recursal/Fanatic-Fandom huggingface dataset:
Finding the Way

## Flavor Text

*It is said that hidden paths exist from the human world to Carcosa. Paintings and carvings of the lost city can, over time, provide a means of passage between the two worlds, if one can survive the crossing.*

## Mystery Text

After an investigator resolves a Research Encounter, he may spend  1 Clue he gained from that encounter to place that Clue on this card. Then, if there are Clues on this card equal to , the Lead Investigator gains the Key to Carcosa Artifact.

When an investigator with the Key to Carcosa Artifact closes a Gate during an Other World Encounter, place that Gate on this card.

At the end of the Mythos Phase, if there are Clues equal to  and Gate on this card as indicated by the Reference card, solve this Mystery.
Injury

An Injury is a type of Condition. It is a physical ailment that the investigator may gain during the course of the game. Injuries may be obtained through an Encounter, a Disaster, or occasionally through combat. Typically, they arise from failed skill checks.

An Injury can be removed through a Rest action, when the investigator rolls a die and may discard on a successful roll. Injuries trigger upon  Reckoning, and require the investigator to roll a  check, then flip the card if the roll fails. The four types of injuries are Head Injury, Back Injury, Internal Injury, or Leg Injury:

* A Leg Injury does not impede the character unless flipped. It will usually flip, but might be discarded.

* A Back Injury or Internal Injury will usually be discarded, but might flip instead.

* Head Injury will prevent the player from recovering  Sanity during rest while they have it. If Head Injury triggers, it will always be discarded after it's effect is applied.

 Vincent Lee's active ability may discard an Injury Condition.
Dispelling the Curse

### Flavor Text

*Countless hours spent dodging falling tomes and nursing paper cuts in the library have led you to a single conclusion -- your curse can be lifted, should you manage to unravel its cause. Determined, you set off to repair the shambles of your life.*

### Personal Mission

* When you gain a Cursed Condition, you may spend  5 Clues to discard this card and gain the *Cursed* Lifted Reward.
* If you would flip a Cursed Condition, discard this card and gain the *Downward Spiral* Consequence instead.

## Reward

* When you gain this card, discard a Cursed Condition.
* : Gain  1 Clue and improve 1 skill of your choice.
In the Lightless Chamber

## Flavor Text

*Few know of the Dark Pharaoh, a ruler so heinous that all mention of him was ordered stricken from record upon his death. But fewer still know of the being of pure darkness that whispered into his ear.*

## Prelude Conditions

**If playing without the  *Under the Pyramids* expansion, choose another Prelude card.**

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

During step 9 of setup ("Resolve Starting Effect"), if  Nyarlathotep is the Ancient One, search the Mystery deck for the Brotherhood of the Dark Pharaoh instead of drawing a random Mystery.

After resolving setup, search the Gate stack for all Gates that correspond to spaces on the Egypt side board. Randomize the Gate stack and place those gates on top in a random order. If Nyarlathotep is the Ancient One, spawn The Beast Epic Monster on The Bent Pyramid.

During this game, if Nyarlathotep is the Ancient One, replace all instances of "The Pyramids" on Adventure cards with "The Bent Pyramid."
Harbinger of the Outer Gods

## Flavor Text

*The Bloated Woman's mourning,
The Pharaoh claims The Beast,
Hear not the Dweller's warning,
The Messenger comes to feast.*

*Within the Haunter's Darkness,
The Bloody Tongue doth snake,
The Black Wind roars across the sands,
The Lord of Kadath wakes.*

## Prelude Conditions

After resolving setup, if  Nyarlathotep is the Ancient One, each investigator gains  1 Eldritch token and improves 1 skill of their choice. Then each investigator may gain 1 additional Eldritch token to gain a Boon Condition.

If Nyarlathotep is not the Ancient One, each investigator gains a Corruption Condition and improves 2 skills of their choice.

During this game, when you have Eldritch tokens equal to or greater than your maximum  Sanity, you are devoured.
In a Past Life

### Flavor Text

*You try to recall the memories of your past self, but it seems that only in the heat of battle do you draw enough arcane energy to trigger them.*

### Personal Mission

* When you defeat a non-Epic Monster during a Combat Encounter, place that Monster on this card. Then, if the total toughness of Monsters on this card is 10 or greater, discard this card and gain the *Blood Awakened* Reward.
* When you have only  1 Health, discard this card and gain the *History Repeats* Consequence.

## Reward

* Once per round, you may reroll any number of dice when resolving a  test as part of a Spell effect.

## Consequence

* After resolving a Spell effect, discard that Spell unless you used your passive ability.
Dreamlands Side Board

The Dreamlands side board was introduced in the  The Dreamlands Expansion. It consists of additional locations, connected to the main board by 3 Dream Portals. There are two ways to reach this board:

* When an investigator that is not on the Dreamlands side board performs the Rest action, he may spend  1 Clue or test –1. If he passes or spends the Clue, he moves to  The Enchanted Wood.
* Dream Portals allow investigators to travel between the Dreamlands side board and the main board. Each space containing a Dream Portal is connected by a Local path to the space that corresponds to that token.

The sideboard is only used whenever the  Hypnos Ancient One, the Otherworldly Dreams Prelude, or the Aid of the Elder Gods Prelude is in play.

The size of the board is 43.2" X 11" (approximatively 83.8cm X 28cm), or 8 ½" X 11" (approximatively 21.6cm X 28cm) when folded.

## Specific Rules

The Dreamlands side board follows some specific rules:

* The Enchanted Wood, The Moon, The Underworld, and Unknown Kadath are Dream-Quest spaces and can be identified by their circular art inside a rectangular frame. As an encounter, an investigator on a Dream-Quest space can resolve a Dream-Quest Encounter. During the Encounter Phase, an investigator on the space containing the Dream-Quest Token may encounter it by drawing and resolving the top card of the Dream-Quest Encounter deck.
* Investigators on the Dreamlands side board have access to thematic encounters related to those locations. Each  City space on the side board has a brief description below its name that explains the most common effect that appears on encounter cards for that space. During the Encounter Phase, an investigator on Celephaïs, Dylath-Leen, or Ulthar may encounter that space by drawing a Dreamlands Encounter and resolving the effect that corresponds to his space.
* If a Gate spawns on a space with a Dream Portal, place that Gate on the Dreamlands space that corresponds to the Dream Portal.

### Setup

*Main article: Setup#Side Board Setup*
During setup, set aside the following Monsters from the Monster cup: 1 Ghoul Monster, 1 Moon-beast Monster, 1 Nightgaunt Monster, and 1 Zoog Monster. If any of these components would be returned to the Monster cup, it is set aside instead.

## Locations

The Dreamlands side board contains 7 additional spaces: 3 named  City spaces and 4  Wilderness Dream-Quest spaces.
Eldritch Horror Wiki

## Welcome

The Eldritch Horror Wiki is a comprehensive reference that contains detailed information about the Eldritch Horror board game, published by Fantasy Flight Games. It includes many knowledge about game mechanics and game components, including expansions, investigators, Ancient Ones, and much more...

## What is Eldritch Horror?

*Eldritch Horror is a cooperative game of global mystery and terror in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One - an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature.*

## Explore

Anyone is welcome to edit the Eldritch Horror Wiki. There's always a number of things that can be improved.
If you spot anything in need of improvement, don't hesitate to make an edit and look at our **Community** page for more information.

**Reply: Eldritch Horror:: Variants:: Re: Indiana Jones and the Millennium Organization (custom AO) - Batela - 2024/01/30 22:16**

by Batela
 Tnx, I fixed it.I wanted to get at least a couple of games with it and write some research cards before sharing it in Files. I hope to get to it this weekend.F...

**Reply: Eldritch Horror:: Variants:: Re: DIY Research Kit - wreade1872 - 2024/01/30 11:51**

by wreade1872
 FYI if anyone has there forum settings on Recent rather than Active you may have missed Pakgighth (by Xelto) a new (old, really really old 😉 ) AO, i threw...

**Reply: Eldritch Horror:: Variants:: Re: DIY Research Kit - wreade1872 - 2024/01/30 09:24**

by wreade1872
 I left the circles in too, they'll still be in the new file when it arrives 🙂 ....
Dream Portal

A Dream Portal is a token on the board that is utilized when playing with the Dreamlands side board. They represent locations where the Dreamlands bleed into the waking world and connect the World Map to the Dreamlands side board. There are three Dream Portals that lead to  Unknown Kadath,  The Moon or  The Underworld.

Dream Portals are Local paths that connect to wherever they are written to go. Investigators on those paths follow the same rules for Local paths when traveling on them.

### Spawning

To use the Dream Portals at the start of the game, put the three Dream Portals in the order of your choice. Then for one Portal at a time, reveal Gates from the top of the Gate stack until you get a Gate that corresponds to a space not on the Dreamlands side board and does not already contain a Dream Portal, then place the Dream Portal token on that space. Leave each revealed Gate in the Gate stack and do not randomize the Gate stack after spawning a Dream Portal.

If a Gate spawns on a space with a Dream Portal, place that Gate on the Dreamlands space that corresponds to the Dream Portal.

The Dream Within a Dream Mystery has an effect that causes an investigator to discard and then spawn a Dream Portal. When this happens, follow the instruction above to spawn it.

## References

1. ↑ Official answer from Nikki Valens for spawning Dream Portals on  *BoardGameGeek*.
Fortifying the Barrier

## Flavor Text

*An ancient barrier cloaks the world from the gaze of Azathoth, but as the eclipse nears, the barrier weakens, and the old magic must be called upon once more to strengthen it.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: 3, 7, London, and Shanghai.

As an encounter, an investigator on a space containing an Eldritch token may discard 1 Spell to use the ruins' power to fortify the barrier between worlds. If he discards the Spell, he draws and resolves a Fortifying the Barrier Special Encounter.

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

## Flavor Text

*You dream of snakes, but not as you know them. Upright, almost human, they spread across the world to conquer the cities of men. At their forefront is a being so terrifying that you cannot breathe, and you jolt awake, swearing profusely.*

*You freeze. There in front of you, slithering across your bedsheets is a cobra. It hisses.*

## Prelude Conditions

**If playing without the  *Forsaken Lore* expansion, choose another Prelude card.**

During Step 5 of setup ("Determine Ancient One"), set aside 1 Serpent People Monster.

After resolving setup, if  Yig is the Ancient One, spawn 1 Monster on each Expedition space.

If Yig is not the Ancient One, spawn 1 Serpent People Monster on The Amazon.

Then, each investigator may gain a Poisoned Condition to gain 1 random Ally Asset from the deck. If no investigator gains a Poisoned Condition, the Lead Investigator gains a Cursed Condition and each investigator improves 1 skill of their choice.
Evil Barney

```
"*I'm gonna kill u!"* quoted by Barney in What Happens When Teletubbies Play Minecraft.

```

Evil Barney is one of the main villains of MrWWEEthanstyle101's Teletubbies series. He was born in 1986, and in 1988, he started his own indy show called *Barney & The Backyard Gang.* The show continued until 1991 when PBS kids offered him a contract. He accepted and started his own show there called, *Barney & Friends* in 1992. His show got cancelled in 2010 after he was eating kids on the set. Barney then kicked the cameraman in the balls, flipped him off, and said ,"*F\*CK U GUYS!"* He was then fired on the spot! After, he started his own anti-kid gang in 2011. In 2012, Elmo joined the gang. That same year, they set up rumors predicting the end of the world. They were wrong. When they learned of the Teletubbies' show revival in 2014, they were jealous. So they did the only thing they know how to do, kill them. But they failed every time. Their first attempt was in What Happens When Teletubbies Play Minecraft. Then they hired Calliou, Rosie, and a couple other villains to invade the TubbyDome(the Teletubbies' house) and kill them. But they failed. Their next try was on What Happens When Teletubbies Have A Sleepover. When everyone else was asleep, Barney & Elmo snuck out shotguns. But they both got killed in the process. Then in What Happens When Teletubbies Meet King Kong & Godzilla, they tried and failed to help KK & GZilla kill the Teletubbies. In that episode, Barney had a brief face turn when he turned on his gang and gave Laa-Laa a pistol. Laa-Laa killed Elmo with it. But in the end of the episode, Barney turned heel again by attacking Dipsy and almost killing him. He was later killed by Poo.
External Links

Fantasy Flight Games Website - The publisher of Eldritch Horror

Arkham Horror wiki - Wiki site for FFG's other Lovecraft-inspired game, Arkham Horror

The Works of H.P. Lovecraft - WikiSource page for H.P. Lovecraft's stories

The Works of Clark Ashton Smith - WikiSource page for Clark Ashton Smith's stories
Final Mystery

The **Final Mystery** will occur if  Doom reaches zero. If this happens, flip the Ancient One sheet, resolve the effect on the back under "The Ancient One Awakens!" immediately, and then treat the text on the back as one final mystery.

The Final Mystery is not a Mystery card nor is it considered the active Mystery. Effects that advance or solve the active Mystery do not affect the Final Mystery.

Unlike a normal Mystery, the Final Mystery can run concurrently with another Mystery. However, typically the Final Mystery may not be completed until the other mysteries have been completed.

The Final Mystery is not required to complete most games. Completing the requisite number of normal mysteries will win the game for the players without the Final Mystery ever occurring.  Syzygy is the exception, the players will almost always encounter the Final Mystery, and the game will end if Doom reaches zero.

Not all Ancient Ones have a Final Mystery.  Azathoth will end the game if Doom reaches zero.

In cases when the Final Mystery has occurred and then a solved Mystery is unsolved (e.g. shuffled into the deck by All For Nothing), depending on the Final Mystery, investigators may not have to solve another Mystery to win the game. For example, for  Yog-Sothoth's Final Mystery, 3 solved Mysteries are required to resolve a The Key and the Gate Special Encounter so the investigators have to solve another Mystery. By contrast, for  Cthulhu's Final Mystery, investigators only have to defeat Cthulhu to win the game so the investigators don't have to solve another Mystery.

## References

1. ↑ FAQ p. 6.
2. ↑ Official answer from Nikki Valens for unsolved Mysteries on  *BoardGameGeek*.
Instill Bravery

## Card Back

**0:** *Your malformed magic lashes against your mind, and you fear your memories have been altered.* If you did not roll any 4's, discard this card.
**1+:** *Your incantation inspires courage in the face of madness, but at the cost of your own blood.* Lose  1 Health.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *The magic warps your mind and thoughts until you can no longer tell reality from delusion.* The chosen investigator loses  1 Sanity unless he gains a Hallucinations Condition.
**1-2:** *The spell prevents any lingering effects of the traumatic experience.* No additional effect.
**3+:** *The spell inspires and invigorates.* Prevent that investigator from losing  Sanity up to your test result instead.
 **3** | 02 | Resolve the effect based on your test result:
**0:** *You feel your consciousness being altered in some way.* That investigator gains 1 Madness Condition.
**1:** *Casting the magic requires a payment of blood.* Lose  1 Health.
**2+:** *The chant echoes in your mind and heart, inspiring your courage.* No additional effect.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *Fear overwhelms you and shatters the weak magic.* If you rolled any 1's, discard this card.
**1-2:** *The magic binds itself to your body, preventing you from fleeing.* That investigator loses  1 Health.
**3+:** *The magic alters your mind, allowing you to stand against your greatest fears.* Prevent that investigator from losing up to  4 Sanity instead.
Then flip this card.
Hank Samson

## The Farmhand

### Abilities

* **Action:** Test . If you pass, discard 1 Monster on your space with toughness less than or equal to your test result.
* You do not resolve the  test during a Combat Encounter unless you lose  Health from the  test.

#### Quote

*"Folks are in trouble. I don't gotta be a genius to help out."*

#### Bio

*Since he was a kid, Hank has crossed the country working on farms and ranches. In Texas, he saw a giant bird-like creature tear cattle to pieces. Everyone else ran, but Hank cracked that creature's skull open with his maul. Thinking nothing of it, he included the story in a letter to his father. Now his pa is missing and folks in Dallas say someone's looking for Hank. If they thought they were going to scare him, they were wrong. Hank Samson ain't afraid of anything, and he aims to find his pa.*

### Team Role

Hank is a strong hybrid of a fighter and clue gatherer, and also has one of the best stat pools for expeditions of any investigator. He can take on any of these roles based on the needs of the team. Consider having him travel with your gate closer if there are several monsters on the board with dangerous side effects to failing their will tests.

### Rulings, clarifications, and reminders

* When Hank Samson encounters a Monster, if that Monster has both a  test and a  test, he resolves the  test first. Then he resolves the  test only if he lost one or more  Health from the  test. If the Monster has a  or other test in place of the  test, Hank resolves that test first, and then he resolves the  test only if he lost one or more Health. If the Monster has an  or other test in place of the  test, Hank's passive ability has no effect on the encounter.
* When a Monster is defeated during a Combat Encounter, that encounter immediately ends. Hank Samson will not resolve the  test. (Note: This ruling takes precedence over any other ruling it contradicts.)

### Origin

Hank Samson made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*. Samson is likely a reference to the biblical strongman.
Labyrinth of Queen Nitocris

## Flavor Text

*Beneath the Great Sphinx, the Brotherhood of the Dark Pharaoh has begun the ritual to resurrect Queen Nitocris. The ritual must be stopped at all costs.*
## Adventure Conditions

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

When this adventure is completed, draw the Eye of Light Adventure.

As an encounter on the Pyramids, you may explore the labyrinth beneath the sands by resolving a Sphinx's Labyrinth Special Encounter.

After you resolve a Sphinx's Labyrinth Special Encounter, if there are  Eldritch tokens on this card equal to or greater than , complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Brotherhood of the Dark Pharaoh Mystery is active.
Glamour

A **Glamour** is a type of Spell that the player can gain in a game of Eldritch Horror. They were first introduced in the  Strange Remnants expansion, and may usually be obtained on the Alexandria space. There are 12 Glamour Spells in the game with all expansions, not counting any variants.

Unlike other Spells, a Glamour is always active and does not require any sort of test in order to gain its benefit, so it is not necessarily useful to be a magic specialist to benefit from it. They however all have a  Reckoning effect, and typically cost the player depending on the test. Failing the test can often make the player lose the Spell.
Dylath-Leen

Map

Dylath-Leen is one of the 3 named  City spaces on the Dreamlands Side Board from  The Dreamlands expansion. It is connected to:

* Celephaïs by a Ship path.
* The Moon by a Ship path.
* Ulthar by an Uncharted path.

## Encounters

### Dreamland Encounters

Dylath-Leen Location Encounters have a high probability of giving Assets.

### City Encounters

As Dylath-Leen is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

* A  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Adventure token may be placed on Dylath-Leen and can be encountered as part of The Merchants of Dylath-Leen Adventure.

## Lore

### Description

Dylath-Leen is a fictional location. It was a dark city of basalt in Earth's Dreamlands in HP Lovecraft's short story *The Dream Quest of Unknown Kadath*.

The city has a port from which black galleys travel to and from The Moon, explaining the ship connection between these locations. In *The Dream Quest of Unknown Kadath* Randolph Carter rides such a galley from the city to The Moon.

## References

1. ↑ The rubies are used to enslave the people of Dylath-Leen to an entity known as the Fly-the-Light in the story *The Clock of Dreams* by Brian Lumley. For more information about this, see the The Clock of Dreams page on  *The H.P. Lovecraft Wiki*.
2. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
Grand-mere's Warning

### Flavor Text

*You piece together some of grand-mere's notes and realize that they are parts of a greater whole. Now you look to the outside world to complete the ritual and learn what it was that grand-mere was trying to pass on to you.*

### Personal Mission

* When you have a Glamour Spell, an Incantation Spell, and a Ritual Spell, discard this card and gain the *Smokey Velvet* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Evil of Old* Consequence.

## Reward

* Once per round, after you perform an action, you may allow another investigator on any space to perform that action.

## Rulings, clarifications, and reminders

So an investigator wouldn't be able to perform a Rest action in a space with a Monster, nor would they be able to perform an action they don't have access to (such as the action of one of Marie's components). In order to perform a component action, the investigator would need their own copy of that component or be in the same space if it's a Local Action. The only exception to this is that Marie can allow another investigator to perform her own action ability.

## References

1. ↑ Official answer from Nikki Valens for Smokey Velvet on  *BoardGameGeek*.
Finn Edwards

## The Bootlegger

### Abilities

* **Action:** You and/or another investigator on your space may move 1 space along a Ship path or Train path.
* Effects cannot cause you to discard your Item, Trinket, or Ally possessions unless you choose to.

### Flavor Text

#### Quote

*"Never lose track of the exit or the merchandise."*

#### Bio

*Finn was making a good living, running liquor from Canada to cities all along the East Coast. He never got caught and never lost a delivery. Now he has taken a job in Chicago and gave his word that he could get it done. This time it won't be alcohol he's delivering, and it won't be the local sheriff trying to catch him. Finn's caught up in some supernatural conspiracy, but in the end, he adheres to the same principles. Deliver the goods. Don't get caught.*

### Team Role

Finn Edwards has well rounded stats, and a fantastic supporting ability that lets him move himself or other investigators down most paths, making him excellent in a supporting role. Since he can never lose Assets by choice, it is very easy to bulk him up into whatever role the team needs.

### Rulings, clarifications, and reminders

When Finn Edwards uses his active ability, he chooses himself, another investigator on his space, or both himself and another investigator on his space.

* If Finn chooses only himself, he moves to an adjacent space connected by a Ship or Train path.
* If Finn chooses only another investigator on his space, that investigator may move to an adjacent space connected by a Ship or Train path.
* If Finn chooses both himself and another investigator on his space, Finn moves to an adjacent space connected by a Ship or Train path, and the chosen investigator may choose to move to that space as well. Finn and the chosen investigator cannot move to separate spaces.

If Finn Edwards uses his passive ability to not discard a flipped Unique Asset when instructed, the Unique Asset will be shuffled into the Unique Asset deck anyway.

### Origin

Finn Edwards made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Queen of the Deep Ones

## Flavor Text

*Mother Hydra rises from her home in Y'ha-nthlei to oversee the teeming masses of her children.*

## Mystery Text

When this card enters play, spawn the Hydra Epic Monster on space 8.

When an investigator would gain an Artifact, he may gain the Sword of Y'ha-Talla Artifact instead.

At the end of the Mythos Phase, if the Hydra Epic Monster has been defeated, solve this Mystery.
Migration of Serpents

## Flavor Text

*With no seeming regard for climate or terrain, snakes have been seen all over the world, writhing toward some unknown common goal.*

## Mystery Text

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

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

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

## Card Back

**0:** *You feel the magic fade as you stumble to the ground. Just when was the last time you tripped?* If you rolled any 1's, discard this card.
**1:** *The magic has carried you for so long now, you fear what will happen to you once it fades.* Lose 1  1 Sanity.
**2+:** *You act with grace in all of your movements.* No additional effect.
 **2** | 05 | Resolve the effect based on your test result:
**0:** *The enchantment has protected you, but now it fades.* Discard this card unless you gain a Diseased Condition.
**1-2:** *Everyday you fear the magic will leave you.* Lose  1 Sanity.
**3+:** *The magic even reduces your recovery time.* Discard 1 Illness or Injury Condition.
 **3** | 05 | Resolve the effect based on your test result:
**0:** *As the magic fades, depression takes hold of you.* Discard this card unless you gain a Despair Condition.
**1-2:** *The arcane words weigh heavy on your mind at all times.* Lose  1 Sanity.
**3+:** *You shake off your worries with ease.* Discard 1 Madness Condition.
 **4** | 05 | Resolve the effect based on your test result:
**0:** *Maintaining the magic for longer could cause permanent damage.* Impair 1 skill of your choice unless you discard this card.
**1-2:** *The magic feeds on your psyche.* Lose  1 Sanity.
**3+:** *The magic and your determination breeds true strength.* You may spend  1 Sanity to improve 1 skill of your choice.
Then flip this card.
Mandy Thompson

## Distinguishing Features

 The Researcher

### Abilities

* **Action:** Draw  2 Clues from the Clue pool. Spawn 1 of them and discard the other.
* After resolving a Research Encounter, if you gained exactly  1 Clue from that encounter, gain 1 additional Clue.

### Flavor Text

#### Quote

*"I will find a way to end this horror. I will not stop searching."*

#### Bio

*Ever since she was a child, Mandy would read when she could not sleep. Such has been the case on many nights. Her remarkable memory and ability to correlate facts have made her a highly sought-after researcher around the world. Over time, her work has required her to read strange occult texts. These bizarre tomes have slowly caused her to suspect that an ancient being will arise to destroy humanity. Recently, the scrolls she has been reading in Shanghai have made it clear that the world is in immediate danger.*

### Team Role

Mandy's role revolves around clues. She's great at getting them, and her action provides one of the best ways to get clues on the board early in the game, in convenient locations. Her abilities can help prevent death to Rumors or falling short of clues for the first mystery, when not many will have spawned. Low will and strength make her unable to deal with monsters or gates, so she should pair with investigators suited to this purpose.

### Rulings, clarifications, and reminders

After resolving a Research Encounter, Mandy’s passive ability could allow her to gain an additional Clue. However, this Clue is gained from her passive ability, not the Research Encounter.

### Origin

One of the Investigators in the original Arkham Horror board game published by Chaosium in 1987, in which she was the green pawn.
Minh Thi Phan

## The Secretary

### Abilities

* **Action:** You and another investigator on your space each gain 1 travel ticket of your choice.
* You and other investigators on your space each gain +1 to all skills if there is another investigator on your space or you have one or more Ally assets.

### Flavor Text

#### Quote

*"You can depend on me to guide you through the unknown."*

#### Bio

*Phan Thi Minh's father came to Seoul from Cochinchina to use his diplomatic savvy in dealing with foreign business interests. Once grown, Minh proved to be just as adept in business. She reordered her name in the style of Westerners and took a job in Tokyo as a secretary to an importer of strange antiquities. More than just an employer, Mr.Thomas was Minh's friend, but now he has been murdered. Armed with only the strange text Mr. Thomas left for her and her own keen mind, Minh has vowed to find out why.*

### Rulings, clarifications, and reminders

* Minh’s action ability allows her to gain a travel ticket of her choice, even if her space is not connected to another space by the appropriate path. Furthermore, Minh can use her action ability even if she is not on a  City space.
* The travel ticket Minh gains from her active ability can be different from the travel ticket she allows another investigator to gain.

### Team Role

Minh is very useful as an "escort", providing free tickets to an ally and boosting the skills of all investigators at her location. Her skill bonuses as well as well rounded stats makes her fairly capable herself as well.

### Origin

Minh Thi Phan made her first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.

## References

1. ↑ FAQ p. 5.
2. ↑ Official answer from Nikki Valens for Minh Thi Phan on  *BoardGameGeek*.
Elder Things

## The Once-Dominant Species

*Eons ago, the elder things were driven underground by the changing climate, hibernating in the cities they had built into the mountains or in the depths of the ocean. With the disturbance of the Miskatonic Expedition, they have begun to reclaim the world they once dominated.*

### Gameplay

* After an investigator resolves an Other World Encounter, he may move to Plateau of Leng.
* When 4 Mysteries have been solved, **investigators win the game**.
* When  Doom advances to zero, **flip this sheet** and resolve the “A Dark God Awakens!” effect on the back.

#### Setup

Set aside all Rise of the Elder Things Special Encounters. Set up the Antarctica side board.

## Awakening

**A Dark God**
*It wasn't an invasion. The elder things were fleeing the wrath of a Dark God they had once controlled.* **[ Show/Hide the Back ]**
**A Dark God Awakens!**

Place the  Mystery token on City of the Elder Things and place  5 Eldritch tokens on this sheet.

**Final Mystery**

As an encounter, if 4 Mysteries have been solved, an investigator on City of the Elder Things may confront the Dark God beyond the mountains; he draws and resolves A Dark God Special Encounter.

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

**The Once-Dominant Species**

* After an investigator resolves an Other World Encounter, he may move to Plateau of Leng.
* Each time  Doom would advance, discard  1 Eldritch token from the sheet instead. Then, if there are no Eldritch tokens on this sheet, **investigators lose the game**.

 **A Dark God Encounters**

## Rulings, clarifications, and reminders

During a Combat Encounter against a Cultist, if an investigator passes the  test, he defeats the Cultist without resolving the  test and gains 1 random Ally Asset from the deck; if he failed the  test and defeats the Cultist when resolving the  test, he does not gain the Ally Asset.

## 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*.
3. ↑ Official answer from Nikki Valens for Elder Things' Cultists on  *BoardGameGeek*.
Professor Armitage

## Notes

An investigator may gain this card when resolving a Location Encounter ( Arkham #17).

## Lore

* Dr. Henry Armitage first appeared as the head librarian at Miskatonic University in H.P. Lovecraft's short story, The Dunwhich Horror.
* He later assisted Dr. Caroly Fern in Peter J. Evan's novel, Feeders from Within.
Prepare for Travel

*See also: Travel*

An investigator may undertake a Prepare for Travel action to obtain either 1 Train Ticket or 1 Ship Ticket while they are on a  City space.

* If the location they are on has at least one Train path connected to it, the investigator may gain a  Train Ticket.
* If there as at least one Ship path, they may obtain a  Ship Ticket.
* If both paths are available, the investigator may choose either a train or ship ticket, but they may only choose one ticket.

An investigator cannot have more than two travel tickets. If he already has two travel tickets when he performs this action, he must discard one travel ticket before gaining a new travel ticket.

 Carson Sinclair may take two travel tickets instead of one when he undertakes a Prepare for Travel action. This also applies to any investigators on his space. The restriction of what tickets he can get still applies.

## Travel Tickets

A Travel Ticket is a Possession that an Investigator can obtain during a game of Eldritch Horror. An investigator can have a maximum of two tickets at once. Travel tickets are spent during a Travel action. After moving one space for the action, the investigator may spend their tickets to move further along the appropriate path. The investigator must make his one move before spending any tickets.

As with any possession, travel tickets can be freely given to another investigator as a Trade Action.

### Obtaining Travel Tickets

Travel Tickets can be obtained in any of the following ways:

* **Prepare for Travel** action.
* An investigator may start with a Travel Ticket (e.g.  Jenny Barnes).
* An investigator action may give the player a Travel Ticket under certain specific conditions (e.g.  Minh Thi Phan).
* The Coming Storm Prelude gives the player the option of obtaining a travel ticket, even if the investigator is not on a space that would let them gain tickets.
Other World Encounters

*See also: Gates*

An investigator on a space containing a Gate may choose to complete an Other World Encounter; Other World Encounters are the primary way in which investigators close Gates. Other World Encounters are complex encounters; the pass effect usually allows players to close the Gate that they are on. The fail effect may allow the investigator to still close the Gate if they pass a test, but more often than not the fail effect will only allow them to pass through unharmed if they succeed.

Some effects can occur when resolving Other World Encounters:

* An Asset, Unique Asset or Artifact may give a bonus dice or a reroll during Other World Encounters (e.g. Map of the Ley Lines).
* An Asset, Unique Asset or Artifact may have an effect after resolving an Other World Encounter (e.g. Dream Box).
* An investigator ability can add a dice when resolving a test during Other World Encounters (e.g. ( Gloria Goldberg).
* An investigator ability may have an effect when closing a Gate during an Other World Encounter (e.g.  Patrice Hathaway).

The most common skill test in Other World Encounters are  and . During the fail effect,  is also a semi-frequent test. A list of Other World Encounters can be found below, with Tests ordered by most occurrence:
Poison Mist

## Card Back

**0:***The mist blows back and surrounds you.* Gain a Poisoned Condition.
**1-2:** *The harmful magic surges through you during the ritual.* Lose  1 Health.
**3+:** *The deadly cloud of gas snuffs out all life it touches.* Add 2 successes to your test result.
 **2** | 02 | Resolve the effect based on your test result:
**0:** *The ritual seems somehow alien to you, and you are unsure if you have spoken the correct words.* If you rolled any 1's, discard this card.
**1+:** *Watching the cloud smother the living is difficult to watch.* Lose  1 Sanity.
 **3** | 02 | Resolve the effect based on your test result:
**0:***The mist hungers for your life force.* Discard this card unless you lose  2 Health.
**1:***Blood flows from your hands, turning into a noxious gas.* Lose  1 Health.
**2+:** *The poisonous cloud lingers, decaying the flesh of those unfortunate enough to become lost in it.* Each Monster remaining on your space loses  1 Health.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *The magic only gives away your location.* Immediately resolve a Combat Encounter against each Monster on your space in the order of your choice.
**1-2:** *The mists's effects are horrible to behold.* Lose  1 Sanity.
**3+:** *You conjure a great cloud of gas that blocks out the sun.* You may choose Monsters for this card's effect as if each Monster's toughness is reduced by 1 to a minimum of 1.
Then flip this card.
Epic Monsters

*See also: Combat Encounter, Monsters*

Some Monsters are so powerful or unmanageable that they are immune to some effects. Epic Monsters are treated like Monsters for all effects except that they cannot be moved, discarded, or returned to the Monster cup. Epic Monsters are generally harder to defeat than Monsters due to their higher stats; they are easily recognizable by the red name and the cut corner, and the most have a Toughness value which varies according to the number of investigators. An Epic Monster will never spawn randomly, and will only occur when spawned through a specific effect that call them out by name, like a Special Encounter, a Mystery, a Prelude, as part of a  Reckoning effect, or if the Ancient One awakens.

### Differences between Monsters and Epic Monsters

Epic Monsters are treated like Monsters for all effects except as described below:

* An Epic Monster cannot be defeated by any effect except losing  Health equal to or greater than its toughness. This includes effects that read "defeat this Monster" like that of Flute of the Outer Gods.
* An Epic Monster cannot be discarded.
* An Epic Monster cannot be moved, except by an effect on its token or the component that spawned it.
* Epic Monsters are never placed in the Monster cup.
* When an Epic Monster is defeated, it is returned to the game box instead.
* "Monster" refers to a Monster **and/or** an Epic Monster(s). "Non-Epic Monster" refers to a Monster but **not** an Epic Monster.
* If a Monster and an Epic Monster share the same space during a Combat Encounter, the investigator MUST fight any and all Monsters before they fight the Epic Monster. They still fight the Epic Monster, even if the normal Monsters have not been defeated, but the normal Monsters must be fought first. This rule is added by every expansion.

An Epic Monster can have its toughness reduced. As with normal monsters, if its toughness is reduced to zero, it is defeated.

## List of Epic Monsters

This list includes all Epic Monsters, for the non-Epic Monsters, see the List of Monsters.

## References

1. ↑ Official answer from Nikki Valens for Flute of the Outer Gods on  *BoardGameGeek*.
2. ↑ 1 Core, 1 MoN
3. ↑ 1 FL, 1 TD
4. ↑ 1 UtP, 1 MoN
5. ↑ 1 Core, 1 MoM, 1 MoN
Mystic Ruins Encounter

A Mystic Ruins Encounter is a feature introduced in the  Strange Remnants expansion. It is always in use when  Syzygy or  Antediluvium is the Ancient One, if the players use the In Cosmic Alignment or The Stars Align Preludes (or simply decide that they want to use it, although this is not an official option).

Similar to an Expedition Encounter, the Mystic Ruins deck is shuffled and put in play. The top card of the deck will specify where to put the Mystic Ruins marker. As an encounter, the player may choose to draw the first card and resolve the effect. Like an Other World Encounter or an Expedition, there is typically more than one skill check to resolve.

The most common effect from these encounters allows player to seal a Gate, no matter what space it is on. Some others grant a Relic Unique Asset, which are in abundance in the Strange Remnants expansion. Others will allow the player to gain Talents or move the Omen without triggering any negative effects.

Mystic Ruins can be found on Space 2 (Mu), Space 3 (Easter Island), Space 7 (Chichen Itza), Space 8 (Atlantis), Space 9 (Hyperborea), Space 21 (Pnakotus), London (Stonehenge) or Shanghai (The Great Wall of China). Just as with Expedition Encounters, the type of space the encounter is on applies to any checks made: Spaces 2, 3, and 8 are  Sea spaces, Spaces 9 and 21 are  Wilderness spaces, and Spaces 7, London, and Shanghai are  City spaces.

## List of Mystic Ruins Encounters

###  Atlantis Encounters (Space 8)

Available only with  Masks of Nyarlathotep expansion.

###  Chichen Itza Encounters (Space 7)

Available only with  Strange Remnants expansion.

###  Great Wall of China Encounters (Shanghai)

Available only with  Strange Remnants expansion.

###  Hyperborea Encounters (Space 9)

Available only with  Masks of Nyarlathotep expansion.

###  Moai Statues Encounters (Space 3)

Available only with  Strange Remnants expansion.

###  Mu Encounters (Space 2)

Available only with  Masks of Nyarlathotep expansion.

###  Pnakotus Encounters (Space 21)

Available only with  Masks of Nyarlathotep expansion.

###  Stonehenge Encounters (London)

Available only with  Strange Remnants expansion.

## References

1. ↑ For more information about this, see the Ythogtha page on  *The H.P. Lovecraft Wiki*.
2. ↑ For more information about this, see the Deep One page on  *The H.P. Lovecraft Wiki*.
Guardian of the Veil

### Flavor Text

*The spirits are restless. Something evil stirs, and gaining the favor of your ancestors may be the only way to stop what is coming.*

### Personal Mission

* When you close a Gate during an Other World Encounter, place that Gate on this card. Then, if there are 3 Gates on this card, discard this card and gain *The Earth Speaks* Reward.
* When  Doom advances to 6 or lower, discard this card and gain *The Earth's Anger* Consequence

## Reward

* When you close a Gate during an Other World Encounter, spawn  2 Clues.

## Consequence

* After resolving an Other World Encounter, if you did not discard that Gate, discard the nearest  Clue on the game board.
Meteor Showers

## Flavor Text

*The fire above you illuminates the entire night sky. For a moment, the display is beautiful. Then the large stones crater the landscape like the wrath of a god.*
## Disaster Conditions

Determine a random space. Each investigator on that space or an adjacent space loses  2 Health and  2 Sanity.

Repeat this process four additional times.
Discovery of an Ancient Civilization (Adventure)

> *For the Elder Things Mystery, see Discovery of an Ancient Civilization.*
>
>

## Flavor Text

*You hear that another city has been found. It's made of simple domes and towers assembled from stone, and like the others, it's hundreds of millions of years old.*
## Adventure Conditions

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

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

As an encounter, an investigator on The Amazon may examine the clay tablets and soapstones he finds among the alien ruins ().

If he passes, the relics are inscribed with ancient text that tells of the distant past; 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.
Joe Diamond

## The Private Eye

### Abilities

* **Action:** Choose Ally, Service, or Weapon. Then discard 1 Asset from the reserve and replace it with 1 random Asset from the deck that has the chosen trait.
* Once per round, when you improve a skill, also improve 1 other skill of your choice.

### Flavor Text

#### Quote

*"I was hired for a job. Evil gods or no, I aim to finish it"*

#### Bio

*The dame who hired Joe was square, and the job seemed easy on the surface. She paid in advance to have Joe find some codger and deliver a crate, but Joe does not walk into situations without knowing the score. This codger was a member of the Silver Twilight Lodge, and that crate had been stolen from a museum in Istanbul. Like a sucker, Joe went to the cops. For his trouble, he got a broken nose and a dead client, and somebody stole his cargo. Now Joe is ready for a little payback.*

### Team Role

With his high Observation, Joe is quite good at getting Clues, as well as using Talents like Skulduggery in order to gain more powerful items. Research encounters are something Joe does well, so he can solve many mysteries that require the spending of Clues.

Since he starts with a gun, he is decent with fighting, although a player who plans on using him to close gates might want to improve his Will, to deal with the monsters spawned from them.

### Origin

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

Joe Diamond's name is a reference to the mystery novel detective Sam Spade.
Occult Research

## Flavor Text

*The shan are controlling innocent victims everywhere, using them to call forth Azathoth.*

## Mystery Text

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

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

## Card Effect

When you perform a Rest action, you may attempt to open the puzzle box (-2). If you pass, you may discard this card to gain 1 Artifact.

## Previous versions

Puzzle Box's original text was "When you perform a Rest action, you may attempt to open the puzzle box (-2). If you pass, discard this card and gain 1 Artifact."

That wording would allow  Finn Edwards to use Puzzle Box indefinitely, hence the errata.