recursal/Fanatic-Fandom huggingface dataset:
Closed marker

Closed marker
A **closed marker** is a game piece that is placed on a street area or location on the game board. It indicates that the area is *closed* and that it may not be entered. Closed markers can be placed on the board temporarily via Mythos cards, or for the remainder of the game due to the terror level reaching certain thresholds.

## Associated Rules

* When the terror level reaches 3, place a closed marker on the General Store for the remainder of the game.
* When the terror level reaches 6, place a closed marker on the Curiositie Shoppe for the remainder of the game.
* When the terror level reaches 9, place a closed marker on the Ye Olde Magick Shoppe for the remainder of the game.
* When a Mythos card directs that certain locations are closed, closed markers should be placed on those locations for the duration of the following round until the next Mythos card is drawn.

* Neither Investigators nor monsters may enter a location that contains a closed marker.
* Investigators and monsters in a location that becomes closed must immediately move to the street.
* Investigators and monsters in a street area that becomes closed must immediately move to an adjacent street area or location of their choice that is not closed.
* A location with a gate cannot be closed.

## References

1. ↑ Arkham Horror Rules, "Closed Markers", p. 4.
2. ↑ Arkham Horror FAQ v1.2, "Gates and Other Worlds", p. 4.
De Vermiis Mysteriis

File:DeVermiisMysteriis.png
**De Vermiis Mysteriis** is a unique item. It first appeared in the Dunwich Horror expansion.

## Card info

**Type**: Tome

**Arkham Encounters**: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, close 1 open gate (it cannot be sealed) anywhere in Arkham (whether or not you've explored it), lose 1 Sanity, and discard De Vermis Mysteriis.

**Price**: $5

## Mythos Source

De Vermiis Mysteriis first appeared in *The Shambler from the Stars* (1935), written by Robert Bloch.

## Clarification

Misprint: Card should be used during Movement Phase, not Arkham Encounters.
Barred from Rivertown

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

## Card info

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

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

Discard this card if the terror level increases.
Arkham Asylum

**Arkham Asylum** is an Arkham location in the Downtown neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Carolyn Fern
* Lola Hayes
* Roland Banks

## Special Encounter

**Psychiatric Care:** Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

## Mythos Source

"Arkham Sanitarium" is first mentioned in H. P. Lovecraft's short story *The Thing on the Doorstep* (1933).
Dr. Ali Kafour (Revised)

**Dr. Ali Kafour** is an ally. He first appears in the Curse of the Dark Pharaoh expansion, and was updated in the revised edition. He can be gained through an encounter at The Unnamable or, when combining Miskatonic Horror with Innsmouth Horror, at the Esoteric Order of Dagon.

## Card info

* +1 Will
* +1 Lore

Search the Unique item deck, taking the first tome you find.
Baptized in Blood

File:CultEncounter2.png
 **Baptized in Blood** is a cult encounter. It first appeared in The Black Goat of the Woods expansion.

## Card info

*"Kneel and receive the Mother's Blessing!"*

You may choose to be blessed, then lose 2 Sanity and draw a Corruption card. If you choose not to do so, you are Cursed and must discard your Cult Membership, then move to the street.
Dimensional Shambler

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

* Another Dimension
 **Rules Text**

## Clarification

If you fail an Evade check, you are also lost in time and space.

## Mythos Source

A Dimensional Shambler appears in the story *The Horror in the Museum* (1932), ghost-written by H.P. Lovecraft for Hazel Heald.
Darke's Blessing

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**Darke's Blessing** is a special condition card. It first appeared in the Dunwich Horror expansion.

It can only be put into play by an encounter at Darke's Carnival.

## Card info

**Condition - Any Phase**: Any investigator may exhaust this card to re-roll a skill check that he or she has just failed. This card refreshes at the start of each Upkeep phase.
Barred from Uptown

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{{{ForeAltText}}}

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

## Card info

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

You may enter Uptown locations via other means during other phases (for instance, as a result of an Arkham encounter or when being sent to St. Mary's Hospital).

Discard this card if the terror level increases.
"Skids" O'Toole

**"Skids" O'Toole** is an investigator. He first appeared in the Innsmouth Horror expansion.

"Skids" O'Toole investigator sheet back.
"Skids" O'Toole investigator sheet front.

## Sheet info

**Occupation:** the Ex-Convict

**Home:** Ma's Boarding House

**Unique Ability**: School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.

Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Status

* Sanity: 3
* Stamina: 7

Fixed Possessions

* $5

* 3 Clue tokens
* 1 Common item (Axe)

Random Possessions

* 2 Common items

* 1 Unique item
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsSkidsOTooleBack.png
File:PsSkidsOTooleFront.png
File:PsSkidsOToolePassed.png
File:PsSkidsOTooleFailed.png

**The Story So Far:** Sure, Skids had knocked over a few banks before they caught him, but he'd never killed anyone. Scared someone? Intimidated someone into handing over his possessions? Yeah, ok, he'd done that, but he wasn't a bad person. He was just desperate. When he told the cops that he'd needed the money for an operation for his mother, they'd just laughed. Apparently they'd heard that excuse once or twice before.

His mother died of her illness during the second year of his sentence. After that, no one came to visit him. He managed to cling to his sanity by befriending his cellmate, a scrawny little guy named Brad Hollins. Brad was a weird guy. He would rant and rave in a quiet voice every evening about the "Old Ones" and tell Skids about bizarre adventures he'd had while dreaming. Skids humored him until one night he'd woken up to hear Brad chanting strange words, still asleep. Smelling smoke, Skids turned to look at his cellmate just in time to see Brad scream and burst into flames. The screws had tried to pin it on him, but really, there was no way they could get it to stick.

Now, finally out on parole, Skids finds himself staying in a place that Brad frequently mentioned in his ravings - the city of Arkham. Perhaps he can find some answers to the questions raised by his friend's death.
Ancient Whispers marker

This marker is included with The Curse of the Dark Pharaoh (Revised Edition) expansion, and provides a more certain method of obtaining Exhibit Items. During setup, the Ancient Whispers marker is placed on the Miskatonic University street area. Whenever an investigator is in the same street area as the Ancient Whispers marker during the Arkham Encounters Phase, he draws a card from the Exhibit Encounter deck. He then performs the described actions and moves the Ancient Whispers marker to the indicated street area. If the Ancient Whispers marker does not move during the Arkham Encounters Phase, then it is treated as if it were a monster marker with the moon dimensional symbol on the Mythos Phase.
Azathoth

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

## Sheet info

**Combat rating**: -∞

**Defenses**: None

**Worshippers**: Since Azathoth promises nothing except destruction, only the insane worship him. However, their fanaticism gives them strength. Maniacs have their toughness increased by 1.

**Power**: Absolute Destruction - If Azathoth awakens, the game is over and the investigators lose.

**Attack**: The end is here! Azathoth destroys the world.

**Doom Track**: 14

## Plots

Azathoth has no plots, because upon awakening the game ends and the investigators lose.

## Mythos Source

Azathoth first appears in *Azathoth* (1922), written by H.P. Lovecraft.
Benefit

**Benefit** is a special card similar to Blessing. Benefits bend the rules of the game slightly, giving investigators new options. Each Benefit has a certain event or situation described beneath the abilities it grants that ends the effect of the card. If your investigator ever finds himself in that situation, he discards the Benefit. For instance, an investigator with the Psychic Benefit loses the card if he is ever Lost in Time and Space. If another investigator already has a Benefit that you are told to draw, you may take it from that investigator (this is no longer allowed in the Revised Edition).
Azure Flame

File:AzureFlame.png
**Azure Flame** is a magical effect type of special card. It first appeared in The King in Yellow expansion.

## Card info

**Type**: Magical effect

**Bonus**: +4 to Combat checks

**Any phase**: When using the Azure Flame in Combat, all 6's rolled count as 2 successes.

Discard this card if your Call the Azure Flame is refreshed or leaves your possession.

**Hands**: 2
City of the Great Race

## Mythos Source

The City of the Great Race is described in detail in the story *The Shadow Out of Time*, written by H.P. Lovecraft (1936).

## List of other world encounters

Gate13.pngGate14.pngGate15.pngGate18.pngGate19.pngGate24.pngGate37.pngGate38.pngGate39.pngGate40.pngGate41.pngGate42.pngGate58.pngGate63.pngGate75.pngGate76.pngGate90.pngGate95.pngGate107.pngGate108.pngGate120.pngGate121.pngGate125.pngGate133.pngGate134.pngGate135.pngGate147.pngGate151.pngGate152.pngGate159.pngGate161.pngGate163.pngGate171.pngGate172.pngGate175.pngGate183.pngGate184.pngGate185.png
Blessing of Nodens ($10)

File:BlessingOfNodens7.png

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

## Card Info

You may discard this card instead of spending up to $10.

Discard this card if you lose your Blessing.
Arkham

The **Arkham** city section of the board shows the city of Arkham divided into 9 neighborhoods, each of which has between 2 and 3 important locations, as well as a street area. The investigators move around on this section of the board, passing through the streets to visit the various locations. Each location is marked with a number of encounter icons showing some of the most common types of results from encounters at that location.

## Notes

Cards whose text includes the phrase "in Arkham" apply not only to the Arkham Horror base game, but also to any location or street area on any of the various expansion boards. For example, an Environment card that adds +1 to **Fight checks** and subtracts –1 from **Will checks** *in Arkham* also affects investigators who are, for instance, in a Dunwich (or Kingsport, or Innsmouth) street area or location.

## Mythos Source

Arkham is first mentioned in *The Picture in the House* (1920), written by H.P. Lovecraft. It is based on Salem, Massachusetts (of witch trial notoriety).
Bast token

**Bast Tokens** tack Bast's favor and can be used by the first player to get a Beloved of Bast card when The Story Continues… is drawn from the Mythos deck.

The player can get Bast Tokens if they spend $2 to feed the stray cats of Arkham in a street area during the Arkham Encounters Phase.

Bast tokens are only used when Bast is the guardian.
Ancient One Awakens

No matter how valiantly the investigators struggle, they are facing incredible odds. Despite their best efforts, the Ancient One may awaken and enter Arkham. If this comes to pass, the only thing the investigators can do is try to drive it back using the weapons and magic they've accumulated throughout the game.

## Conditions for Awakening

There are six conditions under which the Ancient One may awaken, seven if using the Innsmouth Horror expansion.

### 1. Doom Track is full

If enough gates open, eventually the Ancient One's doom track will fill up with doom tokens, even if the investigators use all of the elder signs. When a doom token is placed on the last open space on the doom track, the Ancient One awakens immediately.
### 2. Too many gates open

If the investigators allow too many gates to be open at the same time, this can awaken the Ancient One. The number of open gates that will **immediately** awaken the Ancient One depends on the number of players.

 3-4
 5-6
 7-8

### 3. No Gate Markers

The Ancient One awakens immediately when a new gate opens and there are no unused gate markers left in the pile. Thus, if gate markers run low, players should spend one or more gate trophies to replenish the supply.
### 4. No monsters in the Cup

The Ancient One awakens if a monster should be drawn from the monster cup but there are no monsters left in the cup.
### 5. Terror Level 10 and too many monsters

The Ancient One awakens if the terror level has reached 10 and there are monsters in play equal to twice the normal monster limit (for example, 16 monsters in a five-player game).
### 6. Corruption card deck exhausted

If a player is instructed to draw a Corruption card, but there are no cards available to draw, the Ancient One immediately awakens.
### 7. Deep Ones Rising track is full

If using the Innsmouth Horror expansion board, if the Deep Ones Rising track fills all six spaces, then the Ancient One immediately awakens. If this starts to fill up, investigators should fill up the Feds Raid Innsmouth track which, when full, will empty the Deep Ones Rising track.
## Results of Awakening

If the Ancient One awakens it confronts the investigators in a Final Battle.

**Very Important:** If the Ancient One awakens and its doom track is not full, fill its doom track with doom tokens before proceeding to the final battle.
Blackest Night

File:Mythos9.png
**Blackest Night** is a mythos card. It first appeared in the
Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Black Cave

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

Monster Movement

**Mythos Ability:** Luck checks in Arkham are made at a -1 penalty. Sneak checks in Arkham are made at a +1 bonus.
Black Sabbath!

File:Mythos72.png
**Black Sabbath!** is a mythos card. It first appeared in the
Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Woods

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

* Newspaper

Monster Movement

**Mythos Ability:** All Rat-things, Witches, and Warlocks in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.
Calvin Wright (Chapter 1)

File:Calvin ally chapter 1.png
**Calvin Wright (Chapter 1)** is a special ally used in scenarios 1-5 of the 2nd Arkham League.

## Card info

* +1 Sneak
* +1 Speed

Reduce all Sanity loss by 1. Calvin may not be sacrificed for any reason.

## Notes

This is one of multiple versions of the Calvin Wright ally used by different scenarios.

## Appearances

Calvin Wright (Chapter 1) appears in the following scenarios:

* Calvin Comes To Town
* The Madness Continues
* Strength in Numbers
* Lodge Members Held For Questioning
* Waves of Madness
Condition

**Condition** cards are a type of Special card, introduced in the Dunwich Horror expansion. At present only Dunwich Horror includes conditions.

Conditions represent some type of long-lasting change to the conditions of the game (like a Mythos Environment card) which the investigators can put into permanent effect through their actions in combination with other game events.

Usually the condition's effect is advantageous to the investigators.

## List of Conditions

* Coded Messages
* Darke's Blessing
* Rare Book Collection
* Velma's Gratitude
Call Down the Storm

File:CallDownTheStorm.png
**Call Down the Storm** is a spell. It first appeared in the The Lurker at the Threshold expansion.

## Card info

**Casting Modifier**: +1

**Sanity Cost**: 1

**Casting phase**: Movement

**Effect**: Cast and exhaust while in Arkham to add +2 to any **Combat check** that takes place in your neighborhood until the end of the phase.

**Hands**: 1
Backwoods Country

**Backwoods Country** is a neighborhood of Dunwich. It first appeared in the Dunwich Horror expansion.

## Locations

* Cold Spring Glen
* Whateley Farm
* Wizard's Hill

## Encounters

BackwoodsCountryBack.pngBackwoodsCountry1.pngBackwoodsCountry2.pngBackwoodsCountry3.pngBackwoodsCountry4.pngBackwoodsCountry5.pngBackwoodsCountry6.pngBackwoodsCountry7.pngBackwoodsCountry8.pngBackwoodsCountry9.pngBackwoodsCountry10.pngBackwoodsCountry11.pngBackwoodsCountry12.pngBackwoodsCountry13.pngBackwoodsCountry14.png
Dark Pact

**Dark Pact** is a special card. It first appeared in The Lurker at the Threshold expansion.

When the Lurker at the Threshold is being used as a herald, investigators may take Dark Pacts. Though an investigator may take multiple Dark Pacts, he can never have more than one of the same type. Possessing a Dark Pact allows an investigator to spend Power tokens. The purposes for which Power tokens can be used are dependent on the type of Dark Pact possessed by the investigator. Dark Pacts provide both benefits and drawbacks unique to their type. Having a Dark Pact can also subject an investigator to particular effects from the Reckoning deck, both for good and ill.

## List of Dark Pacts

* Blood Pact
* Bound Ally
* Soul Pact
Daisy Walker

**Daisy Walker** is an investigator. She first appeared in the Kingsport Horror expansion.

## Sheet info

**Occupation:** the Librarian

**Home:** Library

**Unique Ability**: Careful Reader - Any Phase: Daisy never loses Sanity from reading a Tome.

Iron Will - Any Phase: Daisy's Sanity cost to cast spells is always reduced by 1.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $5

* 1 Clue token
* 1 Unique item (Livre d'Ivon)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Spell
* 1 Skill

**Focus:** **2**

### Personal Story

**The Story So Far:** Books have always been the most important thing in Daisy's life. She started reading tales of horror at a young age, thrilling to the terror of Edgar Allen Poe, of Stoker's *Dracula*. She explored in fiction what she abhorred in life-- horror, violence, fear.

Then, she stumbled across the John Dee edition of the *Necronomicon*. It was macabre indeed. It was also blasphemous, unholy, and too awful to be real. *Frankenstein*  and "The Raven" were forgotten. The chills that ran down Daisy's spine were not those of a forbidden pleasure. A new horror was born in her mind, a terror that such things could be.

There were more books after that-- *De Vermiis Mysteriis*, *Cultes des Goules*-- each worse than the last. She read them all in a mounting panic. Could they be real? Could the things they spoke of be true?

Now she knows it to be so. The Thing that appeared in library was something she'd read about in the *Ponape Scripture*. If the Thing was real, then everything she'd read about might be real... in which case Daisy is the only one who knows how to stop it.
Corpse Garden

File:Mythos104.png
**Corpse Garden** is a mythos card. It first appeared in the Kingsport Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Gate Burst at Unvisited Isle

**Clue Appears At:** \*7th House on the Left

* Graveyard

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Central Hill streets gain 2 Clue tokens, then lose 1 Sanity and 1 Stamina.
Arkham Horror Wiki

A wiki about the Arkham Horror adventure board game published by Fantasy Flight Games and set in H. P. Lovecraft's Massachusetts town of Arkham.

## External links

* Fantasy Flight Games
* HPLHS The H.P. Lovecraft Historical Society
* The Virtual World of H. P. Lovecraft a clickable mapping of Lovecraft's imaginary New England
A New Dawn!

**A New Dawn!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Esoteric Order of Dagon or The Witch House

**Clue Appears At:** Devil Reef or Black Cave

Monster Movement

**Mythos Ability:** Each investigator who is currently at 2 or less Sanity gains 1 Sanity. Each investigator who is currently at 2 or less Stamina gains 1 Stamina.
Blessing of Nodens (Unique item)

File:BlessingOfNodens5.png

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

## Card Info

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

Discard this card if you lose your Blessing.
Ancient One

File:AncientOneBack2.png
An **Ancient One** (also referred to "Great Old One" or, more colloquially, "GOO") is a terrible and powerful alien creature from beyond time and space. In Arkham Horror the Ancient One is rousing from a long slumber, and it's up to the investigators to stop it from waking up! Each Ancient One sheet lists the powers, combat statistics, and worshippers associated with one of these alien beings. At the beginning of every game of Arkham Horror, the players randomly determine which Ancient One will threaten the city.

## Ancient One mechanics

* Doom track
* Terror track
* Ancient One Awakens
* Final Battle

## Epic Battles

EpicBattleGreenBack.pngEpicBattleGreen1.pngEpicBattleGreen2.pngEpicBattleGreen3.pngEpicBattleGreen4.pngEpicBattleGreen5.pngEpicBattleGreen6.pngEpicBattleGreen7.pngEpicBattleGreen8.png
EpicBattleRedBack.pngEpicBattleRed1.pngEpicBattleRed2.pngEpicBattleRed3.pngEpicBattleRed4.pngEpicBattleRed5.pngEpicBattleRed6.pngEpicBattleRed7.pngEpicBattleRed8.png
Difficulty

*Difficulty may also refer to the Difficulty level adjustments to gameplay*

**Difficulty** in a skill check defines the number of successes needed from the dice roll
to succeed at the check. It should not be confused with the skill check adjustment, which affects the number of dice rolled. In most skill checks, the difficulty is one (a single success) unless otherwise specified.

In combat with monsters, the difficulty used for the Combat check is the monster's toughness.

The difficulty of closing or sealing gates is normally one. When the Ancient One is Yog-Sothoth or when certain Mythos cards are in effect, the difficulty of closing gates is increased by one, so two or more successes could be required.
Angry Red Skies

File:Mythos69.png
**Angry Red Skies** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Wizard's Hill

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

Monster Movement

**Mythos Ability:** Will checks in Arkham are made at a -1 penalty. Lore checks in Arkham are made at a +1 bonus. Fliers do not move to or from the Sky.
Cosmic Upheaval!

File:Mythos214.png
**Cosmic Upheaval!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Esoteric Order of Dagon

**Clue Appears At:** \*Devil Reef

Monster Movement

**Mythos Ability:** Investigators that are currently in Other Worlds must immediately pass a **Luck (-1) check** or be *lost in time and space*.
Coded Messages

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{{{ForeAltText}}}

**Coded Messages** is a special condition card. It first appeared in the Dunwich Horror expansion.

It can only be put into play by an encounter at the Newspaper.

## Card info

**Condition**: Investigators may trade Clue tokens with other investigators in the same area during the Movement phase as though Clue tokens were items.
Atlach-Nacha

File:Atlach-Nacha.png
**Atlach-Nacha** is an Ancient One. He first appeared in the Kingsport Horror expansion.

## Sheet info

**Combat rating**: -5

**Defenses**: Magical Resistance and Physical Resistance

**Worshippers**: Atlach-Nacha is worshipped by the terrible Leng Spiders. Leng Spiders are fast, and their toughness is increased by 2.

**Power**: Web Between Worlds - While Atlach-Nacha stirs in his slumber, all gate openings are gate bursts. In addition, all Mystic cards are discarded without their special effects taking place.

**Attack**: The Investigators must, as a group, choose one Ally in play or one investigator. If an Ally is chosen, it is returned to the box. If an investigator is chosen, that investigator is devoured.

**Doom Track**: 13

## Plots

EpicBattleAtlach-NachaBack.pngEpicBattleAtlach-Nacha1.pngEpicBattleAtlach-Nacha2.pngEpicBattleAtlach-Nacha3.png
## Mythos Source

Atlach-Nacha first appears in *The Seven Geases* (1934), written by Clark Ashton Smith.
Dreams of a Sunken City

File:Mythos18.png
**Dreams of a Sunken City** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** Investigators cannot gain Sanity except by receiving psychiatric care at Arkham Asylum (or from Carolyn Fern).
Book of Dzyan

File:BookOfDzyan.png
**Book of Dzyan** is a unique item. It first appeared in the Arkham Horror board game.

## Card info

**Type**: Tome

**Movement**: Exhaust and spend 2 movement points to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and put 1 Stamina token from the bank on Book of Dzyan. If there are 2 Stamina tokens on it, discard Book of Dzyan. If you fail, nothing happens.

**Price**: $3

## Mythos Source

The Book of Dzyan was originally described in *The Secret Doctrine* (1893), written by Theosophist Helena Blavatsky. The first Mythos story to feature it was *The Haunter of the Dark* (1935), written by H.P. Lovecraft.
Deathly Still

File:Mythos78.png
**Deathly Still** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Gardner's Place

**Clue Appears At:** \*Cold Spring Glen

Monster Movement

**Mythos Ability:** Will checks in Arkham are made at a -1 penalty. Fight checks in Arkham are made at a +1 bonus. Monsters that move normally are stalkers.
Aquatic marker

This marker is used in conjunction with the Kingsport Horror expansion. Place these markers on the main Arkham Horror board in the two "aquatic" locations: River Docks and Unvisited Isle. Aquatic places mainly come into play because of monsters with the aquatic movement, which draws them to investigators in another aquatic location anywhere on the board.

Aquatic marker
Another Time, Another Place!

File:Mythos68.png
**Another Time, Another Place!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Woods

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

* Newspaper

Monster Movement

**Mythos Ability:** Every open gate leading to Another Dimension or Another Time releases one monster into its location.
Arkham Horror

**Arkham Horror** is a board game originally published by Chaosium, Inc. , in 1987. The new, updated edition, published in 2005, features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius. The new edition is published by Fantasy Flight Games. A revised version of the new edition was published on 2007.

Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game!

Arkham Horror is a cooperative game for 1-8 players ages 12 and up, and can be played in 2-3 hours.

Arkham Horror Third Edition wiki can be found here.

Rulebook

## List of expansions

* Curse of the Dark Pharaoh
* Dunwich Horror
* The King in Yellow
* Kingsport Horror
* The Black Goat of the Woods
* Innsmouth Horror
* The Lurker at the Threshold
* The Curse of the Dark Pharaoh (Revised Edition)
* Miskatonic Horror

## Components

* 1 Rule Book
* 1 Game Board
* 1 First Player Marker
* 5 Dice
* 16 Investigator Sheets
* 16 Investigator Markers
* 16 Plastic Investigator Stands
* 196 Investigator Status Tokens
	+ 56 Money Tokens (7x $10, 14x $5 and 35x $1)
	+ 34 Sanity Tokens (10 “threes” and 24 “ones”)
	+ 34 Stamina Tokens (10 “threes” and 24 “ones”)
	+ 48 Clue Tokens
	+ 24 Skill Sliders
* 189 Investigator Cards
	+ 44 Common Items
	+ 39 Unique Items
	+ 40 Spells
	+ 20 Skills
	+ 11 Allies
	+ 35 Special Cards
		- 8 Retainers
		- 8 Silver Lodge Memberships
		- 8 Bank Loans
		- 8 Blessing/Curse Cards
		- 3 Deputy Cards
* 8 Ancient One Sheets
* 20 Doom Tokens
* 179 Ancient One Cards
	+ 63 Location Cards
	+ 67 Mythos Cards
	+ 49 Gate Cards
* 60 Monster Markers
* 16 Gate Markers
* 3 Activity Markers
* 3 Explored Markers
* 1 Terror Track Marker
* 6 Closed Markers

## Artists

* Cyril Van Der Haegen
* Henning Ludvigsen
* Katherine Dinger

## External links

* Arkham Horror
* Cthulhu Wiki
Box

The **box** is a special area outside of the game where game components (e.g. allies or monsters) that will not be used by the current game are kept. It literally means the Arkham Horror game box. A game component in the box cannot be brought into the game unless a rule or effect specifically says so. In most cases, placing a component in the box means removing it from the game altogether.

## Examples of items typically found in the box

* Unused Ancient Ones
* Unused investigators
* Allies which have been been returned to the box because of a terror level increase
* Elder Signs which have been played
* Monsters such as Mask monsters which are used only with specific Ancient Ones or game variations
* Monsters such as the Mi-Go which are returned to the box when defeated
Blue Watcher of the Pyramid

File:BlueWatcherOfThePyramid.png
**Blue Watcher of the Pyramid** is a unique item. It first appeared in the Arkham Horror board game.

## Card info

**Any Phase**: Lose 2 Stamina and discard Blue Watcher of the Pyramid to automatically succeed at a Combat check or a Fight check or Lore check made to close a gate. This cannot be used against an Ancient One.

**Price**: $4
Curse of the Dark Pharaoh

File:DarkPharaohSymbol large.png
**Curse of the Dark Pharaoh** is the first expansion for Arkham Horror. It was released in June 2006. One of the smaller expansions, it incorporates new cards, card types, and game mechanics, but does not include a new gameboard.

Curse of the Dark Pharaoh includes the new card types of Exhibit items (which function as a special category of Unique item), Benefits, and Detriments; and allows for investigators to be barred from a neighborhood.

## Components

* 1 Rulebook
* **76 Investigator Cards:**
	+ 22 Exhibit Items
	+ 21 Spells
	+ 7 Allies
	+ 26 Special Cards:
		- 18 Barred from Neighborhood Cards
		- 4 Benefits
		- 4 Detriments
* **90 Ancient One Cards:**
	+ 45 Arkham Location Cards
	+ 27 Gate Cards
	+ 18 Mythos Cards
Brutal Accident!

File:Mythos75.png
**Brutal Accident!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill

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

Monster Movement

**Mythos Ability:** The first player must choose one investigator (even himself). That investigator loses 3 Stamina.
Blue Flu!

File:Mythos7.png
**Blue Flu!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** All investigators in jail are released. No investigators may be *arrested* until the end of next turn. Leave this card in play until then to indicate this.
Call Friend

File:CallFriend.png
**Call Friend** is a spell. It first appeared in the Dunwich Horror expansion.

## Card info

**Casting Modifier**: +0

**Sanity Cost**: 1

**Movement Phase**: Cast and exhaust to choose an investigator in Arkham who has not moved this turn. Move that investigator to your current space (even an Other World). The investigator may not move again this turn.
Arkham League Session 2

Session 2 of the Arkham League is a collection of scenarios published to the Fantasy Flight Games website.

The second session of the Arkham League scenarios began on February 2, 2009. Unlike the first session, the second session's scenarios form the progression of a story beginning with the prologue and culminating in the last scenario.

## Sessions

* Prologue

1. Calvin Comes To Town
2. The Madness Continues
3. Strength in Numbers
4. Lodge Members Held for Questioning
5. Waves of Madness
6. After the Storm
7. True Terror Begins
8. Chapter 8
9. The Key and the Gate
10. End Game

## Notes from the FAQ

Investigators will be chosen from a pool of available investigators. This pool will change from scenario to scenario. Players may choose which investigator they wish to play, or they may choose to select randomly. If an investigator is devoured the player chooses from the investigators remaining in the pool. If the pool is empty, the player does not rejoin the team during that scenario. When the next scenario is posted, the pool is refreshed entirely including any devoured investigators.

In each scenario there will be listed what expansion is included. Only the listed expansions will be allowed in the scenario. No other items or expansion components my be used. ONLY THE ITEMS LISTED.

Characters chosen don't matter power wise, the goal is for people to play with who they want, and have a good time doing it. There might be some scenarios where being a spell caster might be harder, some where close combat is harder. The goal is fun, pure and simple.

You may play solo with as many investigators as you want. (within the 2-8 rule)

Once an investigator is devoured they are not out. They are only out for the current scenario.

Only monsters from the game set being played are allowed in. (If base then only base monsters, if Dunwich then add those...)

Yes you may change Investigators every scenario. The pool will refresh and some Investigators may no longer be in it, new ones will be added.

Clue tokens are a finite resource. Once you are out of clue tokens they can not be obtained. The clues put on a rumor are only markers, and may be replaced with coins if clue tokens are needed. If you must place a marker on a rumor and there are no clue tokens, you must place a replacement marker on the rumor.

## External Links

* League FAQ 2nd session
* Session 2 Combined Results
Astral Travel (Revised)

File:AstralTravelRevised.png
**Astral Travel (Revised)** is a spell. It first appeared in the The Curse of the Dark Pharaoh (Revised Edition) expansion.

## Card info

**Casting Modifier**: -2

**Sanity Cost**: 1

**Casting phase**: Arkham Encounters

**Effect**: When in Arkham, instead of having an encounter, cast and discard to move to the first area of any Other World.

**Hands**: 0
Brood token

Brood tokens first appeared in the Kingsport Horror expansion. They are only used when Eihort is the Ancient One.

## Gaining Brood Tokens

When Eihort is the Ancient One, each time an investigator defeats a Cultist, that investigator gains a brood token. Also, any investigator who seals a gate gains 1 brood token.

## Dangers of Brood Tokens

Each time an investigator gains a brood token, roll a die. If the roll is lower than the number of brood tokens possessed by that investigator, he is devoured.

## Devoured Investigators

Any brood tokens on an investigator who is devoured are immediately added to Eihort's doom track as doom tokens.

## Brood Tokens in the Final Battle

Start of Battle: When Eihort awakens, each investigator gains one brood token.

Attack: The first player gains one brood token.
Combat check

A **Combat check** is a special type of Fight check used to determine an Investigator's success or failure in combat.

The value used for the Combat check is determined by adding the investigator's net Fight skill value, with any special Fight or Combat adjustments they may have from Skills, Allies, or other cards, adding the total bonuses from up to two hands' worth of active weapons or spells, and finally adding or subtracting the enemy's Combat rating. This gives the total number of dice used for the Combat check.

Any roll which fails to make the necessary number of successes is a failure.

The difficulty for Combat checks against a monster is the monster's toughness. That is, when the Combat check occurs during combat against a monster, an investigator must roll successes equal to or greater than the monster's toughness in order to pass the check and win the combat. If the check fails, the investigator must take stamina damage from the monster's attack (barring any special abilities which enforcing different rules).
Blessing of Nodens (3 Clue tokens)

File:BlessingOfNodens8.png

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

## Card Info

You may discard this card instead of spending up to 3 Clue tokens.

Discard this card if you lose your Blessing.
Curse

File:Curse.png
**Curse** is a special card that investigators take when they become *Cursed*. It first appeared in the Arkham Horror board game.

## Card info

**Upkeep**: Roll a die and discard this card on a 1.

**Any Phase**: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card.

## Ways to Become Cursed

* Different encounters in Arkham or Other Worlds will cause an investigator to become cursed.
* Rex Murphy will start the game with a curse.
* Ursula Downs failing her personal story.
* Bob Jenkins failing his personal story.
* Yig will curse all investigators upon Awakening
Bast

File:Bast.png
**Bast** is a guardian. She first appeared in Kingsport Horror expansion.

## Bast - Protector of Cats

When Bast is the Guardian, place the Beloved of Bast cards and the Bast tokens near this sheet at the start of the game.

**Protector of Cats**

*Beauty, cool aloofness, philosophic repose, self-sufficiency, untamed mastery - where else can we find these things with even half the perfection and completeness that mark their incarnation in the peerless and softly gliding cat?*

Whenever an investigator is in a street area during the Arkham Encounters Phase, he may spend $2 to feed the stray cats of Arkham. If he chooses to do so, that investigator takes a Bast token if he does not have one already. At the start of each turn, any investigator with a Bast token must either spend all of his Focus or discard the token.

**Guardian of the Home**

If a monster would enter the same area as an investigator with a Bast token during the Mythos Phase, the monster remains where it is instead.

**Bast's Favor**

When The Story Continues… is drawn from the Mythos deck, if the first player has a Bast token or the Foolishness Ally, he discards any Bast token he has and takes the Beloved of Bast cards instead, unless another player already has them.
Asenath Waite

**Asenath Waite** is an ally. She first appears in the Kingsport Horror expansion. She can be gained through an encounter at the Hall School.

## Card info

* +1 Sneak
* +1 Speed

Gain $10 when Asenath Waite joins you.

## Mythos Source

Asenath appears in *The Thing on the Doorstep* (1933), written by H.P. Lovecraft. She is actually possessed by the spirit of her father Ephraim Waite.
Devoured

Investigators who become **devoured** are considered to be instantly and irrevocably destroyed. They are removed from the game. The affected player must immediately discard all of their cards, but keeps all monster and gate trophies. If the game is not in the middle of the Final Battle, the affected player draws a new investigator at random and begins play at the start of the next game turn as if he were starting a new game.

Additionally, some Ancient Ones (such as Eihort) have special events that occur when an investigator is devoured.

## Ways to become Devoured

An investigator can be devoured if:

* They are reduced to both 0 Sanity and 0 Stamina at the same time
* Their maximum sanity or maximum stamina is reduced to 0
* The player draws a Madness card that matches an existing Madness card they already possess.
* The player draws an Injury card that matches an existing Injury card they already possess.
* The investigator gains a Brood token when Eihort is the Ancient One, and then rolls a die with a result less than the number of brood tokens they already possess.
* The investigator draws a visage token with Ghatanothoa's face on it when Ghatanothoa is the Ancient One.
* The investigator draws a dust card that indicates he is devoured when Quachil Uttaus is the Ancient One.
* The investigator becomes lost in time and space when Yog-Sothoth is the Ancient One.
* The investigator is lost in time and space when the Ancient One awakens.
* The investigator can be devoured if they draw an Innsmouth Look card that turns them into a Deep One.
* Amanda Sharpe will become devoured if she fails her personal mission.
* Silas Marsh will become devoured if he succeeds or fails his personal story.
* Rex Murphy can become devoured if he fails his personal story, and becomes Cursed when he is already cursed.
* Leo Anderson will become devoured if he fails his personal story and loses an Ally.
* Certain other in-game effects (e.g. the Old Debts Come Due! mythos card is drawn after a player has made a deal with the Old Man on Wizard's Hill)
Dance of the Chosen

File:CultEncounter8.png
**Dance of the Chosen** is a cult encounter. It first appeared in The Black Goat of the Woods expansion.

## Card info

*Deranged figures gyrate around the bonfire, beseeching the Black Goat for power.*

You may draw 2 Spells, choose one to keep, and discard the other. If you do, draw a Corruption card. Otherwise, move to the street.
Curfew Enforced

File:Mythos15.png
**Curfew Enforced** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Unvisited Isle

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

Monster Movement

**Mythos Ability:** Any investigator who ends his movement in the streets must pass a **Will (+0) check** or be arrested and taken to the Police Station.

## Clarification

Curfew Enforced does not apply to The Deputy of Arkham.
Administration Building

The **Administration Building** is an Arkham location in the Miskatonic University neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Harvey Walters
* Charlie Kane
* Norman Withers

## Special Encounter

**Classes:** Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Bokrug

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

## Sheet info

**Combat rating**: -X

**Defenses**: Magical Resistance, Physical Resistance

**Worshippers**: Bokrug is worshipped by the ghosts of its followers, the Beings of Ib. At the start of the game, place the four Being of Ib monster tokens on this sheet.

Investigators suffer the penalties listed on each Being of Ib on this sheet.

**Power**: Vengeance for the Dead - While Bokrug stirs in his slumber, any investigator may spend 2 gate trophies, 10 toughness worth of monster trophies, or 1 gate trophy and 5 toughness worth of monster trophies during the Upkeep Phase while in any Other World to remove one Being of Ib of his choice from this sheet.

**Start of Battle**: X is set to twice the number of Beings of Ib on this sheet.

**Attack**: Add 1 clue token to this sheet. If this brings the total number of clues and Beings of Ib on this sheet to eight or more, the investigators are devoured and lose the game.

**Doom Track**: 12

## Plots

EpicBattleBokrugBack.pngEpicBattleBokrug1.pngEpicBattleBokrug2.pngEpicBattleBokrug3.png
## Mythos Source

Bokrug first appeared in the story *The Doom That Came to Sarnath* (1919), written by H.P. Lovecraft. Bokrug was a god worshiped by the beings of the city of Ib. The beings of Ib were killed by the men that founded the city Sarnath. 1,000 years after the massacre Bokrug helped the ghosts of the Beings of Ib take their revenge on Sarnath.

## See also

* Being of Ib
* Being of Ib (2)
* Being of Ib (3)
* Being of Ib (4)
Anointed

File:Anointed.png
**Anointed** is a benefit card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card info

**Upkeep**: You may allow any other investigator to re-roll the roll to discard a Curse card.

Discard this card if you are Cursed.

## Clarification

If you're already Cursed when you gain this card, you do not immediately discard it. Discard the card *next* time you are Cursed.
Dizzy Spells

**Dizzy Spells** is an injury. It first appeared in the Miskatonic Horror expansion.

## Card info

You are *delayed* each time you get no successes on any skill check made during an encounter (but not during combat caused by encounters).

Treat this card as a duplicate of the **Claustrophobia** Madness card for purposes of being **devoured.**.
Charity Case!

File:Mythos219.png
**Charity Case!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Esoteric Order of Dagon

**Clue Appears At:** \*Devil Reef

* Police Station

Monster Movement

**Mythos Ability:** The investigator with the lowest Sanity (the first player breaks ties) may move to **Arkham Asylum** and be *delayed* to restore his Sanity to its maximum.
Being of Ib

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

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

## Mythos Source

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

## See also

* Being of Ib (2)
* Being of Ib (3)
* Being of Ib (4)
Cover-up

File:Mythos109.png
**Cover-up** is a mythos card. It first appeared in the Kingsport Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Doom Tokens Added**: 2

**Clue Appears At:**

Monster Movement

**Mythos Ability:** When this card enters play, place 3 Clue tokens per player on it. Any player may discard monster trophies while in the Downtown streets during the **Arkham Encounters Phase** to remove 1 Clue token from this card for each toughness worth of monsters discarded.

**Ongoing Effect:** Place 1 Clue token per player on this card at the end of every **Mythos Phase** (beginning the turn after it entered play).

**Pass:** If there are no Clue tokens on this card, return it to the box. Each investigator is *Blessed*, and gains a Retainer.

**Fail:** If there are 6 Clue tokens per player on this card, return it to the box. All investigators lose all of their Clue tokens, and all Clue tokens are removed from the board.