recursal/Fanatic-Fandom huggingface dataset:
Revelation of Script (Revised)

File:RevelationOfScriptRevised.png
**Revelation of Script (Revised)** is a spell. It first appeared in the The Curse of the Dark Pharaoh (Revised Edition) expansion.

## Card info

**Casting Modifier**: -1

**Sanity Cost**: 0

**Casting phase**: Upkeep

**Effect**: Cast and exhaust this card to gain one clue token for each Unique Item or Exhibit Item you gain until the end of the turn.

**Hands**: 0
Strange Forces Exorcised from Arkham!

**Strange Forces Exorcised from Arkham!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Esoteric Order of Dagon or Unvisited Isle

**Clue Appears At:** Devil Reef or Science Building

Monster Movement

**Mythos Ability:** Until the end of next turn, any time an investigator draws 1 or more Spells for any reason, he draws 1 fewer card (to a minimum of 0). Leave this card in play to indicate this.
Oppressive Atmosphere

File:Mythos205.png
**Oppressive Atmosphere** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Devil Reef

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

Monster Movement

**Mythos Ability:** While this card is in play, all monsters gain **Nightmarish 1**. Any monster that already has **Nightmarish** has its **Nightmarish** rating increased by 1.
Knocking on the Gates

File:KnockingOnTheGates.png
**Knocking on the Gates** is scenario six. It was first published on October 3, 2008.

## Requirements

* Arkham Horror
* The King in Yellow

## Special rules

Any investigator may sacrifice two sanity for two clue tokens as many times as they want per turn. Any time an investigator is sent to the Arkham Asylum due to going insane, place a blight card in play. At the end of the upkeep phase, each investigator loses 1 sanity for every 2 tomes, spells, and/or unique items they have. ie. If an investigator has 2 spells, 1 tome, and 3 unique items they would lose 3 sanity. During setup, if an investigator has an item that has been removed, they instead receive a random item instead.

## Setup

Setup as normal. Add The King In Yellow components as a permanent show. Do not add any Heralds.

**Ancient One**: Yog-Sothoth

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

Allies
* John Legrasse

Remove the following from the decks:

Common items
* 2x .45 Automatic
* 2x Rifle
* 2x Shotgun
* 2x Tommy Gun

Spells
* 2x Arcane Insight

Unique items
* 4x Elder Sign
* 1x Map of the Mind
* 1x Seeker of the Yellow Sign
* 1x Warding of the Yellow Sign
Rex Murphy

**Rex Murphy** is an investigator. He first appeared in the Kingsport Horror expansion.

Rex Murphy investigator sheet back.
Rex Murphy investigator sheet front.

## Sheet info

**Occupation:** the Reporter

**Home:** Newspaper

**Unique Ability**: Investigation - Any Phase: When Rex gains one or more Clue tokens, he gains one extra Clue token.

Family Curse - Rex never checks to discard Curses during his Upkeep. He may only discard a Curse by being Blessed.

Status

* Sanity: 5
* Stamina: 5

Fixed Possessions

* $3

* Curse
* 3 Clue tokens

Random Possessions

* 1 Common item

* 2 Unique items
* 2 Spells
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsRexMurphyBack.png
File:PsRexMurphyFront.png
File:PsRexMurphyPassed.png
File:PsRexMurphyFailed.png

**The Story So Far:** The gypsy woman who read Rex's palm in Lithuania had shrieked in his face, screaming a single word over and over, pointing one bony, talon-like finger at him.

"Cursed," his translator had said, shrugging and clapping his thick hands together to ward off spirits.

The rest of the trip hadn't gone any better. The diary he'd found detailing the secret rituals of the local cults had gone missing, but Rex was used to things like that. Heck, he'd discovered and lost enough evidence of strange things over the years to almost believe he *might* be cursed. That business in Innsmouth with the photographs that had blown out to sea in the wind. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff out to see. Time and again, *something* had gone wrong.

Stepping out of the offices of the *Arkham Advertiser*, Rex sighed and ran his hand through his goatee. This time, nothing was going to stop him from getting at the truth.
Picnickers Panic!

File:Mythos37.png
**Picnickers Panic!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Unvisited Isle

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

Monster Movement

**Mythos Ability:** A careless picnicker unleashes 2 monsters on the Downtown streets.
Gypsy Caravan

File:Mythos174.png
**Gypsy Caravan** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** The Unnamable

**Clue Appears At:** Black Cave

Monster Movement

**Mythos Ability:** Investigators who end their movement in the Southside Streets may roll a die. On a success, they gain $2. On a failure, they lose $1.
Rare Book Collection

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**Rare Book Collection** 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 Library (or Hall School if the Kingsport Horror and Miskatonic Horror expansions are being employed as well).

## Card info

**Condition**: The Library has the following special ability:

**Rare Book Collection**: Instead of having an encounter here, you may lose 1 Sanity to gain 1 Clue token.
Mysterious Crates Found Empty!

File:Mythos177.png
**Mysterious Crates Found Empty!** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** But the monsters inside them have already escaped. A monster appears at the Riverside streets and the Northside streets.
Shipwreck!

File:Mythos211.png
**Shipwreck!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Devil Reef

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

Monster Movement

**Mythos Ability:** The boat's hold releases 2 monsters into the Innsmouth Shore streets.
Startling Message Sent from Overseas!

**Startling Message Sent from Overseas!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Marsh Refinery or The Unnamable

**Clue Appears At:** No clues

Monster Movement

**Mythos Ability:** Place 2 Clue tokens on the Newspaper. If the Kingsport Horror expansion game board is in play, place an additional 2 Clue tokens on the Wireless Station.
Speed check

The **Speed check** is a type of Skill check typically presented by encounter cards. It represents a test of the Investigator's speed and reflexes in the situation.

A Speed check uses the value of the Investigator's Speed skill, plus any adjustments that the Investigator may receive from skill cards, allies, and Mythos card effects, plus any adjustment specified by this specific check. Unless otherwise specified, a single success is enough to pass the check.
New Moon

**New Moon** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Esoteric Order of Dagon or Woods

**Clue Appears At:** Devil Reef or Historical Society

Monster Movement

**Mythos Ability:** Investigators receive 1 less movement point (to a minimum of 0) during the Movement Phase. When an investigator is driven insane, he does not discard any of his Clue tokens.
Sarah Danforth

**Sarah Danforth** is an ally. She first appears in the Curse of the Dark Pharaoh expansion, and is the only ally who isn't updated in the revised edition. Sarah can be gained through an encounter at Independence Square or, when combining Miskatonic Horror with Innsmouth Horror, at the Marsh Refinery.

## Card info

* +1 Focus

Draw 1 Exhibit item when Sarah Danforth joins you.
Moon Creature Hoax

File:MythosMoonCreatureHoax.png
**Moon Creature Hoax** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Woods

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

Monster Movement

**Mythos Ability:** The first player draws a monster marker from the cup at random and places it in the Sky. Treat this monster as a flying monster until it moves to a street area. After that, the monster's movement is treated normally.
Sledgehammer

**Sledgehammer** is a common item. It first appeared in the The Lurker at the Threshold expansion.

 File:SledgehammerItem.png

## Card info

**Type**: Physical weapon

**Bonus**: +3 to **Combat checks** and +1 to **Fight checks**.

Reduce the toughness of monsters you fight by 1 to a minimum of 1 (this does not affect their value as trophies).

**Hands**: 2

**Price**: $6
Probability

## Arkham Horror Dice Roll Probabilities

This is the home page for dice probabilities for dice roll skill checks, modifiers and their combinations.

* Normal (only a 5 or 6 die roll result is a success)
* Blessed (only a 4, 5 or 6 die roll result is a success)
* Cursed (only a 6 die roll result is a success)
* Shotgun (6 die roll results are 2 successes)
* Bonus Skills (add 1 to each die roll): Dodge, Grapple, Hide, Library Use, Psychology, Spot Hidden from Dunwich Horror
* One's Re-roll Skills (re-roll all die results of 1): Camouflage, Linguistics, Listen, Persuade, Run, Wrestle from Kingsport Horror
* Dice Re-roll Skills: Bravery, Expert Occultist, Marksman, Stealth plus various spells like Foresee
* Dice Re-roll Ability of Mandy Thompson

The tables are long and include odds of all permutations of the above skill modifiers for 1 - 20 dice and 1 - 5 minimum successes.

Accuracy should be quite good. The calculations were made using a combinatorics algorithm and tested by comparing the results to those made by a brute force calculation that rolled all possible dice combinations and counted each success. The latter method is limited due to time constraints -- checking all these combinations for 20 dice would likely take several thousand years! All brute force permutations were verified to be identical to their combinatorics counterparts for 1 to 4 dice (the Mandy/Bonus/One's Re-roll combo is a real hog) and some of the simpler combinations were verified for up to 5, 10 and 13 dice.

Tables have been organized into the following sets for easy lookup and analysis.

### Table Sets and Downloads

* Combos by Successes table -- definitions and how to's
* Combos by Skill Modifier table -- definitions and how to's [TBD]
* Dice Rolls Probabilities download (pdf)
Slugs

File:Mythos154.png
**Slugs** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Weather)

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** Fight and Speed checks in Arkham are made at a -1 penalty.

**Flavor Text:** Arkham has been hit by a plague of these slimy creatures, all oozing about with some unknown purpose.
Rare Antiquities Up for Auction!

**Rare Antiquities Up for Auction!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill or The Witch House

**Clue Appears At:** Gardners' Place or Black Cave

Monster Movement

**Mythos Ability:** The first player draws 1 Unique Item. He may purchase it for the list price. Each time a player chooses not to purchase it, the player to his left may purchase it, but the price goes up by $1. Once each player has had a chance to buy the item, if no one has purchased it, the item is discarded.
Someone's Watching Me

File:Mythos196.png
**Someone's Watching Me** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** Gate Burst at Marsh Refinery

**Clue Appears At:** Y'ha-nthlei

* Administration Building

Monster Movement

**Mythos Ability:** The first investigator to close or seal a gate is *Blessed*. Discard this card afterwards.
Oliver Grayson

**Oliver Grayson** is an ally. He was made available as a mail-in promotional for purchasing *Ghouls of the Miskatonic*.

## Card info

* +1 Luck
* +1 Speed

When you fail an **Evade check**, monsters do not deal combat damage to you.

## Mythos Source

Oliver Grayson first appeared in *Ghouls of the Miskatonic*, written by Graham McNeill (2011).
Permanent Exhibit

## Permanent Exhibit Play Style

In this play style, the "Legacy of the Pharaohs" museum exhibit is here to stay, and becomes part of the normal life (such as it is) in Arkham. The Ancient One and its effects on the town take a higher priority than the mysteries of the museum exhibit, but its presence still causes ripples throughout Arkham's occult and mundane communities.

Similar to the Permanent Performance play style of The King in Yellow, the Permanent Exhibit play style is essentially the standard game, with all cards from the Curse of the Dark Pharaoh expansion integrated with cards of the same type from the base game and any other expansions in use.

The Permanent Exhibit play style rules for Allies have been superseded by the rules from Dunwich Horror and Kingsport Horror; see Rule Changes.
Gameplay

Playing a game of Arkham Horror (or any expansion of Arkham Horror) begins with:

* Game Setup

Game turns then repeat until some set of the conditions are met for ending the game. Each turn goes through a succession of:

* Phases:

1. Upkeep
2. Movement
3. Arkham Encounters
4. Other World Encounters
5. Mythos

Within each phase, each investigator in turn carries out their actions for that phase, before the group moves on to the next phase of that turn.

The game may finish within any phase when any set of conditions are met for:

* Ending the Game

Depending on the type of condition which ends the game, it may end with an immediate victory, immediate defeat, or a Final Battle
Questioned Loyalty

File:CultEncounter10.png
**Questioned Loyalty** is a cult encounter. It first appeared in The Black Goat of the Woods expansion.

## Card info

*"New members often struggle with total commitment", says a senior cult member. "But, a few honest answers about your recent activities should reassure us."*

Discard 2 Clue tokens, if able. You may reduce this loss by 1 for each Corruption card you have. If you cannot or will not, lose 2 Stamina and move to the street.
Sanity

**Sanity** represents an investigator's level of mental health and stability. The higher an investigator's Sanity, the better they can handle the horrors of combat with monsters, strange encounters, and other harrowing events.

At the beginning of the game each player receives a number of *sanity tokens* equal to their investigator's maximum sanity, which is depicted clearly on the investigator sheet. Each time the investigator loses sanity they discard a token. Sanity can be lost when encountering horrifying creatures during combat, when sealing gates with an Elder Sign, or through casting spells. Sanity can be healed in several ways, such as through encounters; by staying at Arkham Asylum; or through items or special abilities.

If an investigator's sanity is reduced to 0 through any means that investigator is driven insane. If this happens while the investigator is in an Other World, he is instead lost in time and space. If the investigator is reduced to 0 Stamina and 0 Sanity at the same time, they are devoured.
Miskatonic Scientists Research Anomalies!

**Miskatonic Scientists Research Anomalies!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Doom Tokens Added**: 2

**Clue Appears At:** No clues

Monster Movement

**Mythos Ability:** Place 2 Clue tokens in the Science Building as well as all street areas and locations adjacent to a vortex.
North Point Lighthouse

**North Point Lighthouse** is an aquatic location in the Harborside neighborhood of Kingsport. It first appeared in the Kingsport Horror expansion.

## Special Encounter

**The White Ship:** Instead of having an encounter here, you my spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take the Captain of the White Ship card.
Physical Resistance

**Physical Resistance** is a monster special ability. A Weapon or Spell that adds a physical bonus can only provide half its normal bonus (rounded up) against monsters with Physical Resistance.

Example: Using a Tommy Gun (normally a +6 Physical bonus) against a monster with Physical Resistance only gives a +3 bonus.

## References

1. ↑ Arkham Horror Rulebook, Fantasy Flight Games.
Private Security Hired in Uptown!

File:Mythos40.png
**Private Security Hired in Uptown!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Woods

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

Monster Movement

**Mythos Ability:** All monsters in the Uptown streets or locations are returned to the cup.
South Church

**South Church** is an Arkham location in the Southside neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Sister Mary
* Mark Harrigan
* William Yorick

## Special Encounter

**Blessing:** Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
Skill

File:SkillBack.png
*Skill may also refer to the Skill values on the investigator card.*

**Skill** cards represent an investigator’s abilities. Skill cards typically either give a bonus to a certain skill or allow you to roll the dice again when you fail a certain kind of dice roll. Skill cards are rare and/or expensive to acquire.
Membership

There are several kinds of **Membership** cards among the Special cards.

The Membership cards all entitle the investigator to have a special type of encounter in some location, and may require them to have it in place of the usual encounter at that location.

## List of Membership Cards

* "One of the Thousand" Cult Membership entitles and requires the investigator to have a Cult Encounter in place of the standard encounter at the Black Cave, the Unvisited Isle, or the Woods in Arkham.
* Sheldon Gang Membership gives the investigator the option of a random encounter when ending the turn in a street location.
* Silver Twilight Lodge Membership requires the investigator to have an encounter at the Inner Sanctum in place of an encounter at the Silver Twilight Lodge
Order of Dagon Suspected!

File:Mythos207.png
**Order of Dagon Suspected!** is a mythos card. It first appeared in the Innsmouth Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Marsh Refinery

**Clue Appears At:** \*Y'ha-nthlei

Monster Movement

**Mythos Ability:** Although no proof exists, it is suspected that the Esoteric Order of Dagon released 2 monsters into the Church Green streets.
Nyogtha

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

## Sheet info

**Combat rating**: -8

**Defenses**: None

**Worshippers**: Nyogtha is worshipped by a variety of beings in return for teaching them spells. Witches, Warlocks, and Ghouls gain +1 toughness and Physical Resistance.

**Power**: *Tendrils from Below* - While Nyogtha stirs in its slumber, at the start of the game, place the Tendril of Nyogtha monster token on this sheet. Each time a monster (but not a gate) appears during an encounter, the **Tendril of Nyogtha** is encountered instead. If it is defeated, return the **Tendril** to this sheet. It cannot be claimed as a trophy.

**Attack**: The first player is pulled underground. Roll a die. On a success, that player escapes with their life; otherwise they are devoured.

Nyogtha's combat rating is -3 for the first player only.

**Doom Track**: 12

## Plots

EpicBattleNyogthaBack.pngEpicBattleNyogtha1.pngEpicBattleNyogtha2.pngEpicBattleNyogtha3.png
## Mythos Source

Nyogtha first appeared in *The Salem Horror* (1937), written by Henry Kuttner.
Museum Haunted

File:Mythos138.png
**Museum Haunted** is a mythos card. It first appeared in the Curse of the Dark Pharaoh expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Science Building

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** The ghosts of the pharaohs walk abroad! Collect up to 2 Ghosts, drawing them first from the monster cup, then from the Outskirts, then from those claimed as trophies. Place them in the Miskatonic U. streets. Investigators who destroy one of these Ghosts before the end of next turn may draw one Exhibit Item. Leave this card in play until then to indicate this. The terror level increases by 1.
Stalkers in the Night!

File:Mythos96.png
**Stalkers in the Night!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Graveyard

**Clue Appears At:** \*Unvisited Isle

* Uptown Streets

Monster Movement

**Mythos Ability:** All Star Vampires, Hunting Horrors, and Spectral Hunters in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.
List price

**List Price** is found in the lower right corner on Common Item and Unique Item cards, and is the amount of money necessary to purchase them from the Special Encounters at the General Store and the Curiositie Shoppe. It also serves as the basis for purchasing them through certain normal encounters, though there may be a mark-up or discount depending on the nature of the encounter.
Sealing The Beast's Power

File:SealingTheBeastsPower.png
**Sealing The Beast's Power** is a unique item. It first appeared in the Dunwich Horror expansion.

## Card info

**Type**: Mission

1. Hibb's Roadhouse
2. Library
3. Ye Olde Magick Shoppe

**Sacrifice**: 1 Sanity

**Effect**: The Ancient One's combat rating is reduced by 2 if it awakes (e.g., a -5 would be reduced to a -3).

**Price**: $2
Monster cup

The **monster cup** is a container that is used to hold monster tokens that are not in play. During the initial setup of the game players choose a bag, bowl, or other opaque container to be the monster cup.

Mask monsters are not added to the cup during initial setup, unless the Ancient One is Nyarlathotep

Whenever a player is directed to draw a random monster, a token is randomly picked from the monster cup.

Discarded monster tokens are always returned to the cup unless otherwise specified.
Merchants March on Crime!

File:Mythos36.png
**Merchants March on Crime!** is a mythos card. It first appeared in the Arkham Horror board game.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Independence Square

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

Monster Movement

**Mythos Ability:** All monsters in the Merchant Dist. streets or locations are returned to the cup.
Rituals of Power

File:Mythos182.png
**Rituals of Power** is a mythos card. It first appeared in The Black Goat of the Woods expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Black Cave

**Clue Appears At:** \*Graveyard

Monster Movement

**Mythos Ability:** An arcane ritual increases the Stamina damage of all monsters by 1.
Shudde M'ell

File:ShuddeMell2.png
**Shuddle M'ell** is an Ancient One. He first appeared in the Dunwich Horror expansion.

## Sheet info

**Combat rating**: -3

**Defenses**: Magical Resistance and Physical Resistance

**Worshippers**: Shudde M'ell is worshipped by his inhuman children. Chthonians deal their damage when moving on a roll of 2-6 instead of a roll of 4-6.

**Power**: World Cracking - While Shudde M'ell stirs in his slumber place the 7 rubble tokens face down near the board. Each time a monster surge occurs, draw a rubble token. The token is placed on the location it shows, closing that location for the rest of the game. If there are no rubble tokens left when one should be drawn, the game is over and the investigators lose.

**Attack**: One undrawn rubble token is discarded. If there are no rubble tokens left to discard when Shudde M'ell attacks, Arkham is destroyed by a massive earthquake and all investigators are devoured.

**Doom Track**: 12

## Plots

EpicBattleShuddeMellBack.pngEpicBattleShuddeMell1.pngEpicBattleShuddeMell2.pngEpicBattleShuddeMell3.png
## Mythos Source

Shudde M'ell first appeared in *Cement Surroundings* (1969), written by Brian Lumley.
Spawn of Yog-Sothoth

File:Mythos155.png
**Spawn of Yog-Sothoth** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** The Unnamable

**Clue Appears At:** \*Woods

Monster Movement

**Mythos Ability:** Cultists have **Magical Immunity**. Additionally, any investigator who is *lost in time and space* must pass a **Will (-1) check** or be **devoured**.

**Flavor Text:** A strange group of protestors surrounds the playhouse where "The King in Yellow" is being performed, chanting "He is the spawn of Yog-Sothoth!" and waving placards that read "Have You Seen the Yellow Sign?"
New Miskatonic U. Curriculum

File:Mythos150.png
**New Miskatonic U. Curriculum** is a mythos card. It first appeared in The King in Yellow expansion.

## Card Information

**Mythos Type:** Environment (Urban)

**Gate Opens:** The Witch House

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

Monster Movement

**Mythos Ability:** If an investigator reads a ***Tome*** in the Library, he gains a +2 bonus to any **Lore check** made to do so.

**Flavor Text:** "The King in Yellow" has, amidst heavy controversy, been added to the library curriculum at the University. Its teaching has stirred up the students' interest in all written occult works.
Skill value

The Investigators' **Skill values** are used in Skill checks throughout the course of each turn, to determine their success in evading or combatting monsters, surviving horror checks, casting spells, and other tests that may come to them through encounters.

The investigators have six basic skills, which are adjusted in pairs using the Skill sliders:

* Fight is used in Fight checks and in Combat checks
* Lore is used in Lore checks and in Spell checks
* Will is used in Will checks and in Horror checks
* Luck is used only in Luck checks
Sir William Brinton

**Sir William Brinton** is an ally. He first appeared in the Arkham Horror board game. He can be gained through an encounter at the Science Building.

## Card info

* +1 Maximum Stamina

Discard to immediately restore your Stamina to its maximum.

## Mythos Source

Sir William Brinton appears in *The Rats in the Walls* (1923), written by H.P. Lovecraft.
Nauseating

File:DifficultyCard3.png
**Nauseating** is a difficulty level card. It first appeared in The Black Goat of the Woods expansion.

## Card info

**Setup**: Sister Mary begins the game with 3 additional Clue tokens.

**Start of Game**: All investigators are immediately Blessed at the start of the game.

**Scoring**: If scoring your victory at the end of the game, this card is worth -2.
Norman Withers

**Norman Withers** is an investigator. He first appeared in the Innsmouth Horror expansion.

Norman Withers investigator sheet back.
Norman Withers investigator sheet front.

## Sheet info

**Occupation:** the Astronomer

**Home:** Administration Building

**Unique Ability**: In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol for purposes of removing monsters from the board.

Status

* Sanity: 6
* Stamina: 4

Fixed Possessions

* $3

* 3 Clue tokens
* 1 Spell (Find Gate)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Spell
* 1 Skill

**Focus:** **2**

### Personal Story

File:PsNormanWithersBack.png
File:PsNormanWithersFront.png
File:PsNormanWithersPassed.png
File:PsNormanWithersFailed.png

**The Story So Far:** The stars hold secrets both great and terrible for those with courage - or curiosity - enough to look. While Norman would never claim to be especially courageous, he'd be the first to admit that he has an inability to ignore a mystery.

So when six stars vanished from the section of sky he was studying, he couldn't just let it go, not even when his colleagues told him that he was just imagining things and sent him home to sleep it off.

It took him years, not to mention the near death of his career, but he eventually found his answers in a book that none of his colleagues would be caught dead reading. An ancient tome, it described the stars and the sequence in which they would vanish, even detailing the date when their disappearance would take place. It was a sign, the book said, of the end of everything. It was the harbinger of a great beast that would tear asunder all that man had wrought.

Norman isn't sure what he can do to stop the beast from destroying the world. He knows that he isn't very strong, but if an answer can be found in the stars, then he will stand in the path of destruction until his dying breath.
Panic

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

## Card info

You must always attempt to evade a monster before fighting it. You can not chose to make an **Evade check** to initiate Combat with an Elusive monster.

Treat this card as a duplicate of the **Sprained Ankle** Injury card for purposes of being **devoured.**.
Miscreants and Miscreation

File:MiscreantsAndMiscreation.png
**Miscreants and Miscreation** is scenario four. It was first published on August 21, 2008.

## Requirements

* Arkham Horror
* Dunwich Horror

## Special rules

When monsters appear, double the number of monsters that appear.

## Setup

Setup as normal. Add the Dunwich Horror monsters to the cup. Remove the following monsters from the cup:

* 7x Cultists
* 1x High Priest
* 5x Servant of Glaaki
* 2x Tcho-tcho
* 6x Mask
	+ Shadowy Figure
	+ The Beast
	+ The Black Man
	+ The Bloated Woman
	+ The Dark Pharoah
	+ The Skinless One

**Ancient One**: Abhoth can communicate telepathically. After an investigator battles a child of Abhoth, they must make a Will check. If they fail they lose 2 sanity as Abhoth speaks directly into their minds.

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

Allies
* Eric Colt
* John Legrasse
* Tom "Mountain" Murphy

Remove the following from the decks:

Skills
* 1x Strong Will
* 2x Will

Spells
* 3x Dread Curse of Azathoth
* 4x Flesh Ward
* 2x Greater Banishment
* 2x Red Sign of Shudde M'ell

Unique items
* 2x Cultes des Goules
* 2x Elder Sign
* 1x Flute of the Outer Gods
* 1x Obsidian Statue
* 1x Pallid Mask
* 1x Silver Key
* 1x The King in Yellow

## Updates

If you successfully evade a child of abhoth you do not need to make a will check. You do make the will check after combat regardless of winning, losing, or drawing. The will check is at +0.

Double the monsters does not apply to spawned monsters (Child of Abhoth or Dunwich Horror). It does apply to any other monster appearing (A monster appears, a gate and a monster appear, gate opening). If a monster surge occurs, the number of monsters that appear is not doubled. (This would unbalance larger teams.) If a card instructs you to place monsters in the streets, that amount is doubled. If a rumor has you place monsters on it that amount is not doubled (as this would cause most rumors to go off instantly).

All the Flesh Ward spells should be removed from the spell deck.
Strange Creatures Seen on the Shore!

**Strange Creatures Seen on the Shore!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill or Independence Square

**Clue Appears At:** Gardners' Place or The Unnamable

Monster Movement

**Mythos Ability:** A monster appears in each of the following: River Docks, Unvisited Isle, and all aquatic locations and all aquatic street areas on expansion game boards.
V4: The Love

**The Love** - La cuarta versión de Incredibox, realizada en estilo francés, fue lanzada en Noviembre de 2014.

## Descripción

*«¿Ansioso por sacudirse y brillar en la pista de baile? ¡Crea un electro-set brillante para iluminar tus fiestas y convertirte en el DJ más genial!»*

* 'The Love' es la cuarta versión de Incredibox que se lanzó en noviembre de 2014 en el sitio web Incredibox. Este tema está inspirado en casa francesa. Esta versión presenta ritmos amarillos, efectos azul claro, melodías rojas y voces moradas. Las bonificaciones animadas para esta versión son *Bebé* , *Seguir* y *Águila* .

## Datos interesantes

* A pesar de que la versión fue lanzada en 2014, los bonos 2 y 3 se agregaron solo en 2016. \*Anteriormente, el primer bono se llamó "amor" (amor) pero luego, el nombre cambió a Baby (Bebé) \* el bono " bebé "se cambió?, haciendo *"Yeah"* un poco más fuerte.
God of the Bloody Tongue

**God of the Bloody Tongue** is a Mask monster. It first appeared in the Arkham Horror board game.

* The City Of The Great Race
 Abilities | * Mask
* Endless
* Overwhelming 1

## Mythos Source

The God of the Bloody Tongue first appears in the Masks of Nyarlathotep campaign for Chaosium's Call of Cthulhu role-playing game.
Safety Deposit Key

**Safety Deposit Key** is a common item. It first appeared in the The King in Yellow expansion.

 File:SafetyDepositKey.png

## Card info

**Movement**: Spend 1 movement point and discard this card while in the Bank of Arkham to make a Luck (-2) check. If you succeed, draw 1 Unique item. If you fail, gain 2 Clue tokens.

**Price**: $2
Sister Mary

**Sister Mary** is an investigator. She first appeared in the Arkham Horror board game.

Sister Mary investigator sheet back.
Sister Mary investigator sheet front.

## Sheet info

**Occupation:** the Nun

**Home:** South Church

**Unique Ability**: Guardian Angel - Any Phase: Sister Mary is never Lost in Time and Space. Instead, if her Sanity is 0, she returns to Arkham Asylum. If her Stamina is 0, she returns to St. Mary's Hospital. If neither her Sanity or her Stamina are 0, she returns to South Church.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $0

* Blessing
* 1 Common item (Cross)
* 1 Unique item (Holy Water)

Random Possessions

* 2 Spells

* 1 Skill

**Focus:** **1**

### Personal Story

File:PsSisterMaryBack.png
File:PsSisterMaryFront.png
File:PsSisterMaryPassed.png
File:PsSisterMaryFailed.png

**The Story So Far:** Sister Mary has served the Church faithfully for many years, so when she was sent to Arkham to work with Father Michael, a man whose writings she had admired for many years, she felt that she was truly blessed. Now, after witnessing Father Michael's strange mood swings and seeing some of the bizarre practices that go on in this town, she's beginning to feel that she may have been a bit too hasty ...

For instance, last night, there was a knock on the door of the church, and when she answered it, there was nothing but a handwritten journal laying on the steps outside. Reading it, she learned of strange cults and terrible creatures that lurk in the darkness. Worse, when she laughingly showed it to Father Michael, he turned pale and threw it into the fire, yelling at her to forget what she'd seen.

Now, gathering her things and quietly leaving South Church, Sister Mary has decided to investigate this town, and in so doing, reaffirm her faith.
Special

**Special** cards represent unique privileges or obligations. Special cards have a wide variety of effects.

## Types of specials

* Barred from Neighborhood
* Beloved of Bast
* Benefits
* Blessing
* Blessings of Nodens
* Blights
* Captain of the White Ship
* Changed
* Conditions
* Corruptions (Green and Red)
* Cult Encounter
* Curse
* Deputy of Arkham
* Detriments
* Magical Effects
* Memberships
	+ "One of the Thousand" Cult Membership
	+ Sheldon Gang Membership
	+ Silver Twilight Lodge Membership
* Miskatonic Student
* Rail Pass
* Reckoning
* Relationship
* Retainer
* Visions of Hypnos

## List of Special Cards

### Other Lists of Special Cards

* List of Blessings of Nodens
* List of Corruptions
* List of Cult Encounters
* List of Reckonings
* List of Relationships
* List of Visions of Hypnos
Private Investigator

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

## Card info

**Upkeep**: You may allow any other investigator with a Barred from Neighborhood card to ignore it for this turn only.

Discard this card if you are Barred from any location.
Monster

**Monster** markers represent the monsters roaming the streets of Arkham. Each monster has two sides: a movement side and a combat side. Leave the monster’s movement side face up while it wanders around the board. When an investigator battles a monster, flip the monster marker to its combat side. Players may look at either side of any monster marker at any time.

## Monster Movement

Most monsters move during the Mythos phase, after any gates have been opened and clue tokens have been placed. The player who drew the mythos card looks at the bottom-right corner of the card to determine monster movement. The black and white boxes on the card contain dimensional symbols; each monster that has a matching dimensional symbol moves along the black or white track for its current area. **Exceptions:** Monsters that are in the same area as an investigator do not move and remain in place. No encounter takes place with the monster during this phase, but the investigator(s) will be forced to fight or evade during the next Movement Phase. Also, some monsters have special movement rules depending on their color (see below).

### Monster Colors

*See main article at Monster movement*

There are several different types of monsters in Arkham Horror, indicated by the colored borders on their markers. The color of the marker dictates its movement during the Mythos phase.

* **Normal (Black Border):** Normal monsters move as described above.
* **Stationary (Yellow Border):** Stationary monsters do not move. Outside of abnormal encounter or item effects, they remain at the location where they entered play.
* **Fast (Red Border):** Fast monsters move twice, following the appropriate arrows for both steps of their movement. Fast monsters stop moving immediately, however, if they encounter an investigator.
* **Unique (Green Border):** Monsters with unique movement (such as the Hound of Tindalos) have special movement abilities listed on the combat side of their marker. Turn such monsters over and follow their instructions for movement.
* **Flying (Blue Border):** Flying monsters generally move directly towards the nearest investigator in a street area, or move to the Sky holding area if they can't reach any investigators this turn. Flying monsters already in the Sky when they move may swoop down on an investigator in a street or at Devil Reef.
* **Stalker (Purple Border):** Stalker monsters move like normal (black border) monsters unless an investigator is in an adjacent street area or unstable location, in which case they move to that area.
* **Aquatic (Orange Border):** Aquatic monsters move like normal (black border) monsters unless they are in an aquatic location (the River Docks or Unvisited Isle in Arkham, or one of several places in Kingsport and Innsmouth) **and** there is an investigator in a different aquatic location. In that case, the monster instead moves to that investigator's space.
Seven for a Secret, Never to be Told

**Seven for a Secret, Never to be Told** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Environment (Mystic)

**Gate Opens:** Wizard's Hill or Unvisited Isle

**Clue Appears At:** Gardners' Place or Science Building

Monster Movement

**Mythos Ability:** During the Upkeep Phase, the first player rolls 2 dice. If the sum of the result is 7, each investigator wih no Clue tokens gains 1 Clue token and loses 1 Sanity.
Signs of Cult Activity!

File:Mythos208.png
**Signs of Cult Activity!** 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:** The cultists performed a ritual that released 2 monsters into the Factory District streets.
Silver Twilight Lodge on Trial!

**Silver Twilight Lodge on Trial!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Devil Reef or The Witch House

**Clue Appears At:** \* St. Erasmus's Home

* Esoteric Order of Dagon or Black Cave

Monster Movement

**Mythos Ability:** Anyone with a Silver Twilight Lodge Membership is arrested. All other investigators who have 1 or more Spells must discard a Spell or be arrested.
Mysterious Lights Fade!

File:MythosMysteriousLightsFade.png
**Mysterious Lights Fade!** is a mythos card. It first appeared in The Lurker at the Threshold expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Independence Square

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

Monster Movement

**Mythos Ability:** The investigators may collectively spend 5 Clue tokens. If they do so, the first player may choose and close 1 open Gate in any Arkham location and reshuffle it into the stack of Gate markers (he does not gain a Gate trophy). The investigators may not do this if there is only 1 open Gate.
Soup Kitchen Seeks Donations!

**Soup Kitchen Seeks Donations!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Marsh Refinery or Black Cave

**Clue Appears At:** Y'ha-nthlei or Hibb's Roadhouse

Monster Movement

**Mythos Ability:** If a single investigator spends $3, every other investigator with no money gains 1 Stamina.
Money token

**Money tokens** represent the most normal form of currency in Arkham, the dollar. They come in three denominations (Ones, Fives, and Tens) and are used at all shops in Arkham. They can also be spent at St. Mary's Hospital or Arkham Asylum to restore all your Stamina or Sanity, respectively.

Money tokens can be obtained through encounters at locations with the Money Icon, through the special encounters of the Bank of Arkham and the River Docks, through the special ability of Jenny Barnes, or through the effects of a Retainer or by being the Deputy of Arkham. Most Investigators also start with some money tokens.
Hospital Patients Disappear!

**Hospital Patients Disappear!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Wizard's Hill or The Witch House

**Clue Appears At:** Gardners' Place or Black Cave

Monster Movement

**Mythos Ability:** All investigators who have an Injury card (from the Dunwich Horror expansion) or whose Stamina is currently 2 or less move immediately to the first area of Another Dimension.
Profane Relics Seized

**Profane Relics Seized** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Rumor

**Gate Opens:** Devil's Hopyard or Historical Society

**Clue Appears At:**

Monster Movement

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

**Pass:** If an investigator with either a Silver Twilight Lodge Membership or a "One of the Thousand" Cult Membership (from the The Black Goat of the Woods expansion) discards 3 Clue tokens while at the South Church, return this card to the box. Each investigator then gains 1 Unique Item.

**Fail:** If there are 6 Clue tokens on this card, return it to the box, draw 2 Unique Items per investigator and return them to the box.

**Activity At:** South Church
Old Debts Come Due!

File:Mythos90.png
**Old Debts Come Due!** is a mythos card. It first appeared in the Dunwich Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Black Cave

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

* Merchant District Streets

Monster Movement

**Mythos Ability:** Raise the terror level by 1. Any investigator who has previously made a deal with the Dark Man of Wizard's Hill is **devoured**. For every investigator **devoured** in this way, place 3 doom tokens on the doom track. All current debts to the Dark Man are now considered paid.
Old Building Collapses!

File:Mythos209.png
**Old Building Collapses!** 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:** Unfortunately, the building was containing 2 monsters, which have now been released into the Factory District streets.
School of Medicine Seeks Test Subjects!

**School of Medicine Seeks Test Subjects!** is a mythos card. It first appeared in the Miskatonic Horror expansion.

## Card Information

**Mythos Type:** Headline

**Gate Opens:** Gate Burst at Wizard's Hill or Unvisited Isle

**Clue Appears At:** \* Neil's Curiosity Shop

* Gardners' Place or Science Building

Monster Movement

**Mythos Ability:** Each investigator may choose to lose 2 Stamina to gain a Retainer.
St. Mary's Hospital

**St. Mary's Hospital** is an Arkham location in the Uptown neighborhood. It first appeared in the Arkham Horror board game.

## Home of Investigators

* Vincent Lee
* Tony Morgan
* Minh Thi Phan

## Special Encounter

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

## Mythos Source

St Mary's Hospital is first mentioned in *The Unnamable* (1923), written by H.P. Lovecraft.
Skill check

A **Skill check** is one of the basic elements of Arkham Horror gameplay. Skill checks determine success or failure in fighting or evading monsters, in resisting sanity loss due to horror, in casting spells, and in many encounters.

At its most basic, a skill check consists of three parts:

1. Determining the value for the skill check, based on the skill value and other factors;
2. Rolling the number of dice given by that value;
3. Comparing the number of successes rolled to the number of successes required, termed the difficulty.

If the number of successes is equal to or greater than the number required, the skill check passes, with one set of consequences.

If not, it fails, with a different set of consequences.

Note: If the adjusted value used for the skill check is 0 or less, it is not possible to succeed; the investigator immediately fails.

## Types of Skill Checks

The four most commonly used and most critical types of skill checks are:

* Combat checks, based on the investigator's Fight skill value
* Evade checks, based on the investigator's Sneak skill value
* Horror checks, based on the investigator's Will skill value
* Spell checks, based on the investigator's Lore skill value

However, game encounters or situations may also require skill checks on the basic skills, without the extra modifiers possible on the above checks. These are:

* Fight checks
* Lore checks
* Luck checks
* Sneak checks
* Speed checks
* Will checks

For example, closing or sealing a gate requires the investigator to pass either a Fight check or Lore check; these do not use any modifiers which might be available in combat or spell-casting.