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Arkham Horror (Second Edition) Wiki

**Welcome to Arkham Horror (Second Edition) Wiki**
The wiki about Arkham Horror that anyone can edit
1,337 articles since November 2008

* Blights
* Corruptions
* Injuries
* Items
* Madnesses
* Personal Stories
* Skills
* Specials
* Spells
* Card list
* Expansions
* Guides
* Leagues
* Markers
* Probabilities
* Scenarios
* Tokens
* Variants
* Cult encounters
* Gates
* Guardians
* Heralds
* Locations
* Monsters
* Mythos
* Other Worlds
* Curse of the Dark Pharaoh
* Dunwich Horror
* Kingsport Horror
* The Black Goat of the Woods
* The King in Yellow
* Innsmouth Horror
* The Lurker at the Threshold
* The Curse of the Dark Pharaoh (Revised Edition)

Other* Richard Launius (game designer) House Rules
* Complete Arkham Horror FAQ

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Double Vision

File:DoubleVision.png
**Double Vision** is an injury card. It first appeared in the Dunwich Horror expansion.

## Card info

You may not pick up Clue tokens on the board, although you may still gain them by other means, such as through encounters and by defeating monsters.

If you ever gain another Double Vision card, you are devoured.
Astral Travel

File:AstralTravel.png
**Astral Travel** is a spell. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 2

**Casting phase**: Arkham Encounters

**Effect**: Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham.

**Hands**: 0
Blessing of Nodens (Evade)

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

**+1 Evade**

You may flee from monsters that have the Ambush ability.

Discard this card if you lose your Blessing.
Clothing Drive

File:Mythos130.png
**Clothing Drive** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** While this card is in play, investigators without Exhibit Items must evade or fight a Mummy in each street location they enter. These Mummies have the same stats as Zombies except with a toughness of 2, and cannot be taken as trophies.

**Flavor Text:** Father Michael sends out a call for clothing. "Have you seen our streets? The homeless have been reduced to wearing rags and dirty strips!" In fact, the beings he has seen on the street are mummies, come to life and escaped from the visiting museum exhibit!
We've Become Garbage Men

"We've Become Garbage Men" is the series premiere of The Amazing Race Fantasy.

## Leaderboard

**Legend:**
     First Place •      Eliminated •      Last placer on a Non-Elimination Leg •      Season winner •      Season 2nd place •      Season 3rd place • **►** Used the Fast Forward • **>** Used the Yield • **<** Recipient of the Yield• **⊂** Used the U-Turn • **⊃** Recipient of the U-Turn

 **1st place**

 **2nd place**

 **3rd place**

 **4th place**

 **5th place**

## Trivia

* This marks the first time the race visits Isle Delfino.
* This episode's title was said by Sprig when using his F.L.U.D.D.
Blessing of Nodens (Horror)

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

**+1 Horror**

When you pass a Horror check, you may disregard a monster's Nightmarish ability.

Discard this card if you lose your Blessing.
Bank Foreclosure

File:Mythos128.png
**Bank Foreclosure** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** Any investigators in Arkham with Bank Loans must pay them off immediately. You may sell items at half their list price (round down) if you do not have the $10; if you cannot or will not pay, you are *arrested*.

**Flavor Text:** An archaeological expedition to Egypt sponsored by the bank has disappeared without a trace ... which means no returns on the bank's investment. Concerned for their savings, townsfolk rush the bank to withdraw their funds.
Difficulty level

**Difficulty level** variant permits players to choose one of five Difficulty level cards at the beginning of the game. There are two difficulties that make the game easier and two that make the game more challenging. A fifth card is included to represent the normal difficulty level of the game. This variant can be used in any game of Arkham Horror.
Chaugnar Faugn

File:Chaugnar Faugn.jpg
**Chaugnar Faugn** is an Ancient One. He first appeared in the Innsmouth Horror board game.

## Sheet info

**Combat rating**: -4

**Defenses**: Physical Immunity

**Worshippers**: Chaugnar Faugn is worshipped by a fierce and fanatical jungle tribe. All Tcho-tchos and Tcho-tcho Priests gain +2 toughness.

**Power**: *Curse of the Jungle* - While Chaugnar Faugn stirs in his slumber, any investigator carrying an Elder Sign or in the same neighborhood as an elder sign token suffers a -1 penalty to all skill checks.

**Attack**: Each investigator must discard three Clue tokens, one Ally, or be devoured. Chaugnar Faugn cannot have more than three doom tokens removed from his doom track during a single round of combat - he ignores all further successes.

**Doom Track**: 12

## Plots

EpicBattleChaugnarFaugnBack.pngEpicBattleChaugnarFaugn1.pngEpicBattleChaugnarFaugn2.pngEpicBattleChaugnarFaugn3.png
## Mythos Source

Chaugnar Faugn first appears in *The Horror from the Hills* (1931), written by Frank B. Long.
Cult Encounter

File:CultEncounterBack.png
A **Cult Encounter** takes place whenever an investigator with a "One of the Thousand" Cult Membership has an encounter at the Black Cave, the Unvisited Isle, or the Woods. At that location, he or she must draw a card from the Cult Encounters deck rather than the usual encounter deck for that location.

The possibility of cult encounters was introduced in the Black Goat of the Woods expansion.
Disfiguring Scars

**Disfiguring Sfars** is an injury. It first appeared in the Miskatonic Horror expansion.

## Card info

Any time you fail a **Sneak check** (not including **Evade checks**) while in Arkham, raise the terror level by 1.

Treat this card as a duplicate of the **Xenophobia** Madness card for purposes of being **devoured.**.
Call the Azure Flame

File:CallTheAzureFlame.png
**Call the Azure Flame** is a spell. It first appeared in the The King in Yellow expansion.

## Card info

**Casting Modifier**: +1

**Sanity Cost**: 1

**Casting phase**: Upkeep

**Effect**: You may cast and exhaust to take an Azure Flame special card.

If this card is exhausted at the start of your Upkeep phase, you may pay 1 Sanity to keep it from refreshing.
Construction Crew Conundrum!

File:Mythos169.png
**Construction Crew Conundrum!** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Graveyard

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

Monster Movement

**Mythos Ability:** A monster appears at the Downtown streets and the Miskatonic U. streets.

**Flavor Text:** While digging, a work crew uncovers ancient artifacts ... and ancient monsters.
Brayden Fox

**"Hippo Power,Green Ranger!"**

**"Brie... I missed you so much"**

**Brayden Fox is the father of Brianna Fox and the Ex-Husband of Celeste Fox. Brayden was the previous Green Beast Morpher Ranger and his Animal DNA was different instead of a Frog, it was a Hippo.**

## **Bio**

**Brayden Fox, is the father of Brianna Fox and the ex-husband. Now Brayden is married to a guy name Aaron Duckstein and both of them have a son named Ambrose. He was previously a ranger in Grid Battleforce until he got injured and he was forced to retire.**

**Brayden faked his death and hid to recover from his injuries. The Commander put him in a capsule to keep him alive and safe so she hid him in a secret valt hidden in Grid Battleforce. About 3-10 years have passed and he was discovered by Rebecca Reeves Silva in the secret valt.**

## **Personality**

**He is such a kind and loving person and father. He tries to help anyone or people as possible.**

## **Green Ranger**

**Brayden as chosen to be a cadet when he was in his late 30s to early 40s. He served from March 20th 2012- August 10th 2012.**

## **Trivia**

* **Brayden is the first and only ranger to suffer from injuries that forced him to retire.**
Ally

**Allies** are people that offer to assist the investigators in their adventures. Allies are the most powerful investigator cards and can be found either at Ma's Boarding House (a location on the game board) or through encounters at some of the more dangerous and unstable locations in Arkham.

*“Margie, pack your bags!”*

### Allies and terror

The most obvious effect of the terror level is that people pack up and leave town. For every point the terror level goes up, select one Ally card at random from the Ally deck and return it to the box. That Ally is no longer available for the rest of the game. Once all Allies have been returned to the box or claimed by investigators, this specific result has no effect for the remainder of the game.
Blessing of Nodens (Common item)

File:BlessingOfNodens11.png

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

You may discard this card when you gain a Common Item. If so, instead of drawing from the Common Item deck as normal, you may search the Common Item deck for any one item and take it.

Discard this card if you lose your Blessing.
Basil Elton

**Basil Elton** is an ally. He first appears in the Kingsport Horror expansion. He can be gained through an encounter at the North Point Lighthouse.

## Card info

* +1 Fight
* +1 Will

Discard to cancel the Ancient One's entire attack for one turn.

## Mythos Source

Basil Elton is the keeper of North Point Lighthouse in Kingsport, and appears in *The White Ship* (1919), written by H.P. Lovecraft. He joins the bearded captain of The White Ship in sailing the Dreamlands.
Dark Skies

File:Mythos79.png
**Dark Skies** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Whateley Farm

**Clue Appears At:** \*Devil's Hopyard

Monster Movement

**Mythos Ability:** Fight checks in Arkham are made at a -1 penalty. Sneak checks in Arkham are made at a +1 bonus. Stalkers move like normal monsters.
Being of Ib (3)

**Being of Ib (3)** is a monster. It first appeared in the Innsmouth Horror expansion.

* The Dreamlands
 **Rules Text**
Investigators receive a -1 penalty to Evade checks.

## Mythos Source

The Beings of Ib first appeared in the story "The Doom That Came to Sarnath" writen by H.P. Lovecraft December 3rd, 1919. The Beings of Ib were the residents of the city of Ib and were eventuatlly killed by the men that founded Sarnath. The ghosts of the Beings of Ib took there revenge 1,000 years later with help from thier god Bokrug.

## See also

* Being of Ib
* Being of Ib (2)
* Being of Ib (4)
Chthonian

**Chthonian** is a monster. It first appeared in the Arkham Horror board game.

* The City Of The Great Race
 **Rules Text**

## Explanation

Chthonians are huge worm like monsters that live under the ground and create violent earthquakes. Instead of moving, this monster is causing an earthquake across Arkham to damage the investigators. As a result, investigators in an Other World are not affected.

## Source info

The Chthonians first appeared in *Cement Surroundings* (1969), written by Brian Lumley.
Bob Jenkins

**Bob Jenkins** is an investigator. He first appeared in the Arkham Horror board game.

## Sheet info

**Occupation:** the Salesman

**Home:** General Store

**Unique Ability**: Shrewd Dealer - Any Phase: Whenever Bob draws one or more cards from the Common item deck, he draws one extra card and then discards one of the cards.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $9

Random Possessions

* 2 Common items

* 2 Unique items
* 1 Skill

**Focus:** **1**

### Personal Story

**The Story So Far:** As a traveling salesman, Bob is always on the go. But yesterday, he saw something that made him decide to stay in Arkham and miss his train. While he was in the General Store selling his wares, a robed man came in and bought several items, paying with old gold coins. Astounded, Bob turned to the shopkeeper for an explanation, but the man just ignored his questions, simply saying, "That happens, sometimes."

Now, Bob isn't leaving until he figues out where those gold coins came from. If he plays his cards right, maybe this will be the big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Then again, moybe Bob will finally come to see that all that glitters is not gold.

## Errata

In the original printing, Bob started with $8. He should have $9.
Deputy's Revolver

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**Deputy's Revolver** is a special card. It first appeared in the Arkham Horror board game. This card is earned by becoming the Deputy of Arkham.

## Card info

**Type**: Physical Weapon

**Bonus**: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

**Hands**: 1
Doyle Jeffries

**Doyle Jeffries** is a blight. He first appeared in the The King in Yellow expansion.

## Card info

Place the 3 Riot monsters in their starting areas.

## Notes

Newspaper encounters from cards other than those in *The King in Yellow,* give this personality's surname as *"Jefferies"*. Even, the subsequently published *The Black Goat of the Woods*.
Bank Loan

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**Bank Loan** is a special card. It first appeared in the Arkham Horror board game. Investigators can earn a bank loan by visiting the Bank of Arkham and using its special encounter.

## Card info

Gain $10 when you take this card.

**Upkeep**: Roll a die. On a 1-3, pay $1 or discard all of your items along with this card. You cannot get another Bank Loan this game.

**Any Phase**: Pay $10 to pay off your Bank Loan and discard this card. You may choose to take out a new Bank Loan later on during this game.
Brood Fresh

File:BroodFresh.png
**Brood Fresh** is scenario eight. It was first published on November 6, 2008. Arkham has seen lots of horrible things, from snake men and masked creatures to toad-like entities and sanity shattering plays. Now it faces destruction from within. Prepare to face the horror of Eihort!

## Requirements

* Arkham Horror
* Curse of the Dark Pharaoh
* Kingsport Horror

## Special rules

Investigators must reduce their max stamina or sanity by 1 for each brood token they have.

## Setup

Setup as normal, adding the components from Kingsport Horror and Curse of the Dark Pharaoh.

Ancient One: Eihort

Remove the following allies from the stack before randomly choosing the 11 allies for the game.

Allies

* David Packard
* Erica Carlyle
* The Messenger

Remove the following from the decks:

Skills

* 2x Bravery
* 1x Wrestle

Spells

* 2x Bind Monster
* 4x Dread Curse of Azathoth
* 2x Red Sign of Shudde M'ell

Unique items

* 4x Crystal of the Elder Things
* 3x Elder Sign
* 1x Healing Stone
* 2x Powder of Ibn-Ghazi
* 1x Sword of Glory
* 2x Yithian Rifle
Corpses Preserved

File:Mythos131.png
**Corpses Preserved** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Hibb's Roadhouse

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

Monster Movement

**Mythos Ability:** Monster trophies come to life! Each investigator in Arkham must randomly choose one of his collected monster trophies. That monster surprises him. If the investigator defeats the monster, he may draw cards from the Exhibit Item deck equal to its toughness, take one, and discard the rest. Only monsters that are defeated may be taken as trophies again; if the investigator flees or the monster defeats him, the monster is returned to the box.

## Errata

The last line should say that the monster is returned to the cup, not to the box.
Activity marker

Activity marker 1Activity marker 2Activity marker 3
Activity markers are markers that are used as reminders of activity that occurs in a particular area. These markers would be used to indicate the location where a rumor is active or some other activity indicated by a Mythos card.

Activity markers by themselves don't mean anything, so it is helpful to leave the card that refers to them near or on the board, so the meaning of the activity marker is not forgotten.
Cthulhu

File:Cthulhu.png
**Cthulhu** is an Ancient One. He first appeared in the Arkham Horror board game.

## Original Sheet info

**Combat rating**: -6

**Defenses**: Special (See Attack)

**Worshippers**: Cthulhu's worshippers often have the Innsmouth Look, a sign of monstrous ancestors. Cultists have a horror rating of -2 and a horror damage of 2 Sanity.

**Power**: Dreams of Madness - While Cthulhu stirs in his slumber, investigators have their maximum Sanity and maximum Stamina reduced by 1.

**Attack**: Each investigator lowers either his maximum Sanity or Maximum Stamina by 1 (his choice). After Cthulhu attacks 1 doom token is placed back on Cthulhu's doom track if it isn't already full.

**Doom Track**: 13

File:Cthulhu II AO.jpg
## Arkham Nights Sheet info

**Combat rating**: -6

**Defenses**: Special (See Attack)

**Worshippers**: Cthulhu's worshippers often have the Innsmouth Look, a sign of monstrous ancestors. Cultists are Aquatic, have a horror rating of -2 and a horror damage of 2 Sanity.

**Power**: Madness Without End - While Cthulhu stirs in his slumber, investigators have their maximum Sanity and maximum Stamina reduced by 1. Each time an investigator is knocked unconscious, his maximum Stamina is reduced by 1. Each time an investigator is driven insane, his maximum Santiy is reduced by 1.

**Attack**: Each investigator lowers either his maximum Sanity or Maximum Stamina by 1 (his choice). After Cthulhu attacks 1 doom token is placed back on Cthulhu's doom track if it isn't already full.

**Doom Track**: 13

## Plots

EpicBattleCthulhuBack.pngEpicBattleCthulhu1.pngEpicBattleCthulhu2.pngEpicBattleCthulhu3.png
## Mythos Source

Cthulhu was introduced in *The Call of Cthulhu* (1926), written by H.P. Lovecraft.
Abhoth

File:Abhoth2.png
**Abhoth** is an Ancient One. He first appeared in the Dunwich Horror expansion.

## Sheet info

**Combat rating**: -4

**Defenses**: Magical Resistance

**Worshippers**: Abhoth has no human worshippers. Return all Cultists to the box at the start of the game. Place the 3 Child of Abhoth monsters on this sheet. Children of Abhoth that are defeated return to this sheet. They can never be claimed as trophies.

**Power**: Abominations - While Abhoth stirs in his slumber, each time a monster surge occurs, place a random Child of Abhoth on the surging gate. If all 3 Children of Abhoth are already on the board, raise the terror level by 2 and add 1 doom token to the doom track.

**Attack**: Each investigator must discard a total of 3 Clue tokens, monster trophies, gate trophies, and/or Items or be devoured.

**Doom Track**: 11

## Plots

EpicBattleAbhothBack.pngEpicBattleAbhoth1.pngEpicBattleAbhoth2.pngEpicBattleAbhoth3.png
## Mythos Source

Abhoth first appears in *The Seven Geases* (1934), written by Clark Ashton Smith.
Alien Technology

File:Mythos2.png
**Alien Technology** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Unvisited Isle

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

Monster Movement

**Mythos Ability:** Mi-Go have their toughness increased by 2. If an investigator passes a **Combat check** against a Mi-Go, he draws 1 extra Unique Item.
Ammi Pierce

**Ammi Pierce** is an ally. He first appears in the Dunwich Horror expansion. He can be gained through an encounter at Gardners' Place.

## Card info

* +1 Luck
* +1 Will

Any Phase: Exhaust instead of losing 1 Sanity. Discard Ammi Pierce if the Ancient One awakens.

## Mythos Source

Ammi Pierce appeared in *The Colour Out of Space*, written by H.P. Lovecraft (1927).
Dire Portents Abound

File:MythosDirePortentsAbound.png
**Dire Portents Abound** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Woods

**Clue Appears At:** \*Historical Society

Monster Movement

**Mythos Ability:** Investigators receive -1 to checks to close Gates.
Barred from Merchant District

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**Barred from Merchant District** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any Merchant District locations during the Movement phase except those with open gates.

You may enter Merchant District locations via other means during other phases (for instance, as a result of an Arkham encounter or when returning from being Lost in Time and Space).

Discard this card if the terror level increases.
Barred from Easttown

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**Barred from Easttown** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

You may not enter any Easttown locations during the Movement phase unless they have gates.

You may enter Easttown locations via other means during other phases (for instance, as a result of an Arkham encounter or when being arrested.

Discard this card if the terror level increases.

## Clarification

"Move to the street when you receive this card" should be added.
Doom track

The Doom Track is a section of the Ancient One's card that acts as both a timer counting down to its awakening and a health meter for the Final Battle. One token is placed on the track every time a new Gate opens, as well as during certain encounters. Tokens can be removed from the track only rarely, most often by using the Elder Sign item. When a token has been placed on every space in the track, the Ancient One Awakens and the final battle begins.

During the final battle, the Doom Track acts as the measure of the Ancient One's health. When the Investigators attack, one token is removed every time they roll a number of successes equal to the number of investigators in the game. This count is cumulative - in a five-person game, two successes on one roll and three in another adds up to remove one token from the track. If the last token is removed from the track, the Ancient One is defeated and the investigators have achieved Victory.
Curious Endowment

File:CultEncounter7.png
**Curious Endowment** is a cult encounter. It first appeared in The Black Goat of the Woods expansion.

## Card info

*A shadowy figure reveals two strange items and whispers "Choose wisely, friend"*

You may draw 2 Unique items, choose one to keep, and discard the other. If you do, draw a Corruption card. Otherwise, move to the street.
.357 Magnum

**.357 Magnum** is a common item. It first appeared in the The Black Goat of the Woods expansion.

 File:357Magnum.png

## Card info

**Type**: Physical weapon

**Upkeep**: .357 Magnum does not refresh unless you spend $1.

**Hands**: 1

**Any**: Exhaust to gain +5 to Combat checks until the end of this combat.

**Price**: $8
Charity Auction!

File:Mythos167.png
**Charity Auction!** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Hibb's Roadhouse

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Deal a number of cards from the top of the Common Item deck equal to the number of players. Each player may purchase one item at its listed cost plus $1. Discard any items not purchased.
Diana Stanley

**Diana Stanley** is an investigator. She first appeared in the Dunwich Horror expansion.

Diana Stanley investigator sheet back.
Diana Stanley investigator sheet front.

## Sheet info

**Occupation:** the Redeemed Cultist

**Home:** General Store

**Unique Ability**: Trusted Sister - Any Phase: You cannot lose your Silver Twilight Lodge Membership.

Dark Insight - Any Phase: Gain 1 Sanity or 1 Stamina each time a doom token is added to the Ancient One's doom track.

In addition, gain 1 Clue token each time the terror level rises.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $4

* 2 Clue tokens
* 1 Special (Silver Twilight Lodge Membership)

Random Possessions

* 1 Common item

* 1 Spell
* 1 Skill

**Focus:** **1**

### Personal Story

File:PsDianaStanleyBack.png
File:PsDianaStanleyFront.png
File:PsDianaStanleyPassed.png
File:PsDianaStanleyFailed.png

**The Story So Far:** Diana Stanley moved to Arkham two years ago. As the owner of a small women's clothing shop, she wanted to fit into the community as quickly as possible. Therefore, she joined the Chamber of Commerce, the Women's league, and the Historical Society. Her efforts were clearly paying off since business was booming, and just a few months ago Carl Sanford invited her to join a very elite club in Arkham-- the Silver Twilight Lodge.

Her initial joy at the invitation has since turned to horror. The weekly meetings have been growing ever more disturbing since she advanced to the second rank of the Order, and her sleep has become haunted by nightmarish beings. Last week she actually witnessed the summoning of a dark creature and learned that an evil plot to summon what Sanford refers to as an Ancient One was in motion. It was at that moment that Diana decided to not only get away from the Order, but also to stop them. She is aware that when the Order finds out what she's doing they'll come for her, but she sees this as her only chance for redemption, whatever the cost.

## Clarification

If Diana passes her Personal Story, she chooses two *Inner Sanctum* vice *Inner Circle* encounters and selects one of the two.
Church Group Reclaims Southside!

File:Mythos11.png
**Church Group Reclaims Southside!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Black Cave

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

Monster Movement

**Mythos Ability:** All monsters in the Southside streets or locations are returned to the cup.
Anxiety

**Anxiety** is a madness. It first appeared in the Miskatonic Horror expansion.

## Card info

Upkeep: Lose 1 Sanity if at least 1 monster token is in your current street area or location or is an adjacent street area or location

Treat this card as a duplicate of the Tainted Injury card for purposes of being **devoured.**.
Aldeberan Ascendant

File:Mythos144.png
**Aldeberan Ascendant** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Unvisited Isle

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

Monster Movement

**Mythos Ability:** Flying creatures do not move to the sky. Gates to Another Dimension cannot be **closed** or **sealed**.
Corruption

File:GreenCorruptionBack.png
File:RedCorruptionBack.png
**Corruption** cards represent the dark influence of the mythos upon the investigators. There are two types of Corruption cards: green Corruption cards are generally less severe, while red Corruption cards can spell doom for one or all of the investigators.

Corruptions were introduced in the Black Goat of the Woods expansion.

## Corruption rules

When a player is instructed to draw a Corruption card, he or she draws the top card of the Corruption deck and places it near his or her investigator sheet. An investigator may have more than one Corruption card at a time.

Every Corruption card has an effect that is triggered whenever a particular monster movement dimension symbol appears on a mythos card during the Mythos Phase. There are two versions of every Corruption card in the deck: one with a dimension symbol on a white background and one with a dimension symbol on a black background. Effects on Corruption cards do not trigger unless both the symbol and the colored background on the Corruption card matches those of the mythos card drawn during the Mythos Phase. Triggering a Corruption card ability is not optional.

Corruption cards are resolved immediately after monster movement during step 3 of resolving a mythos card. Some Corruption cards also have passive abilities that are always in effect. For example, the card 'Endless Greed' has both a passive effect and a triggered effect. The passive effect of 'Endless Greed' (the text that appears above the monster movement dimension symbol) is always in effect as long as the investigator has that particular card.

When a gate is closed, all Corruption cards in play that match the closed gate's dimension symbol are discarded. Certain card effects may also instruct a player to discard cards off the top of the Corruption deck. Discarded Corruption cards are placed in a discard pile and are considered removed from the game. The Corruption deck is never reshuffled.

If a player is instructed to draw a Corruption card, but there are no cards available to draw, the Ancient One immediately awakens.

## Errata

The rules say to stack 8 green and 8 red cards to form the corruption deck. You are supposed to use all 16 green and 16 red cards.
Blessing of Nodens (Skill check)

File:BlessingOfNodens15.png

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

Discard this card after any investigator fails any skill check to allow that investigator automatically pass the skill check with 1 success instead.

Discard this card if you lose your Blessing.
Disturbing the Dead

File:Mythos13.png
**Disturbing the Dead** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Black Cave

**Clue Appears At:**

Monster Movement

**Mythos Ability:** **Ongoing Effect:** Roll a die at the end of every **Mythos Phase** while this card is in play (beginning the turn after it entered play). On a 1 or 2, increase the terror level by 1.

**Pass:** If a single player discards 2 gate trophies during the **Arkham Encounter Phase** while in the Rivertown streets, return this card to the box. Each player draws 1 Spell.

**Fail:** If the terror level reaches 10, return this card to the box. Every investigator is *Cursed*.
Free Clinic!

File:Mythos220.png
**Free Clinic!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Devil Reef

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

* Library

Monster Movement

**Mythos Ability:** The investigator with the lowest Stamina (the first player breaks ties) may move to **St. Mary's Hospital** and be *delayed* to restore his Stamina to its maximum.
Barred from Southside

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**Barred from Southside** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any Southside locations during the Movement phase except those with open gates.

You may enter Southside locations via other means during other phases (for instance, as a result of an Arkham encounter or when returning from being Lost in Time and Space).

Discard this card if the terror level increases.
A Sandstorm!?

File:Mythos127.png
**A Sandstorm!?** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Independence Square

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Investigators must spend 2 additional movement points to enter any location marked with a green diamond. While this card is in play, instead of having an Arkham Encounter, any investigator in a street area may pass a **Luck (-1) check** to draw 1 Exhibit Item.

**Flavor Text:** Against all reason, a sandstorm comes up out of nowhere and strikes Arkham, clogging the streets and burying whole buildings! Strangely, it seems to avoid certain places with dark reputations.
Cursed Relics

File:Mythos132.png
**Cursed Relics** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Unvisited Isle

**Clue Appears At:** \* No clue

Monster Movement

**Mythos Ability:** Place 5 doom tokens on this card when it comes into play.

**Ongoing Effect:** At the end of every Mythos Phase after the first, move 1 doom token from this card to the terror track and increase the terror level by 1. Any player may exhaust a ready Exhibit Item or discard a Unique Item to negate both effects.

**Pass:** If there are no doom tokens on the terror track after the last doom token is removed from this card, discard this card. Each player draws 1 Spell.

**Fail:** If there are doom tokens on the terror track after the last doom token is removed from this card, discard this card and all doom tokens from the terror track. The terror level rises by a number equal to the number of doom tokens discarded.
Gladius of Carcosa

File:GladiusOfCarcosa.png

## Card info

**Type**: Magical weapon

**Bonus**:

* +4 to Combat checks
* +5 instead if your other hand is empty**Hands**: 1

**Price**: $7

## Mythos Source

The fictional city of Carcosa first appeared in Ambrose Bierce's short story *An Inhabitant of Carcosa* (1891) and was later used by Robert W. Chambers for his anthology *The King in Yellow* (1895). Not much is known of Carcosa - it is probably located on another planet, if not in another universe.
Joe Diamond

**Joe Diamond** is an investigator. He first appeared in the Arkham Horror board game.

Joe Diamond investigator sheet back.
Joe Diamond investigator sheet front.

## Sheet info

**Occupation:** the Private Eye

**Home:** Police Station

**Unique Ability**: Hunches - Any Phase: Joe rolls one extra bonus die when he spends a Clue token to add to a roll.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $8

* 3 Clue tokens
* 1 Common item (.45 Automatic)

Random Possessions

* 2 Common items

* 1 Skill

**Focus:** **3**

### Personal Story

File:PsJoeDiamondBack.png
File:PsJoeDiamondFront.png
File:PsJoeDiamondPassed.png
File:PsJoeDiamondFailed.png

**The Story So Far:** The job sounded simple enough-- pick up a statue at the Providence Museum and deliver it to a guy at the Silver Twilight Lodge. The money was good, and the dame who gave him the job seemed sincere.

Sadly, things never seem to work out that easily for Joe. Now the statue is missing, two people are dead, strange cultists are on his tail, and all clues lead to Arkham. Lady Luck can be funny that way.

He's already tried talking to the Sheriff, but that flatfoot proved to be worse than useless. Looks like it's once again going to be up to Joe Diamond to solve the case.
Control Gate

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

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 1

**Casting phase**: Movement

**Effect**: Cast and discard to search through the Gate marker stack for the gate of your choice. Replace an existing open Gate with that Gate marker, then shuffle the Gate marker stack.
Charlie Kane

**Charlie Kane** is a investigator. He first appeared in the Kingsport Horror expansion.

## Sheet info

**Occupation:** the Politician

**Home:** Administration Building

**Unique Ability**: Connections - Any Phase: Charlie may gain Allies that have been returned to the box.

Settle Down! - Any Phase: Charlie may pay 2 Clue tokens to prevent the terror level from increasing by 1. He may do this as often as he likes.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $9

Random Possessions

* 2 Common items

* 1 Ally
* 1 Skill

**Focus:** **2**

### Personal Story

**The Story So Far:** Charlie Kane promised the people of Arkham a safer future. He made a lot of promises-- lower taxes, better schools, less crime. It was part of the job, after all. He said what he had to say to get elected, and then he set about doing what he could to help people. Although he had to do things he wasn't proud of, Charlie always worked for the greater good. The people came first.

So when Charlie Kane started hearing the reports, he put the people first. Of course, he couldn't tell anyone-- couldn't reveal what he had pieced together, reports from various parts of the city government that painted a macabre portrait of Arkham's future. For one, who'd believe him? For another, how would widespread panic serve the public good?

Still, Charlie has always had connections in town. So he gathered up his reports and paid a visit to Professor Grant at Miskatonic University.

The fact that he now stands before Professor Grant's mutilated corpse in Professor Grant's blood-stained office, does not fill Chalie Kane with confidence.

## Clarification

Charlie only has access to the 11 allies chosen for the game. Any of these allies that have been returned to the box may be obtained through the normal method of gaining allies (encounters, Ma's Boarding House, etc.).
Cross

**Cross** is a common item. It first appeared in the Arkham Horror board game.

 File:Cross.png

## Card info

**Type**: Magical weapon

**Bonus**:

* +0 Combat check *(+3 if Opponent is Undead)*
* +1 Horror check**Hands**: 1

**Price**: $3

## Clarification

The Cross does not need to be equipped to receive the bonus to Horror checks. It is always active.
Arrested

Some encounters may result in an investigator being arrested and taken to the Arkham Police Station. If the Innsmouth Horror expansion is being used, however, an investigator arrested while in Innsmouth will instead be taken to the Innsmouth Jail.

In either case, the arrested investigator is placed in the appropriate cell area (as an alternate way of showing he or she is delayed). In addition, the arrested investigator is fined half his or her money.
Charles Dexter Ward

**Charles Dexter Ward** is an ally. He first appears in the Kingsport Horror expansion. He can be gained through an encounter at Neil's Curiosity Shop.

## Card info

* +1 Lore
* +1 Speed

Increase your Combat check bonuses from Spells by +1.

## Mythos Source

Charles Dexter Ward appears in the novella *The Case of Charles Dexter Ward*, written by H.P. Lovecraft (1927).
Book Sale

File:Mythos76.png
**Book Sale** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

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

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

* Darke's Carnival

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Library may spend $2 instead of having an Arkham encounter. Any investigator that does so then takes the first ***Tome*** from the Unique Items deck.
Blessing of Nodens (Skill)

File:BlessingOfNodens6.png

**Blessing of Nodens** is part of the Blessings of Nodens deck, which first appeared in the Kingsport Horror expansion. If Nodens is the Guardian, add the Blessings of Nodens deck to gameplay.

## Card Info

You may discard this card when you gain a Skill. If so, instead of drawing from the Skill deck as normal, you may search the Skill deck for any one Skill and take it.

Discard this card if you lose your Blessing.
Byakhee

**Byakhee** is a monster. It first appeared in the Arkham Horror board game.

* Lost Carcosa

 **Flavor Text**

## Mythos Source

The first definite appearance of a byakhee occurs in *The House on Curwen Street* (1944), written by August Derleth. Though the color text in the Call of Cthulhu rulebook which accompanies the byakhee stats is from *The Festival*, written by H.P. Lovecraft (1925), it is uncertain if the creatures from the two stories are actually the same species.
Couriers in Town!

File:Mythos82.png
**Couriers in Town!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill

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

Monster Movement

**Mythos Ability:** Until the end of next turn, investigators may trade Items with one another without being in the same space. Leave this card in place to signify this. Items may only be traded in this manner during Upkeep.
Checkered Cab Trials Begin!

File:Mythos168.png
**Checkered Cab Trials Begin!** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Witch House

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** All investigators in Arkham may move directly to any street location in Arkham as their entire move (ignore all monsters between their current location and their destination).

**Flavor Text:** Arkham experiments with mass transit.
Abyss

## List of other world encounters

Gate1.pngGate2.pngGate3.pngGate4.pngGate5.pngGate10.pngGate25.pngGate26.pngGate27.pngGate30.pngGate32.pngGate33.pngGate51.pngGate52.pngGate67.pngGate68.pngGate83.pngGate84.pngGate99.pngGate100.pngGate114.pngGate116.pngGate117.pngGate127.pngGate128.pngGate141.pngGate143.pngGate144.pngGate153.pngGate155.pngGate156.pngGate157.pngGate165.pngGate166.pngGate167.pngGate177.pngGate178.pngGate180.png
Earl Sawyer

**Earl Sawyer** is an ally. He first appears in the Dunwich Horror expansion. He can be gained through an encounter at the Whateley Farm.

## Card info

* +1 Fight
* +1 Sneak

Any Phase: Exhaust instead of losing 1 Stamina. Discard Earl Sawyer if the Ancient One awakens.

## Mythos Source

Sawyer appears in *The Dunwich Horror* (1928), written by H.P. Lovecraft, as a villager who helps tend the livestock at the Whateley farm and who is suspicious of the events that he sees.
Brawling in the Streets

**Brawling in the Streets** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Devil Reef or Independence Square

**Clue Appears At:** Esoteric Order of Dagon or The Unnamable

Monster Movement

**Mythos Ability:** Any investigator in a street area at the end of the Mythos phase must make a Fight (+0) check. If he fails and the terror level is 3 or less, he loses 1 Stamina. If he fails the check and the terror level is 4 or higher, he loses 2 Stamina.
A Strange Plague

**A Strange Plague** is a mythos. It first appeared in the Arkham Horror board game.

 File:Mythos3.png

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** Investigators cannot gain Stamina except by receiving medical care in St. Mary's Hospital (or from Vincent Lee).
Egyptian Exhibit Visits Miskatonic U.

File:Mythos17.png
**Egyption Exhibit Visits Miskatonic U.** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** The Witch House

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

Monster Movement

**Mythos Ability:** Any investigator who ends his movement in the Miskatonic U. streets may pass a **Lore (-1) check** to gain 1 Clue token by reading the strange hieroglyphics on the artifacts in the exhibit.
Bound Ally

File:LurkerBoundAlly.png
**Bound Ally** is a Dark Pact card. It first appeared in The Lurker at the Threshold expansion.

## Card info

When you gain a Bound Ally, take the top card of the Ally deck and attach it to this card.

You gain the services of that Ally. When the Ancient One awakens, discard the Ally and put this card on the Ancient One. For each Bound Ally on the Ancient One, it takes one additional success to remove a doom token.

You may spend a Power token as either a Clue token or as $1.
Hastur

File:Hastur.png
**Hastur** is an Ancient One. He first appeared in the Arkham Horror board game.

## Sheet info

**Combat rating**: -X

**Defenses**: Physical Resistance

**Worshippers**: Hastur's worshippers ride byakhee mounts that they call with enchanted whistles. Cultists are flying monsters and their combat rating is -2.

**Power**: The King in Yellow - While Hastur stirs in his slumber, the cost to seal a gate is 8 Clue tokens instead of 5.

**Start of Battle**: X is set to the current terror level.

**Attack**: Each investigator must pass a Luck (+1) check or lose 2 Sanity. This check's modifier decreases by 1 each turn (+0 the 2nd turn, -1 the 3rd turn, etc.)

**Doom Track**: 13

File:Hastur II AO.jpg
## Arkham Nights Sheet info

**Combat rating**: -5

**Defenses**: Physical Resistance

**Worshippers**: Hastur's worshippers ride byakhee mounts that they call with enchanted whistles. Cultists are flying monsters and their combat rating is –2.

**Power**: The Unspeakable One - While Hastur stirs in his slumber, immediately after an investigator seals a gate, he or she must reduce his or her maximum Sanity by 1. (An investigator may seal a gate even if doing so would reduce his or her maximum Sanity to 0.)

Each time an investigator in Arkham is driven insane or devoured, raise the Terror
Level by 1.

**Attack**: Each investigator must pass a Luck (+1) check or lose 2 Sanity. This check's modifier decreases by 1 each turn (+0 the 2nd turn, -1 the 3rd turn, etc.)

**Doom Track**: 13

## Plots

EpicBattleHasturBack.pngEpicBattleHastur1.pngEpicBattleHastur2.pngEpicBattleHastur3.png
## Mythos Source

The name Hastur first appeared in *Haita the Shepherd* (1893), written by Ambrose Bierce, where he was a benevolent god of shepherds. Robert W. Chambers appropriated the name for use in his anthology *The King in Yellow* (1895). The first Mythos story to use the name was *The Whisperer in Darkness* (1930), written by H.P. Lovecraft.
Barred from Miskatonic U.

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**Barred from Miskatonic U.** is a Barred from Neighborhood special card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

Move to the street when you receive this card. You may not enter any Miskatonic University locations during the Movement phase except those with open gates.

You may enter Miskatonic University locations via other means during other phases (for instance, as a result of an Arkham encounter or when returning from being Lost in Time and Space).

Discard this card if the terror level increases.
Double the Trouble

File:MythosDoubleTheTrouble.png
**Double the Trouble** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Unvisited Isle and The Witch House

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

* Science Building

Monster Movement

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