recursal/Fanatic-Fandom huggingface dataset:
The Heart of Africa

## Map

The Heart of Africa is a  Wilderness Expedition space on the World Map. It is connected to:

* The Pyramids by an Uncharted path.
* Space 15 by an Uncharted path.

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

## Encounters

### Expedition Encounters

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

### Wilderness Encounters

As Heart of Africa is a Wilderness space, an investigator can resolve a General Encounter here.

### Other Encounters

* If playing with  Under the Pyramids expansion, a  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* A  Mystery token may be placed on this space and can be encountered as part of Exploring G'harne Mystery.
* A  Rumor token may be placed on this location through Return to G'harne Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on the Heart of Africa and can be encountered as part of Attacked in Transit Adventure.
* Shub-Niggurath, Shudde M'ell and God of the Bloody Tongue Epic Monsters may spawn on this space and can be encountered.
* Cthonian and Leopard Man Monsters move to this location when spawned, thus they can be encountered.

## Lore

According to the encounters, this location contains the ancient city G'harne, the grey city of the white god and white apes, and the Valley of the Gods dedicated to the Great Old Ones.

### Real World Location

Lake Tanganyika borders four countries: the Congo, Tanzania, Zambia, and Burundi. The Heart of Africa covers the lake and the area westward (primarily the Congo and Zambia).

### Notes

* The Great Rift, which formed the basin for the lake, occurred 22-25 million years ago.
* Olduvai Gorge, where the human species originated, is located nearby in Tanzania.

## References

1. ↑ These are the elements of the story *Facts Concerning the Late Arthur Jermyn and His Family* by H.P. Lovecraft. For more information about this, see the Facts Concerning the Late Arthur Jermyn and His Family page on  *The H.P. Lovecraft Wiki*.
2. ↑ Possibly the King in Yellow.
3. ↑ See Lake Tanganyika location on  *Google Maps*.
Syzygy

## The Cosmic Alignment

*When the planets align with the center of the universe and the Earth falls under the shadow of an eclipse, that which would devour all life seeks to pierce the veil that keeps the darkness at bay.*

### Gameplay

* When the Omen advances to the  red space of the Omen track, place  1 Eldritch token on that space.
* At the end of the Mythos Phase, if 2 Mysteries have been solved or there are  3 Eldritch tokens on the  red space of the Omen track, **flip this sheet** and and resolve "The Portal Opens!" effect.
* If  Doom advances to zero, **investigators lose the game**.

#### Setup

Set aside all Syzygy Special Encounters. Set up the Mystic Ruins Encounter deck.

## Awakening

**Sealing the Portal**
*The solar eclipse has begun, shrouding the Earth in darkness. Azathoth's gaze falls upon humanity. Only the power left behind by those who once fought the outer gods can close the portal.* **[ Show/Hide the Back ]**
**The Portal Opens!**

Place  1 Clue on this sheet for each solved Mystery.

Then shuffle the Mystic Ruins Encounter deck.

**Final Mystery**

As an encounter, an investigator on the Mystic Ruins space may draw and resolve a Sealing the Portal Special Encounter.

At the end of the Mythos Phase, if there are  Clues on this sheet equal to half  + 2, the Final Mystery has been solved and **investigators win the game**.

**The Cosmic Alignment**

* When an investigator is defeated or devoured, that player is **not eliminated**.
* When the Omen advances to the  red space of the Omen track, shuffle the Mystic Ruins Encounter deck.
* When  Doom advances to zero, **investigators lose the game**.
* **:** If there are no Gates on the game board that correspond to the current Omen, advance the Omen by 1.

 **Sealing the Portal Encounters**

### Rulings, clarifications, and reminders

When calculating the amount of Clues needed for Syzygy's Final Mystery, start with half the number of investigators, rounded up, then add two. This follows the standard mathematical order of operations—multiplication and division before addition and subtraction.

### References

1. ↑ https://forum.asmodee.de/viewtopic.php?p=209578&sid=545643e2f21801b922adbb8d3a285257#p209578

## Lore

Syzygy doesn't refer to an Old One. A syzygy is a cosmic alignment.

## References

1. ↑ For more information about this, see the Syzygy (astronomy) page on  *Wikipedia*.
The Pyramids

## Map

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

* Istanbul by a Train path.
* Rome by a Ship path.
* The Heart of Africa by an Uncharted path.
* Space 10 by an Uncharted path.

If playing with the Egypt Side Board from  Under the Pyramids expansion, this space is also connected to:

* Alexandria and by a Local path.
* The Bent Pyramid and by a Local path.
* Cairo and by a Local path.
* Tel el-Amarna and by a Local path.

## Encounters

### Expedition Encounters

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

### Wilderness Encounters

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

### Other Encounters

* If playing with  Mountains of Madness expansion, a  blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Eldritch token may be placed on this space as part of Renewing the Seal Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Bargain With Nyarlathotep Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on the Pyramids and can be encountered as part of Relics of the Pyramids, Labyrinth of Queen Nitocris or Eye of Light Adventures.
* Worldrender Epic Monster may spawn on this space and can be encountered.
* Mummy and Honored Dead Monsters move to this location when spawned, thus they can be encountered.

## Lore

### Real World Location

The pyramids of Giza is a complex of several pyramids outside of Cairo, Egypt.

### Notes

* The Great Pyramid of Khufu (aka Cheops) is the most famous of the pyramids.
* The Sphinx is located outside of the Great Pyramid of Khufu
* The Bent Pyramid is located about 25 miles south of Cairo.

## References

1. ↑ Possibly the King in Yellow.
2. ↑ See Giza location on  *Google Maps*.
The Bent Pyramid

## Map

The Bent Pyramid is a named  Wilderness space on the Egypt Side Board from  Under the Pyramids expansion. This space is connected to the World Map by a Local path leading to  The Pyramids.

### Notes

* Due to the Local paths, this space can reach  Alexandria,  Cairo and  Tel el-Amarna in a single move.
* When  Nephren-Ka is the Ancient One, all players must move one space towards the Bent Pyramid or suffer  1 Sanity damage whenever a  Reckoning occurs.

## Encounters

### Egypt Encounters

The Bent Pyramid Location Encounters have a high probability of giving Artifacts.

### Wilderness Encounters

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

### Other Encounters

* An  Eldritch token may be placed on this space as part of The Black Wind Mystery, thus it can be encountered.
* The Dark Pharaoh Special Encounter takes place here.
* The Beast Epic Monster may spawn on this space and can be encountered.

## Lore

### Mentioned Places and Institutions

* Nephren-Ka's throne room
* Sneferu's funerary chamber

### Real World Location

The Bent Pyramid, also known as the Southern Shining Pyramid, is a pyramid built in roughly 2600 BC, and located roughly 20 miles south of Cairo.

## References

1. ↑ A book in the role-playing game Call of Cthulhu's *Masks of Nyarlathotep* campaign.
2. ↑ Possibly the King in Yellow.
3. ↑ See the Bent Pyramid location on  *Google Maps*.
The Stars Are Right!

## Flavor Text

*All around the world, Cthulhu's worshipers and those sensitive to his dreams have been plagued by madness. They rush to the sea to witness the Ancient One's return.*

## Mystery Text

When this card enters play, move each  Clue on the game board to the nearest  Sea 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.
Tempted by Darkness

## Card Back

 2
**1+:** Gain 1 Talent Condition.
**3+:** Gain 1 Boon Condition.
**5+:** Gain a Blessed Condition.
 3
**1+:** Gain 2 Talent Conditions.
**3+:** Gain 2 Boon Conditions.
**5+:** Improve each of your skills.
Then discard all of your Eldritch tokens and this card.

## Notes

* An investigator may gain this Unique Asset from the At All Costs Mythos card.
* An investigator may gain this Unique Asset when resolving a Research Encounter ( Nyarlathotep City #6, Wilderness #4 and Sea #8).
The Dunwich Horror

## Flavor Text

*The union of the witch Lavinia Whateley and the Outer God Yog-Sothoth gave birth to a creature so hideous and deformed that it was hidden from sight for years in a barn on the Whateley farm in Dunwich, Massachusetts.*

*Now, the Whateleys are dead or missing and the beast roams free, rampaging through the countryside, a dark testament to its father's will.*

## Prelude Condition

During step 9 of setup ("Resolve Starting Effects"), if  Yog-Sothoth is the Ancient One, search the Mystery deck for the Spawn of Yog-Sothoth Mystery instead of drawing a random Mystery.

After resolving setup, each investigator gains 1 Glamour Spell. Then, if Yog-Sothoth is not the Ancient One, spawn the Dunwich Horror Epic Monster on  Arkham.

During the game, the Dunwich Horror Epic Monster has toughness equal to +4.

## Notes

The text in  Masks of Nyarlathotep's version read "After resolving setup, each investigator gains 1 Spell" instead of 1 Glamour Spell. This is due to Masks of Nyarlathotep containing no Glamour Spells. Per the additional rule in that expansion, *"Four Preludes in this expansion (Beginning of the End, The Dunwich Horror, Twin Blasphemies of the Black Goat, and Call of Cthulhu) originally appeared in previous expansions (Mountains of Madness, Strange Remnants, The Dreamlands, and Under the Pyramids respectively). If playing with those expansions, do not include the duplicate Preludes in the Prelude deck"*, the "Glamour Spell" version should be used whenever  Strange Remnants is used in setup, and the "Spell" version otherwise.
Shadowed Heart

### Flavor Text

*Determined, you are unable to resist the plea for help. You will not fail them like you failed her.*

### 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 *A Reason to Live* Reward.
* When another investigator is defeated or devoured, discard this card and gain the *Total Abandon* Consequence.

## Reward

* When you gain this card, recover  2 Sanity.
* When a Monster loses Health from your Action ability, it loses 2 additional  Health.

## Consequence

* After resolving a Combat Encounter, you and that Monster each lose  1 Health.
Return of the Ancient Ones

## Card Front

 :

## Rulings, clarifications, and reminders

If the Monster spawned by Return of the Ancient Ones' Reckoning effect has the Spawn effect "an investigator immediately encounter it" (for example, Ghast), the Combat Encounter will have to be resolved and the Monster may potentially be defeated and discarded before the number of Monsters on the space is checked by Return of the Ancient Ones.

## References

1. ↑ Official answer from Nikki Valens for Return of the Ancient Ones on *FFG forum*.
Skulduggery

## Card Front

 Action

## Card Back

**0:** *The police cannot prove anything, but they now keep a close eye on you.* If you rolled any 1's, discard this card.
**1+:** *The threat of being caught begins to weigh on you, making sleep impossible.* Lose  1 Sanity.
 **2** | 06 | ' | Resolve the effect based on your test result:
**0-2:** *You were too careless this time. The police are waiting for you.* Discard this card unless you gain a Wanted Condition.
**3+:** *You saw the perfect opportunity and knew exactly how to make the most of it.* Gain one additional Item or Trinket Asset from the reserve with value equal to or less than your test result.
Then flip this card.
Search for Isabelle

### Flavor Text

*Izzy is a smart girl. She is okay. At least, that is what you keep telling yourself. Still, you have to find her -- and fast.*

### Personal Mission

* When you gain this card, place 3 random  Clues faceup on this card. After resolving an encounter on one of these spaces, discard that Clue. Then, if there are no clues on this card, discard this card and gain the *Isabelle* Reward.
* When  Doom advances to 6 or lower, discard this card and gain the *Too Late* Consequence.

## Reward

* When another investigator accepts a Bank Loan as part of an Acquire Assets Action, that investigator adds 1 additional success to the test result.

## Consequence

* Your maximum  Health and  Sanity are reduced by 1.
Righteous

## Card Back

 **Daring Rescue** | 04 | *The sound of the shot rings through the marble halls. The beast writhes and lurches forward again. Another well placed shot puts the foul creature down for good. These beasts will claim no more lives on your watch.* | A Monster of your choice on any space loses  5 Health.
 **Silver Twilight Alliance** | 04 | *The sound of chanting fills the dark room. Getting the Order of the Silver Twilight Lodge to assist you in this ritual has surely used up every last bit of your good karma. When the ritual ends, you know the world is a safer place.* | Close 1 Gate of your choice on any space or retreat  Doom by 1.
 **That Which Does Not Kill Us** | 04 | *The horrid creature wraps its foul tendril around your leg, pulling you into the dark. "I'm not dying here!" you shout, firing into the beast's flesh until it releases you. After escaping, you feel as though you could take on any threat.* | Discard any number of your Conditions or improve 2 skills of your choice.
Then discard this card.

## Notes

### Rulings, clarifications, and reminders

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

### References

1. ↑ Official answer from Nikki Valens for The Messenger on  *BoardGameGeek*.
Shanghai

## Map

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

* The Himalayas by an Uncharted path.
* Tokyo by a Ship path.
* Space 17 by a Train path.
* Space 19 by a Train path.
* Space 20 by a Ship path.

## Encounters

### Asia/Australia Encounters

Shanghai Location Encounters have a high probability of improving .

### City Encounters

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

### Expedition Encounters

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

 2

### Mystic Ruins Encounters

If playing with  Strange Remnants expansion, Mystic Ruins Encounters can take place here, referring to the Great Wall of China.

### Devastation Encounters

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

### Other Encounters

* A  red Gate can spawn on this location, so an investigator can undertake an Other World Encounter here.
* An  Eldritch token may be placed on this space as part of Fortifying the Barrier Mystery, thus it can be encountered.
* A  Rumor token may be placed on this location through Dream of Lands Beyond Mythos card; it can therefore be encountered.
* An  Adventure token may be placed on Shanghai and can be encountered as part of Eye of Darkness Adventure.
* Bloated Woman Epic Monster may spawn on this space and can be encountered.

## Lore

### Real World Location

Shanghai is a city in China, the most populous city in the world, and the world's busiest port.

## References

1. ↑ This fish-like man is a Deep One Hybrid.
2. ↑ For more information about this, see the What the Master Would Not Discuss page on  *Wikipedia*.
3. ↑ A character in the role-playing game Call of Cthulhu's *The Vanishing Conjurer* campaign.
4. ↑ A cult in the role-playing game Call of Cthulhu's *The Vanishing Conjurer* campaign.
5. ↑ A drug in the story *The Hounds of Tindalos* by Frank Belknap Long. For more information about this, see the The Hounds of Tindalos page on  *The H.P. Lovecraft Wiki*.
6. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
7. ↑ See Shanghai location on  *Google Maps*.
The Worldrender

## Flavor Text

*A cthonian of immeasurable power has emerged in the deserts of northern Africa. Near continuous earthquake repel those who would face it, and soon the entire region will be reduced to ash and rubble.*

## Mystery Text

When this card enters play, spawn the Worldrender Epic Monster on The Pyramids.

If an investigator would gain an Artifact he may gain the Vach-Viraj Chant Artifact instead.

At the end of the Mythos Phase, if The Worldrender Epic Monster has been defeated, solve this Mystery.
Spells

Spells are a type of double-sided Cards that can be gained by investigators as a reward, most commonly by a Location Encounter on  Arkham or  Buenos Aires. Some investigators may start the game with one or two Spells and some other cards, like The Archives Prelude may allow investigators to obtain Spells by other means. An investigator cannot have multiple copies of the same Spell card. If he gains a duplicate Spell card for any reason, he discards the newly-gained card. As a possession, Spell cards can be traded with other investigators.

An investigator **cannot look at the back of Spell cards** unless an effect allows him to. An investigator can resolve a Spell card’s effect as described on the card. A Spell card’s effect may be triggered by a specific event or require an action. When an investigator resolves a Spell card’s effect, he resolves the effects on the front of the card. This may include a test and/or flipping the card. Most of the Spells require to pass a  test to gain their benefits, but all are double-edged: the more the investigator passes the test, the less he pays the price.

* Agnes Baker may use an action to try to gain a Spell.
* Dexter Drake may gain 1 additional Spell when he gains a Spell, once per round.

### Spell Deck Management

The spell deck should contain all spells, not separated by trait. Like with all other double-sided card decks, spells should be drawn from the bottom of the deck going up. If a spell of a specific name or trait is required, search the deck from the bottom up for the first condition satisfying the requirements, and then shuffle the deck afterwards.

## Traits

Each Spell have one of the three following traits. Effects may reference these spell traits, in which case the players will only deal with a subset of the spells.

### Incantation

*Main article: Incantation*
Incantations differ from other Spells in that they don't require any action to perform, but must be used by the investigator under a certain specific condition. This type of spell requires a  test to gain its benefits.

### Ritual

*Main article: Ritual*
A Ritual spell differs from other spells in that they require an action to perform, and usually involve a  test in order to gain their power.

### Glamour

*Main article: Glamour*
Unlike other spells, a glamour is always active and does not require any sort of test in order to gain its benefit. They 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.

## List of Spells

There are 36 Spells (144 cards) across the base game and all expansions.
Voice of Ra

## Card Back

**0:***You hear the voice in your head at all times.* Lose  1 Sanity and gain 1 Madness Condition unless you discard this card.
**1:***The voice tells you terrible secrets.* Lose  1 Sanity.
**2+:** *The voice offers you physical endurance for a price.* You may spend  1 Sanity to recover  1 Health.
 **2** | 04 | Resolve the effect based on your test result:
**0:** *The strain of maintaining the magic is too much for your body.* Lose  1 Health and gain 1 Injury Condition unless you discard this card.
**1:** *The voice demands a payment of blood.* Lose  1 Health.
**2+:***The voice offers you mental endurance for a price.* You may spend  1 Health to recover  1 Sanity.
 **3** | 04 | Resolve the effect based on your test result:
**0:***Only through intense concentration can you maintain the aura.* Discard this card unless you spend  1 Focus.
**1-2:***Stress and fatigue wears at you.* Lose  1 Sanity.
**3+:** *You maintain your concentration at the cost of your own wellbeing.* You may spend  1 Health or  1 Sanity to gain  1 Focus.
 **4** | 04 | Resolve the effect based on your test result:
**0:** *Suddenly the voice goes quiet.* If you rolled any 1's, discard this card.
**1-2:***The voice speaks to you constantly, interrupting your rest and causing you to become fatigued.* Lose  1 Sanity.
**3+:** *The voice presses you onward despite your fatigue.*  You may spend  1 Health and  1 Sanity to immediately perform 1 additional action.
Then flip this card.

### Rulings, clarifications, and reminders

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

## The Bounty Hunter

### Abilities

* **Action:** Test . If you pass, you may spend up to  2 Focus to gain  1 Clue for each Focus spent.
* When you defeat a Monster during a Combat Encounter, gain  1 Focus.

### Flavor Text

#### Quote

*"When I find the beast, I'll trap it or put it down for good."*

#### Bio

*Tony's tracked down low-life scum in every lousy corner of the world, but nothing was quite as bad as Innsmouth. Some creep in Boston skipped bail and tried to hide with family in the small fishing village. It turned out "family" meant vicious fish-like monstrosities that left Tony bloody and half-drowned. Ever since, he's found a new kind of dirtbag to hunt. Ordinary mobster or otherworldly monster, Tony will take it down and find someone willing to pay him for it. Now he's got a lead in Bogotá. Easy money.*

### Team Role

Between his Handcuffs and his special ability, it is very easy for Tony to gain clues. Coupled with his high Observation, he is very good at dispelling nasty Rumor Mythos cards.

With his high Strength, he also does a good job at fighting monsters, although a player may wish to invest in some time bulking up his Influence and Will.

A few items and skills, like the Old Journal or Skulduggery, are useful to Tony.

### Origin

Tony Morgan made his first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*.
Turning the Tide

## Card Back

**12 or less:** Discard 1 Monster of your choice.
**9 or less:** Discard 1 Gate of your choice.
**6 or less:** Solve 1 Rumor Mythos card of your choice.
**3 or less:** Advance the active Mystery by 1.
**0:** Do not draw a Mythos card next round,
 2
**9 or less:** Retreat  Doom by 2.
**6 or less:** Discard 2 Gates of your choice.
**3 or less:** Advance the active Mystery by 2.
**0:** Do not draw a Mythos card next round.
 3
**12 or less:** Gain 1 Talent Condition.
**9 or less:** Improve 1 skill of your choice.
**6 or less:** Gain 1 Boon Condition.
**3 or less:** Gain a Blessed Condition.
Then discard this card.
Void Between Worlds

## Flavor Text

*It is said that long ago, Yog-Sothoth was imprisoned in a place utterly without existence, a strange void that occupies the space between dimensions.*

## Mystery Text

As an encounter, an investigator on a space containing a Gate may travel to the void between worlds by drawing and resolving a Void Between Worlds Special Encounter.

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

## Flavor Text

*From the sunken city of Yhe, Cthylla rises to fulfill her destiny. Daughter of Cthulhu, she will give birth to the reincarnation of her father should his body ever be destroyed.*

## Mystery Text

When this card enters play, spawn the Cthylla Epic Monster on space 12.

At the end of the Mythos Phase, if the Cthylla Epic Monster has been defeated, solve this Mystery.
Ursula Downs

## The Explorer

### Abilities

* **Action:** Move 1 space along an Uncharted path, then perform 1 additional action.
* Once per round, you or another investigator on your space may spend 1 less   Focus to pay for an effect.

### Flavor Text

#### Quote

*"Discovery isn't easy, but it's the only worthwhile path."*

#### Bio

*As a young girl, Ursula constantly climbed trees, scaled rock walls, and explored caves. When it came to her studies, she excelled in history and the sciences. After getting a degree in Archaeology in Boston, she began traveling the world searching for forgotten civilizations. She's an expert in both ancient and contemporary languages, and is capable of enduring the harsh environments she encounters during her expeditions. Recently, Ursula has traveled to Africa to oversee the excavation of a lost city's ruins.*

### Team Role

With the ability to improve a skill of her choice right off the bat, Ursula can adapt based on the other characters in the game. She can quickly turn into a fighter or magic user. Her skills make it very easy for her to reach Expedition Encounter spaces or tricky Clues, and she can become a practically limitless source of Focus due to her other talents since Focus effects tend to only require spending 1 Focus anyway.

### Rulings, clarifications, and reminders

Once per round, Ursula may choose to spend one fewer Focus when paying for an effect, including spending a Focus to reroll a die when resolving a test. This can reduce the cost of an effect to zero Focus.

### Origin

Ursula Downs made her first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Sydney

## Map

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

* Antarctica by a Ship path.
* Space 3 by a Ship path.
* Space 18 by a Ship path.
* Space 20 by a Ship path.
* Space 21 by an Uncharted path.

### City Encounters

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

### Expedition Encounters

Expedition Encounters can take place here if playing with the  Mountains of Madness expansion.

 2

### Devastation Encounters

If playing with the  Cities in Ruin expansion, Sydney may be devastated, thus Devastation Encounters can be resolved 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 Sydney and can be encountered as part of Gathering Provisions Adventure.

## Lore

### Real World Location

Sydney is the most populous city in Australia.

## References

1. ↑ For more information about this, see the Theodore page on *Magic in Sydney*.
2. ↑ Inspired by the real-life case of Australian veteran George Thomas McQuay.
3. ↑ For more information about this, see the Shark Arm case page on  *Wikipedia*.
4. ↑ Haunter of the Dark (Monster)
5. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
6. ↑ See Sydney location on  *Google Maps*.
Rome

## Map

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

* Istanbul by a Train path.
* London by a Ship path.
* The Pyramids by a Ship path.
* Space 10 by a Ship path.
* Space 14 by a Train path.

### Expedition Encounters

Expedition Encounters can be encountered if playing with the  Mountains of Madness expansion.

 2

### Devastation Encounters

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

### Other Encounters

* A  red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
* Quachil Uttaus Epic Monster may spawn on this space and can be encountered.
* If  Shudde M'ell is the Ancient One, Rome will begin the game Devastated, thus an invesigator must undertake a Devastation Encounter instead of Rome or City Encounters.

## Lore

### Real Life Location

Rome is the capital of Italy. It was formerly the head of the Roman Empire.

## References

1. ↑ A character from the role-playing game Call of Cthulh's *Songs of Fantari* campaign.
2. ↑ Probably reference to the book *La verità scoperta ne' tre santuari della città di Assisi, la basilica di San Francesco, la Porziuncola e Rivotorto* by Pompeo Bini.
3. ↑ 3.0 3.1 For more information about this, see the One Night in Rome page on  *Wikipedia*.
4. ↑ A cult in the role-playing game Call of Cthulhu's *Cthulhu Invictus* campaign.
5. ↑ Not to be confuse with the real-life Order of St. Jerome, the Order of the Sword of Saint Jerome is a secret cult first appeared in the role-playing game Call of Cthulhu's *The Keeper's Companion* supplement.
6. ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s *The King in Yellow* expansion.
7. ↑ See Rome location on  *Google Maps*.
Healing Words

## Card Back

**0:** *The words of the incantation seem somehow foreign to you.* If you rolled any 1's, discard this card.
**1+:** *Your body and mind become whole again.* No additional effect.
 **2** | 02 | Resolve the effect based on your test result:
**0:** *The magic is strange and does not allow wounds to heal.* That investigator loses  1 Health.
**1:** *The magic weaves itself with your dreams, affording you a restful night's sleep.* No additional effect.
**2+:** *Your body is cleansed and mended.* That investigator may discard 1 Illness or Injury Condition.
 **3** | 02 | Resolve the effect based on your test result:
**0:** *You dream of savage beasts and terrible horrors.* That investigator loses  1 Sanity.
**1:** *A spirit watches over your sleep, protecting you from further harm.* No additional effect.
**2+:** *You dream of a faraway paradise where your mind can be at ease.* That investigator may discard 1 Madness Condition.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *The magic does nothing but hinder your rest, adding to your fatigue and dread.* That investigator loses  1 Health and  1 Sanity.
**1-2:** *Your slumber is deep and refreshing.* No additional effect.
**3+:** *In your dreams, countless cats watch over you, relieving you of your lingering doubts.* That investigator may discard a Cursed Condition.
Then flip this card.
Weapon

A **Weapon** is one type of Item Assets a player may acquire in a game of Eldritch Horror. They are typically obtained through Acquire Assets, obtained as starting equipment, or through a few other cards like some  Sydney Encounters.

Unlike the most of other Items, all Weapons (but Dynamite) give a bonus during when resolving a  test during Combat Encounters, typically a  bonus, although it may be a reroll or an additional die. These boosts are more powerful than standard boosts, but most of their effects apply only to combat. Artifacts, Unique Assets and some Weapons Assets grant other additional benefits, like  bonus during Combat Encounters,  bonus when resolving Spells or diverse other effects. These particular boosts are identical to other items. Moreover, Artifacts and Unique Assets Weapons are always Magical.
Searching Ages Past

### Flavor Text

*"History whispers, Moneterey. All you have to do is listen." Your father's words echo in your mind. You will make him proud.*

### Personal Mission

* After resolving an Expedition Encounter, place  1 Eldritch token on this card. Then, if there are 3 Eldritch tokens on this card discard this card and gain the *Nothing Stays Hidden* Reward.
* At the end of the Encounter Phase, if there are  Clues on the game board equal to or greater than  + 6, discard this card and gain the *Dug Too Deep* Consequence.

## Reward

* After resolving an Expedition Encounter or a Mystic Ruins Encounter, gain  1 Clue and Spawn 1 Clue.

## Consequence

* Your maximum  Health and  Sanity are reduced by 1.
Space 20

## Map

South East Asia is a  City space on the World Map. It is represented by the Space 20 on the board, connected to:

* Shanghai by a Ship path.
* Sydney by a Ship path.
* Tokyo by a Ship path.
* Space 17 by a Ship path.

## Encounters

### City Encounters

As Space 20 is a City space, an investigator can resolve a General Encounter here.

### Other Encounters

A  Rumor token may be placed on this location through Time is Running Out Mythos card; it can therefore be encountered.

## Lore

### Real World Location

The location is probably in Indonesia, on Kalimantan or Sulawesi Island. Makassar is a port city with hundreds of years of cultural importance to both the east and west as a center of trade, and is pretty much spot on with the point on the map.

### Notes

 Marie Lambeau starts in Space 20, but her Bio mentions being "sent to" the Kingdom of Sarawak, which is clearly not the map location indicated. If you need to, just imagine Marie was on her way to Sarawak but the game starts in Makassar before she arrived. Same applies to  Darrell Simmons, having his starting location in Jakarta totally out of this spot.

## References

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

## Distinguishing Features

* Once per round, during the Action Phase, you or another investigator may gain 1 Service Asset that you have set aside, discard 1 card from the reserve, or spawn  1 Clue.

### Flavor Text

#### Bio

*Even those who work closely with Roland would never say they know him well. They know he is a tireless agent for the Bureau of Investigation with a knack for conspiracies and the occult. They know he follows every letter of the law—even to his own detriment—and that his belief in the justice of the law is second to none. But they do not know him. They do not know the things he has seen or the doubts that cloud his thoughts. If ever his faith in the system was shaken, they would never know. He says nothing. He sees everything.*

### Team Role

Roland can set aside Service assets to be used later, which is very useful since the main drawback of a service is that it must be used immediately. This has the benefit of easily cycling the reserve for more powerful cards as well. He also has a high Observation skill and the ability to spawn clues, making him great for Research Encounters.

### Origin

Roland Banks made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Visions

## Card Front

 Action

## Card Back

 **2** | 07 | *You dream of dark deeds tonight, of betrayal and murders committed in cold blood. When you awake, you have a feeling in your gut that what you saw was no dream. Your heart hopes that what you witnessed has not yet come to be, but your intuition suspects otherwise.* | Roll 1 die and resolve the matching effect:
**1-3:** Spawn  1 Clue.
**4-6:** Gain  1 Clue.
Then flip this card.
Yuggoth

## Lore

### Description

Yuggoth is a planet located at the very edge of the Earth's Solar System in either the Kuiper Belt, Scattered Disk or even as far away as the Oort Cloud. It is the site of a mi-go colony.

## References

1. ↑ 1.0 1.1 Probably a typo of Cxaxukluth, an Outer God dwelling on Yuggoth. For more information about this, see the Cxaxukluth page on  *The H.P. Lovecraft Wiki*.
2. ↑ A character in the story *The Mine on Yuggoth* by Ramsey Campbell.
Wealth Without Work

### Flavor Text

*You have been fortunate - far more fortunate than most. Ever since you began to question the origin of your family's fortune, you have been thinking of ways to share your wealth with others and atone for your family's sins.*

### Personal Mission

* After you or another investigator performs an Acquire Assets Action, if that investigator has 8 or more Assets, discard this card and gain the *Philanthropy* Reward.
* When you have only  1 Health or  1 Sanity, discard this card and gain the *Festering Greed* Consequence instead.

## Reward

* Once per round, when you or another investigator gains a  Resource, that investigator may gain 1 additional Resource.

## Consequence

* When another investigator performs an Acquire Assets Action, lose  1 Sanity.
William Yorick

## The Gravedigger

### Abilities

* **Action:** Discard up to two cards from the reserve. Then perform 1 additional action.
* When you defeat a Monster with toughness 2 or greater during a Combat Encounter, you may gain 1 non-Service Asset of your choice from the reserve.

### Flavor Text

#### Quote

*"Though this be madness, yet there is method in't"*

#### Bio

*William Yorick always dreamed of becoming an actor. But alas, poor Yorick, it was not meant to be. As a gravedigger, Yorick saw corpses every day, so when inhuman, monstrous corpses started turning up in Arkham, he took the bodies to Miskatonic University for study. Unfortunately for Yorick, this drew some unwanted attention, and fearing for his life, he took a grave-digging job in Sydney, far from Arkham and far from trouble—at least until the corpses started clawing their way from the ground.*

### Rulings, clarifications, and reminders

Based on the ruling for Patrolling the Streets, if the investigator use Relentless to reduce the Monster's toughness during the Combat Encounter and defeat it, the reduced toughness will be used to calculate whether William's passive ability triggers.

### Team Role

William is well-suited to defeating Monsters and closing gates. His ability to knock 2 Assets out of the reserve for free every turn means he can quickly search out a weapon for himself to boost his combat potential.

### Origin

William Yorick made his first appearance in 2008 in *Kingsport Horror*, the 4th expansion for *Arkham Horror: Second Edition*. The name is a reference to the skull that the Gravedigger unearths in William Shakespeare's play 'Hamlet'. Yorick was the court jester when Hamlet was a boy. It is not the Gravedigger's name (a common misconception). The name itself (and variants Iorek, Jorik, Jorg) are a Danish/Germanic version of the name "George".

## References

1. ↑ Official answer from Nikki Valens for Relentless on *FFG forum*.
Trade

*See also: Possessions*

As an action, an investigator can trade any number of possessions with another investigator on his space. The two investigators may freely give any number of possessions to the other, as long as both investigators agree to this trade.

* Condition cards,  Health tokens,  Sanity tokens,   Focus tokens, Improvement tokens, and Impairment tokens cannot be traded unless an investigator has the Alter Fate Glamour Spell or the Crystallizer of Dreams Artifact.
* Investigators cannot trade with defeated investigators.
* If a Task Asset has one or more tokens on it, those tokens remain on the card when traded.
* None of the exchanged possessions are considered "gained" or "discarded" as part of the action.

### Abilities

* Bob Jenkins and Mi-go Brain Case Artifact allows trading with an investigator who is not on his space.
* Carson Sinclair may trade with an investigator without spending an action.
* Calvin Wright may trade  Health and/or  Sanity with another investigator on any space.

## References

1. ↑ FAQ p. 7.
2. ↑ FAQ p. 9.
3. ↑ Official answer from Nikki Valens for Trade on  *BoardGameGeek*.
Web Between Worlds

## Flavor Text

*As you access the familiar locus of arcane power; you become immediately aware that something has gone horribly wrong.*

*The ley lines - you can still sense their presence, but they are obfuscated and sticky as if veiled by the strands of a spider's web.*

*Worse, you can sense something more. Beyond the web, the pulsating life force of another world swells against the walls of an unseen dimension, threatening to burst through into your own.*

## Prelude Condition

Before step 8 of setup ("Build Mythos Deck"), set aside the Web Between Worlds Rumor Mythos card.

After resolving setup, if  Atlach-Nacha is the Ancient One, spawn a number of additional Gates as indicated by the Reference card.

If Atlach-Nacha is not the Ancient One, place the Web Between Worlds Rumor Mythos card in play with  4 Eldritch tokens on it.

Then, each investigator may gain  1 Clue or 1 Spell.

### Rulings, clarifications, and reminders

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

## References

1. ↑ Official answer from Nikki Valens for Prelude on  *BoardGameGeek*.
Time Immemorial

## Flavor Text

*The machinations of the Order of Rising Stars have reached a critical juncture, and across the world, the Order works to harness the powers that, in eons past, fueled ancient civilizations. But for what purpose?*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: 2, 8, 9, and 21

As an encounter on a space containing an Eldritch token, you may attempt to disrupt the ritual (-1). If you pass, you may spend  2 Clues to place that Eldritch token on this card. If you fail, a Cultist Monster ambushes you!

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

The World Map game board is the main board, part of the Core Set. It is divided into 3 parts: Doom and Omen tracks at the top, the Reserve at the bootom left, and all the locations of the world map, that consists of spaces connected by paths, in the center of the board.

The map is a Robinson projection, which makes identifying coordinates in the extremities and in the Pacific transition very difficult compared to the more common Mercator (which makes distance less reliable but aids orientation).

The size of the board is 33" X 22" (approximatively 83.8cm X 55.9cm), or 11" X 11" (approximatively 28cm X 28cm) when folded.

## Locations

*See also: Space*
The World Map contains 21 numbered Spaces, 6 Expedition Spaces and 9 named  City Spaces.

## Other Parts

There are two other parts on the main board, the Doom and Omen tracks on the top, and the reserve on the bottom left corner.

### Doom an Omen Tracks

*Main articles: Doom, Omen*
The Doom track measures the time remaining until the Ancient One awakens. When  Doom advances, move the Doom token toward the “0” space of the Doom track. When Doom retreats, move the Doom token away from the “0” space of the Doom track.

The Omen track’s purpose is to advance Doom. When the Omen token advances, investigators advance  Doom by 1 for each Gate on the game board that matches the current Omen symbol.

### Reserve

*Main article: Acquire Assets#Reserve*
During setup, four Asset cards are placed faceup in the reserve space on the board. They can be acquired by investigators by performing an Acquire Assets action.
Ultimate Sacrifice

## Flavor Text

*People thought them foolish, troubled, or mad. However, they persisted. For all their efforts, they were the first to fall before the coming threat, and they will not be the last. You must finish the work they started, the world depends on it.*

## Prelude Conditions

Before resolving step 3 of setup ("Choose and place Investigators"), draw 2 random Investigator sheets.

Place the corresponding Investigator token on their starting spaces, respectively, as defeated investigators. Place a  Health token on the first Investigator token, and a  Sanity token on the second Investigator token.

Then place each defeated investigator's starting possessions and 1 random facedown Artifact on his Investigator sheet.

After resolving setup, advance  Doom by 2.
Worshipers of a Forsaken Pharaoh

## Flavor Text

*The Church of Starry Wisdom was founded upon the premise of unlocking the mysteries of the Shining Trapezohedron. Now, they aim to bring about the return of Nephren-Ka, the Dark Pharaoh.*

## Mystery Text

After an investigator resolves a Location Encounter on the Egypt side board, he may spend  1 Clue to track down the followers of the Dark Pharaoh. If he spends the Clue, a Cultist Monster ambushes him! If he defeats it, place  1 Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to , solve this Mystery.
Unnatural Occurrences Leave Rome in Shambles!

## Flavor Text

*The air is thick with a sulfurous fog. Judging by the fissures in the ground, you determine the source of the occult devastation must be beneath the Vatican.*
## Disaster Conditions

Each investigator on  Rome loses  5 Sanity unless he gains a Cursed Condition.
Each investigator on an adjacent space loses  3 Sanity unless he gains a Cursed Condition.

 Rome is devastated!
Treasure Map

## Card Back

 2
 3
 4

## Notes

* Monterey Jack starts with this Unique Asset.
* An investigator may gain this Unique Asset when resolving a Location Encounter ( London #27) or a General Encounter ( Wilderness #28).

### Rulings, clarifications, and reminders

If an investigator gains a Treasure Map Unique Asset and there are no Clues in the Clue pool, he should discard the Clue on the nearest space containing a Clue and place that Clue faceup on his Treasure Map Unique Asset.
To Gray Dragon Island

## Flavor Text

*Jack leaves you with a gift and the information that Sir Aubrey has joined forces with the Order, working to further their causes from his workshop on Gray Dragon Island.*
## Adventure Conditions

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

When this Adventure is completed, draw the The Bloated Woman Adventure.

After you resolve a Research Encounter, you may spend any number of  Clues gained from that encounter to place those Clues on this card.

When there are Clues on this card equal to or greater than half , complete this Adventure.
## Availability

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

A **Trinket** is a type of Asset that appears in a game of Eldritch Horror. They can be described as small, valuable items. Trinkets are usually obtained through Acquire Assets actions, but can also be obtained through other cards like Skulduggery. They can be lost to many Mythos or Encounter cards.

Trinkets often add indirect bonuses to tests, such as allowing re-rolls, thus stacking with skill bonuses granted by other assets. For this reason, Trinkets synergize well with Items.

* "Ashcan" Pete may gain a Trinket Asset from the discard pile.
* Bob Jenkins can trade any Trinket with another investigator on any space.
* Wendy Adams may spend an action to gain a Trinket from the reserve or the discard pile.

Assets, Unique Assets and Artifacts can be Trinkets. Trinkets can have one or more of the following Traits: Magical, Relic, Tome, Weapon.
Waterspouts

## Flavor Text

*Like a living thing, the deluge crosses the water's surface, carried by the defeating winds. It paralyzes you with a primal fear of nature's raw and indiscriminate destructive power.*
## Disaster Conditions

Each investigator on a  Sea space loses  2 Sanity and becomes Delayed.

Then, return all  Ship Tickets to the game box.