street. First house on the right. Midnight tonight. Come alone."*
*Curious. Even more curious are the contents. You remove the unusual card from the envelope. A tarot card, you think it is called, though you have never looked at one so closely before. You approach the door to the house. It does not look like anyone is home.*

## Notes

An investigator may gain this Unique Asset when resolving a Location Encounter ( Rome #35).
Exploring G'harne

## Flavor Text

*The ancient city of G'harne was founded by the Elder Things, and in eons past served to guard Shudde M'ell's subterranean prison. Now it is abandoned, and there are those who aim to profit from its untold riches.*

## Mystery Text

When this card enters play, place the  Mystery token on The Heart of Africa.

As an encounter, an investigator on The Heart of Africa may explore G'harne by resolving an Exploring G'harne Special Encounter.

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

An **Event** is the effect or effects that take place on a Mythos card. After resolving all of the effects on top of the cards, the effect resolves.

As opposed to a Rumor, an Event takes place immediately. Players may lose Health or Sanity, Monsters may spawn, certain effects such as the investigators may not perform a Rest action.

Some effects are immediate, in which case, once they are resolved, the Mythos card is discarded. Other cards are Ongoing, and they are not discarded until the card effect says to discard them, which is usually after the next Reckoning.
Dream Within a Dream

## Flavor Text

*Dream permeates reality. The border between what is and what is not becomes hazy and unfocused, as if it were a memory from time immemorial. What was once peaceful rest has become deadly nightmare.*

## Mystery Text

As an encounter, an investigator on a space containing a Dream Portal may discard that Dream Portal to attempt to distinguish reality from fantasy; he draws and resolves a Dream Within a Dream Special Encounter. Then spawn that Dream Portal.

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

## Flavor Text

*Weary and without hope, the people of the ruined cities of humanity look to those more fortunate than themselves to deliver them from destitution.*

## Mystery Text

After an investigator resolves a Devastation Encounter, he may attempt to organize a relief effort to help the displaced civilians (-1). If he passes, he may spend  1 Clue to place 1 Clue on this card.

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

## Card Back

**0:** *Your search for a link between worlds reveals nothing but false connections.* If you rolled any 1's, discard this card.
**1:** *You can safely locate where rifts will form from great distances away.* No additional effect.
**2+:** *You think you can divert the flow of magic elsewhere.* You may put the top Gate in the Gate stack on the bottom of the Gate stack.
 **2** | 07 | Resolve the effect based on your test result:
**0:** *The stars are right.* If the top Gate in the Gate stack corresponds to the current Omen, advance  Doom by 1 unless you discard this card.
**1:** *Your perception of reality is warping.* Lose  1 Sanity unless you discard this card.
**2+:** *You can read much from the stars.* Reveal each Gate in the Gate stack. Then, flip this card.
 **3** | 07 | Resolve the effect based on your test result:
**0:** *A black hole is forming!* Spawn 1 Gate unless you discard this card.
**1:** *You fear a rift will open and draw you into another world.* Lose  1 Sanity unless you discard this card.
**2+:** *You realize how to use the portals to travel vast distances.* You or another investigator may spend  1 Sanity to move to the space that corresponds to the top Gate in the Gate stack.
 **4** | 07 | Resolve the effect based on your test result:
**0:** *You mistakenly conjure a gateway when you intended to close one!* Spawn 1 Gate unless you discard this card.
**1:** *You begin to hear voices.* Gain 1 Madness Condition unless you discard this card.
**2+:** *You can safely locate where rifts will form from great distances away.* You may spend  1 Sanity to swap the top Gate in the Gate stack with a Gate in the discard pile.
Then flip this card.
Dreaming of R'lyeh

### Flavor Text

*The ebb and flow of the tide calls you ever closer to the sea, whispering unintelligible words into your ears.*

### Personal Mission

* Whenever you gain a  Clue during a Research Encounter, place  1 Eldritch token on this card. Then, if there are 3 Eldritch tokens on this card, discard this card and gain the *Honor Student* 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 *Deep Destiny* Consequence.

## Reward

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

## Consequence

* Whenever you move along a Ship path, lose  1 Sanity.
Handcuffs

## Card Effect

Before resolving the  test during a Combat Encounter, you may spend  1 Focus to defeat that Monster if it has toughness 2 or less.

## Rulings, clarifications, and reminders

**Handcuffs** cannot be used while encountering a Colour Out of Space or a Ghost which do not have a  test, but can be used to defeat a Cultist of Nephren-Ka which has a  test in place of its  test.

## References

1. ↑ Official answer from Nikki Valens for Handcuffs on  *BoardGameGeek*.
Elder Things Research Encounters

## References

1. ↑ A character in the story *The Dreams in the Witch-House* by H.P. Lovecraft. For more information about this, see the The Dreams in the Witch-House page on  *The H.P. Lovecraft Wiki*.
2. ↑ 2.0 2.1 A character in the story *At the Mountains of Madness* by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on  *The H.P. Lovecraft Wiki*.
Infection

## Card Back

 **Lesions and Swelling** | 03 | *The infection has caused your skin to become discolored and ill-shapen. The effect is horrifying and others avoid you at all cost.* | Discard half of your Ally Assets.
 **Hemorrhagic Fever** | 03 | *As your fever grows, it becomes hard for you to think or control your body. You bleed from your eyes and nose and collapse on the street.* | Lose  2 Health and  2 Sanity.
 **Septic Shock** | 03 | *You collapse on the floor, convulsing and bleeding from your ears, eyes, and nose. You're nearly in a catatonic state by the time someone can help you.* | Lose  3 Health and become Delayed.
Then discard this card.
Gathering Provisions

## Flavor Text

*You personally verify the contents of each crate. Once your journey begins, a single mistake in your preparations could spell the difference between life and death.*
## Adventure Conditions

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

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

When an investigator on Sydney performs an Acquire Assets action, he may spend 2 successes to gather the necessary supplies. If he does, he gains 1 Provisions Unique Asset.

When an investigator moves to  Miskatonic Outpost, he may discard 1 Provisions Unique Asset to complete this Adventure.
## Availability

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

## Rulings, clarifications, and reminders

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

### References

1. ↑ Official answer from Nikki Valens for Provisions on  *BoardGameGeek*.
Enoch Bowen

## Notes

* An investigator may gain this card when resolving an Other World Encounter(#48).
* Enoch Bowen is mentioned on the Haunter of the Dark (Mystery) Mystery card.

## Lore

* Enoch Bowen first appeared as an archeologist and occultist in H.P. Lovecraft's short story, The Haunter of the Dark.
* Enoch Bowen discovered the tomb of the Black Pharaoh Nephren-Ka in 1843. There, he found the Shining Trapezohedron in a box of alien construct. He returned to Rhode Island Providence in 1844 and formed the Church of Starry Wisdom.
* He later appeared in Robert Bloch's short story, Shadow from the Steeple.
Eye of Darkness (Adventure)

## Flavor Text

*You are contacted by a stranger with a dark past - a man named Jack Brady. Together, you work to uncover the true ambitions of the Order of the Bloated Woman.*
## Adventure Conditions

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

When this Adventure is completed, draw the To Gray Dragon Island Adventure.

At the end of the Mythos Phase, investigators on  Shanghai as a group may spend  Clues equal to half  to gain the Eye of Darkness Unique Asset and complete this Adventure.
## Availability

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

## The Lord of Sleep

*Hypnos, Lord of Sleep, whispers softly to wayward dreamers, drawing them into his realm of madness.*

### Gameplay

* When an investigator performs a Rest action, he cannot recover both  Health and  Sanity.
* **:** Each investigator moves 1 space toward the nearest space on the Dreamlands side board unless he spends  1 Sanity.
* When 3 Mysteries have been solved, **investigators win the game**.
* When Hypnos awakens, **flip this sheet** and resolve the "Hypnos Awakens!" effect on the back.

#### Setup

Set aside all Hypnos Special Encounters. Setup the Dreamlands side board.

## Awakening

**Corona Borealis**
*The Lord of Sleep has conquered the waking world, and those who walk to the land of dream tread on the boundaries of his starry home.* **[ Show/Hide the Back ]**
**Hypnos Awakens!**

Each investigator moves to the nearest space on the Dreamlands side board.

Move each Cultist to the nearest space on the Dreamlands side board.

**Final Mystery**

As an encounter, if 3 Mysteries have been solved, an investigator on the active Dream-Quest Encounter space may attempt to put an end to the eternal nightmare; he draws and resolves a Corona Borealis Special Encounter.

When there are  Eldritch token on this sheet equal to half , the Final Mystery is solved and **investigators win the game**.

**The Lord of Sleep**

* When an investigator performs a Rest action, he cannot recover both  Health and  Sanity.
* Each time  Doom would advance, place 1 Dream Portal from the game board on this sheet; Dream Portals on this sheet cannot be spawned. Then, if there are no Dream Portals on the game board, **investigators lose the game**.
* **:** Each investigator moves 1 space towards the nearest space on the Dreamlands side board.

 **Corona Borealis Encounters**

## Rulings, clarifications, and reminders

*See also: Health and Sanity#Health & Sanity Recovery Prevention Effects*
Fossilized Samples

## Card Back

 2
 3

## Rulings, clarifications, and reminders

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

## Card Back

 **Excruciating Pain** | 01Core | *The pain rises to a crescendo, knocking you off your feet. When you finally regain consciousness, the floor is covered in blood.* | Lose  3 Health.
 **Internal Bleeding** | 01Core | *The hacking fit is too excruciating to continue moving, and you begin coughing up blood.* | Lose  1 Health and become Delayed.
 **Fading Health** | 02 | *The pain in your gut continues to grow, and your fever worsens. You know for sure now that this is no mere injury.* | Gain an Illness Condition.
 **Blood Loss** | 03 | *As your wounds worsen, your skin becomes pale, and your lips turn purple. You are losing blood too quickly and are unable to maintain your body temperature in the cold of night.* | Gain a Hypothermia Condition.
Then discard this card.
Harvey Walters

## Distinguishing Features

 The Professor

### Abilities

* **Action:** Another investigator on your space improves 1 skill of his choice if your value for that skill is equal to or higher than his.
* After resolving a Research Encounter, you may spend  1 Clue you gained from that encounter to improve 1 skill of your choice.

### Flavor Text

#### Quote

*"I have experience dealing with these sorts of horrors."*

#### Bio

*In the time since Harvey Walters earned his master's degree in journalism from Miskatonic University, a lot has happened to him. His journalistic career took him into the roles of mystic and psychic investigator, which in turn led him to earn doctorates in History and Archaeology. There is perhaps no sane man alive who knows more about the occult than Harvey. Now his ongoing struggle against the darkness has brought him back to his alma mater here in Arkham.*

### Team Role

On his own, Harvey is best suited to research encounters, or to close gates if he has an item or another investigator to help defeat monsters. However, he works best as a support character in large games, where he can frequently make use of his action. He teams well with combat-oriented investigators, like  Mark Harrigan, able to round out their stats so they can deal with a greater variety of encounters.

### Rulings, clarifications, and reminders

When he uses his active ability, as an action, Harvey Walters chooses another investigator on his space. That investigator improves one skill of his choice if Harvey’s value for that skill is equal to or higher than his own. This comparison is made using the skill’s modified value, including Improvement tokens and Impairment tokens. Bonuses to skills, such as from Assets, do not affect a skill’s modified value.

### Origin

One of the Investigators in the original Arkham Horror board game published by Chaosium in 1987, in which he was the yellow pawn.

Also, Harvey Walters is the sample character in the Call of Cthulhu roleplaying game from Chaosium, used to illustrate character creation and how various game mechanics work. He first appeared in the 1st edition in 1981, and has served the same function in every edition since, up to the 7th edition in 2015. This probably makes him the original, and certainly oldest, game-related investigator.

While the name is not referential, the character of Harvey Walters resembles that of Henry Armitage.