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Arkham Horror: The Card Game

THE PATH TO CARCOSA


and

CARNEVALE OF HORRORS
THE LABYRINTHS OF LUNACY

Campaign Guide

Based on the works of

H.P. Lovecraft

Fantasy Flight Games


Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.

Strange is the night where black stars rise,


And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Songs that the Hyades shall sing,


Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.

Song of my soul, my voice is dead,


Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
CAMPAIGN

THE PATH TO CARCOSA 01

PARALOGUES

CARNEVALE OF HORRORS 96

THE LABYRINTHS OF LUNACY 106

APPENDICES

STANDALONE VARIANTS 132

RULES REFERENCE 138


The Path to Carcosa is a campaign for Arkham Horror: The Card
Game for 1–4 players. “Curtain Call” and “The Last King” can be found
in The Path to Carcosa deluxe expansion. “Echoes of the Past,” “The
Unspeakable Oath,” “A Phantom of Truth,” “The Pallid Mask,” “Black
Stars Rise,” and “Dim Carcosa” can be found in the six Mythos Packs of
the same titles within The Path to Carcosa cycle.

While playing a campaign, the players advance from one Chapter to the
next in sequential order, with the results of their performance and their
decisions in each Chapter carrying over to influence the next. Additionally,
as the players advance through the story, they earn experience, which they
can use to purchase new cards or upgrade existing cards for their deck.
THE PATH TO CARCOSA
Campaign Guide
1-4 Players

Prologue 11

Chapter I Curtain Call 14


Resolution: 65

Chapter II The Last King 16


Resolution: 69

Interlude I Lunacy’s Reward 19

Chapter III Echoes of the Past 22


Resolution: 72

Chapter IV The Unspeakable Oath 26


Resolution: 75

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Interlude II Lost Soul 31

Chapter V A Phantom of Truth 36


Resolution: 79

Chapter VI The Pallid Mask 46


Resolution: 82

Chapter VII Black Stars Rise 52


Resolution: 85

Chapter VIII Dim Carcosa 58


Resolution: 87

Epilogue: 64

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Campaign Setup
To setup The Path to Carcosa campaign, perform the following steps in
order.

1. Choose investigator(s). Each player chooses a different investigator to


play and records his or her choice in the Campaign Log.

2. Each player assembles his or her investigator deck. The full rules for
deck customization can be found in the Rules Reference.

3. Choose difficulty level. There are four levels of difficulty in Arkham


Horror: The Card Game: Easy, Standard, Hard, and Expert. The
players decide which difficulty best suits their group, and they keep this
difficulty for the duration of the campaign.

4. Assemble the campaign chaos bag. Place the chaos tokens indicated
below into the chaos bag, and return the other chaos tokens to the game
box.

Easy (I want to watch the play):


+1, +1, 0, 0, 0, –1, –1, –1, –2, –2, n, n, n, z, x
Standard (I want to read the signs):
+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, n, n, n, z, x

Hard (I want to speak the oath):


0, 0, 0, –1, –1, –2, –2, –3, –3, –4, –5, n, n, n, z, x
Expert (I want The King In Yellow):
0, –1, –1, –2, –2, –3, –3, –4, –4, –5, –6, –8, n, n, n, z, x

Note: Standalone Variants for all Chapters can be found on page 132.

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The Campaign Log
The Campaign Log (on Fantasyflightgames.com or in your original Campaign
Guide) is used to track the progress and development of the campaign. At the
end of each Chapter, the players must record their results by entering all of the
relevant information in the Campaign Log. This includes any experience
earned by an investigator, each investigator’s trauma level, story assets or
weaknesses earned by each investigator, and any killed or insane investigators.

During the resolution of a Chapter, the players are often instructed to record
an important note or story element in the Campaign Log, under “Campaign
Notes.” These notes will often be referenced in later Chapters, allowing
decisions from one Chapter to carry over into later Chapters. If the players are
instructed to cross out one of these notes, the crossed-off note is ignored for
the remainder of the campaign.

Expanded Campaign Rules


Earning and Spending Experience
As an investigator delves deeper into the Mythos, he or she gains insight into
the hidden truths of the world—the Ancient Ones, monsters that dwell in the
shadows, and secrets that humanity was never meant to know. This insight
manifests in the form of experience. During the resolution of a Chapter,
investigators may earn 1 or more experience. Each investigator earns
experience separately, and experience may not be transferred from one
investigator to another. Experience can often be obtained by placing encounter
cards worth victory points in the victory display, or through story decisions.
Refer to the Rules Reference for the full rules on earning experience points.

Experience may be spent to learn new abilities or spells, or to acquire new


items and weapons, in the form of additional cards. Adding a new card to a
deck costs experience equal to that card’s level, denoted by 1 or more white
pips near the top left corner of the card. Adding a new card to your deck always
costs at least 1 experience, and it requires that you maintain your deck size
(usually by removing a card).

Some cards represent a higher-level version of a card with the same title. These
cards have the same title as their other versions but may have additional effects,

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additional skill icons, or different costs. If a player has a lower-level version of
a card and wishes to purchase the higher-level version, he or she may upgrade
that card by spending experience equal to the difference in level between the
two. The new version is added to the deck, and the older version is removed.
Refer to the Rules Reference for the full rules for spending experience points.

Trauma, Death, and Insanity


Trauma represents permanent damage that has been done to an investigator’s
health and/or psyche. If an investigator is defeated during a Chapter, that
investigator still advances to the next Chapter with the rest of the party, unless
the Chapter resolution states that the investigator is killed or driven insane.
However, an investigator who is defeated through damage or horror may suffer
permanent trauma, which stays with that investigator for the remainder of the
campaign. Refer the Rules Reference for the full rules on suffering trauma.

Note: If you are worried about taking trauma, resigning from a Chapter is
almost always better than defeat.

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Have You Seen the Yellow Sign?
“He mentioned the establishment of the Dynasty in
Carcosa, the lakes which connected Hastur, Aldebaran,
and the mystery of the Hyades. He spoke of Cassilda and
Camilla, and sounded the cloudy depths of Demhe and
the Lake of Hali.”
– Robert W. Chambers, “The Repairer of Reputations”

7
Additional Rules and Clarifications
New Keyword: Hidden
Some encounter cards in The Path to Carcosa campaign have the “hidden”
keyword. Hidden cards have Revelation abilities that secretly add them to
your hand. This should be done without revealing that card or its text to the
other investigators. While a hidden card is in your hand, treat it as if it were
in your threat area. Its Constant abilities are active, and abilities on it can be
triggered, but only by you. A hidden card counts toward your hand size, but it
cannot be discarded from your hand by any means except those described on
the card. When discarded, hidden cards are placed in the encounter discard
pile. They do not remain a part of your deck like weaknesses do. For the best
experience, players are encouraged to stay “in character” and not share
information about hidden cards in their hand.

Lola and “Roles”


As a renowned actress, Lola Hayes can play many different roles. At the
beginning of each Chapter, after investigators draw opening hands, Lola
Hayes must choose a role (Neutral, Guardian, Seeker, Rogue, Mystic, or
Survivor). Lola can only play cards, commit cards to skill tests, or trigger i,
u, or y abilities on Neutral cards or cards whose class matches her role.
This restriction only applies to player cards, not to encounter cards or
weaknesses. Note that Constant and Forced abilities remain active on cards
whose class does not match Lola’s role.

Doubt and Conviction


Some story resolutions and interludes in The Path to Carcosa campaign
instruct the players to “Mark one Doubt” or “Mark one Conviction” in their
Campaign Log. This is done by filling in one of the boxes next to “Doubt” or
“Conviction” at the bottom of the Campaign Log.

Later in the campaign, some Chapters may be changed or altered depending


on whether the investigators “have more Doubt than Conviction” or “have
more Conviction than Doubt.” The investigators have more Doubt than
Conviction if the number of boxes filled in next to Doubt is greater than the
number of boxes filled in next to Conviction (and vice versa). Doubt and

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Conviction are shared among all of the investigators, and they are not tied to
any specific investigator. Doubt and Conviction have no game effect except
when explicitly referenced by the Campaign Guide or by a card effect.

Story Cards
Story cards are a new cardtype in The Path to Carcosa campaign. These
cards serve as an avenue for additional narrative and typically appear as the
reverse side of another scenario card. When you are instructed to resolve a
story card, simply read its story text and resolve its game text, if any.

Expansion Icon
The cards in The Path to Carcosa campaign can be identified by this symbol
before each card’s collector number:

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Prologue
You turn over the folded program in your hand, reading it for what seems
like the hundredth time. “Miskatonic Playhouse presents: The King in
Yellow,” it reads. “A special one-night engagement at Arkham’s very own
Ward Theatre. An irresistible drama in two acts. Production staged and
directed by Nigel Engram.” The cast is a small ensemble, with one unattributed
credit at the end: “The Stranger.”
To have such a highly anticipated play come to Arkham all the way from
Paris is a noteworthy event, even if it is just for one night. For weeks leading up
to the show, it was the talk of the town. It seemed so unassuming…and yet, you
have evidence something sinister is at work. It started with the disappearance
of one of the stagehands at the theatre—a boy of only seventeen who missed
rehearsal one night and was never seen again. Then, less than two weeks before
the performance, there was the musician whose corpse was found with a gun
in its mouth. Perhaps most chilling was the crazed man the coppers had picked
up in Independence Square who had been ranting and raving about the “King’s
return.” He was brought to Arkham Asylum, and you were surprised to
discover that he was not alone in his delusions.
Finding these events suspicious, you and your companions have delved
deeper into the matter. Although no connection can be proven, these weren’t
the only strange events surrounding the up-and-coming play. Instances of
suicide and madness have followed in its wake, and you are determined to
discover why.
The lights in the auditorium dim, and a spotlight shines on the stage. What
unfolds is not quite what you expected. Slow-paced and monotonous, the first
act of The King in Yellow is a tedious bore. The setting and characters are
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compelling, but the meandering and nonsensical story does little to entertain
or inform. You begin to wonder whether the dreadful events surrounding The
King in Yellow aren’t connected, after all. Perhaps it was just your overactive
imagination; how could such a trivial and unassuming show cause such
pandemonium? You are surprised when the first act closes without any rising
action or revelation. The lights rise for the intermission, and you consider
leaving early, stifling a yawn. Before you are able to decide, however, you find
yourself drifting…drifting…to sleep.

If Lola Hayes was chosen as an investigator for this campaign:


That investigator reads Lola Prologue (out loud).

Otherwise: Proceed to Chapter I: Curtain Call

Lola Prologue:
Act I came and went without a hitch, as it often did in rehearsal. You
couldn’t help but note the blank, dismissive expressions on many of the
audience members’ faces, and you wonder how the audience will react to the
play’s disturbing second half. The role of Cassilda is tiresomely boring for the
first half of the play, although you enjoy portraying her regal charm. You find
yourself missing your previous co-star, Miriam Twain, and suddenly the dread
and regret you had felt in Paris comes flooding back. With a sigh, you retreat
to a dark corner backstage to escape the sounds of stagehands preparing for
the next scene. You try to quell your emotions and replace your thoughts with
those of Cassilda’s—her hopes, her fears, her fate.
Just then, you catch the Stranger staring at you from afar, and you find
yourself shaking at the mere sight of him. Even though they continue to replace
the actor who plays the Stranger before each show (and indeed many times
during rehearsals), you know that this last-minute replacement is the most
horrid of them all. Realizing you never caught his name, a shiver of terror
courses through your spine. Have you found your way back to the wolves, like
a lost lamb? You cannot look away— his gaze is inescapable. Everything goes
black.

Proceed to Chapter I: Curtain Call.

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Chapter I
Curtain Call

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You awaken with a start, as though shaken by an unseen force. You must
have slept for quite some time, for there are only a few other patrons in the
audience, and no performers on stage. The lights are dimmed, and the stage
curtains are tattered and ripped, though you do not remember that being the
case during the first act. You wait a moment before you are sure this isn’t part
of the performance. As you wait, a foul but unrecognizable smell permeates
the air. How long have you been asleep? Shaking off your drowsiness, you walk
toward one of the seated patrons and ask for the time, but he does not respond.
It is then that you realize you are speaking to a corpse.

Setup
X Gather all cards from the following encounter sets: Curtain Call, Evil
Portents, Delusions, Hauntings, Cult of the Yellow Sign, Striking Fear,
and Rats. These sets are indicated by the following icons:

X Set the following cards aside, out of play: The Man in the Pallid Mask,
Royal Emissary, each copy of Lobby Doorway, and each copy of
Backstage Doorway.

X Put the Theatre, Lobby, Balcony, and Backstage locations into play.
Each investigator begins play at the Theatre.

If Lola Hayes was chosen as an investigator for this campaign, she


begins play at Backstage, instead.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

X When you have finished Chapter I, continue to page 65

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Chapter II
The Last King

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If anyone has the answers to the questions that burn in your mind, it’s the
cast and crew of The King in Yellow. With no other leads to pursue, you put
on your best clothes and head to 1452 Atlantic Avenue, where a woman named
Constance Dumaine is hosting an event in celebration of the play’s one-night
engagement in Arkham.

Setup
X Gather all cards from the following encounter sets: The Last King,
Hastur’s Gift, Decay & Filth, The Stranger, and Ancient Evils. These sets
are indicated by the following icons:

X Put all 6 locations into play (Foyer, Courtyard, Living Room, Ballroom,
Dining Room, and Gallery). Each investigator begins play in the Foyer.

X Shuffle the 5 Bystander (Constance Dumaine, Jordan Perry, Ishimaru


Haruko, Sebastien Moreau, and Ashleigh Clarke) and randomly place
one in each location except for the Foyer. Place 1 clue on each of these
assets, plus 1 additional clue per investigator.

Note: These cards are double-sided and have story cards on their
other side. For the best experience, do not look at the other side
unless an effect instructs you to do so.

X Set the Dianne Devine enemy aside, out of play.

X Place the 5 “Sickening Reality” story cards underneath the scenario


reference card.

Note: These cards are double-sided and have encounter cards on


their other side. For the best experience, do not look at the other
side unless an effect instructs you to do so.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

X When you have finished Chapter II, continue to page 69

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Interlude I: Lunacy’ s Reward
The investigators must decide (choose one):

Things seem to have calmed down. Perhaps we should go back


inside and investigate further.
Proceed to Lunacy’s Reward 1.

I don’t trust this place one bit. Let’s block the door and get the hell
out of here!
Proceed to Lunacy’s Reward 2.

If these people are allowed to live, these horrors will only repeat
themselves. We have to put an end to this. We have to kill them.
Proceed to Lunacy’s Reward 3.

Lunacy’s Reward 1:
The change in the atmosphere has you curious. What if it was all a trick
of your mind? What if the hauntings that follow The King in Yellow are but
transitory? The answers to all of your questions might lie inside. Cautiously,
you open the front door to the manor once again. Reassuring jazz and the
clamor of casual conversation grow louder as you step inside. The enticing
smell of roasted pork wafts through the air. As you suspected, the signs of
struggle and oddities you noticed before have vanished without explanation.
Then, as you turn the corner into the dining room, you find the Stranger
speaking with another man—tall, mustached, wearing a fine black suit, and
holding a silver-handled cane. The Stranger turns to you, his gaze drills through
your mind, and your vision swims with agony. Before you realize it, you are
running as fast as you can, toppling through the front doorway in a haze of pain
and disorientation. Without time to catch your breath, you race to your vehicle
and speed away, hands trembling upon the steering wheel.

X Why would you go back inside?

X In your Campaign Log, record that you intruded on a secret meeting.


Mark one Doubt in your Campaign Log.

X Remove all b, v, and c tokens from the chaos bag. Then, add 2 c
tokens to the chaos bag.

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Lunacy’s Reward 2:
You can’t trust your senses. This is all a trick, an attempt to lure you back
inside. You’re no safer now than you were before. Swallowing your fear, you
set to work barricading the front door of the manor using several of the heavy
stone benches lining the cobblestone path in the front yard. You hope it’s
enough, but you aren’t willing to stick around to find out. As soon as you’re
done, you head back to your vehicle and drive toward Southside, where you
hope to find answers.

X That door isn’t going to stop them.

X In your Campaign Log, record that you fled the dinner party.

X Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

Lunacy’s Reward 3:
You dare not risk stepping back inside that madhouse. But you can’t let
the monstrosities run amok, either. You root through the open garage for a few
supplies, finding an old hose, an empty gasoline canister, and some matches.
Knowing what you must do, you first siphon some gas from Mrs. Dumaine’s
Oakland 6-54A. You spread the gasoline across the front porch, inside the
garage, and around the manor’s outer walls. From there, all it takes is several
matches to start the blaze. You watch from the front yard as the manor is
eventually consumed by the flames. The sounds of crackling fire and snapping
wood and the screeching of dying horrors fills the street. Satisfied, you head
back to your vehicle and tear off toward Southside, full of grim determination.
X You did what had to be done… Right?

X In your Campaign Log, record that you slayed the monsters at the dinner
party. Mark one Conviction in your Campaign Log.

X In your Campaign Log, under “VIPs Slain,” record the names of all five
“VIPs,” if not already recorded there: Constance Dumaine, Jordan
Perry, Ishimaru Haruko, Sebastien Moreau, and Ashleigh Clarke.

X Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
tokens to the chaos bag.

X When you have finished Interlude I, continue to Chapter III


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Chapter III
Echoes of the Past

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Your head throbs with a dull ache as you drive through the rainy streets of
Arkham toward your next destination. The threat of the Stranger looms in your
mind, and you find yourself glancing often at your rear-view mirror, expecting
to see the expressionless visage of his mask haunting you. Instead, you see
nothing but the misty, starless night, and the deserted road behind you.
Your thoughts once again wander, as they have often in the past few hours,
to The King in Yellow and to the city of Carcosa and its inhabitants. What was
the message hidden inside that awful play, the meaning within its madness? A
lone detail worms its way to the forefront of your thoughts, one made apparent
by the discussions you’d overheard at Ms. Dumaine’s estate—that tonight’s
performance of The King in Yellow was not the first Arkham had seen of the
foul play. There had been at least one other performance, directed by the same
man: Nigel Engram.
There is one place in Arkham where records are often kept of important
events occuring within the city: the Historical Society’s manor house in
Southside. If there are any records of the previous show of The King in Yellow,
the Historical Society may have held onto them. Perhaps there you will find
answers to the questions that burn in your mind.

Check Campaign Log. If Sebastien Moreau is listed under VIPs Interviewed:


Proceed to Sebastien’s Information.

Otherwise, skip to Setup

Sebastien’s Information:
You recall what Sebastien told you during the dinner party. The King in
Yellow had come to Arkham several decades ago, long before the Ward
Theatre was built. According to him, it isn’t surprising that few people
remember—in fact, part of their goal tonight was to bring The King in Yellow
to a wider audience. The Historical Society may have kept records pertaining
to this earlier production, especially if it was followed by events similar to what
has occurred tonight. Perhaps you can find some newspaper clippings or other
articles describing what happened in the past.

X After you put Entry Hall into play during setup, place 1 h clues on it.

Proceed to Setup.

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Setup
X Gather all cards from the following encounter sets: Echoes of the Past,
Cult of the Yellow Sign, Delusions, The Midnight Masks, Locked
Doors, and Dark Cult. These sets are indicated by the following icons:

When gathering The Midnight Masks encounter set, only gather the 5
treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather
the location, act, agenda, or scenario reference cards from that set.

X Randomly choose one Ground Floor Historical Society location, one


Second Floor Historical Society location, and one Third Floor Historical
Society location. Remove those locations from the game, without looking
at their revealed sides.

X Put the following locations into play: Entry Hall, both copies of Quiet
Halls, and the remaining 6 Historical Society locations. (see below for
suggested location placement.) Each investigator begins play in the Entry
Hall.

X Set the following cards aside, out of play: Hidden Library, Possessed
Oathspeaker, Mr. Peabody, The Tattered Cloak, and Clasp of Black
Onyx.

X Based on the number of players in the game:

If there is exactly 1 player in the game, no changes are made.

If there are exactly 2 players in the game, search the gathered


encounter sets for 1 copy of Seeker of Carcosa. Spawn it at a Third
Floor Historical Society location.

If there are exactly 3 players in the game, search the gathered


encounter sets for 2 copies of Seeker of Carcosa. Spawn each at a
different Third Floor Historical Society location.

(Continued on the next page…)

24
If there are exactly 4 players in the game, search the gathered
encounter sets for 3 copies of Seeker of Carcosa. Spawn each at
different Second Floor or Third Floor Historical Society locations.

X Check Campaign Log. If you fled the dinner party: You arrive at the
Historical Society with time to spare; each investigator can take 1
additional action during their first turn of this game.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

X When you have finished Chapter III, continue to page 72

25
Chapter IV
The Unspeakable Oath

26
Check Campaign Log. If the followers of the sign
have found the way forward:
Read Intro 1.

Otherwise, skip to Intro 2.

Intro 1:
“Wake up, Daniel.” The words echo in your thoughts as you pace through
the disheveled room, trying to make sense of what you’d just experienced. You
had awoken that afternoon with a violent startle, your body shaking, bedsheets
soaked with sweat. Although you’d slept a healthy eight-and-a-half hours, you
feel even more exhausted than you had the previous night. You catch a glimpse
of your dark, bloodshot eyes in the mirror next to the dresser, and wonder if
you’ve gotten any real sleep at all.
Who is Daniel, you wonder? The chamber from your dream looked like
a prison, but the man—Daniel—he seemed unhinged, as though he wasn’t in
control of his mind. This led to only one conclusion: An asylum. Knowing
you’ll get little rest here, you head towards Arkham Asylum, hoping your
hunch is correct.

Continue to Intro 3.

Intro 2:
Over the course of the next few days, you delve into the evidence you’ve
collected, hoping to find any information regarding Daniel Chesterfield, a
stagehand during the previous production of The King in Yellow. As far as you
can tell, he is the only surviving member of that production’s cast and crew.
The rest of them—that is, those for whom you can find any records at all—
disappeared or died soon after opening night in a variety of fashions connected
only by their morbidness. Freak accidents. Suicides. Vanishings.
It would seem that Daniel is your only lead, if you are to investigate further.
According to the records you found, he was admitted to Arkham Asylum many
years ago. All documentation about Daniel’s treatment seems to end there.
You’re unsure if he’s even still alive. Perhaps he was cured and released. You
were hoping to avoid this, but there seems to be only one way to find out. You
collect your belongings and head downtown, towards Arkham Asylum.

Continue to Intro 3.

27
Intro 3:
As you enter the asylum, you stop to speak with the receptionist, though
you feel your body urged to step deeper into the clutches of this madhouse.
He gives you a confused expression as you tell him of The King in Yellow and
of Daniel. But at your insistence, he pores through his file cabinet, eventually
pulling out a stark white folder. Inside is a wealth of information about the
patients admitted to the asylum—medical records, psychiatric evaluations, and
the like. You recognize a few of the faces as he flips through the pages.
“Daniel… Daniel Chesterfield, yes? He is admitted under the special care of
Doctor Mintz. But you can’t see him; his level is restricted to staff only.” You
argue and insist to be let into the patient wing, knowing that Daniel must hold
the key to understanding what is really going on.
The receptionist gives a pitying smile and relents, nodding to the
security guards nearby. “Oh, of course, of course,” he says with all the honesty
of a street peddler. “I will schedule a meeting for you with Doctor Mintz so
you can speak with him about Daniel. These gentlemen will see you in.”
Relieved that you will soon get the answers you seek, you are escorted into the
patient wing of Arkham Asylum…

Check Campaign Log. If Constance Dumaine


is listed under VIPs Interviewed:
Proceed to Constance’s Information

Otherwise, skip to Setup.

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Constance’s Information:
You recall what Constance had told you when you spoke with her during
her hellish dinner party. She and the other members of the cast and crew had
been told by the director, Nigel Engram, to take some kind of oath. At first,
she’d written it off as the whim of an eccentric artist; something Mr. Engram
did as a strange formality to unite and strengthen the bonds of the cast and
crew. And to his credit, she claimed that it had worked; ever since they’d taken
his strange oath, she and the other members of the troupe felt much more
confident and full of spirit. Perhaps Daniel had a similar experience during the
last production of The King in Yellow. You must speak with him about this.

X Each investigator places the top card of his or her deck facedown in his
or her play area, without looking at it. Treat this card as a Courage asset
with 0 cost, no icons, and 2 sanity. Discard this card if it leaves play for
any reason.

Proceed to Setup

Setup
X Gather all cards from the following encounter sets: The Unspeakable
Oath, Hastur’s Gift, Inhabitants of Carcosa, Delusions, Decay & Filth,
and Agents of Hastur. These sets are indicated by the following icons:

X Set each Monster enemy among the gathered encounter sets aside, in a
separate pile. (There should be 7 Monster enemies, in total.)

X Set each Lunatic enemy among the gathered encounter sets aside, in a
separate pile. (There should be 7 Lunatic enemies, in total.)

X Randomly choose 1 copy of Asylum Halls (Eastern Patient Wing) and 1


copy of Asylum Halls (Western Patient Wing). Remove those copies
from the game. Put the remaining Asylum Halls into play. Each
investigator begins play at an Asylum Halls of his or her choice.

X Set the following cards aside, out of play: Daniel Chesterfield, and each
copy of Patient Confinement.

29
X Put the following locations into play: Mess Hall, Kitchen, Yard, Garden,
Infirmary, and Basement Hall (see suggested location placement).

X Based on your difficulty level, add the following chaos token to the chaos
bag, for the remainder of the campaign:

Easy: –2. Standard: –3. Hard: –4. Expert: –5.

X Check Campaign Log. Depending on the following circumstances, a


different version of Act 2 should be used in this Chapter. Each other
version of Act 2 is removed from the game.

If you took the onyx clasp, use Act 2—”The Really Bad Ones” (v. I)

Otherwise, use Act 2—”The Really Bad Ones” (v. II)

X Shuffle the remainder of the encounter cards to build the encounter


deck.

X When you have finished Chapter IV, continue to page 75

30
Interlude II: Lost Soul
If the Ally version of Daniel Chesterfield was in play when the Chapter
ended, proceed to Daniel Survived.

If the Lunatic version of Daniel Chesterfield was in play when the Chapter
ended, proceed to Daniel Was Possessed.

If neither version of Daniel Chesterfield was in play when the Chapter ended,
proceed to Daniel Did Not Survive.

Daniel Survived:
You decide to lay low for some time in Ma’s Boarding House and hide
Daniel from the authorities, although you’re unsure how long you’ll be able to
stay in Arkham with an escaped asylum patient. Daniel is a loose cannon,
dazed and unresponsive one moment, and screaming for his life the next. It
takes several days for him to realize he’s no longer institutionalized, which for
some reason makes him even more terrified.
“He’s coming for me, he’s coming for me!” he rambles, sometimes for
hours at a time. Finally, during an unusually warm and starry night, Daniel is
calm enough to open up to you. “The King in Yellow, it’s not just a play,” he
explains. “It’s a being named Hastur, and He’s already claimed me. But there’s
still time for you. You are not yet possessed. You have yet to speak the Oath.
Whatever you do, speak not his name. Do not give in.”
You ask him about the strange events that have been happening across
town, and of the cultists and creatures you’ve encountered.
“They are trying to find Carcosa,” he says matter-of-factly. You recognize
the name as the fictional city from the play, the one The King in Yellow rules
over. “They want to release Hastur from His prison. But you!—You can open
the way to Carcosa before they do! You can seal Hastur for good!” He grips
you tightly as he rants. “Quickly, before the Stranger discovers our plan!”
Hours later, Daniel is incoherent and unresponsive once more. You take
a long walk to ease your thoughts, mulling over this new information. You’re
unsure what to make of his wild claims. Before you can make a decision about
what to do next, you return to find the door to your room broken open. Daniel
lies in a heap on the ground, his face colorless and body limp. Judging from
the bruising around his neck, you surmise that he has been choked to death.

31
X Each investigator earns 2 additional experience as they gain insight into
the machinations of the Tattered King.

X The investigators must decide (choose one):

Possession? Oaths? There must be another explanation for all of


this.
Proceed to Ignore the Warning.

We must heed Daniel’s warning. We must not speak the name of


the King in Yellow.
Proceed to Heed the Warning.

Daniel Did Not Survive:


You decide to lay low for some time in Ma’s Boarding House, unsure
whether news of the events at the asylum will get out to the general public. You
take this time to make extensive notes of the events you’ve experienced thus
far, including the brief dialogue between you and Daniel. He’d spoke of The
King in Yellow as if it were an actual being, and even named it. “Hastur.” He’d
rambled and muttered and screeched other phrases, as well. You doubt you’ll
ever forget them. “He made us speak the Oath.” “The price was paid.” “They
are opening the path to Carcosa.” For hours, you think about Daniel’s warning
to you, which he begged you to heed: “Do not speak His name.” His final
moments play out in your mind over and over again.

X The investigators must decide (choose one):

Possession? Oaths? There must be another explanation for all of


this.
Proceed to Ignore the Warning.

We must heed Daniel’s warning. We must not speak the name of


the King in Yellow.
Proceed to Heed the Warning.

32
Daniel Was Possessed:
You decide to lay low for some time in Ma’s Boarding House, unsure
whether news of the events at the asylum will get out to the general public. You
take this time to make extensive notes of the events you’ve experienced thus
far, including the brief dialogue between you and Daniel. He’d spoke of The
King in Yellow as if it were an actual being, and even named it. “Hastur.” He’d
rambled and muttered and screeched other phrases, as well. You doubt you’ll
ever forget them. “He made us speak the Oath.” “The price was paid.” “They
are opening the path to Carcosa.”
On the third night, you return to your room to find the door broken open.
You enter cautiously, wondering if the police are onto you. Or worse, the
Stranger. You are surprised to find the body of Daniel Chesterfield instead,
lying on the ground with a pained, wide-eyed expression on his face. He is
dead. His eyes are bloodshot and yellow, and he clutches a copy of The King
in Yellow in his stiff hands. You pry the playbook from his deathly grasp and
examine it. Daniel has scribbled notes in the margins of each page, mostly
incomprehensible, but with a few lucid standouts. The first time the fictional
city of Carcosa is mentioned, scrawled next to it Daniel has written:

*Carcosa is real
Do not let them open
the path

When Cassilda speaks of the tattered king, Daniel has written:

Hastur is the king in tatters


locked in his prison in the stars
seal him away and stop this madness!

Your mind swims with questions. How did he escape the asylum? How
did he die? And why does he appear human to your eyes now? With little
time to spare, you clean the room of your belongings and flee. Daniel’s
words, which he begged you to heed, play out in your mind over and over
again.

33
X The investigators must decide (choose one):

Possession? Oaths? There must be another explanation for all of


this.
Proceed to Ignore the Warning.

We must heed Daniel’s warning. We must not speak the name of


the King in Yellow.
Proceed to Heed the Warning.

Ignore the Warning:


For hours, you struggle with this insight into The King in Yellow. What
is true? What is real? Only you can sort through this madness.

X In your Campaign Log, record that you ignored Daniel’s warning.

X Mark two Doubt in your Campaign Log.

X Proceed to Chapter V: A Phantom of Truth.

Heed the Warning:


For hours, you struggle with this insight into The King in Yellow. What
is true? What is real? Only you can sort through this madness.

X In your Campaign Log, record that you heeded Daniel’s warning.

X Mark two Conviction in your Campaign Log.

X Each investigator earns 1 additional experience as they gain insight into


the machinations of the Tattered King.

X For the remainder of the campaign, any time an investigator speaks the
name of HASTUR aloud during a Chapter (or during the setup of a
Chapter), that investigator must immediately take 1 horror.

X Proceed to Chapter V: A Phantom of Truth.

34
35
Chapter V
A Phantom of Truth

36
37
Check Campaign Log. If the King claimed its victims: Read Intro 1.

Otherwise, skip to Intro 2.

Intro 1:
Several months have passed since The King in Yellow came to the Ward
Theatre. You and your companions have been investigating the strange
incidents that followed in its wake. What you have found makes you question
the wisdom of continuing your investigation, but the truth calls out to you, and
you cannot help but answer. It seems you weren’t the first to piece together the
strange happenings surrounding The King in Yellow. Another group of
investigators had been researching these events as well. Just a matter of days
after the performance in Arkham, they were admitted to the asylum, ranting
about the King’s return and the “monsters” that had attacked them. Somehow
this doesn’t surprise you. Their fate makes you all the more certain you are on
the right trail... And all the more certain that you should stop while you still
have the chance.
You’ve found the records those investigators kept before their
incarceration, and picked up the trail where they left off. They had interviewed
some of the cast and crew of The King in Yellow, and discovered several pieces
of vital information. Their research also contains notes about their discoveries
in Arkham’s Historical Society, and accounts from their time spent in the
asylum, including interactions with a patient named “Daniel Chesterfield.”
After a long night of compiling and comparing notes, you fall into a deep
slumber. In your dreams, you are subjected to visions of Carcosa—its black
stars, twin suns, shattered moons, and twisted spires.

Continue to Dream 1. Don’t get lost.

Intro 2:
It has been several weeks since the events in the asylum, and you are still
no closer to the truth about The King in Yellow and Carcosa. You have
scoured the city for signs of the others Daniel had mentioned—the ones who
are “opening the path to Carcosa”—but found nothing. Either the trail has gone
cold, or they’re no longer in Arkham. Perhaps Daniel truly was insane, and
you are only following him deeper down the rabbit hole. Every night, you toss
and turn as you are subjected to vivid dreams of Carcosa—its black stars, twin
suns, shattered moons, and twisted spires.

Continue to Dream 1. Don’t get lost.

38
Dream 5:
You peer in the mirror, and your reflection gives you a curious glance.
“Wait a second, this isn’t Dream 1,” you say.

Continue to Dream 1.

Dream 4:
Smoke and embers float upwards into the starless night sky. The screams
of burning creatures fill you with a horrid sense of accomplishment. They
almost sound human, you consider. But you know that isn’t true.

Each investigator suffers 1 mental trauma. Continue to Dream 6.

Dream 8:
You peer in the mirror, and the Stranger peers back at you. His gaze drills
into your mind. The mirror shatters.

Check Campaign Log. If there are 3 or fewer tally marks under


“Chasing the Stranger,” continue to Dream 9.

If there are 4 or more tally marks under


“Chasing the Stranger,” continue to Dream 10.

Dream 12:
You peer up at the stained glass, curious. What is the shape of the shadow
along the window? What is the meaning behind this strange design?

Mark one Doubt in your Campaign Log. Continue to Dream 13.

Dream 2:
Constance takes your hand and pulls you onto the polished dance floor.
“Come now, don’t be shy. Tonight is a night for dancing! For celebration!”

Check Campaign Log. If the King claimed its victims, continue to Dream 8.

If the above is not true, if you intruded on a secret meeting, continue to


Dream 3.

If you slayed the monsters at the dinner party, continue to Dream 4.

If none of the above are true, continue to Dream 6.

39
Dream 9:
You chase the Stranger through dark, chilly passageways composed of
hundreds of thousands of skeletal bodies. Skulls watch as you run, their
mouths rattling a mocking taunt as you pass. The Stranger reaches a solid wall
of bone, and is grabbed by bony hands and pulled into the wall. Their mocking
laughs reach an awful crescendo.
Continue to Dream 13.

Dream 1:
You fall through the empty abyss of Hali. Creatures of unknown and
impossible origin lurk just beyond the darkness of your sight. Hastur looms
above you, magnificent and yet bound in his prison of madness, manipulating
your torturous descent with a sole outstretched arm.

Each investigator has earned the Lost Soul weakness


(The Path to Carcosa #227) (does not count toward deck size).
Shuffle one copy of this weakness into each investigator’s deck.
Continue to Dream 2.

Dream 7:
You find yourself inside the Arkham Police Department, desperately
trying to explain to the desk sergeant what happened in the Ward Theatre. He
scoffs and refuses to believe you.
“We know what you’re really up to,” he says, and claps a pair of handcuffs
over your wrists. “You’re under arrest for larceny. Boys, take ‘em away.”
Several other cops flank you and prevent any escape. Your protests go unheard
as you are firmly escorted down a flight of concrete stairs and hurled into a
cold jail cell. “Maybe some time in lockup will change your story,” the desk
sergeant shouts. He slams the door behind him, leaving you with your spiraling
thoughts. How did they find out? How could they possibly know?

Choose an investigator. The chosen investigator has earned the


Paranoia weakness (Core 97) (does not count toward deck size).
Shuffle 1 copy of this weakness into that investigator’s deck, if able.
Continue to Dream 8.

40
Dream 10:
You chase the Stranger up a steep staircase of broken stone, a torrent of
rain crashing upon your back as you run. Lighting flashes in the distance. A
vortex of swirling black clouds looms above you, threatening to swallow the
world whole. The masked man dashes through a wide set of doors atop the
stairs, and you follow close behind. The sound of crashing thunder is muffled
as the doors close behind you. Looking up, you see a familiar depiction in
stained glass. “Beautiful, is it not?” the Stranger says quietly.

X The investigators must decide (choose one):

“How could any of this be beautiful to you?” Continue to Dream


11.

“What exactly am I looking at?” Continue to Dream 12.

Dream 3:
“Ah, if it isn’t our esteemed guest,” the man with the mustache and the
silver-handled cane says. He grabs a bottle of wine from the nearby countertop
and pours you a glass. “I hear you have taken quite the interest in our little
production,” he says with a smile. “Tell me: how are you enjoying Act 2, so
far?”

Continue to Dream 6.

Dream 13:
Daniel’s voice calls out to you. “They are opening the path to Carcosa.”

Continue to Awakening

Dream 6:
The lights of the theatre dim and a spotlight shines on the stage.
“Welcome, ladies and gentleman!” the creature exclaims. Its many tentacles
reach across the stage, up into the rafters, and throughout the aisles. It tears the
curtains down, and tattered red cloth falls over its bulbous form.

Check Campaign Log. If the police are suspicious of you,


continue to Dream 7.

Otherwise, continue to Dream 8.

41
Dream 11:
You avoid looking at the stained glass. If this vile man considers it to be
beautiful, it is probably some trap meant to ensnare your mind. You clench
your fist until your knuckles are white and step forward to confront the
Stranger.

Mark one Conviction in your Campaign Log. Continue to Dream 13.

Awakening:
You awaken from your fitful dream, sweating and gagging. This cannot go
on any longer. You have only one option if you are to continue your
investigation. You must find Nigel Engram, director of The King in Yellow,
and architect of this madness. Only he will have the answers you seek. You
pack your bags and plan your trip to Paris, the City of Lights.

Check Campaign Log. If Jordan Perry is listed under VIPs Interviewed:


Proceed to Jordan’s Information.

Otherwise, skip to Setup.

Jordan’s Information:
According to Mr. Jordan Perry, who had financed several performances
of The King in Yellow across the world, Nigel Engram was an eccentric and
impassioned man, almost to the point of mania. Rumor was, he hadn’t directed
any other works since discovering The King in Yellow. Jordan had first met
with Mr. Engram at a café in Montparnasse, “L’agneau Perdu.” You travel
there first, hoping to find Mr. Engram...

X Each investigator begins the game with 3 additional resources. Instead of


the normal starting location, each investigator begins play at
Montparnasse.

Proceed to Setup

42
Setup
X Gather all cards from the following encounter sets: A Phantom of Truth,
Evil Portents, Byakhee, The Stranger, Agents of Hastur, and The
Midnight Masks. These sets are indicated by the following icons:

When gathering The Midnight Masks encounter set, only gather the 5
treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather
the location, act, agenda, or scenario reference cards from that set.

X Check Campaign Log. If you have more (or equal) Doubt than
Conviction:

Search the gathered encounter sets for both copies of Twin Suns
and all 3 copies of Hunting Shadow, and remove them from the
game.

During this Chapter, use Act 1—The Parisian Conspiracy (v. I).
The other version of Act 1 is removed from the game.

X If you have more Conviction than Doubt:

Search the gathered encounter sets for both copies of Black Stars
Rise and both copies of False Lead, and remove them from the
game.

During this Chapter, use Act 1—The Parisian Conspiracy (v. II).
The other version of Act 1 is removed from the game.

X Choose one of the two Montmartre locations, one of the two Opéra
Garnier locations, and one of the two Le Marais locations, at random.
Put the chosen locations into play. Remove the other versions of those
locations from the game.

43
X Put the remaining locations (Montparnasse, Gare d’Orsay, Grand
Guignol, Canal Saint-Martin, Père Lachaise Cemetery, Notre-Dame, and
Gardens of Luxembourg) into play. (See below for suggested placement.)
Each investigator begins play at Gare d’Orsay.

X Set the double-sided The Organist enemy aside, out of play.

X If there are any remaining copies of the Lost Soul weakness, set them
aside, out of play.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

X When you have finished Chapter V, continue to page 79

44
45
Chapter VI
The Pallid Mask

46
Check Campaign Log. If you did not escape the gaze of the phantom,
or if you were unable to find Nigel:
Read Intro 1.

If you found Nigel’s abode, or if you found Nigel Engram:


Skip to Intro 2.

Intro 1:
You are stirred awake by dirty, stale air and dust in your throat. You are
lying on a slab of cold stone inside a lightless underground passageway. How
did you get here? And where is “here” exactly? A shiver courses up your body,
and your hair stands on end. Rising to your feet, you take stock of your
surroundings. Bones decorate the walls and ceiling around you, open-mouthed
skulls peering back at you everywhere you look.

X Record in your Campaign Log that you awoke inside the catacombs.

Check Campaign Log. If Ishimaru Haruko is listed under VIPs Interviewed:


Proceed to Haruko’s Information.

Otherwise, skip to Setup.

Intro 2:
The contents of Nigel Engram’s home answer none of your questions
about The King in Yellow, but do hint at where you should head next. The
old, tattered map you found on his coffee table depicts a section of the
infamous Catacombs of Paris. One particular room on the map has been
circled with pen, and next to it is written: “The key to opening the Path lies
here!” You swallow your fear and head immediately for the entrance to the
catacombs underneath Rue de la Tombe-Issoire.

X Record in your Campaign Log that you entered the catacombs on your
own.

Check Campaign Log. If Ishimaru Haruko is listed under VIPs Interviewed:


Proceed to Haruko’s Information.

Otherwise, skip to Setup.


Haruko’s Information:
Just past the archway closest to you, you see a familiar symbol etched into
the skull of a sheep: rows of concentric semicircles, lined with exotic runes.
Two wavy lines descend from the design, leading into the skull’s lower

47
jawbone. You recognize it as the pattern Haruko had shown you. Wondering
why it would appear here, you examine the skull in greater detail. As soon as
you touch the underside of the skull’s jawbone, its mouth suddenly opens.
Bones collapse to the ground as the wall slides to reveal a new path.

X Remember that “you opened a secret passageway.”

Proceed to Setup.

Setup
X Gather all cards from the following encounter sets: The Pallid Mask,
Ghouls, Hauntings, and Chilling Cold. These sets are indicated by the
following icons:

X Find the Tomb of Shadows and the Blocked Passage (each one is the
revealed side of a Catacombs location). Set them aside, out of play.

X Check Campaign Log.

If you awoke inside the catacombs: Put a random Catacombs


location (other than the set-aside Tomb of Shadows or Blocked
Passage) into play, Catacombs side faceup. For the remainder of the
Chapter, that location is referred to as “the starting location.” Place a
resource token on this location to mark it as the starting location.
Do not place investigators here yet.

If you entered the catacombs on your own: Find The Gate to Hell
(it is the revealed side of a Catacombs location). Put The Gate to
Hell into play, Catacombs side faceup. For the remainder of the
Chapter, The Gate to Hell is referred to as “the starting location.”
Place a resource token on The Gate to Hell to mark it as the starting
location. Do not place investigators here yet.

(Continued on the next page…)

48
X Set all of the other locations aside as a separate “Catacombs Deck.” To
do this, perform the following:

Shuffle the set-aside Tomb of Shadows, the set-aside Blocked


Passage, and 3 other Catacombs locations together to form the
bottom 5 cards of the Catacombs Deck, Catacombs side
faceup.

Then, place all of the other Catacombs locations on top, in a


random order. All of the cards in the Catacombs Deck should
be showing only the Catacombs side, so that the players do not
know which is which.

X Each investigator begins play at the starting location. (Remember to


trigger the Forced effect on that location when it is revealed.) If “you
opened a secret passageway,” choose a Catacombs location adjacent to
the starting location and reveal it.

X The bearer of The Man in the Pallid Mask weakness searches his or her
deck for it and sets it aside, out of play.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

Location Adjacency in the Catacombs


During this Chapter, locations will be arranged in a set pattern, with new
locations from the Catacombs Deck emerging to the left, right, above, or
below existing locations, as they are revealed. A location that is put into play
to the left, right, above, or below another location should be set next to that
location in the manner described, with no other locations in between them.

A location that is next to another location in this manner is considered


adjacent. Locations are only adjacent orthogonally (left, right, above, and
below), and are not adjacent diagonally. During this Chapter, adjacent
locations are considered to be connected to one another.

You cannot put a location into play where an existing location already is. If
you are given the choice to place a location from the Catacombs Deck in one
of multiple spots, and one of those spots is occupied by an existing location,

49
you cannot choose that spot. You must choose a spot unoccupied by a
location, if able. If all of the specified spots are occupied by existing locations,
the Forced effect fails and no new Catacombs locations are put into play.

X When you have finished Chapter VI, continue to page 82

50
51
Chapter VII
Black Stars Rise

52
The island commune of Mont Saint-Michel lies off the northwestern coast
of France. It is beautiful, elegant, and enigmatic—a place out of a fairy tale. Only
this tale is one of horrors and madness. During low tide, you would be able to
reach the island on foot by crossing the tidal causeway that emerges from the
sea. However, by the time you reach the coast, the tide is much higher than
you’d anticipated. Dark clouds cover the sky, and a distant crash of thunder
signals the start of the oncoming storm. You find a boat whose captain is willing
to take you to the island, and prepare for the ritual to come.

Check Campaign Log. If Ashleigh Clarke is listed under VIPs Interviewed:


Proceed to Ashleigh’s Information.

Otherwise, skip to Setup.

Ashleigh’s Information:
You recall the night where this all began, and your thoughts drift to the
mesmerizing song Ashleigh sang that night. Somehow you remember the lyrics
perfectly after all this time, and its haunting melody is ingrained in your mind.
“Above the city the storm clouds rage, and waves crash through the gilded
cage… Below the earth the salt water seeps, the shadows fall as the red sun
sleeps…” Studying the island that lies before you, illuminated by flashes of
lighting and assaulted by tumultuous waves, you can’t help but wonder if
Ashleigh was singing about this very moment.

X During this Chapter, as a u triggered ability, an investigator may


remove 1 doom from an agenda in play. (Group limit once per game.)

Proceed to Setup.

53
Setup
X Gather all cards from the following encounter sets: Black Stars Rise, Evil
Portents, Byakhee, Inhabitants of Carcosa, The Stranger, Dark Cult, and
Ancient Evils. These sets are indicated by the following icons:

Be aware that some cards from the Black Stars Rise encounter set have
multiple versions, some with The Flood Below encounter set icon on
their reverse side, and some with The Vortex Above encounter set icon
on their reverse side. These encounter sets are indicated by the
following icons:

X Based on your difficulty level, add the following chaos token to the chaos
bag for the remainder of the campaign:

Easy: –3. Standard: –5. Hard: –6. Expert: –7.

X Sort each copy of the following cards into two separate piles, based on
the encounter set icon on their reverse side: Agenda 2a—Let The Storm
Rage, Agenda 2c—The Entity Above, Chapel of St. Aubert, and Abbey
Tower.

You should have two piles of exactly four cards. Each pile should
have one copy of each of the above listed cards. The cards in the
first pile should have The Flood Below encounter set icon on their
reverse side, and the cards in the second pile should have The
Vortex Above encounter set icon on their reverse side.

Flip each pile over so that only the Black Stars Rise encounter set
icon is showing. Randomize the two piles so you cannot tell which is
which.

Choose one pile at random to remove from the game and one pile
at random to use throughout this Chapter’s setup. Do not look at
the reverse sides of any of the cards in either pile.

54
X This Chapter does not have an act deck. Instead, it has two agenda
decks. One agenda deck is built using agendas 1a, 2a, and 3a. The other
agenda deck is built using agendas 1c, 2c, and 3c (remember to use the
versions of agendas 2a and 2c that were randomly chosen earlier).

X Set the following cards aside, out of play: Both act cards (Act 3a and Act
3c), Beast of Aldebaran, each copy of Tidal Terror, each copy of Rift
Seeker, Cloister, Knight’s Hall, Abbey Tower, and Chapel of St. Aubert
(remember to use the versions of Abbey Tower and Chapel of St.
Aubert that were randomly chosen earlier).

X Choose one of the two Choeur Gothique locations, at random, and set it
aside. Remove the other version of Choeur Gothique from the game.

X Choose one of the two North Tower locations, one of the two Outer
Wall locations, and one of the two Broken Steps locations, at random.
Put the chosen locations into play. Remove the other versions of those
locations from the game. Then, put the remaining locations (Porte de
l’Avancée, Grand Rue, and Abbey Church) into play. Each investigator
begins play at Porte de l’Avancée.

X Each investigator searches the collection for a random basic Madness,


Pact, Cultist, or Detective weakness, and adds it to his or her deck.

X Shuffle the remainder of the encounter cards to build the encounter


deck.

55
Dual Agendas
During this Chapter, there are two agenda decks. One represents a means for
you and your allies to open the path to Carcosa, and leads to one of the two
set-aside act cards. The other represents a means for Hastur to escape into
our world, and spells demise for Earth.

When playing this Chapter, while there are two agenda decks in play, players
must observe the following additional rules:

Whenever 1 or more doom is placed on “the current agenda,” the


players may decide which of the two agendas to place this doom on.

Doom on cards other than the two agendas (such as enemies,


locations, or assets) count towards the doom threshold of both
agendas.

When one agenda advances, doom on the other agenda is not


removed. All other doom in play is removed.

If the doom thresholds of both agendas are satisfied during the


“Check doom threshold” step of the Mythos phase, choose only
one agenda to advance. Then, once you have completed advancing
that agenda, check the doom threshold of the other agenda and
advance it if its doom threshold is still satisfied.

X When you have finished Chapter VII, continue to page 85

56
57
Chapter VIII
Dim Carcosa

58
Check Campaign Log. If you opened the path below:
Read Intro 1.

If you opened the path above:


skip to Intro 2.

Intro 1:
You swim to the edge of the water and throw yourself upon the rocky
shore, gasping for air. You lie there for some time, utterly exhausted. Every
muscle in your body aches. Before you lies a desolate expanse of plain. In the
distance, the alien spires of a warped city rise into the clouds. Behind you, the
dark surface of the lake from which you’d emerged reflects the glare of two
suns. When you peer back into the murky depths, you see no sign of the chapel
where you’d made the leap, or of Mont Saint-Michel, or even of Earth. This is
Carcosa—the realm of madness in the stars, where Hastur reigns supreme.

Skip to Setup.

Intro 2:
You land on a piece of black obsidian stone winding up a dark spire.
You cough blood and feel a searing pain in your gut, as though you’d broken
a rib. Before you lies a warped, alien city. Its twisting streets and aberrant
architecture have no semblance of order or structure. In the distance, a murky
lake reflects the glare of two suns. When you look up, the abbey of Mont Saint-
Michel peeks just below the clouds, flipped upside-down. This is Carcosa—the
realm of madness in the stars, where Hastur reigns supreme.

Proceed to Setup.

59
Setup
X Gather all cards from the following encounter sets: Dim Carcosa,
Delusions, Cult of the Yellow Sign, Inhabitants of Carcosa, Agents of
Hastur, and Striking Fear. These sets are indicated by the following
icons:

X Check Campaign Log. Depending on the following circumstances, a


different version of Act 2 should be used in this Chapter. Each other
version of Act 2 is removed from the game.

If you have 5 or less total Doubt and Conviction, use Act 2—Search
For the Stranger (v. I)

If you have 6 or more total Doubt and Conviction, and you have
more Doubt than Conviction, use Act 2—Search For the
Stranger (v. II)

If you have 6 or more total Doubt and Conviction, and you have
more Conviction than Doubt, use Act 2—Search For the
Stranger (v. III)

If you have 6 or more total Doubt and Conviction, and you have
exactly equal Doubt and Conviction, you may choose to use either
Act 2—Search For the Stranger (v. II) or Act 2—Search For the
Stranger (v. III)

X Randomly put 1 copy of Bleak Plains, 1 copy of Dim Streets, 1 copy of


Ruins of Carcosa, and 1 copy of Depths of Demhe into play. Set each
other copy of Bleak Plains, Dim Streets, Ruins of Carcosa and Depths of
Demhe aside, out of play.

60
X Put Shores of Hali, Dark Spires, and Palace of the King into play.

Check Campaign Log. If you opened the path below, each


investigator begins play at Shores of Hali.

Check Campaign Log. If you opened the path above, each


investigator begins play at Dark Spires.

X The bearer of The Man in the Pallid Mask weakness searches his or her
deck for it and sets it aside, out of play.

X Set the following cards aside, out of play: Hastur (The King in Yellow),
Hastur (Lord of Carcosa), Hastur (The Tattered King), and Beast of
Aldebaran.

X Check the number of tally marks under “Chasing the Stranger” in your
Campaign Log.

If there are 2 or fewer tally marks, add 3 doom to agenda 1a.

If there are between 3-5 tally marks, add 2 doom to agenda 1a.

If there are between 6-8 tally marks, add 1 doom to agenda 1a.

If there are 9 or more tally marks, no change is made.

X Each investigator takes direct horror equal to half his or her sanity,
rounded down (cannot be prevented). This horror cannot cause you to
become defeated (see “Sanity in the Realm of Carcosa,” below).

X Shuffle the remainder of the encounter cards to build the encounter


deck. Locations in Dim Carcosa

Each of the locations in this Chapter have no unrevealed side, and therefore
enter play with their revealed side faceup. Instead of an unrevealed side,
these locations have story cards on their reverse sides. Whenever a location
in Dim Carcosa enters play (including during setup), place clues on that
location equal to its clue value, as normal.

61
Sanity in the Realm of Carcosa
In the twisted and madness-inducing realm of Carcosa, insanity is an
inevitability. But even with your mind fractured and broken, your
investigation does not end here. During this Chapter, investigators are not
defeated when they have horror on them equal to or greater than their sanity.
Investigators may continue to take horror even in excess of their sanity.
While an investigator has more horror on them than sanity, their “remaining
sanity” is considered to be 0.

X When you have finished Chapter VIII, continue to page 87

62
63
Epilogue
Read the following only if the investigators won the campaign.

Check Campaign Log. If at least one investigator was possessed, only those
investigators read this epilogue. Do not read it out loud unless all investigators
were possessed.

It has taken months of preparation, but you are finally ready to unveil your
latest work to the world. Gathering financial investments was your first task, of
course. That hadn’t taken too long given the connections you’d made during
your stay in Paris. You have been assured that the cast assembled is the finest
that money could afford, but still you strive to make everything perfect. It must
be perfect. The story must be told, so that the world knows. You’ve heard the
troupe whisper behind your back: the remarks about your bizarre passion, the
concern about your piercing yellow eyes. It matters not to you. All you care
about is the performance. The pronunciation of the words. The melody of
Cassilda’s song. The design of the Stranger’s mask.

This would be the greatest performance of The King in Yellow ever.

64
Chapter I: Curtain Call (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):

Once again you are startled awake, this time by the cold, clammy fingers
of a hand on your shoulder. “Are you alright?” an elderly man asks, helping
you to your feet. Your mind is a flurry of memories. Last you remember, the
Ward Theatre had become a place of nightmares, filled with dangerous
fanatics and strange terrors. Worried, you glance at your surroundings, only to
find yourself on the rain-slicked curb outside the theatre. Despite the events
from earlier, the city seems normal to your eyes—or at least, what passes as
normal for Arkham. The bright glare of headlights drills into your eyes as cars
pass on the street, splashing dirty rainwater onto the sidewalk beside you. The
old man wears an expression of concern, noting the terror in your eyes.
“Were you mugged? Damn those trouble boys!” he exclaims. “Dry-
gulching folk on a night out to the the-a-tre! Not a single street those hooligans
haven’t staked a claim on, I tell you.”
You stand and walk over to the front window of the Ward Theatre to
tentatively peer through, but it is too dark to see anything inside. The elderly
man eyes you curiously for a moment, then shrugs and continues walking.
“Well, I’d best be on my way. I would do the same, if I were you,” he says,
rounding the street corner. You quickly follow, hoping to warn him to stay away
from the theatre. But when you turn the corner, it is not the elderly man you
see, but the familiar sight of the Stranger in his featureless, pallid mask. His
unwavering gaze bears down upon you.
“Who are you?” you call out. The Stranger does not respond, but instead
turns and disappears into the alleyway behind the theatre. You give chase,
hoping for answers, but by the time you reach the alleyway, it is empty— save
for a notice on the wall near the theatre’s employee entrance. “Don’t be a wet
blanket! Come to The King in Yellow cast party. 8pm, at the home of
Constance Dumaine, 1452 Atlantic Avenue. Formal dress only.” You tear the
notice from the wall and take it with you, frustrated and lost.

Z In your Campaign Log, record that the Stranger is on to you. Add The
Man in the Pallid Mask weakness to the lead investigator’s deck (does
not count towards deck size). For the remainder of this campaign, any
time the bearer of The Man in the Pallid Mask leaves the campaign for
any reason, choose a new investigator to become the bearer of The Man
in the Pallid Mask weakness, and add it to that investigator’s deck.

65
Z In your Campaign Log, under “Chasing the Stranger,” place one tally
mark for each time The Man in the Pallid Mask was defeated during this
Chapter. For the remainder of the campaign, keep a running tally of the
number of times The Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 1:
Fleeing from the theatre, you head straight to the police station in
Easttown. Bursting through the door, to the stares of onlookers and police
officers alike, you demand to see Sheriff Engle, stressing the importance of
your visit. The desk sergeant, who is lazily working through a stack of
paperwork, shakes his head and raises a finger in silence, then points to a
nearby chair. The wait is excruciating. Every moment is an eternity. The hands
of the nearby clock crawl. You drum your fingers on the desk. You tap your
feet. You constantly peer over your shoulder to make sure the pallid mask of
the Stranger is not watching you through the front window. Finally, the desk
sergeant puts his pen down and sits up, beckoning you.
“Alright, what’s so important now?” You are only halfway through your
explanation of the night’s events when he sighs and shakes his head. “Look, if
this is some kind of joke, it ain’t funny,” he says. “We had officers downtown
all night. Don’t try to feed me some hooey straight to my face.” You insist, but
the desk sergeant rises to his feet and opens the door, motioning for you to
leave. He raises his voice. “What, you think we’re not busy enough or
something? Beat it!” He mumbles about “blind birds” behind your back as he
escorts you out of the station.
You know what you saw earlier that night. Frustrated, you head back to
the Ward Theatre to find some kind of proof you 4 can take to the police. You
are surprised to find that the front door of the theatre is locked. You are about
to decide whether or not to break down the door when you see a notice on the
wall near the entrance. “Don’t be a wet blanket! Come to The King in Yellow
cast party. 8pm, at the home of Constance Dumaine, 1452 Atlantic Avenue.
Formal dress only.” You tear the notice from the wall and fold it into your coat
pocket, hoping it will lead you to the answers you seek.

Z Did you really think the police would help you?

Z In your Campaign Log, record that you tried to warn the police. Mark
one Conviction in your Campaign Log.

Z If you “stole from the box office,” record in your Campaign Log that the
police are suspicious of you.

66
Z In your Campaign Log, record that the Stranger is on to you. Add The
Man in the Pallid Mask weakness to the lead investigator’s deck (does
not count towards deck size). For the remainder of this campaign, any
time the bearer of The Man in the Pallid Mask leaves the campaign for
any reason, choose a new investigator to become the bearer of The Man
in the Pallid Mask weakness, and add it to that investigator’s deck.

Z In your Campaign Log, under “Chasing the Stranger,” place two tally
marks. For the remainder of the campaign, keep a running tally of the
number of times The Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 2:
You think about going to the police, but considering the horrors in the
theatre, they’re more likely to think you’re mad than to believe your story. A
small part of you wonders if this is still some kind of prank, but that can’t be
the case—it was all too real, too terrifying to forget. Wondering what course of
action to take, you find yourself backtracking over your escape route, returning
to the theatre with cautious steps. The bright glare of headlights drills into your
eyes as cars pass on the street, splashing dirty rainwater onto the sidewalk
beside you. Soon the Ward Theatre comes into sight, its bright lights
dominating the streets of Downtown. You expected the theatre to be in ruins,
but its exterior looks the same as it did when you arrived to see The King in
Yellow earlier that night. You walk to the front window of the Ward Theatre
and tentatively peer through, but it is too dark to see anything inside.
Just then, a chill brushes the nape of your neck, and you feel that you are
being watched. You turn, and spot a shadow fleeing around the corner. A
swarm of roaches skitters across the sidewalk, following in the shadow’s wake.
Your muscles tense with uncertainty, and you round the corner in pursuit.
Standing unconcerned on the sidewalk is a familiar-looking man in a featureless
pallid mask.
His unwavering gaze bears down upon you. “Who are you?” you call out.
The Stranger does not respond, and instead turns and disappears into the
alleyway behind the theatre. You give chase, hoping for answers, but by the
time you reach the alleyway, it is empty—save for a notice on the wall near the
theatre’s employee entrance. “Don’t be a wet blanket! Come to The King in
Yellow cast party. 8pm, at the home of Constance Dumaine, 1452 Atlantic
Avenue. Formal dress only.” You tear the notice from the wall and take it with
you, hoping it will lead you to the answers you seek.

Z Do you think it was wise not to warn anyone?

67
Z In your Campaign Log, record that you chose not to go to the police.
Mark one Doubt in your Campaign Log.

Z In your Campaign Log, record that the Stranger is on to you. Add The
Man in the Pallid Mask weakness to the lead investigator’s deck (does
not count towards deck size). For the remainder of this campaign, any
time the bearer of The Man in the Pallid Mask leaves the campaign for
any reason, choose a new investigator to become the bearer of The Man
in the Pallid Mask weakness, and add it to that investigator’s deck.

Z In your Campaign Log, under “Chasing the Stranger,” place two tally
marks. For the remainder of the campaign, keep a running tally of the
number of times The Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

68
Chapter II: The Last King (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached and at least one investigator resigned:
Go to Resolution 1.

If no resolution was reached because each investigator was defeated:


Go to Resolution 2.

Resolution 1:
The brisk autumn air embraces you as you exit the manor. There is no
doubt in your mind that the cast and crew of The King in Yellow have become
affected by madness. Perhaps it’s getting to you, as well. You feel an
encroaching darkness, a presence in your mind not unlike the gaze of the
Stranger. Startled, you peer about the front yard for the first time since escaping
the manor. The scene is…different. The front windows are not smashed as they
were when you first approached. The trail of blood you had noticed on the
porch has been wiped clean, and instead of the disturbingly warped music you
had heard upon entering, the soothing tones of slow jazz drift out from the
courtyard.

Z In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.”

Z In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z For every 2 clues that were on the act deck when the game ended,
choose an investigator to earn 1 additional experience point. Experience
from this reward must be divided as evenly among the investigators as
possible.

Z Proceed to Interlude I: Lunacy’s Reward.

69
Resolution 2:
“Excuse me, but it’s very late,” you hear a server say as he gently taps you
on your shoulder. You realize that you are sitting on a couch in the manor’s
living room, and that you have been asleep for some time. The party appears
to be winding down. No music fills the halls, the food is all but gone, and only
a few guests remain. “Perhaps you would like for me to get your coat?” the
server asks with a trained smile. You wobble as you rise to your feet, leaning
against the couch’s armrest. Your head pounds with a dizzying intensity, and
your vision is spotted. You insist that you are fine, and begin walking toward
the foyer.
You no longer see any of the guests you were searching for earlier, not
even the hostess, Mrs. Dumaine. All traces of the madness and horror you’ve
experienced are gone. Even the oddities you witnessed upon entering the
manor have vanished—the signs of struggle, the broken windows, the blood trail
on the porch… Every piece of evidence has been erased. But you still
remember the night’s events, and in your memory you will find your answers.

Z In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.”

Z In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z For every 2 clues that were on the act deck when the game ended,
choose an investigator to earn 1 additional experience point. Experience
from this reward must be divided as evenly among the investigators as
possible.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 1 b
token, 1 v token, and 1 c token to the chaos bag.

Z Skip Interlude I: Lunacy’s Reward, and proceed directly to Chapter III:


Echoes of the Past.

Resolution 3:
Several days later, you find yourself reminiscing about the party you
attended at 1452 Atlantic Avenue. What a roaring good time you had! And
yet, your memory is hazy. You can’t help but feel you are forgetting something
important. Something about the play you’d watched earlier that night—The
King in Yellow. That nagging sensation pursues you in every waking moment.

70
Try as you might to recall the night’s events in full, there remains a gaping hole
in your memory. As you strain to remember, your concern grows, almost to
the point of obsession. Deciding that you absolutely must know what occurred
that night, you head toward the manor of the Historical Society in Southside.
Perhaps there you can learn more about The King in Yellow play…

Z In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.” Then, cross off each of those names,
since you forgot everything that happened that night.

Z In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z For every 2 clues that were on the act deck when the game ended,
choose an investigator to earn 1 additional experience point. Experience
from this reward must be divided as evenly among the investigators as
possible.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 1 b
token, 1 v token, and 1 c token to the chaos bag.

Z Skip Interlude I: Lunacy’s Reward, and proceed directly to Chapter III:


Echoes of the Past.

71
Chapter III: Echoes of the Past (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
You barely escape the building with your body and mind intact, and
flee to safety. Read Resolution 4.

Resolution 1:
There are no coincidences when it comes to The King in Yellow. There
is no doubt in your mind that the object you’ve found is important. You decide
to take it with you before continuing your investigation. The last record you
find related to the original production of The King in Yellow is a psychiatric
evaluation of one Daniel Chesterfield, a stagehand who lost his wits after the
final show. It seems he was admitted to the asylum after the production ended.
Perhaps he’s still there…

Z In your Campaign Log, record that you took the onyx clasp. Mark one
Conviction in your Campaign Log. For the remainder of the campaign,
one investigator must include the Clasp of Black Onyx weakness in his
or her deck. This card does not count toward that investigator’s deck
size.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z If Sebastien Moreau (Savage Hysteria) is in the victory display, record his


name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
tokens to the chaos bag.

Resolution 2:
This investigation would make anybody paranoid. Attributing some
greater meaning to everything you find can be a dangerous proposition. You’re
sure that this clasp is meaningless, perhaps even a prop from the original play.
You leave it behind and continue your investigation. The last record you find
related to the original production of The King in Yellow is a psychiatric
evaluation of one Daniel Chesterfield, a stagehand who lost his wits after the

72
final show. It seems he was admitted to the asylum after the production ended.
Perhaps he’s still there...

Z In your Campaign Log, record that you left the onyx clasp behind. Mark
one Doubt in your Campaign Log.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z If Sebastien Moreau (Savage Hysteria) is in the victory display, record his


name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

Resolution 3:
The figure collapses to the ground, its warped, melting body writhing in
agony. It wheezes and cries out, a yellow glow emanating from inside its mouth
and behind its eyes. “Daniel,” the thing says in its cracking voice. “Seek
Daniel... Daniel Chesterfield, the stagehand, he remembers!” Deep inside the
man’s words, there is another voice behind it, whispering faintly in a melodic
language. “Find him... He too has spoken the oath... The oath that doomed us
all...!” With those final words, the skin melts off the man’s bones, and he rattles
to the floor.

Z In your Campaign Log, record that you destroyed the oathspeaker. Any
one investigator may choose to add The Tattered Cloak to his or her
deck. This card does not count toward that investigator’s deck size.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z If Sebastien Moreau (Savage Hysteria) is in the victory display, record his


name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

73
Resolution 4:
The night’s events have left you exhausted. You were unable to learn
anything at the Historical Society’s manor that could drive your investigation
forward. Whoever those intruders were, they must have been looking for the
same information you were. Distraught, you find your way to the closest bed
you can find—in Ma’s Boarding House, not too far from the Historical Society.
Dawn breaks as you reach the boarding house, the front doorknob and ferns
on the porch covered in dew. You are lucky enough to get a vacant room for
the day, and soon you are fast asleep.
Suddenly, you are falling. Above and all around you, a blinding radiance
flares like an inferno. Your head twinges with pain and your vision swims with
brilliant colors. Your skin is singed by the flames. Below you, the abyss opens
and swallows you whole. You then find yourself in a dank, windowless cell,
filled with a putrid stench. A man is huddled in a corner of the room, shivering
from the cold, or from the hopelessness of his situation, or perhaps both.
“No mask,” he mutters over and over, “no mask, no mask...” You take a
few tentative steps forward, but before you can reach him, the metal slot on his
cell door slides open, and you hear an orderly call to him. “Daniel, it’s time,”
he says. “Daniel, wake up. Wake up, Daniel.” Then, you awaken.

Z In your Campaign Log, record that the followers of the sign have found
the way forward.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display. Each investigator earns 1 bonus experience as
he or she gains insight into the machinations of The King in Yellow.

Z If Sebastien Moreau (Savage Hysteria) is in the victory display, record his


name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 1 b
token, 1 v token, and 1 c token to the chaos bag.

74
Chapter IV: The Unspeakable Oath (Resolution)
DO NOT READ
until the end of the Chapter
Before resolving any other resolution, if at least 1 investigator was defeated:
The defeated investigators read Investigator Defeat first.

Investigator Defeat:
“Doctor Mintz, the patient has been medicated and is ready to see you
now.” Nurse Heather opened the file on the desk nearby, taking a moment to
review the patient’s records.
“Any changes in the patient’s condition?” Doctor Mintz asked in a
monotone voice. A formality. Both knew the patient was beyond repair.
“None. The patient’s delusions remain. Demanding to speak with the
Warden, claiming they are only guests, and rambling about that play that aired
the other night, The King in Yellow.”
“And their other crimes? The incident in the theatre? What about 1452
Atlantic Ave?”
“They believe they were attacked, and were defending themselves.” Her
voice was thick with pity. What could have caused somebody to snap like this
so quickly? None of the patient’s records showed any prior history of mental
instability. “Can you make any sense of it, Doctor?”
“Who could?” Doctor Mintz sighed and stood, grabbing the file from his
desk. “My job is not to understand. It is to cure. Perhaps my experimental
procedures will prove fruitful on this one.” The nurse winced and felt
goosebumps on her arm. She knew how his procedures would turn out, and
she doubted it would prove anything.

Z Each investigator who was defeated is driven insane. If there are not
enough investigators to continue the campaign, the campaign is over and
the players lose.

Z If another resolution was reached, the remaining investigators proceed to


that resolution.

Z If no resolution was reached (each investigator was defeated): Go to


Resolution 1.

75
Resolution 1:
…And so ended the madness of
The King in Yellow.

Z In your Campaign Log,


record that the King
claimed its victims.

Z If there are not enough


investigators to continue
the campaign, the
campaign is over and the
players lose. Otherwise,
the campaign continues.
(Each player whose
investigator has been
driven insane must
choose a new investigator
from the pool of
available investigators.)

Z Check Campaign Log.


If you took the onyx
clasp, choose a new
investigator to take the
clasp. That investigator
must include the Clasp of
Black Onyx weakness in
his or her deck. This card
does not count toward that
investigator’s deck size.

Z Each investigator earns


experience equal to the
Victory X value of each card in the victory display.

Z If Constance Dumaine (A Little Too Sociable) is in the victory display,


record her name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
tokens to the chaos bag.

Z Skip Interlude II: Lost Soul and proceed directly to Chapter V:


A Phantom of Truth.

76
Resolution 2 (each defeated investigator should resolve Investigator Defeat
first):
You are confronted by a number of orderlies and security guards, who bar
your escape. Feeling cornered and trapped, you have no choice but to fight
your way through them. As you struggle to escape, several of the patients
nearby see their opportunity, and attack the guards with a crazed fury. Nurse
Heather shrieks and retreats, and in the ruckus you are able to escape, bruised
and battered but free once more. It will take some time for your wounds to
heal, but you have no time for that yet.

Z In your Campaign Log, record that the investigators were attacked as


they escaped the Asylum.

Z Each investigator suffers 1 physical trauma as they are assaulted by the


Asylum’s guards.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z If Constance Dumaine (A Little Too Sociable) is in the victory display,


record her name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

Z Proceed to Interlude II: Lost Soul.

Resolution 3 (each defeated investigator should resolve Investigator Defeat


first):
With the asylum staff distracted and patients running amok, you are able
to slip away without being noticed. You escape deeper into the garden behind
the asylum, where a two-story tall fence topped with barbed wire is all that
separates you from the outside world. You have little time, and need to make
it far away from the asylum before the guards return and spot you. Using a
straitjacket you’d found inside to cover the barbed wire, you scale the fence
quickly, breaking into a run as you make it to the other side.

Z In your Campaign Log, record that the investigators escaped the Asylum.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

77
Z If Constance Dumaine (A Little Too Sociable) is in the victory display,
record her name in your Campaign Log, under “VIPs Slain.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 c
tokens to the chaos bag.

Z Proceed to Interlude II: Lost Soul.

78
Chapter V: A Phantom of Truth (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):

You lose track of yourself within the city as you flee for your life. Your feet
move of their own accord. The beating of sinewy wings and screeching of
creatures above you spurs you onward. Soon you find yourself running down
a narrow avenue, passing a set of heavy iron gates. You are in a dead end—a
court with tall, old houses on either side. You turn back toward the entrance
to find the shapes of many winged creatures barring your path. They are
perched on the gates and on the balconies above, awaiting your doom. Walking
with cold, sinister confidence, the man in black opens the iron gate and enters
the court. His face gleams in the darkness. His eyes pierce your soul. For a
moment, you recognize him for what he truly is. It is the last you remember of
that night.

Z Record in your Campaign Log that you did not escape the gaze of the
phantom.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 c
tokens to the chaos bag.

Z If Jordan Perry (An Imposing Presence) is in the victory display, record


his name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 1:
You can only assume this house belongs to Nigel Engram, the director of
The King in Yellow. At last, you have finally found your quarry…and yet, it is
little relief to your straining sanity. You feel like a dog being led by a leash, your
fate decided by a cruel master who has long kept you in the dark. You push
these gloomy thoughts to the back of your mind and knock on Mr. Engram’s
door. There is no response but a flock of magpies that scatter from the rooftop
at the sudden noise. You try the doorknob, hoping you won’t have to resort to
more forceful measures. To your surprise, you find the door unlocked.
Inside, Nigel’s home is a mess of notes, old books, and strange diagrams.
Covering the coffee table in his living room is an old, faded map, bearing many

79
fold creases and tattered edges. It looks to be an incomplete map of the
catacombs beneath Paris, or at least a section of it. The food in his pantry is
old and rotten. There is no sign of anyone having lived here for years, and yet
the ink upon the living room walls is wet and fresh. Over and over, across
nearly every inch of the wallpaper, it reads:

He is already here

Z Record in your Campaign Log that you found Nigel’s home.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
tokens to the chaos bag.

Z If Jordan Perry (An Imposing Presence) is in the victory display, record


his name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 2:
You can only assume this house belongs to Nigel Engram, the director of
The King in Yellow. At last, you have finally found your quarry…and yet, it is
little relief to your straining sanity. You feel like a dog being led by a leash, your
fate decided by a cruel master who has long kept you in the dark. You push
these gloomy thoughts to the back of your mind and knock on Mr. Engram’s
door. A flock of magpies scatters from the rooftop at the sudden noise. Then,
to your surprise, the door opens.
Across the threshold of the doorway stands a tall man with a thick, brown
mustache. A familiar silver-handled cane leans against the wall next to his coat
hanger.
“So it’s you,” he says. “Come in. I have expected you for some time now.”
He turns away and walks toward his kitchen. You can hear a teapot whistling,
as though he’d been preparing for your arrival.
You enter his home, unsure of what to do next. This gentle, unassuming
man is not quite what you had expected. Nigel’s home is a mess of notes, old
books, and strange diagrams. Covering the coffee table in his living room is an
old, faded map, bearing many fold creases and tattered edges. It looks to be an
incomplete map of the catacombs beneath Paris, or at least a section of it. Mr.
Engram returns moments later with hot tea and a plate of cheese and crackers.
“I assume you are here to find the path to Carcosa?” he asks, wearing an
excited grin. You shake your head in response, but he doesn’t seem to notice.
He paces back and forth around the room as he speaks rapidly. “He told me
that you would be arriving soon. That I should… Prepare.” Nigel turns toward
you as he reaches the wooden door across from you, his eyes flashing. “Don’t
80
worry. All is ready. The way is paved.” He opens the door to his study and
steps inside, leaving you behind to interpret his cryptic comments. You wait a
few minutes for him to return, but when he does not, you begin to worry. Then
you notice that mold has already begun to grow over the cheese he’d brought
you. “Mr. Engram?” you call out, and you hesitantly knock on the door to his
study. There is no response. When you enter the room, you find him hanging
from the ceiling fan, his body rotting from weeks of decomposition.

Z Record in your Campaign Log that you found Nigel Engram. Each
investigator suffers 1 mental trauma from the shock of their discovery.
Each investigator earns 2 additional experience as they gain insight into
the machinations of the Tattered King.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

Z If Jordan Perry (An Imposing Presence) is in the victory display, record


his name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 3:
As the sun rises once more over the skyline of Paris, you lose sight of
the mysterious figure. Frustrated at your failure, you return to your hotel to
sleep and recover from the horrors of the past few nights. Your fitful dreams
return— dreams of Carcosa, of the King in Tatters, and of the shadowy figure
whom you had pursued through the streets of Paris. When you awaken, you
are no longer in your hotel room.

Z Record in your Campaign Log that you were unable to find Nigel.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 c
tokens to the chaos bag.

Z If Jordan Perry (An Imposing Presence) is in the victory display, record


his name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

81
Chapter VI: The Pallid Mask (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):

You are shaken awake by a police officer and lifted to your feet. You feel
as though the weight of a train has slammed into your head. The pain is
unbearable. The man shines a flashlight in your eyes and asks you several
questions in French. Dazed as you are, you find it difficult to answer. He points
toward the staircase nearby and pushes you away from the catacombs. You
stumble onto the Rue de la Tombe-Issoire and slowly make your way to a hotel
where you can stay the night.
Several days of research later, the meaning of the strange diagrams you
saw within the catacombs still escapes you. You feel as though you have been
led on a wild goose chase. Just as you are about to give up, you see a faded
yellow book on the table nearest to you. You are stunned to discover that it is
the unabridged script of The King in Yellow. Drawn on the cover in black ink
is the very same diagram whose meaning you have been struggling to interpret
for several sleepless nights. Who had placed it here? How had it come to your
hotel room? Regardless, you know what you must do. The play holds the
secrets—it has all along—and yet like a fool you have avoided reading Act II out
of superstition. Its words cannot harm you any more than the creatures and
fanatics you have already encountered. Trembling, you open to the second
part, and begin to read.

Z In your Campaign Log, record that you know the site of the gate.

Z Each investigator must choose whether or not to read Act II of The King
in Yellow. At least one investigator must read Act II. In your Campaign
Log, record the names of each investigator who chose to read Act II.
Each investigator who read Act II searches the collection for a random
basic Madness or Pact weakness, and adds it to his or her deck (does not
count toward deck size). Each investigator who read Act II earns 2
additional experience as they gain insight into the machinations of the
Tattered King.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 c
tokens to the chaos bag.

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Z If Ishimaru Haruko (Just Skin and Bones) is in the victory display,
record her name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 1:
The burned skull holds the key to everything. You are sure of it. You have
tried every method available to you in studying the diagram it bears, but the
answer eludes you still. You have brought the skull to experts, occultists, and
professors. You have even tried speaking with the skull on more than one
occasion. Exasperated, you place the skull on your night table and try to get
some sleep for the first time since escaping the catacombs. As you fall asleep,
you cannot shake the sight of the diagram etched in the skull’s forehead.
You awaken with a spark of inspiration and rush to the Musée du Louvre,
a famous Parisian museum housing tens of thousands of paintings, drawings,
and archaeological finds. You spend days exploring the museum—every
display, every collection, every single object of art that might hold a clue to the
diagram’s meaning. Finally, you see it: a painting depicting a beautiful island
town weathering a torrential storm. Waves crash against the stone of the outer
wall, the tide threatening to swallow the island whole. Lightning flashes around
the tower of the abbey above the village. A whirlwind of black clouds churns
in the sky above. The diagram from the burned skull you hold in your hands
is recreated perfectly in the stained glass of the abbey. The title of the piece is
“The Path Is Open.”

Z In your Campaign Log, record that you know the site of the gate.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
tokens to the chaos bag.

Z If Ishimaru Haruko (Just Skin and Bones) is in the victory display,


record her name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

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Resolution 2:
You fall ceaselessly through the empty abyss. No air slows your descent or
courses through your hair. It is a passageway devoid of reality. Finally, you pass
through an invisible gateway and enter another realm. Looming above and
below you are two skylines, one a warped reflection of the other. A vortex of
swirling black clouds and crashing waves lies in between them. You study both
sides—the familiar city and its strange mirror. Could this be the path to
Carcosa? A passageway between realities, where realms converge? If so, all that
is left is to find where this gate appears on Earth. You fall into the vortex below.
You are shaken awake by a police officer and lifted to your feet. You feel
as though the weight of a train has slammed into your head. The pain is
unbearable. The man shines a flashlight in your eyes and asks you several
questions in French. Your eyes widen with realization and you wrest your arm
free from the confused man’s grip. “I have to go at once!”

Z In your Campaign Log, record that you know the site of the gate. Add
two tally marks under “Chasing the Stranger.”

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 v
tokens to the chaos bag.

Z If Ishimaru Haruko (Just Skin and Bones) is in the victory display,


record her name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

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Chapter VII: Black Stars Rise (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):
Go to Resolution 3.

Resolution 1:
You hold your breath as you swim through freezing water toward the spires
below. As you get closer, you see ripples throughout the water, as though you
are peering into a reflection upon the sea’s surface. You break through the
surface and gasp as air fills your lungs.

Z In your Campaign Log, record that you opened the path below.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
and 2 v tokens to the chaos bag.

Z If Ashleigh Clarke (Songs Die Unheard) is in the victory display, record


her name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Resolution 2:
You marvel at the cloud-waves encircling you and fly toward the spires
above. The desolate and inscrutable city of Carcosa towers before you. You
suddenly realize you are falling—not floating—and a pulling force takes hold of
your body.

Z In your Campaign Log, record that you opened the path above.

Z Remove all b, v, and c tokens from the chaos bag. Then, add 2 b
and 2 c tokens to the chaos bag.

Z If Ashleigh Clarke (Songs Die Unheard) is in the victory display, record


her name in your Campaign Log, under “VIPs Slain.”

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.
85
Resolution 3:
When you awaken, you are sitting in the choeur gothique of Mont Saint-
Michel’s abbey. No rain pelts the glass of the windows above, and you hear no
thunder, nor the screeching of winged horrors overhead. Somehow, you had
escaped the island’s certain doom. You creep to the door of the abbey and
open it with trepidation. A dazzling light sears your eyes, and you lift your hand
to block the glare of two suns. You stand overlooking the Lake of Hali. Black
stars hang in the heavens above. Beyond, over leagues of tossing cloudwaves,
the towers of Carcosa rise behind the shattered moon.

Z You’ve met with a terrible fate, haven’t you?

Z In your Campaign Log, record that the realm of Carcosa merged with
our own, and Hastur rules over them both.

Z Each investigator is driven insane.

Z The investigators lose the campaign.

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Chapter VIII: Dim Carcosa (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):
Check Campaign Log.

Z If you have more (or equal) Conviction than Doubt, go to Resolution 4.

Z If you have more Doubt than Conviction, go to Resolution 5.

Resolution 1:
You stand atop the balcony of the abbey tower in Mont Saint-Michel, wet
wind coursing through your hair. The Pallid Mask lies in your hands, devoid
of warmth. You can scarcely bring yourself to look at it. You remember
everything now—how it all began, how it ended, and everything in between.
There is only one thing left to do. You hurl the mask into the air with all of
your strength and watch as it flies into the tempest-tossed waves below.

Z In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Z In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her
hand.

Z Each investigator suffers 2 physical trauma and 2 mental trauma, as he or


she never fully recovers from his or her time spent in Carcosa, the realm
of madness.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display. Each investigator earns 5 bonus experience,
as he or she has triumphed over his or her own self—the most dangerous
of foes.

Z The investigators win the campaign!

87
Resolution 2:
A roar of applause startles you awake. The crowd of the theatre rises to
their feet, cheering endlessly. Several patrons in the front row are throwing
roses to the actors on stage, who are bowing with wide smiles across their faces.
A searing headache crawls through your temples. How did you get back here?
Were you in the theatre all along? What about the dinner party? The asylum?
The catacombs?… Carcosa? Was it all just a terrible dream?
You exit the auditorium before the crowd rushes to do the same. Dizziness
and exhaustion harries your senses. The weight of your lengthy investigation is
crushing your mind. By the time you finally reach the lobby, you are clawing
your way across the ground. Just then, a man in an elegant suit reaches down
and grabs you by your arm, pulling you to your feet. You are about to thank
him when you realize who he is. The sight of him causes you to stagger
backward in horror momentarily. The actor who plays the role of the Stranger
is still wearing his pale, featureless mask. He gives you a wordless bow, then
turns and leaves through the Ward Theatre’s front entrance.

Z In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Z In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her
hand.

Z Each investigator suffers 2 mental trauma, as he or she never fully


recovers from his or her time spent in Carcosa, the realm of madness.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display. Each investigator earns 5 bonus experience,
as he or she has learned the truth behind The King in Yellow.

Z The investigators win the campaign!

Resolution 3:
When you awaken, you are sitting in the choeur gothique of Mont Saint-
Michel’s abbey. No rain pelts the glass of the windows above, and you hear no
thunder, nor the screeching of winged horrors overhead. Somehow, you have
escaped. You creep to the door of the abbey and open it with trepidation. A
dazzling light sears your eyes, and you lift your hand to block the glare of the
sun. You stand overlooking beautiful Mont Saint-Michel. Seagulls fly over the
abbey under a backdrop of cloudless sky. The waters around the abbey are
calm and azure-blue.

88
“I’ve been looking all over for you!” You hear a voice exclaim behind you.
You turn with a startle. For a moment you expect to see the Stranger and his
Pallid Mask, but instead, the boat captain you’d hired to take you to Mont
Saint-Michel stands at the edge of the steps, smiling at you. “Are you ready to
head back?”

Z In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Z In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her
hand.

Z Each investigator suffers 2 physical trauma, as he or she never fully


recovers from his or her time spent in Carcosa, the realm of madness.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display. Each investigator earns 5 bonus experience,
as he or she has learned the truth behind The King in Yellow.

Z The investigators win the campaign!

Resolution 4:
When you awaken, you are sitting in the choeur gothique of Mont Saint-
Michel’s abbey. No rain pelts the glass of the windows above, and you hear no
thunder, nor the screeching of winged horrors overhead. Somehow, you have
escaped the island’s certain doom. You creep to the door of the abbey and
open it with trepidation. A dazzling light sears your eyes, and you lift your hand
to block the glare of two suns. You stand overlooking the Lake of Hali. Black
stars hang in the heavens above. Beyond, over leagues of tossing cloud-waves,
the towers of Carcosa rise behind the shattered moon.

Z You’ve met with a terrible fate, haven’t you?

Z In your Campaign Log, record that the realm of Carcosa merged with
our own, and Hastur rules over them both.

Z Each investigator is driven insane.

Z The investigators lose the campaign.

89
Resolution 5:
The outside world will never know how you tried to save them. They treat
you with pity, with scorn and contempt, but you know the truth. They are
resigned to their hideous fate, but still you try day after day to bring them your
message. You must warn them of The King in Yellow, of Hastur and of
Carcosa. “Another lost soul,” they say, but they cannot possibly fathom what
you have gone through in your attempt to save them. You warn them that he
is coming to claim them, but they never believe you. You write of Aldebaran
and of the black stars on the wall of your cell, but the words become faded as
the years go by. Your warning is never heeded.

Z You didn’t really think you could escape, did you?

Z In your Campaign Log, record that Hastur has you in his grasp.

Z Each investigator is driven insane.

Z The investigators lose the campaign.

90
Credits
Arkham Horror: The Card Game Design: Nate French and Matthew
Newman

Expansion Design: Matthew Newman

Editing & Proofreading: Jeremiah J. Shaw

Arkham Horror: The Card Game Graphic Design: Mercedes Opheim and
Evan Simonet with Monica Helland and Christopher Hosch

Expansion Graphic Design: Christopher Hosch, Taylor Ingvarsson, and


Mercedes Opheim

Graphic Design Manager: Brian Schomburg

Art Direction: Taylor Ingvarsson

Managing Art Director: Melissa Shetler

Arkham Horror Story Group: Dane Beltrami, Matthew Newman, Katrina


Ostrander, and Nikki Valens

“The Path to Carcosa” Story Text: Matthew Newman

Production Manager: Megan Duehn

LCG Manager: Mercedes Opheim

Creative Director: Andrew Navaro

Executive Game Designer: Corey Konieczka

Executive Producer: Michael Hurley

Publisher: Christian T. Petersen

91
Playtesters: David Boeren, Alex Byers, Tom Capor, Brian L. Casey, Matt
Charboneau, Marcia “Find all da Clues” Colby, Stephen Coleman, Sean
Conyne, Alexis Elmore, Justin Engelking, Grant Flesland, Jed Humphries,
Chris “Milan” Gerber, Jill McTavish, Chad Reverman, Zap Riecken, Jim
Roberts, Jake Ryan, Mai Speak, Becca Starr, Michael Strunk, Justin
Thibodeaux, Ana Watson, James Watson, Matthew Watson, Zachary
“Punch ’em with the Shovel” Varberg, and Jeremy “Went Infinite Again”
Zwirn

92
Design Notes
Congratulations on completing The Path to Carcosa campaign! This
campaign is very special to me because it focuses on the work of Robert W.
Chambers in his notorious compilation of short stories, The King in Yellow.
These stories were my first exposure to the greater Mythos, and I absolutely
adore every one of them.

For this campaign, I really wanted to capture the madness and insanity of
The King in Yellow, both mechanically in the campaign’s game text, and also
in its story text. I wanted to inspire in the players the same feelings Chambers
evoked in his own work. There are obvious references, of course: for
example, players might find the clasp of black onyx from “The Yellow Sign,”
and the scenario “A Phantom of Truth” is largely inspired by “In the Court
of the Dragon.” But these references are just a small way we pay homage to
The King in Yellow.

One of the tools Chambers is famous for using in The King in Yellow is the
concept of the “unreliable narrator.” This is the idea that you—the reader—
cannot trust that every word you are reading is true. The King in Yellow
invites the reader to doubt the narrator, and in doing so, creates dissonance
between the author and the reader.

I wanted to explore this concept within the confines of Arkham Horror: The
Card Game. But how does one create an unreliable narrator in a card game?
We explored this question in several ways. The first is by writing the story
text of each scenario in such a way as to invite multiple interpretations of the
events happening to the investigators. Was the theatre truly full of cultists and
terrifying creatures? Or were the investigators victims of their own delusions?
Were the guests of Constance Dumaine’s dinner party monstrous horrors, or
innocent bystanders? Did the investigators visit Arkham Asylum searching for
Daniel Chesterfield, or were they patients? There are no right or wrong
answers to these questions. They are answered by the players themselves,
who are the lens through which these events must be interpreted.

The second way we evoke the unreliable narrator is through the use of Doubt
and Conviction. These decisions call upon the players to question whether or
not what they are reading is real, just like Chambers did in The King in
Yellow. These decisions alter the campaign’s story to suit your own beliefs. If
you believe your investigator to be mad, perhaps that is how things will turn
out. In addition to adding replay value to the campaign, this sends an
interesting message about the very nature of delusion and insanity

Now that you have played through the campaign once, I invite you to play
through a second time with these notes in mind. There are many

93
interpretations of the story that can be created—several of which I do not even
mention in these notes. Each interpretation has its own hints littered
throughout the campaign. What was Nigel Engram’s endgame, if any? What
was “the secret” that allowed you do defeat Hastur? Feel free to post your
theories online, but be wary not to spoil the campaign’s surprises for others!

We hope you’ve enjoyed delving into the mysteries of The King in Yellow,
and look forward the next campaign to come. It will be an adventure.

94
95
Paralogue II
Carnevale of Horrors

96
Carnevale of Horrors
Prepare for a celebration of terror in Carnevale of Horrors, a unique
Arkham Horror: The Card Game scenario. Carnevale of Horrors can be
played as a standalone adventure, or as a side-story paralogue during any
campaign.

Expansion Symbol
The cards in the Carnevale of Horrors paralogue can be identified by this
symbol before each card’s collector number.

Carnevale of Horrors can be played in one of two ways: as a standalone


adventure or as a side-story inserted into any campaign.

Standalone Mode
When played as a standalone adventure, follow the steps for Standalone
Mode in the Rule Reference. When played as a standalone adventure,
Carnevale of Horrors has only two difficulty modes. Construct the chaos bag
with the following tokens:

Standard (I want a challenge):


+1, 0, 0, 0, –1, –1, –1, –2, –3, –4, –6,
n, n, n, b, v, c, z, x
Hard (I want a true nightmare):
+1, 0, 0, 0, –1, –1, –3, –4, –5, –6, –7,
n, n, n, b, v, c, z, x

97
Side-story (Campaign Mode)
A side-story is a paralogue that may be played between any two Chapters of
an Arkham Horror: The Card Game campaign. Playing a side-story costs
each investigator a certain amount of experience. Weakness, trauma,
experience, and rewards granted by playing a side-story stay with the
investigators for the remainder of the campaign. Each side-story may only be
played once per campaign.

When played as a side story during a campaign, play this paralogue as if you
are setting up the next Chapter in the campaign, with the same chaos bag,
weakness, trauma, and story assets previously earned.

Playing the Carnevale of Horrors side-story costs each investigator 3


experience.

98
The Carnevale is Coming…
“Look,” Sheriff Engel insists, “I know it sounds crazy, but that’s really all
there is to it.” He sighs and sits back down, pouring a cup of joe for you and
one for himself.
“A dame in Uptown spotted a cracked egg wearing this mask and holdin’
a bloody butcher’s cleaver,” he says, monitoring to the black leather mask
sitting on his desk. It has a comically long nose and a strange symbol scrawled
in yellow on its forehead. “So, she calls it in. My boys and I picked him up on
the corner of Saltonstall & Garrison.” The sheriff’s jaw clenches and his brows
furrow as he recounts the story. “Fella did nothing but laugh as we slapped the
bracelets on him. Called himself Zanni. Said nothing except the ‘carnival is
coming,’ whatever the hell that meant. Wasn’t until the next day we found the
victim’s body. Defense wanted him in a straitjacket. We were happy to oblige.”
There isn’t much time to spare. If your research is right, there is more to
this case than meets the eye. This “Zanni” wasn’t talking about Darke’s
Carnevale, but rather, the Carnevale of Venice, which begins just before the
next full moon…

Setup
X Gather all cards from the Carnevale of Horrors encounter set, indicated
by this icon:

X Choose 1 location at random and remove it from the game. If San Marco
Basilica or Canal-side is chosen, randomly choose a different location
instead.

X Put the other 8 locations into play, in a random circular formation. Each
investigator begins play at San Marco Basilica. Put Abbess Allegria Di
Biase into play at San Marco Basilica.

X Shuffle the 7 Masked Carnevale-Goers and put 1 into play at each location
other than San Marco Basilica, Masked Carnevale Goer side face-up. Do
not look at the other sides.

X Set the following cards aside, out of play: Cnidathqua, Pantalone, Medico,
Della Peste, Bauta, Gilded Volto.

X Shuffle the remainder of the encounter cards to build the encounter deck.
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Additional Clarifications
Location Setup
In this paralogue, locations are placed in a circle. Due to a parade during the
Carnevale, each location is connected only to the location in the clockwise
direction. This means that investigators and monsters can only travel (or count
the nearest location) in the clockwise direction unless otherwise directed.

Counter-clockwise
Some cards instruct the players to find the nearest location in the counter-
clockwise direction. This is an exception to the above rule and should be
followed as though locations are connected counter clockwise.

“Across from”
The location “across from” another location is the farthest location, equidistant
in both the clockwise and counter-clockwise directions. For the purposes of
this Chapter, “across from you location” and “across from you” have the same
meeting.

X When you have finished Paralogue II, continue to page 101

100
Paralogue II: Carnevale of Horrors (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):

You sputter awake as an oar gently taps your shoulder. “Tutto bene?” The
gondolier holding the oar says with a concerned expression. You nod and drag
yourself onto the docks from his gondola, drenched and aching all over. The
city is devastated. Most of the boats in the canal are wrecked, and the streets
are covered not in confetti, but in blood…

Z In your Campaign Log, record that many were sacrificed to Cnidathqua


during the Carnevale.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z Move 1 Innocent Reveler from underneath the act deck to underneath


the agenda deck, if able.

Z Proceed to Additional Rewards.

Resolution 1:
The city is still recovering from the events during the eclipse. With nearly
all evidence of the creature melted away by the hot sun, many attribute the
violence during the Carnevale to local crime lord Cascio Di Boerio and his
crew. Those that know the truth know better than to speak of the elder creature
that lives in Laguna Veneta. With any luck, its name will never be spoken
again…

Z In your Campaign Log, record that the sun banished Cnidathqua into
the depths.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z Proceed to Additional Rewards.

101
Resolution 2:
The creature recoils as globules of its jelly-like flesh rip and tear from its
body, splashing into the lagoon. It makes no sound as its torn body sinks into
the depths. The chanting in the city plunges into the mournful silence. As you
return to the canal-side streets, black feathers fall from the sky where bright
confetti once fluttered. You can only wonder how long it will take for the
creature to recover.

Z In your Campaign Log, record that Cnidathqua retreated to nurse its


wounds.

Z Each investigator earns experience equal to the Victory X value of each


card in the victory display.

Z Proceed to Additional Rewards.

Additional Rewards:
Z In player order, each investigator may choose one of the following Mask
cards to add to his or her deck: Pantalone, Medico Della Peste, Bauta,
or Gilded Volto. The chosen card does not count toward that
investigator’s deck size.

Z If there are no Innocent Revelers underneath the act deck and at least 1
underneath the agenda deck, proceed to Sacrifice Made.

Z If there are no Innocent Revelers underneath the agenda deck and 3


underneath the act deck, proceed to Abbess Satisfied.

102
Sacrifice Made:
Too many lives were lost during the eclipse to stop the machinations of
Cnidathqua’s servants. The beast has been fed, its minions empowered. You
find yourself hoping you don’t live long enough to see the fallout of your
failure.

Z Each investigator searches the collection for a random basic Madness,


Injury, or Monster weakness and adds it to his or her deck for the
remainder of the campaign.

Abbess Satisfied:
“Grazie mille – thank you for all your help,” Allegria says as you return
to the basilica. “Thanks to you, there were few casualties. I shudder to think
what might have happened had you not arrived. Should you ever require
assistance, please do not hesitate to ask.

Z Any one investigator may choose to add Abbess Allegria Di Biase to his
or her deck. This card does not count toward that investigator’s deck
size.

103
104
105
THE LABYRINTHS OF
LUNACY
Scenario Guide
1-4 Players

Group A Instructions 115


Group B Instructions 118
Group C Instructions 121
Resolution 125

106
Think of this as a test of human will…
Prepare to be trapped in The Labyrinths of Lunacy, a unique Arkham
Horror: The Card Game scenario. This paralogue can only be played using
the two game modes described on the next page, and cannot be integrated
into an existing campaign as
a side story.

Expansion Symbol
The cards in this paralogue
can be identified by this
symbol before each card’s
collector number.

Game Modes
The Labyrinths of Lunacy
can be played in one of two
ways: With a single group of
1–4 players in Single Group
Mode, or with 3–12 players
split into three groups of 1–4 players each in Epic Multiplayer Mode.
Regardless of which mode is being played, The Labyrinths of Lunacy has
only two difficulty modes: Standard and Hard. Construct the chaos bag with
the following tokens:

+1, 0, 0, 0, –1, –1, –1, –2, –2, –3, –4, –5, n, n, z, x

+1, 0, –1, –1, –1, –2, –2, –2, –3, –4, –5, –6, n, n, z, x

107
Additional Rules & Clarifications
Paradox
The Labyrinths of Lunacy is a strange place. You will sometimes be
confronted with seemingly impossible situations. Game text on cards might
not make sense at first. Solving these paradoxes is the key to your survival.
Keep a keen eye and be aware of your surroundings, and you might escape.

“Timed” objectives
Many act cards in this paralogue have special objectives marked with the
word Timed. These act cards represent a task or condition the investigators
must perform by the time the agenda advances. Investigators do not advance
the act card as soon as this condition is met. They must first wait for the
agenda to advance.

In this paralogue, the act and agenda cards do not advance independently of
one another; when the agenda advances, it will instruct you to advance the act
card, as well. The back of each act card will have further instructions based
on whether or not you were able to succeed in your task.

When playing in Epic Multiplayer Mode, a group cannot advance to the next
act and agenda until all other groups are ready to advance to the next act and
agenda.

When playing in Single Group Mode, if the investigators feel that they have
completed their objective with time to spare, when adding doom tokens to
the agenda during the mythos phase, they may choose to add doom tokens to
the agenda until its doom threshold is satisfied.

Story Cards
Story cards are a new cardtype in this paralogue. These cards serve as an
avenue for additional narrative and game text. When a story card is drawn,
read its story text and resolve its Revelation effect. Its game text is considered
active for as long as the card is in play. The story cards in this paralogue are
double sided, with one side entitled “Deep Within the Labyrinth.” Do not
flip them to this side until you are instructed to do so.

108
Time Limit
When playing in Epic Multiplayer Mode, the players (or your event
organizer) may impose a time restriction for each act and agenda of the game.
The default limit for each act and agenda is 60 minutes. The players (or your
event organizer) may impose a different time restriction, often depending on
the number of players. If time runs out, any groups that have not yet
completed the current round should continue playing until the next mythos
phase, then place doom on the current agenda until its doom threshold is
met and advance the agenda.

Giving and Exchanging Cards and Tokens


When playing this paralogue in Epic Multiplayer Mode, there are some
effects that allow investigators the option to give tokens, cards in hand, or
assets in play to investigators in other groups.

Please be courteous when receiving cards from another player, and treat
those cards with respect. Once the game has ended, make sure any cards or
tokens that changed control are returned to their respective owners.

Epic Multiplayer Mode


To play The Labyrinths of Lunacy in Epic Multiplayer Mode, first divide the
investigators into three separate groups— Group A, Group B, and Group C.
Each group requires its own copy of The Labyrinths of Lunacy in order to
play. At least 1 investigator must be assigned to each group, and no more
than 4 investigators may be assigned to a single group.

During gameplay, observe the following additional rules:

When constructing decks for The Labyrinths of Lunacy, use the


rules for standalone mode in the Rules Reference. You do not need
to start with 0 experience.

Each group has its own play area, and plays the game separately
from one another. Rules, actions, and card effects cannot affect
investigators in other groups, unless explicitly stated otherwise.

109
At the end of each round, investigators must pause the game and
wait until all three groups have reached the end of the round. At that
point, each group may trigger “At the end of the round” abilities, in
any order. Once all three groups have triggered “At the end of the
round” abilities, continue to the next round.

With the exception of asking other groups whether they have


reached the end of the round, investigators cannot communicate
with investigators in other groups, unless a paralogue card permits
them to do so. Investigators also cannot examine other groups’ play
areas. (For the best effect, groups should play at different tables or in
different rooms.)

Single Group Mode


When played in Single Group Mode, The Labyrinths of Lunacy can be
played in one of two ways—as a single standalone adventure, or over a series
of three games, like a mini-campaign.

When played as a single standalone adventure, you may play as either Group
A, B, or C. Use the setup instructions for the group chosen to set up the
game.

When played as a mini-campaign, play three consecutive games—one for


each group—in an order of your choosing. Unlike a normal campaign, the
following rules apply:

When constructing decks for The Labyrinths of Lunacy, use the


rules for standalone mode in the Rules Reference. You do not need
to start with 0 experience.

Players may swap investigators and/or decks in between each


paralogue, in order to represent the different groups of investigators
who have been trapped inside the Labyrinths.

Experience is not earned or spent in between paralogues during


this campaign.

110
There is no Campaign Log for this campaign. During this campaign,
investigators do not earn trauma, and investigators who are killed or
driven insane may still be used in other paralogues.

Encounter Sets
This paralogue has three encounter sets. The Epic Multiplayer encounter set
is only used when playing Epic Multiplayer Mode. The Single Group
encounter set is only used when playing Single Group Mode. Finally, The
Labyrinths of Lunacy encounter set is used in both modes. Some of the cards
in the Epic Multiplayer and Single Group sets have the same title, so make
sure you are playing with the correct encounter sets!

Epic Multiplayer

Single Group

The Labyrinths of Lunacy

111
112
113
Paralogue III
The Labyrinths of Lunacy

114
Group A Instructions
You wake up and realize you are in a strange place, with no memory of
how you arrived. Your muscles are weak and uncooperative. Your vision is
blurred. Simply rising to your feet takes a tremendous effort. Your legs are
wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You have
been sealed in a windowless chamber, which is filled with copper pipes. The
faint whistling of escaping air surrounds you on all sides. You are a prisoner
here, with no means of escape. There is a note lying on the ground nearby. It
reads:

Greetings.
I have gathered you here as an experiment.
Think of this as a test of human will. You
will survive. Or you will die.

You are not alone. Two other groups share in


your fate. Will you risk your lives to aid
them? Or will you find freedom upon the
backs of their corpses?

I will allow you to escape, should you prove


strong of will and quick of wit. If not,
your pain and anguish shall serve as a
reminder that humans are not the
inheritors of Earth.

115
Setup
X Gather all cards from The Labyrinths of Lunacy encounter set.

X If you are playing in Epic Multiplayer Mode, gather all cards from the
Epic Multiplayer encounter set. Remove all cards from the Single Group
encounter set from the game.

X If you are playing in Single Group Mode, gather all cards from the Single
Group encounter set. Remove all cards from the Epic Multiplayer
encounter set from the game.

X Construct the act deck using only the (Group A) versions of acts 1 and 2.
Remove each other version of those acts from the game.

X Randomly choose 1 of the 3 copies of Chamber of Secrets to put into


play. Remove the other 2 copies from the game. Each investigator begins
play in the Chamber of Secrets.

X Set the following cards aside, out of play: Key of Mysteries, Mysterious
Syringe, Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram,
Decay Diagram, both copies of Faceless Abductor, and each other
location.

If you are playing in Single Group Mode, put the set-aside Key of
Mysteries into play in the Chamber of Secrets.

If you are playing in Epic Multiplayer Mode, also set The Jailor
enemy and each double-sided story card aside, out of play

X The lead investigator takes control of Eixodolon’s Note.

X Add 2 c tokens to the chaos bag.

X Shuffle the rest of the encounter cards to build the encounter deck.

116
Act 2 Setup
X Shuffle each set-aside Faceless Abductor and the encounter discard pile
into the encounter deck.

X If you are playing Epic Multiplayer Mode, choose one of the 3 groups at
random. That group shuffles the set-aside The Jailor enemy into the
encounter deck.

X Put the 3 set-aside Labyrinthine Halls into play

X Put the set-aside Chamber of Decay into play

X Remove all doom from play and proceed to act 2a & agenda 2a.

Act 3 Setup
X Put the set-aside Abandoned Warehouse into play

X Disengage all engaged enemies and move each surviving investigator to


the Abandoned Warehouse.

X Put the set-aside Eixodolon enemy into play at the Abandoned


Warehouse.

X Remove all doom from play and proceed to act 3a & agenda 3a.

X When you have finished Paralogue III, continue to page 125

117
Group B Instructions
You wake up and realize you are in a strange place, with no memory of
how you arrived. Your muscles are weak and uncooperative. Your vision is
blurred. Simply rising to your feet takes a tremendous effort. Your legs are
wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You have
been sealed in a tall glass tank, and water fills the chamber to your ankles.
Outside the dull glass, you can see many more tanks like yours, wreathed in
mist. You are a prisoner here, with no means of escape. There is a note lying
on the ground just outside the tank. It reads:

Greetings.
I have gathered you here as an experiment.
Think of this as a test of human will. You
will survive. Or you will die.

You are not alone. Two other groups share in


your fate. Will you risk your lives to aid
them? Or will you find freedom upon the
backs of their corpses?

I will allow you to escape, should you prove


strong of will and quick of wit. If not,
your pain and anguish shall serve as a
reminder that humans are not the
inheritors of Earth.

118
Setup
X Gather all cards from The Labyrinths of Lunacy encounter set.

X If you are playing in Epic Multiplayer Mode, gather all cards from the
Epic Multiplayer encounter set. Remove all cards from the Single Group
encounter set from the game.

X If you are playing in Single Group Mode, gather all cards from the Single
Group encounter set. Remove all cards from the Epic Multiplayer
encounter set from the game.

X Construct the act deck using only the (Group B) versions of acts 1 and 2.
Remove each other version of those acts from the game.

X Put the Chamber of Rain and Chamber of Sorrows locations into play.
Randomly choose an investigator to begin play in the Chamber of Rain.
Each other investigator begins play in the Chamber of Sorrows.

X Set the following cards aside, out of play: Key of Mysteries, Mysterious
Syringe, Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram,
Decay Diagram, both copies of Faceless Abductor, and each other
location.

If you are playing in Epic Multiplayer Mode, also set The Jailor
enemy and each double-sided story card aside, out of play.

X The lead investigator takes control of Eixodolon’s Note.

X Add 2 v tokens to the chaos bag.

X Shuffle the rest of the encounter cards to build the encounter deck.

119
Act 2 Setup
X Shuffle each set-aside Faceless Abductor and the encounter discard pile
into the encounter deck.

X Put the 3 set-aside Labyrinthine Halls into play

X Put the set-aside Chamber of Rot and Chamber of Poison locations into
play.

X Remove all doom from play and proceed to act 2a & agenda 2a.

Act 3 Setup
X Put the set-aside Abandoned Warehouse into play.

X Disengage all engaged enemies and move each surviving investigator to


the Abandoned Warehouse.

X Put the set-aside Eixodolon enemy into play at the Abandoned


Warehouse.

X Remove all doom from play and proceed to act 3a & agenda 3a.

X When you have finished Paralogue III, continue to page 125

120
Group C Instructions
You wake up and realize you are in a strange place, with no memory of
how you arrived. Your muscles are weak and uncooperative. Your vision is
blurred. Simply rising to your feet takes a tremendous effort. Your legs are
wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You are
in a dark chamber, lit only by a few candles. Old barrels, crates and rotten
storage shelves fill the cramped chamber. You cannot see any windows or
doors leading out. You are a prisoner here, with no means of escape. There is
a note lying on the ground nearby. It reads:

Greetings.
I have gathered you here as an experiment.
Think of this as a test of human will. You
will survive. Or you will die.
You are not alone. Two other groups share in
your fate. Will you risk your lives to aid
them? Or will you find freedom upon the
backs of their corpses?

I will allow you to escape, should you prove


strong of will and quick of wit. If not,
your pain and anguish shall serve as a
reminder that humans are not the
inheritors of Earth.

121
Setup
X Gather all cards from The Labyrinths of Lunacy encounter set.

X If you are playing in Epic Multiplayer Mode, gather all cards from the
Epic Multiplayer encounter set. Remove all cards from the Single Group
encounter set from the game.

X If you are playing in Single Group Mode, gather all cards from the Single
Group encounter set. Remove all cards from the Epic Multiplayer
encounter set from the game.

X Construct the act deck using only the (Group C) versions of acts 1 and 2.
Remove each other version of those acts from the game.
X Put the Chamber of Night and Chamber of Regret locations into play.
Each investigator begins play at the Chamber of Night.

X Set the following cards aside, out of play: Key of Mysteries, Mysterious
Syringe, Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram,
Decay Diagram, both copies of Faceless Abductor, and each other
location.

If you are playing in Epic Multiplayer Mode, also set The Jailor
enemy and each double-sided story card aside, out of play

If you are playing in Single Group Mode, randomly choose 1 of the


3 set-aside copies of Chamber of Secrets and place it underneath the
paralogue reference card, without looking at its revealed side.

X The lead investigator takes control of Eixodolon’s Note.

X Add 2 b tokens to the chaos bag.

X Shuffle the rest of the encounter cards to build the encounter deck.

122
Act 2 Setup
X Shuffle each set-aside Faceless Abductor and the encounter discard pile
into the encounter deck.

X Put the 3 set-aside Labyrinthine Halls into play

X Put the set-aside Chamber of Hunger into play.

X Put the set-aside Eixodolon’s Pet into play, near the Chamber of
Hunger, but not at any location. While it is not at any location, it is
considered to be “locked away.”

X Remove all doom from play and proceed to act 2a & agenda 2a.

Act 3 Setup
X Put the set-aside Abandoned Warehouse into play

X Disengage all engaged enemies and move each surviving investigator to


the Abandoned Warehouse.

X Put the set-aside Eixodolon enemy into play at the Abandoned


Warehouse.

X Remove all doom from play and proceed to act 3a & agenda 3a.

X When you have finished Paralogue III, continue to page 125

123
124
The Labyrinths of Lunacy (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated):
Go to Resolution 1.

Resolution 1:
In the wrong hands, your anguish is a powerful weapon. Your blood fuels
the arcane glyph carved into the cement floor at the labyrinth’s core. For the
cruel mastermind who trapped you here, it is a moment of triumph and
vindication. The entire world will feel this pain. This fear. This despair.

Z The investigators lose.

125
Resolution 2:
The mastermind falls to his knees, his mask cracked. Blood drips from
his open wounds onto the cement floor. “Do you really think you can escape?”
he wheezes. His distorted voice is pained but triumphant. “Do you really
think… I would ever let you leave this place?” His body collapses to the ground.
Seeing an opportunity to escape, you rush to the iron doors sealing you in the
warehouse. With a desperate effort, you are finally able to break the padlock
and push open the heavy doors.
A sudden gust of cold evening air sweeps over you. You are surprised to
see wooden docks on the side of the Miskatonic River. A few ducks quack in
surprise and swim away from the nearest dock. Water sloshes along the shore.
You hear dockworkers going about their business, their work day almost
finished as the sun sets to your left. After taking a few steps, you collapse to the
ground. You are too exhausted and injured to go on. “Who’s that?” a
dockworker calls out. “Someone is hurt—quick, let’s get them to St. Mary’s!”
You drift into unconsciousness just as a muscled man lifts you into his arms.
You wake up and realize you are in a strange place, with no memory of
how you arrived. Your muscles are weak and uncooperative. Your vision is
blurred. Simply rising to your feet takes a tremendous effort. Your legs are
wobbly and can barely support your weight. A note on the ground nearby
reads:

Greetings.
I have gathered you here as an
experiment. Think of this as a test
of human will. You will survive.
Or you will die…
Z The investigators survived, but in another timeline, the labyrinth has a
new guest.

Resolution 3:
The mastermind falls to his knees, his mask cracked. Blood drips from
his open wounds onto the cement floor. “Do you really think you can kill me?”
he wheezes. His distorted voice is pained but proud. “I am everywhere and
everywhen. This vessel is but one. There are others. And if even one of them
is proven right, I will never truly die.” His body falls limply to the ground.
Seeing an opportunity to escape, you rush to the iron doors sealing you in the

126
warehouse. With a desperate effort, you are finally able to break the padlock
and push open the heavy doors.
A sudden gust of cold evening air sweeps over you. You are surprised to
see wooden docks on the side of the Miskatonic River. A few ducks quack in
surprise and swim away from the nearest dock. Water sloshes along the shore.
You hear dockworkers going about their business, their work day almost
finished as the sun sets to your left. After taking a few steps, you collapse to the
ground. You are too exhausted and injured to go on. “Who’s that?” a
dockworker calls out. “Someone is hurt—quick, let’s get them to St. Mary’s!”
A muscled man lifts you into his arms, and you are driven to the hospital.
You have somehow made it out of your captor’s hellish labyrinth, but his
dying words haunt your thoughts. What did he mean by “others?” You recall
the strange visions you saw in his maze, and a terrible thought seeps into your
mind. The kidnapper had mentioned other groups, but you were never able
to find them, and you have no idea if they made it out alive. You tell the police
there are others and insist that they search the docks, but there is no trace of
the warehouse you had escaped, nor of the mastermind who trapped you
there…

Z The investigators survived, but Eixodolon lives on.

Resolution 4:
The mastermind falls to his knees, his mask cracked. Blood drips from
his open wounds onto the cement floor. The outline of his body twists and
blurs, like a wrinkle in the fabric of space and time. “So, the ritual has failed!”
His bitter cackle descends into a cry of pain. “Perhaps humanity has a chance
after all. This agony, this suffering! Such power is not meant for humans to
wield. It is for the ones beyond!” He gasps and wheezes, collapsing to the
ground. “Do not follow the path I followed,” he begs, “it leads only to…
despair.” His breathing stops.
You have somehow defeated your captor, but many questions remain.
Deciding to explore the labyrinth further, you find a way to break open the
iron doors leading into the other sections of the complex. To your surprise,
you find no other victims trapped in the labyrinth—only signs of their struggles,
and of their survival.
It takes only one solid strike to break open the padlock sealing the
warehouse’s iron doors. The sound of metal slamming against metal is tripled
in its volume. You do not believe your kidnapper meant for you to ever leave,

127
but somehow you have defied the odds stacked against you. You wonder if the
others are opening these heavy doors at this very moment, too.
A sudden gust of cold evening air sweeps over you. You are surprised to
see wooden docks on the side of the Miskatonic River. A few ducks quack in
surprise and swim away from the nearest dock. Water sloshes along the shore.
You hear dockworkers going about their business, their work day almost
finished as the sun sets to your left. You watch the sun disappear under the
horizon, and the others watch in turn.

Z The investigators win!

128
Optional Variant: The Shifting Labyrinth
Now that you have completed The Labyrinths of Lunacy, try playing again
with the following variant! Typically, each game of The Labyrinths of Lunacy
has each Group (A, B or C) following a set path of act cards. However, these
act cards can be mixed and matched to randomize which chambers and
puzzles are encountered.

To play with this variant, instead of building the act deck with only one
Group’s act cards, each group constructs their act deck with a randomly
chosen act 1 card and a randomly chosen act 2 card. Use the Setup
instructions for the Group designated in the title of the randomly chosen act
1 card.

When transitioning from act 1 to act 2, use the Act 2 Setup instructions for
the Group designated in the title of the randomly chosen act 2 card. For the
remainder of the game, you are now considered to be in that Group.

For example: Charles, Kate and Edwin are playing The Labyrinths of Lunacy
using “The Shifting Labyrinth” variant. They randomly choose “The Levers
(Group C)” to be act 1 and “Distortions in Time (Group A)” to be act 2. The
act deck is constructed with those cards, along with “The Escape” as act 3.
Throughout act 1, they are considered to be in Group C, and should use the
setup instructions listed for Group C. When transitioning to act 2, they
should use the Act 2 Setup for Group A. From that point onward, they are
considered to be in Group A.

If you are playing in Epic Multiplayer Mode, randomize the act cards from
one set of The Labyrinths of Lunacy and deal one act 1 and one act 2 card to
each group, so that no act card is repeated between the three groups.

If you are playing in Single Group Mode and wish to use this variant over a
series of three games, record the names of the act cards randomly chosen for
each game and do not use those act cards again for the remainder of the
mini-campaign.

129
130
131
STANDALONE VARIANTS

132
The Path to Carcosa
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing the following chapters.

The Last King


X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X The lead investigator adds The Man in the Pallid Mask weakness (The
Path to Carcosa #59) to his or her deck.

Lost in Time and Space


X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X Sebastien Moreau is not listed under VIPs Interviewed or VIPs Slain.

X You did not flee the dinner party

The Unspeakable Oath


X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X Constance Dumaine is not listed under VIPs Interviewed or VIPs Slain.

X You did not take the onyx clasp.

X Do not read Interlude II—Lost Soul.

133
A Phantom of Truth
X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X During setup, choose one: Doubt or Conviction.

If Doubt is chosen, for the remainder of this scenario, you are


considered to have more Doubt than Conviction.

If Conviction is chosen, for the remainder of this scenario, you are


considered to have more Conviction than Doubt.

X Throughout the setup of this scenario, there will be several references to


events in your campaign log. None of these events happened.
Additionally, there are no tally marks under “Chasing the Stranger,” and
Jordan Perry is not listed under VIPs Interviewed or VIPs Slain.

X Do not take the Lost Soul weakness as instructed during this scenario’s
introduction.

X The lead investigator adds The Man in the Pallid Mask weakness (The
Path to Carcosa #59) to his or her deck.

The Pallid Mask


X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X The lead investigator adds The Man in the Pallid Mask weakness (The
Path to Carcosa #59) to his or her deck.

X You found Nigel’s abode / entered the catacombs on your own.

X Ishimaru Haruko is not listed under VIPs Interviewed or VIPs Slain.

134
Black Stars Rise
X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, n, n, n, z, x.

X Randomly choose one of the following tokens: b, v, or c. Add 2 of


the chosen token to the chaos bag.

X The lead investigator adds The Man in the Pallid Mask weakness (The
Path to Carcosa #59) to his or her deck.

X Do not take any additional weaknesses as instructed in this Setup.

X Ashleigh Clarke is not listed under VIPs Interviewed or VIPs Slain.

Dim Carcosa
X Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, n, n, n, b, b, z, x.

X During setup, choose one: Doubt, Conviction, or neither.

If Doubt is chosen, for the remainder of this scenario, you are


considered to have 8 Doubt and 0 Conviction.

If Conviction is chosen, for the remainder of this scenario, you are


considered to have 8 Conviction and 0 Doubt.

If neither is chosen, for the remainder of this scenario, you are


considered to have 0 Conviction and 0 Doubt.

X Randomly choose one of the following options:

You opened the path below. Add 2 v tokens to the chaos bag.

You opened the path above. Add 2 c tokens to the chaos bag.

X The lead investigator adds The Man in the Pallid Mask weakness (The
Path to Carcosa #59) to his or her deck.

X There are no tally marks under “Chasing the Stranger.”

X Do not read the campaign epilogue, even if you win the scenario.

135
136
137
RULES REFERENCE

138
The Golden Rules
If the text of this Rules Reference directly contradicts the text of the Learn to Play book, the text
of the Rules Reference takes precedence.

If the text of a card directly contradicts the text of either the Rules Reference or the Learn to Play
book, the text of the card takes precedence.

The Grim Rule


If players are unable to find the answer to a rules or timing conflict in this Rules Reference,
resolve the conflict in the manner that the players perceive as the worst possible at that moment
with regards to winning the scenario, and continue with the game.

Glossary
The following is an alphabetical list of entries for game rules, terms, and situations that may
occur during play.

A, An
When used to describe a condition, the words “a” or “an” are satisfied if one or more of the
conditional elements are present. For example, an investigator with 3 resources will satisfy the
condition of “Each investigator with a resource.”

Ability
An ability is the specialized game text that indicates how a card affects the game.

Card abilities only interact with the game if the card bearing the ability is in play, unless
the ability (or rules for the cardtype) specifically references its use from an out-of-play
area.

Card abilities only interact with other cards that are in play, unless the ability specifically
references an interaction with cards in an out-of-play area.

If multiple instances of the same ability are in play, each instance interacts with (or may
interact with) the game state individually.

The various types of card abilities are: constant abilities, forced abilities, revelation abilities,
triggered abilities, keywords, and enemy instructions (spawn and prey). Each type is described in
detail below.

See also: “Costs”, “Effects”, “Qualifiers”, “Self-Referential Text”.

Constant Abilities

Constant abilities are simply stated on a card with no special formatting. Constant abilities are
always interacting with the game state as long as the card is in play. (Some constant abilities
continuously seek a specific condition, denoted by words such as “during” or “while.” The
effects of such abilities are active any time the specified condition is met.) Constant abilities have
no point of initiation.

Forced Abilities

A forced ability is identified by a bold “Forced –” command. Forced abilities initiate and interact
with the game state automatically at a specified timing point. Such a timing point is usually
indicated by words such as: “when,” “after,” “if,” or “at.”

If a forced ability does not have the potential to change the game state, the ability does
not initiate.

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The initiation of a forced ability that has the potential to change the game state is
mandatory each time its specified timing point is met.

A forced ability with a timing point beginning with the word “when...” automatically
initiates as soon as the specified timing point is reached, but before its impact upon the
game state resolves.

A forced ability with a timing point beginning with the word “after...” automatically
initiates immediately after that timing point’s impact upon the game state has resolved.

For any given timing point, all forced abilities initiated in reference to that timing point
must resolve before any y abilities (see below) referencing the same timing point in the
same manner may be initiated.

See “Priority of Simultaneous Resolution”.

Revelation Abilities

A revelation ability, indicated by a bold “Revelation –” command on an encounter card or


weakness, initiates as that card is drawn by an investigator (see “Revelation”.

Triggered Abilities

A triggered ability is any ability prefaced by either a u icon, a y icon, or an i icon. If the
ability has one or more prerequisites (costs and/or conditions), these are listed in text
immediately following the icon. A player must always meet the prerequisites of a triggered ability
in order to trigger that ability. There are three types of triggered abilities:

Free triggered abilities (u)—A u triggered ability may be triggered as a player ability during any
player window. (See “Appendix II: Timing and Gameplay” for a complete list of player
windows.)

Reaction triggered abilities (y)—A y triggered ability with a specified triggering condition may
be triggered any time that triggering condition is met. For example : “y After you defeat an
enemy:”

A y ability with a triggering condition beginning with the word “when...” may be used
after the specified triggering condition initiates, but before its impact upon the game
state resolves.

A y ability with a triggering condition beginning with the word “after...” may be used
immediately after that triggering condition’s impact upon the game state has resolved.

Each y ability may be triggered only once each time the specified condition on the
ability is met. For example, an ability that is triggered “After X occurs,” may be used
once each time “X” occurs.

Action triggered abilities (i)—An i triggered ability may be triggered during a player’s turn in
the investigation phase through the use of the activate action, and only if the player uses one
action for each i specified in the ability’s cost.

All triggered abilities are governed by the following rules:

Triggered abilities on a card a player controls are optionally triggered (or not) by that
player at the appropriate timing moment, as indicated by the ability.

A triggered ability can only be initiated if its effect has the potential to change the game
state, and its cost (if any) has the potential to be paid in full, taking active cost modifiers

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into account. This potential is assessed without taking into account the consequences of
the cost payment or any other ability interactions.

Once an ability is initiated, players must resolve as much of the effect as possible, unless
the effect uses the word “may” (see “May”).

Keywords

A keyword is a card ability which conveys specific rules to its card (see “Keywords”).

Spawn Instructions and Prey Instructions

Spawn instructions inform where an enemy spawns as it enters play (see “Spawn”).

Prey instructions inform which investigator an enemy pursues and/or engages if it has a choice
(see “Prey”).

Action Designators

Some abilities have bold action designators (such as Fight, Evade, Investigate, or Move).
Activating such an ability performs the designated action as described in the rules, but modified
in the manner described by the ability.

Act Deck and Agenda Deck


The act deck represents the progress the investigators can make in a scenario. The agenda deck
represents the progress and objectives of the dark forces arrayed against the investigators in a
scenario. Generally, advancing the act deck is good for the investigators, and advancing the
agenda deck is bad for the investigators.

The act deck advances if the investigators, as a group, spend the requisite number of
clues (as indicated by the act card). An act card may indicate a flat value (such as “4”) or
a per investigator value (as indicated by the h icon). This is normally done as a u
player ability. Any or all investigators may contribute any number of clues towards the
total number of clues required to advance the act. If the act has an “Objective –”
instruction, that instruction overrides or adds additional requirements to the spending of
those clues.

The agenda deck advances if the requisite number of doom is in play (doom on the
agenda card as well as doom on any other cards in play), as indicated by the agenda
card. An agenda card may indicate a flat value or a per investigator value. If the agenda
has an “Objective –” instruction, that instruction overrides or adds additional
requirements to meeting this doom requirement.

The act/agenda on top of the act/agenda deck is referred to as the “current” act/agenda.

To advance the act deck or the agenda deck, follow these steps, in order:

1. Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove
all doom from each card in play.

2. Flip the advancing card over and follow the instructions on the reverse (“b”) side.

If the reverse side of the act or agenda is an encounter card, follow the rules for drawing
that encounter cardtype. Otherwise, simply follow the instructions on the card.

3. Sometimes, the advancing act/agenda specifies which card becomes the next act/agenda. If
it does not, the next card in the deck becomes the current act/agenda. As a new card

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becomes the current act/agenda, the advancing card is simultaneously removed from the
game.

Some instructions in the act and agenda decks (as well as on other encounter cardtypes)
contain resolution points, in the format of: “( →R#) .” If a resolution point is reached, the
scenario ends. Read the designated resolution in the campaign guide.

See also: “Clues”, “Doom”.

Action
During his or her turn, an investigator is permitted to take up to three actions. When performing
an action, all costs of the action are first paid. Then, the consequences of the action resolve.

If an investigator is instructed to lose 1 or more actions, he or she has that many fewer
actions to take during that round

For a complete list of the available actions, see section “2.2.1 Investigator takes an action, if
able”.

Activate Action
“Activate” is an action an investigator may take during his or her turn in the investigation phase.

When this action is taken, the investigator initiates an ability that specifies one or more i icons
as part of its ability cost. The number of i icons in the ability’s cost determines how many
actions the investigator is required to use for this activate action. When performing an activate
action, all of that action’s costs are simultaneously paid. Then, the consequences of that action
resolve.

An investigator is permitted to activate abilities from the following sources:

A card in play and under his or her control. This includes his or her investigator card.

A scenario card that is in play and at the same location as the investigator. This includes
the location itself, encounter cards placed at that location, and all encounter cards in the
threat area of any investigator at that location.

The current act or current agenda card.

Active Player
The active player is the player taking his or her turn during the investigation phase.

After
The word “after” refers to the moment immediately after the specified timing point or triggering
condition has fully resolved.

(For example, an ability that reads “After you draw an enemy card” initiates immediately after
resolving all of the steps for drawing an enemy—resolving its revelation ability, spawning it, etc.)

See also: “Ability”, “Priority of Simultaneous Resolution”.

Agenda Deck
See “Act Deck and Agenda Deck”.

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Aloof
Aloof is a keyword ability. An enemy with the aloof keyword does not automatically engage
investigators at its location.

When an aloof enemy spawns, it spawns unengaged.

An investigator may use the engage action or a card ability to engage an aloof enemy.

An investigator cannot attack an aloof enemy while that enemy is not engaged with an
investigator.

Asset Cards
Asset cards represent items, allies, talents, spells, and other reserves that may assist or be used by
an investigator during a scenario.

When you play an asset, it is placed in your play area. Generally, assets remain in play
unless discarded by a card ability or game step.

Some assets have health and/or sanity. When an investigator is dealt damage or horror,
that investigator may assign some or all of that damage or horror to eligible asset cards
he or she controls (see “Dealing Damage/Horror”).

Most assets take up one or more slots while in play (see “Slots”).

Some assets have an encounter set icon and no level indicator. Such assets are known as
Story Assets. Story Assets are part of an encounter set and may not be included in a
player’s deck unless the resolution or setup of a scenario grants that player permission to
do so.

Attach To
If a card uses the phrase “attach to” it must be attached to (placed beneath and slightly
overlapped by) the specified game element as it enters play. Once attached, such a card is
referred to as an attachment.

The “attach to” phrase is checked for legality each time a card would be attached to a
game element, but is not checked again after that attachment occurs. If the initial “attach
to” check does not pass, the card is not able to be attached, and remains in its prior state
or game area. If such a card cannot remain in its prior state or game area, discard it.

Once in play, an attachment remains attached until either the attachment or the game
element to which it is attached leaves play (in which case the attachment is discarded), or
unless a card ability explicitly detaches the card.

An attachment exhausts and readies independently of the game element it’s attached to.

Attacker, Attacked
An “attacker” is an entity (usually an enemy or investigator) that is resolving its attack against
another entity. The entity being attacked is referred to as the “attacked enemy” or the “attacked
investigator.”

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Attack of Opportunity
Each time an investigator is engaged with one or more ready enemies and takes an action other
than to fight, to evade , or to activate a parley or resign ability, each of those enemies makes an
attack of opportunity against the investigator, in the order of the investigator’s choosing. Each
attack deals that enemy’s damage and horror to the investigator.

An attack of opportunity is made immediately after all costs of initiating the action that
provoked the attack have been paid, but before the application of that action’s effect
upon the game state.

An ability that costs more than one action only provokes one attack of opportunity from
each engaged enemy.

An enemy does not exhaust while making an attack of opportunity.

After all attacks of opportunity are made, continue with the resolution of the action
which instigated the attack.

Attacks of opportunity count as enemy attacks for the purposes of card abilities.

Automatic Failure/Success
Some card or token abilities may cause a skill test to automatically fail or to automatically
succeed. If a skill test automatically fails or automatically succeeds, it does so during step “ST.6”
of the “Skill Test Timing” process outlined.

If a skill test automatically fails, the investigator’s total skill value for that test is
considered 0.

If a skill test automatically succeeds, the total difficulty of that test is considered 0.

Base Value
Base value is the value of an element before any modifiers are applied. Unless otherwise
specified, the base value of an element derived from a card is the value printed on that card.

Bearer
The bearer of a weakness is the investigator who started the game with the weakness in his or her
deck or play area.

See “Weakness”.

Blank
If a card’s printed text box is considered “blank” by an ability, that text box is treated as if it did
not have any of its printed content. Text and/or icons gained from another source are not
blanked.

A card’s text box includes: traits, keywords, card text and abilities

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Campaign Play
A campaign is a series of interrelated scenarios in which each player plays the same investigator
from one scenario to the next. As a campaign progresses, the investigator gains experience and
trauma, and this is reflected by changes in his or her deck. Each decision made in a campaign
may have repercussions in a later scenario.

When starting a campaign, follow the instructions for that campaign’s setup in the campaign
guide. After playing through a scenario during a campaign, record the specified results of that
scenario in the campaign log.

Experience

After recording the results of a scenario, the investigators are ready to reflect on their experiences
and purchase new cards for their decks. To do this, follow these steps, in order:

1. Count experience. Each investigator earns experience equal to the total victory value of all
cards in the victory display plus or minus any bonuses or penalties indicated by the
campaign guide for that resolution. This total is added to any unspent experience an
investigator has recorded from previous scenarios in this campaign.

2. Purchase new cards. New cards may be purchased and added to a player’s deck by
spending experience equal to the card’s level (denoted by a number of pips in the upper
left hand corner of the card). While purchasing new cards, observe the following rules:

An investigator’s deckbuilding guidelines (found on the back of the investigator card)


must be observed while that investigator is purchasing new cards. Only cards the
investigator has access to may be purchased. The deck-size requirement must also be
maintained, so that for each (nonpermanent) card purchased and added to a deck, a
different card is removed from the deck. Weakness cards and cards that must be
included in an investigator’s deck may not be removed while that investigator is
purchasing new cards.

Each card costs experience equal to the card’s level, to a minimum of 1 (purchasing a
level zero card still costs 1 experience). The number of pips beneath a card’s cost
indicates the card’s level.

When purchasing a higher level version of a card with the same title, the investigator
may choose to “upgrade” that card by paying only the difference in experience (to a
minimum of 1) between the two cards and removing the lower level version of the card
from his or her deck.

New cards are purchased (or upgraded) individually. If an investigator wishes to


purchase more than 1 copy of a new card, each copy must be paid for separately, and
one card must be removed from that investigator's deck for each copy purchased.

The above processes, and any specific instructions provided by the campaign guide, are
the only methods by which a player may modify his or her deck during a campaign.

3. Record unspent experience. Each investigator records any unspent experience on the
campaign log. This experience may be spent at a later time during this campaign.

Trauma

Trauma reflects permanent damage that has been done to an investigator’s health and/or psyche.

If an investigator is defeated in a scenario that investigator is eliminated from the scenario but not
necessarily from the campaign.

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If an investigator is defeated by taking damage equal to his or her health, he or she suffers 1
physical trauma (recorded in the campaign log). For each physical trauma an investigator has,
that investigator begins each subsequent scenario in the campaign with 1 damage. If an
investigator has physical trauma equal to his or her printed health, the investigator is killed.

If an investigator is defeated by taking horror equal to his or her sanity, he or she suffers 1
mental trauma (recorded in the campaign log). For each mental trauma an investigator has, that
investigator begins each subsequent scenario in the campaign with 1 horror. If an investigator has
mental trauma equal to his or her printed sanity, the investigator is driven insane.

If an investigator is defeated by simultaneously taking damage equal to his or her health and
horror equal to his or her sanity, he or she chooses which type of trauma to suffer.

If an investigator is killed or driven insane, that player must choose a new investigator to use in
the next scenario, and creates a new deck for that investigator. Investigators that are killed or
driven insane cannot be used for the remainder of the campaign (see “Killed/Insane
Investigators”).

If a player attempts to choose a new investigator and there are no investigators remaining in the
pool, the players have lost and the campaign ends.

Defeat by Card Ability

An investigator may be defeated by a card ability. A defeated investigator is eliminated from the
game (see “Elimination”). Should this occur, follow the instructions of the card ability to
determine if there are any long-term repercussions of the defeat.

Advancing to Next Scenario

After completing a scenario, resolving its resolution, updating the campaign log, and purchasing
any new cards, advance to the next scenario (sequentially) in the campaign, unless the scenario
resolution explicitly directs the investigators to a different scenario.

Joining or Leaving a Campaign

Once a campaign has begun, players can freely drop in and out of the campaign in between
scenarios.

If a player leaves the campaign, do not delete that player’s information from the campaign log, as
he or she may re-join at any time between scenarios.

If a new player joins the campaign, he or she must choose an investigator not previously used
during this campaign. That player begins as if it were his or her first scenario in the campaign,
with no experience and no trauma.

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Cancel
Some card abilities can “cancel” other card or game effects. Cancel abilities interrupt the
initiation of an effect, and prevent the effect from initiating.

Any time the effects of an ability are canceled, the ability (apart from its effects) is still
regarded as initiated, and any costs have still been paid. The effects of the ability,
however, are prevented from initiating and do not resolve.

If the effects of an event card are canceled, the card is still regarded as played, and it is
still placed in its owner’s discard pile.

If the effects of a treachery card are canceled, the card is still regarded as having been
drawn, and it is still placed in the encounter discard pile.

Cannot
The word “cannot” is absolute, and cannot be countermanded by other abilities.

Cardtypes
The game’s cardtypes are presented in Appendix IV, with detailed card anatomies

If an ability causes a card to change its cardtype, it loses all other cardtypes it might
possess and functions as would any card of the new cardtype.

See also: “Asset Cards”, “Enemy Cards”, “Event Cards”, “Location Cards”, “Skill Cards”,
“Treachery Cards”.

Chaos Tokens
Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the
results of the skill test.

n b c v—If any of these tokens are revealed for a skill test, resolve the effect for that symbol
as indicated on the scenario reference card for the current scenario.

z—This is the auto-fail token. If this token is revealed for a skill test, it indicates the investigator
automatically fails the test (see “Automatic Failure/Success”).

x—This is the elder sign token. If this token is revealed for a skill test, resolve the x effect on
the investigator card belonging to the player performing the skill test.

If a revealed chaos token (or the effect referenced by a chaos token) has a numerical modifier,
that modifier is applied to the investigator’s skill value for this test.

See “ST.3 Reveal chaos token”.

Clues
Clues represent the progress the investigators can make towards solving a mystery, unraveling a
conspiracy, and/or advancing in a scenario.

The first time an investigator enters a location, that location is revealed (turned face-up)
and a number of clues equal to that location’s clue value are placed on that location

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(from the token pool). Most clue values are conveyed as a “per investigator (h)” value.
This may occur during setup.

A clue at a location can be discovered by successfully investigating the location (see


“Investigate Action”), or by a card ability. If an investigator discovers a clue, he or she
takes the clue from the location and places it on his or her investigator card, under his
or her control.

If there are no “Objective – ” requirements for advancing the current act, during any
investigator’s turn the investigators may, as a group, spend the requisite number of clues
(usually conveyed as a “per investigator” value) from their investigator cards to advance
the act deck. This is normally done as a u player ability. Any or all investigators may
contribute any number of clues towards the total number of clues required to advance
the act.

A card ability that refers to clues “at a location” is referring to the undiscovered clues
that are currently on that location.

See also: “Act Deck and Agenda Deck”, “Tokens, Running out of ”.

Collection
If an ability refers to a player’s collection (for example, “search the collection”), the collection of
cards from which that player’s deck was assembled is used.

Example: Sean and Etienne are each using a deck built from Sean’s collection. If Etienne is
instructed to “search the collection,” he searches Sean’s collection.

Constant Abilities
See “Ability”.

Control
See “Ownership and Control”.

Copy
A copy of a card is defined by title. A second copy of a card is any other card that shares the
same title, regardless of cardtype, text, artwork, or any other differing characteristics between the
cards.

Costs
There are two types of costs in the game: resource costs and ability costs.

A card’s resource cost is the numerical value that must be paid (in resources) to play the card
from hand. To pay a resource cost, an investigator takes the specified number of resources from
his or her resource pool and places them in the token pool.

Some triggered card abilities are presented in a “cost: effect” construct. In such a construct, the
aspect preceding the colon indicates the ability costs that must be paid and any triggering
conditions that must be met to trigger the ability. The aspect following the colon is the effect.

If multiple costs for a single card or ability require payment, those costs must be paid
simultaneously.

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Only the controller of a card or ability may pay its costs. Game elements another player
controls may not be used to pay a cost.

When exhausting, sacrificing, or otherwise using cards to pay costs, only cards that are in
play and under their owner’s control may be used, unless the cost specifies an out-of-
play state.

If a cost requires a game element that is not in play, the player paying the cost may only
use game elements that are in his or her game areas (such as his or her hand or deck) to
pay the cost.

If the investigators are instructed to pay a cost as a group, each investigator (or each
investigator in the group defined by the ability) may contribute to paying the cost.

An ability cannot initiate—and therefore its costs cannot be paid—if the resolution of its
effect will not change the game state.

If an investigator takes damage or horror as a cost and reassigns any of it to an asset, the
cost is still considered paid.

Dealing Damage/Horror
There are two types of afflictions that may beset an investigator in the game: damage and horror.
Damage afflicts an investigator’s health, and horror afflicts an investigator’s sanity.

When an investigator or enemy is dealt damage and/or horror, follow these steps, in order:

1. Assign Damage/Horror: Determine the amount of damage and/or horror being dealt.
Place damage and/or horror tokens equal to the amount of damage and horror being dealt
next to the cards that will be taking the damage/horror.

When an investigator is dealt damage or horror, that investigator may assign it to eligible
asset cards he or she controls. To be eligible, an asset card must have health in order to
be assigned damage, and it must have sanity in order to be assigned horror.

An asset cannot be assigned damage beyond the amount of damage it would take to
defeat the card, and cannot be assigned horror beyond the amount of horror it would
take to defeat the card.

All damage/horror that cannot be assigned to an asset must be assigned to the


investigator.

2. Apply Damage/Horror: Any assigned damage/ horror that has not been prevented is now
placed on each card to which it has been assigned, simultaneously. If no damage/horror is
applied in this step, no damage/horror has been successfully dealt.

Abilities that prevent, reduce, or reassign damage and/or horror that is being dealt are
resolved between steps 1 and 2.

After applying damage/horror, if an investigator has damage equal to or higher than his
or her health or horror equal to or higher than his or her sanity, he or she is defeated.
When an investigator is defeated, he or she is eliminated from the scenario (see
“Elimination”).

After applying damage/horror, if an enemy has damage equal to or higher than its
health, it is defeated and placed in the encounter discard pile (or in its owner’s discard
pile if it is a weakness).

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After applying damage/horror, if an asset has damage equal to or higher than its health
or horror equal to or higher than its sanity, it is defeated and placed in its owner’s
discard pile.

Deck
There are 4 main types of decks that appear in any game: the Investigator Deck, the Encounter
Deck, the Act Deck, and the Agenda Deck.

The order of cards within a deck may not be altered unless a player is instructed to do
so by a card ability.

See also: “Investigator Deck”, “Encounter Deck”, “Act Deck and Agenda Deck”.

Deckbuilding
When building a custom deck, the following guidelines must be observed:

A player must choose exactly 1 investigator card.

A player’s investigator deck must include the exact number of player cards indicated on
the back of his or her investigator card as the “Deck Size.” Weaknesses, investigator-
specific cards, and scenario cards that are added to a player’s deck do not count towards
this number.

A player’s investigator deck may not include more than 2 copies (by title) of any given
player card.

Each standard player card in a player’s investigator deck must be chosen from among
the “Deckbuilding Options” available on the back of his or her investigator card.

Most investigators have 0 experience to spend at the beginning of a campaign, which


means that they may only include level 0 cards in their decks. Some investigators, and/or
some campaigns, may provide a player with additional experience at the beginning of a
campaign, which can be used immediately to purchase higher level cards (see
“Campaign Play”).

All other “Deckbuilding Requirements” listed on the back of a player’s investigator card
must be observed.

Each required random basic weakness is added to a player’s deck at the end of the
deckbuilding process.

Story Assets may not be included in a player’s deck unless the setup or resolution of a
scenario grants that player permission to do so. These assets are indicated by the lack of
a card level and the presence of an encounter set symbol (see “Asset Cards”).

During a campaign, players build a deck before playing the first scenario. In between
scenarios, players can purchase new cards or upgrade cards in their deck following the
rules found under “Campaign Play”.

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Classes

Most player cards, including investigators, belong to one of 5 classes. Each class has its own
distinct flavor and identity, as described below.

Guardians (Q) feel compelled to defend humanity, and thus go out of their way to combat the
forces of the Mythos. They have a strong sense of duty and selflessness that drives them to
protect others, and to hunt monsters down.

Mystics (w) are drawn to and influenced by the arcane forces of the Mythos. Many have spell-
casting abilities, able to manipulate the forces of the universe through magical talent.

Rogues (t) are self-serving and out for themselves. Wily and opportunistic, they are always
eager for a way to exploit their current situation.

Seekers (e) are primarily concerned with learning more about the world and about the Mythos.
They wish to research forgotten lore, map out uncharted areas, and study strange creatures.

Survivors (r) are everyday people in the wrong place at the wrong time, simply trying to
survive. Ill-prepared and ill-equipped, Survivors are the underdogs, who rise to the occasion
when their lives are threatened.

Some cards are not affiliated with any class; these cards are neutral.

Generally, investigators only have access to cards from their class. Some investigators have access
to cards from other classes. Refer to the “Deckbuilding Options” on the back of an investigator
card to view which cards an investigator has access to.

Defeat
Taking damage and/or horror may cause an investigator, enemy, or asset to be defeated.

If an investigator has as much or more damage on it as it has health (or as much or more
horror on it as it has sanity), that investigator is defeated. An investigator might also be
defeated by a card ability. When an investigator is defeated, he or she is eliminated from
the scenario (see “Elimination”).

In campaign play, an investigator that is defeated by taking damage equal to his or her
health suffers 1 physical trauma. An investigator that is defeated by taking horror equal
to his or her sanity suffers 1 mental trauma. Taking trauma may cause an investigator to
be killed or driven insane (see “Campaign Play” for more information).

If an enemy has as much or more damage on it as it has health, that enemy is defeated
and placed on the encounter discard pile (or on its owner’s discard pile if it is a
weakness).

If an asset with a health value has as much or more damage than it has health, it is
defeated. If an asset with a sanity value has as much or more horror than it has sanity, it
is defeated. A defeated asset is placed on its owner’s discard pile.

Delayed Effects
Some abilities create delayed effects. Such abilities specify a future timing point, or indicate a
future condition that may arise, and dictate an effect that will happen at that time.

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Each delayed effect initiates automatically and immediately (as a forced ability) if its
future timing point or future condition occurs.

A delayed effect affects all specified entities that are in the specified game area and
eligible at the time the delayed effect resolves.

Difficulty (level)
There are four levels of difficulty in Arkham Horror: The Card Game: Easy, Standard, Hard,
and Expert. At the beginning of a campaign or standalone scenario, the players choose which
difficulty level to use. The campaign setup section of that campaign or scenario’s Campaign
Guide indicates which chaos tokens should be placed into the chaos bag when playing on each
difficulty level.

When playing in Easy or Standard mode, use the “Easy/Standard” side of each
scenario’s reference card. When playing in Hard or Expert mode, use the “Hard/
Expert” side of each scenario’s reference card instead.

Difficulty (skill tests)


The difficulty of a skill test is the target number an investigator is trying to equal or exceed with
his or her modified skill value to pass that test.

When attacking an enemy, the base difficulty of the skill test is the enemy’s fight value.

When investigating a location, the base difficulty of the skill test is the location’s shroud
value.

When attempting to evade an enemy, the base difficulty for the skill test is the enemy’s
evade value.

When resolving a skill test created by a card ability, the base difficulty is indicated as a
parenthetical value following the indication of which skill is being tested. For example:
Intellect (3).

See “Skill Test Timing” for the full rules on skill tests.

Direct Damage, Direct Horror


If an ability causes a card to take direct damage or direct horror, that damage or horror must be
assigned directly to the specified card, and cannot be assigned or re-assigned elsewhere.

Discard Piles
Any time a card is discarded, it is placed faceup on top of its owner’s discard pile. Encounter
cards are owned by the encounter deck.

Each discard pile is an out-of-play area.

Each investigator has his or her own discard pile, and the encounter deck has its own
discard pile.

Each discard pile is open information, and may be looked at by any player at any time.

The order of cards in a discard pile may not be altered unless a player is instructed to do
so by a card ability.

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If multiple cards are discarded simultaneously, the owner of the cards may physically
place them on top of his or her discard pile one at a time, in any order. If multiple
encounter cards are discarded simultaneously, they are placed on top of the encounter
discard pile in any order (determined by lead investigator).

Any ability that would shuffle a discard pile of zero cards back into a deck does not
shuffle the deck.

Doom
Doom represents the progress the forces of the Mythos make towards completing foul rituals,
summoning cosmic entities, and/or advancing a scenario’s agenda.

During each Mythos phase, 1 doom is placed on the current agenda (see “I. Mythos
phase”).

If there are no “Objective – ” requirements for advancing the current agenda and the
requisite amount of doom is in play (among the agenda and all cards in play), the agenda
advances during the “Check doom threshold” step of the Mythos phase. Unless a card
otherwise specifies that it can advance the agenda, this is the only time at which the
agenda can advance.

Doom on cards other than the agenda (such as enemies, allies, locations, etc.) counts
towards the amount of doom in play.

See also: “Act Deck and Agenda Deck” , “Tokens, Running out of ”.

Draw Action
“Draw” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, that investigator draws one card from his or her deck.

Drawing Cards
When a player is instructed to draw one or more cards, those cards are drawn from the top of
his or her investigator deck and added to his or her hand.

When a player is instructed to draw one or more encounter cards, those cards are drawn from
the top of the encounter deck, and resolved following the rules for drawing encounter cards
under framework step “1.4 Each investigator draws 1 encounter card”.

When a player draws two or more cards as the result of a single ability or game step,
those cards are drawn simultaneously. If a deck empties middraw, reset the deck and
complete the draw.

There is no limit to the number of cards a player may draw each round.

If an investigator with an empty investigator deck needs to draw a card, that investigator
shuffles his or her discard pile back into his or her deck, then draws the card, and upon
completion of the entire draw takes one horror.

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Effects
A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a
card. A framework effect is any effect that arises from the resolution of a framework event (see
“Framework Event Details”).

Card effects may be preceded by costs, triggering conditions, play restrictions, and/or
play permissions; such elements are not considered effects (see “Ability”).

Once initiated, players must resolve as much of each aspect of the effect as they are able,
unless the effect uses the word “may.”

When a non-targeting effect attempts to interact with a number of entities (such as “draw
3 cards” or “search the top 5 cards of your deck”) that exceeds the number of entities
that currently exist in the specified game area, the effect interacts with as many entities as
possible.

The expiration of a lasting effect (or the cessation of a constant ability) is not considered
to be generating a game state change by a card effect.

All aspects of an effect have timing priority over all “after...” triggering conditions that
might arise as a consequence of that effect. (For example, if an effect reads “Gain 3
resources and draw 3 cards,” resolve both aspects of the effect (gaining resources and
drawing cards) before initiating an ability that reads “After drawing a card...”)

See also: “Delayed Effects”, “Lasting Effects”, “Priority of Simultaneous Resolution”.

Elimination
A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she
resigns. The only manner in which eliminated investigators interact with the game when
establishing “per investigator” values. Any time a player is eliminated:

1. The cards he or she controls in play and all of the cards in his or her out-of-play areas
(such as hand, deck, discard pile) are removed from the game.

Any card that player owns but does not control that is in play remains in play, but if that
card leaves play it is removed from the game.

2. All clue tokens that player possesses are placed at the location the investigator was at when
he or she was eliminated, and all of that player’s resource tokens are returned to the token
pool.

3. All enemies engaged with that player are placed at the location the investigator was at when
he or she was eliminated, unengaged but otherwise maintaining their current game state

4. All other cards in the eliminated investigator’s threat area are placed in the appropriate
discard pile.

5. If the lead investigator is eliminated, the remaining players (if any) choose a new lead
investigator.

6. If there are no remaining players, the scenario ends. Refer to “no resolution was reached”
entry for that scenario in the campaign guide.

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Empty Location
An empty location is a location with no enemies or investigators at it.

Encounter Deck
The encounter deck contains the encounter cards (enemy, treachery, and story asset cards) the
investigators may encounter during a scenario.

If the encounter deck is empty, shuffle the encounter discard pile back into the
encounter deck.

Encounter Set
An encounter set is a collection of encounter cards, denoted by a common encounter set symbol
near each card’s cardtype.

Enemy Cards
Enemies represent villains, cultists, ne’er-do-wells, terrible monsters, and unfathomable entities
from alternate dimensions or the cosmos beyond.

When an enemy card is drawn by an investigator, that investigator must spawn it following any
spawn direction the card bears (see “Spawn”). If the encountered enemy has no spawn direction,
the enemy spawns engaged with the investigator encountering the card and is placed in that
investigator’s threat area.

See “1.4 Each investigator draws 1 encounter card”.

A ready, unengaged enemy engages any time it is at the same location as an investigator
(see “Enemy Engagement”).

If an investigator is engaged with a ready enemy and takes an action other than to fight,
to evade , or to activate a parley or resign ability, that enemy makes an attack of
opportunity (see “Attack of Opportunity”).

Enemies with the hunter keyword move during the Enemy Phase (see “III. Enemy
phase”).

Engaged enemies attack during the Enemy Phase (see “III. Enemy phase”).

Enemy Engagement
While an enemy card is in play, it is either engaged with an investigator (and placed in that
investigator’s threat area), or it is unengaged and at a location (and placed at that location). Each
enemy in an investigator’s threat area is considered to be at the same location as that investigator,
and should the investigator move, the enemy remains engaged and moves to the new location
simultaneously with the investigator.

Any time a ready unengaged enemy is at the same location as an investigator, it engages that
investigator, and is placed in that investigator’s threat area. If there are multiple investigators at
the same location as a ready unengaged enemy, follow the enemy’s prey instructions to
determine which investigator is engaged. There is no limit on the number of enemies that can be
engaged with a single investigator.

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For example, a ready unengaged enemy immediately engages if:

It spawns at the same location as an investigator,

It moves into the same location as an investigator,

An investigator moves into the same location as it

An exhausted unengaged enemy does not engage, but if an exhausted enemy at the same
location as an investigator becomes ready, it engages as soon as it is readied.

Note: An enemy with the Aloof keyword does not engage in the manner described
above.

Enemy Phase
See “III. Enemy phase”.

Engage Action
“Engage” is an action an investigator may take during his or her turn in the investigation phase.

To engage an enemy at the same location (for example, this could be done to engage an
exhausted enemy, an aloof enemy, or an enemy engaged with another investigator), an
investigator places the chosen enemy in his or her threat area. The investigator and the enemy
are now engaged.

An investigator may perform the engage action to engage an enemy that is engaged with
a different investigator at the same location. The enemy simultaneously disengages from
the previous investigator and engages the investigator performing the action

An investigator cannot use the engage action to engage an enemy he or she is already
engaged with.

Enters Play
The phrase “enters play” refers to any time a card makes a transition from an out-of-play area
into a play area (see “In Play and Out of Play”).

If an ability (either on the card itself or from another card) causes a card to enter play in
a state different from that specified by the rules, there is no transition to that state. It
merely enters play in that state.

Evade, Evade Action


“Evade” is an action an investigator may take during his or her turn in the investigation phase

To evade an enemy engaged with an investigator, that investigator makes an agility test against the
enemy’s evade value (see “Skill Tests”).

If the test is successful, the investigator successfully evades the enemy (see below). (This occurs
during step 7 of the skill test, per “ST.7 Apply skill test results”.)

If the test fails, the investigator does not evade the enemy, and it remains engaged with him or
her.

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If an ability “automatically” evades 1 or more enemies, no skill test is made for the
evasion attempt.

Any time an enemy is evaded (whether by an evade action, or by card ability), the enemy
is exhausted (if it was ready) and the engagement is broken. Move the enemy from the
investigator’s threat area to the investigator’s location to mark that it is no longer engaged
with that investigator.

Unlike the fight and engage action, an investigator can only perform an evade action
against an enemy engaged with him or her.

Event Cards
Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at
a player’s disposal.

If an event card does not have the fast keyword, it may only be played from a player’s
hand by performing a “Play” action during his or her turn. You must follow all play
permissions/restrictions that card has.

A fast event card may be played from a player’s hand any time its play instructions
specify (see “Fast”).

Any time a player plays an event card, its costs are paid, its effects are resolved (or
canceled), and the card is placed in its owner’s discard pile after those effects resolve (or
are canceled).

If the effects of an event card are canceled, the card is still considered to have been
played, and its costs remain paid. Only the effects have been canceled.

Playing an event card from hand (or not playing it) is always optional for a player, unless
the event uses the word “must” in its play instructions.

An event card cannot be played unless the resolution of its effect has the potential to
change the game state.

Exceptional
Exceptional is a deckbuilding keyword ability.

A card with the exceptional keyword costs twice its printed experience cost to purchase.

A player’s investigator deck cannot include more than 1 copy (by title) of any given
exceptional card.

Exhaust, Exhausted
Occasionally, a card ability or game step will cause a card to exhaust to indicate it has been used
to perform a function. When a card exhausts, it is rotated 90 degrees. A card in this state is said
to be exhausted.

An exhausted card cannot exhaust again until it is ready (typically by a game step or card
ability).

Experience
See “Campaign Play”.

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Fast
Fast is a keyword ability. A fast card does not cost an action to be played and is not played using
the “Play” action.

A fast event card may be played from a player’s hand any time its play instructions
specify. If the instructions specify when/after a timing point, the card may be played as if
the described timing point were a triggering condition for playing the card. If the
instructions specify a duration or period of time, the card may be played during any
player window within that period. If the instructions specify both a when/after timing
point and a duration or period of time, the card may be played in reference to any
instance of the specified triggering condition within that time period.

A fast asset may be played by an investigator during any player window on his or her
turn.

Because fast cards do not cost actions to play, they do not provoke attacks of
opportunity (see “Attack of Opportunity”).

Fight Action
“Fight” is an action an investigator may take during his or her turn in the investigation phase.

To fight an enemy at his or her location, an investigator resolves an attack against that enemy by
making a combat test against the enemy’s fight value (see “Skill Tests”).

If the test is successful, the attack succeeds and damage is dealt to the attacked enemy. The
default damage dealt by an attack is 1. Some weapons, spells, or other special attacks may modify
this damage. (This occurs during step 7 of the skill test, per “ST.7 Apply skill test results”)

If the test fails, no damage is dealt to the attacked enemy. However, if an investigator fails this test
against an enemy that is engaged with another single investigator, the damage of the attack is dealt
to the investigator engaged with that enemy.

An investigator may fight any enemy at his or her location, including: an enemy he or
she is engaged with, an unengaged enemy at the same location, or an enemy engaged
with another investigator who is at the same location.

Flavor Text
Flavor text is additional text that provides thematic context to a card and/or its abilities. Flavor
text does not interact with the game in any manner.

Forced Abilities
See “Ability”.

Gains
The word “gains” is used in multiple contexts.

If a player gains one or more resources, the player takes the specified number of
resources from the token pool and adds them to his or her resource pool.

If an investigator gains an action, that investigator is permitted one additional action to


spend during the specified time period.

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If a card gains a characteristic (such as an icon, a trait, a keyword, or ability text), the
card functions as if it possesses the gained characteristic.

“Gained” characteristics are not considered to be “printed” on the card. If an ability


refers to the printed characteristics of a card, it does not refer to gained characteristics.

Game
A ‘game’ consists of a single scenario, not an entire campaign. In a campaign, the beginning of a
new scenario marks the start of a new game.

Hand Size
See “IV. Upkeep phase”.

Heal
“Heal” is an instruction to remove the indicated amount of damage or the indicated amount of
horror from a card.

If a card is healed for more damage or horror than it currently has on it, remove as
much of the indicated amount as possible.

Health and Damage


Health represents a card’s physical fortitude. Damage tracks the physical harm that has been
done to a card during a scenario.

Any time a card takes damage, place a number of damage tokens equal to the amount of
damage just taken on the card (see “Dealing Damage/Horror”).

If an investigator has damage on him or her equal to or greater than his or her health,
that investigator is defeated. When an investigator is defeated, he or she is eliminated
from the scenario (see “Elimination”).

In campaign play, an investigator that is defeated by taking damage equal to his or her
health suffers 1 physical trauma. Taking physical trauma may cause an investigator to be
killed (see “Campaign Play” for more information).

If an enemy has damage on it equal to or greater than its health, that enemy is defeated
and placed in the encounter discard pile.

If an asset with a health value has damage on it equal to or greater than its health, it is
defeated and placed on its owner’s discard pile.

An asset card without a health value is not considered to have a health of 0, cannot gain
health, and cannot have damage assigned to it.

A card’s “remaining health” is its base health minus the amount of damage on it, plus or
minus any active health modifiers.

See also: “Direct Damage, Direct Horror” 25.

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Hunter
Hunter is a keyword ability.

During the enemy phase (in framework step 3.2), each ready, unengaged enemy with the hunter
keyword moves to a connecting location, along the shortest path towards the nearest investigator.
Enemies at a location with one or more investigators do not move.

If there are multiple equidistant investigators who qualify as “the nearest investigator,”
the enemy moves towards the one of those who best meets its prey instructions. If none
do, or if the enemy has no prey instructions, the lead investigator may choose an
investigator for the enemy to move towards.

If a hunter enemy would be compelled to a location to which the move is blocked by a


card ability, the enemy does not move.

See also: “Prey”.

Immune
If a card is immune to a specified set of effects (for example, “immune to treachery card effects,”
or “immune to player card effects”), it cannot be affected by or chosen to be affected by effects
belonging to that set. Only the card itself is protected, and peripheral entities associated with an
immune card (such as attached assets, tokens placed on, or abilities originating from an immune
card) are not themselves immune.

If a card gains immunity to an effect, pre-existing lasting effects that have been applied to
the card are not removed. If a card loses immunity to an effect, pre-existing lasting
effects of that nature are not applied to the card.

Immunity only protects a card from effects. It does not protect a card from costs.

In Play and Out of Play


The cards that a player controls in his or her play area are considered in play.

The current act, the current agenda, each location in the play area, and each encounter card in a
investigator’s threat area or at a location, are all considered in play.

Out of play refers to the cards in a player’s hand, in any deck, in any discard pile, in the victory
display, and those that have been set aside and/or removed from the game.

A card enters play when it transitions from an out-of-play origin to an in play area.

A card leaves play when it transitions from a in play area to an out-of-play destination.

Tokens on in play cards are considered in play. Resources in each investigator’s


resource pool are also considered in play.

In Player Order
If the players are instructed to perform a sequence “in player order,” the lead investigator
performs his or her part of the sequence first, followed by the other players in clockwise order.
The phrase “the next player” is used in this context to refer to the next player (clockwise) to act
in player order.

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Instead
The word “instead” is indicative of a replacement effect. A replacement effect is an effect that
replaces the resolution of a triggering condition with an alternate means of resolution.

If multiple replacement effects are initiated against the same triggering condition and
create a conflict in how to resolve the triggering condition, the most recent replacement
effect is the one that is used for the resolution of the triggering condition.

The word “would” is used to define the triggering condition of some abilities, and
establishes a higher priority for those abilities than abilities referencing the same
triggering condition without the word “would.” (For instance, “When X would occur”
resolves before “When X occurs.”)

If a replacement effect that uses the word “would” changes the nature of a triggering
condition, the original triggering condition is replaced with the new triggering condition.
No further abilities referencing the original triggering condition may be used.

Investigate Action
“Investigate” is an action an investigator may take during his or her turn in the investigation
phase.

Each time an investigator takes this action, he or she makes an intellect test against the shroud
value of that location (see “Skill Tests”).

If the test is successful, the investigator has succeeded in investigating the location, he or she
discovers one clue at the location. (This occurs during step 7 of the skill test, per “ST.7 Apply
skill test results”.)

Any time an investigator discovers a clue from a location, that player takes the clue from the
location and places it on his or her investigator card, under his or her control.

If the test is failed, the investigator has failed in investigating the location. No clues are discovered
during step 7 of the skill test.

Investigation Phase
See “II. Investigation phase”.

Investigator Deck
A player’s “investigator deck” is the deck that contains that player’s asset, event, skill, and
weakness cards. A reference to “your deck” refers to the investigator deck under your control.

Keywords
A keyword is a card ability which conveys specific rules to its card. Each keyword has its own
rules which can be found in the keyword’s own section of the glossary. The keywords in this
game are: aloof, fast, hunter, massive, peril, retaliate, surge, uses.

There are also two deckbuilding keywords: exceptional and permanent. Deckbuilding
keywords affect deck customization while building and/or leveling up a deck. They have
no effect during gameplay. There are no exceptional or permanent cards in the core
set—each of these keywords will be presented in future expansions.

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A single card that has and/or is gaining the same keyword from multiple sources
functions as if it has one instance of that keyword.

The initiation of any keyword which uses the word “may” in its keyword description is
optional. The application of all other keywords is mandatory.

See “Ability” .

Killed/Insane Investigators
During campaign play, investigators who are killed or driven insane must be recorded in your
campaign log and cannot be used for the remainder of the campaign.

An investigator with physical trauma equal to or higher than his or her printed health is
killed.

An investigator with mental trauma equal to or higher than his or her printed sanity is
driven insane.

An investigator may also be killed or driven insane by card ability, or during a scenario’s
resolution.

When playing a standalone scenario, there is no practical difference between being


killed, driven insane, or defeated.

See “Campaign Play”.

Lasting Effects
Some card abilities create conditions that affect the game state for a specified duration (for
example, “until the end of the phase” or “ for this skill test”). Such effects are known as lasting
effects.

A lasting effect persists beyond the resolution of the ability that created it, for the
duration specified by the effect. The effect continues to affect the game state for the
specified duration regardless of whether the card that created the lasting effect is or
remains in play.

If a lasting effect affects in-play cards (or cards in a specified area), it is only applied to
cards that are in play (or the specified area) when the lasting effect is established. Cards
that enter play (or the specified area) after its establishment are not affected by the
lasting effect.

A lasting effect expires as soon as the timing point specified by its duration is reached.
This means that an “until the end of the phase” lasting effect expires before an “at the
end of the phase” ability or delayed effect may initiate.

A lasting effect that expires at the end of a specific time period can only be initiated
during that time period.

Lead Investigator
The lead investigator is sometimes required to make important scenario decisions. At the
beginning of a scenario, the investigators choose a lead investigator. If they cannot agree on a
choice, a lead investigator is chosen at random.

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If there are ever multiple valid options for a choice or decision that must be made (for example,
a hunter enemy that could move in two different directions), the lead investigator is the final
arbiter in choosing among those options.

If the lead investigator is eliminated, the remaining players (if any) choose a new lead
investigator.

Leaves Play
The phrase “leaves play” refers to any time a card makes a transition from an in-play state to an
out-of-play state (see “In Play and Out of Play”).

If a card leaves play, the following consequences occur simultaneously with the card leaving play:

All tokens on the card are returned to the token pool.

All attachments on the card are discarded.

All lasting effects and/or delayed effects affecting the card while it was in play expire for
that card.

Limits and Maximums


“Limit X per [period]” is a limit that appears on cards that remain in play through the resolution
of an ability’s effect. Each instance of an ability with such a limit may be initiated X times during
the designated period. If a card leaves play and re-enters play during the same period, the card is
considered to be bringing a new instance of the ability to the game.

“Limit X per [card/game element]” is a limit that appears on attachment cards, and restricts the
number of copies of that card (by title) that can be attached to each designated card or game
element.

Unless stated otherwise, limits are player specific.

A “group limit,” however, applies to the entire group of investigators. (For example, if an
investigator triggers an ability that is “group limit once per game,” no other investigator
may trigger that ability during that game.)

“Max X per [period]” imposes a maximum across all copies of a card (by title) for all players.
Generally, this phrase imposes a maximum number of times that copies of that card can be
played during the designated time period. If a maximum includes the word “committed” (For
example, “Max 1 committed per skill test”), it imposes a maximum number of copies of that
card that can be committed to skill tests during the designated period. If a maximum appears as
part of an ability, it imposes a maximum number of times that ability can be initiated from all
copies (by title) of cards bearing that ability (including itself), during the designated period.

If the effects of a card or ability with a limit or maximum are canceled, it is still counted against
the limit/ maximum, because the ability has been initiated.

Location Cards
Location cards represent the places the investigators may explore during a scenario.

Use each investigator’s mini-card to indicate which location he or she is at.

While an investigator is at a location, that investigator, each of his or her assets, and each
card in that investigator’s threat area is at the same location.

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Locations enter play in an “unrevealed” state, so that the side with no shroud value
and/or clue value is faceup. Do not read the “revealed” side at this time.

The first time a location is entered by an investigator, that location is revealed by turning
it to its other side and placing a number of clues on it equal to its clue value (this may
occur during setup). Most clue values are conveyed as a “per investigator” (h) value.

A location with its shroud/clue value side faceup is in the “revealed” state.

Massive
Massive is a keyword ability. A ready enemy with the massive keyword is considered to be
engaged with each investigator at the same location as it.

An exhausted enemy with the massive keyword is not considered to be engaged with any
investigators.

An enemy with the massive keyword cannot be placed in an investigator’s threat area.

When an enemy with the massive keyword attacks during the enemy phase, resolve its
(full) attack against each investigator it is engaged with, one investigator at a time. The
lead investigator chooses the order in which these attacks resolve. The massive enemy
does not exhaust until its final attack of the phase resolves.

When an enemy with the massive keyword makes an attack of opportunity, that attack
only resolves against the investigator who provoked the attack.

A massive enemy does not move with an engaged investigator who moves away from the
massive enemy’s location.

If an investigator fails a combat test against a massive enemy, no damage is dealt to the
engaged investigators.

May
The word “may” indicates that a specified player has the option to do that which follows. If no
player is specified, the option is granted to the controller of the card with the ability in question.

Modifiers
Some abilities cause values or quantities of characteristics to be modified. The game state
constantly checks and (if necessary) updates the count of any variable value or quantity that is
being modified.

Any time a new modifier is applied (or removed), the entire quantity is recalculated from the
start, considering the unmodified base value and all active modifiers.

When calculating a value, treat all modifiers as being applied simultaneously. However,
while performing the calculation, all additive and subtractive modifiers are calculated
before doubling and/or halving modifiers.

Fractional values are rounded up after all modifiers have been applied.

A quantity on a card (such as a stat, an icon, a number of instances of a trait or keyword)


cannot be reduced so that it functions with a value below zero. Negative modifiers in
excess of a value’s current quantity can be applied, but, after all active modifiers have

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been applied, any resultant value below zero is treated as zero. (For example: Danny
tests agility and reveals a –8 chaos token. When applied to his agility of 4, this would
reduce his skill value to –4. However, his agility cannot be reduced so that it functions
with a value below zero. While the –8 modifier still exists, his agility is treated as zero. If
Danny were to play “Lucky!” to receive a +2 bonus to the test, this bonus would not be
applied to the functioning skill value of zero; but rather, it is applied in conjunction with
all active modifiers. Danny’s agility would then be calculated as follows: base skill 4, –8
from chaos token, +2 from “Lucky!” for a total of –2, which is still treated as zero.)

Move
Any time an entity (an investigator or enemy) moves, transfer that enemy card or investigator’s
mini card from its current location to a different location.

Unless otherwise specified by the move effect or ability, the moving entity must move to
a connecting location. Connecting locations are identified on the location card
representing the entity’s current location, as shown below.

Any time an entity moves, it is considered to leave the previous location, and to enter
the new location, simultaneously.

If an entity is “moved to…” a specific location, the entity is moved directly to that
location, and does not pass through other locations en route.

If an investigator moves to an unrevealed location, that location is revealed by turning it


to its other side, and placing a number of clues on it equal to its clue value. Most clue
values are conveyed as a “per investigator” (h) value.

If an enemy moves to an unrevealed location, that location remains unrevealed.

Game elements (tokens or cards) may also be moved by card abilities from one card to
another, or from one game area to another game area.

When an entity or game element moves, it cannot move to its same (current) placement.
If there is no valid destination for a move, the move cannot be attempted.

Move Action
“Move” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, move that investigator (using his or her mini card) to any
other location that is marked as a connecting location on his or her current location (see
“Move”).

Mulligan
After a player draws a starting hand during setup, that player has a single opportunity to declare a
mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting
hand. These cards are set aside, and an equivalent number of cards are drawn and added to the
player’s starting hand. The set-aside cards are then shuffled back into the player’s deck.

Players take or forgo the opportunity to mulligan in player order.

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Must
If an investigator is instructed that he or she “must” choose among multiple options, the
investigator is compelled to choose an option that has the potential to change the game state.

In the absence of the word “must” while choosing among multiple options, any option
may be chosen upon the resolution of the effect—even an option that does not change
the game state.

Mythos Phase
See “I. Mythos phase”.

Nearest
Some card abilities reference the “nearest” entity. Nearest refers to the entity of the specified
kind at a location that can be reached in the fewest number of connections, even if one or more
of those connections are blocked by another card ability. The path to the nearest entity is the
“shortest” path to that entity.

Ownership and Control


A card’s owner is the player whose deck (or game area) held the card at the start of the game.

A player controls the cards located in his or her out-of-play game areas (such as the hand, deck,
discard pile).

The scenario controls the cards in its out-of-play game areas (such as the encounter, act, and
agenda decks, and the encounter discard pile).

Cards by default enter play under their owner’s control. Some abilities may cause cards
to change control during a game.

If a card would enter an out-of-play area that does not belong to the card’s owner, the
card is physically placed in its owner’s equivalent out-of-play area instead. The card is
considered to have entered its controller’s out-of-play area, and only the physical
placement of the card is adjusted.

Parley
Some abilities are identified with a Parley action designator. Such abilities are initiated using the
“Activate” action (see “Activate Action”).

Per Investigator (h)


When the h symbol appears after a value, that value is multiplied by the number of
investigators who started the scenario.

The “per investigator” multiplication is done before all other modifiers, and the product
of this multiplication is treated as the printed value of the card.

Text that uses the phrase “per investigator” also counts the number of investigators who
started the scenario, and is applied before all other modifiers.

If investigators have been eliminated from the scenario, they still count toward “per
investigator” values.

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Peril
Peril is a keyword ability

While resolving the drawing of an encounter card with the peril keyword, an investigator cannot
confer with the other players. Those players cannot play cards, trigger abilities, or commit cards
to that investigator’s skill test(s) while the peril encounter is resolving.

Permanent
Permanent is a deckbuilding keyword ability.

A card with the permanent keyword does not count towards your deck size.

A card with the permanent keyword still counts as being part of your deck and must
therefore adhere to all other deckbuilding restrictions.

A card with the permanent keyword starts each game in play and is not shuffled into
your investigator deck during setup.

A card with the permanent keyword cannot be discarded by any means.

Play
To play a card, an investigator must pay the card’s resource cost and meet any applicable play
restrictions and conditions. Most cards can only be played by taking a play action (see “Play
Action”).

A card with the fast keyword is not played during a play action. Such a card may be played any
time its specified triggering condition is met or, if it has no triggering condition, during an
appropriate player window (see “Fast”).

Any time an event card is played, its effects are resolved and it is then placed in its owner’s
discard pile.

Any time an asset is played, it is placed in the investigator’s play area and remains in play until an
ability or game effect causes it to leave play. Most assets take up one or more slots while in play
(see “Slots”).

Skill cards are not be “played.” These cards are committed to a skill test from a player’s hand in
order to use their abilities.

See also: “Appendix I: Initiation Sequence”, “Play Restrictions, Permissions, and Instructions”.

Play Action
“Play” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, that investigator selects an asset or event card in his or her
hand, pays its resource cost, and plays it (see “Play”).

Cards with the “fast” keyword are not played by using this action (see “Fast”).

Skill cards are not “played.” These cards are committed to a skill test from a player’s
hand in order to use their abilities.

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Play Restrictions, Permissions, and Instructions
Many cards and abilities contain specific instructions pertaining to when or how they may or may
not be used, or to specific conditions that must be true in order to use them. In order to use such
an ability or to play such a card, its play restrictions must be observed.

A permission allows a player to play a card or use an ability outside the timing specifications
provided by the game rules.

A play instruction describes the timing point at which, and/ or time period during which, an
event card may be played.

Prey
Given the opportunity, some enemies will pursue a defined investigator. These enemies are
identified with the bold word “prey ” in their text box, followed by instructions on whom they
should engage.

If an enemy that is about to automatically engage an investigator at its location has


multiple options of whom to engage, that enemy engages the investigator who best meets
its “prey” instructions (if multiple investigators are tied in meeting these instructions, the
lead investigator may decide among them) (see “Enemy Engagement”).

If an enemy that is moving towards the nearest investigator has a choice between
multiple equidistant investigators, that enemy must select among those investigators the
one who best meets its “prey” instructions. (If multiple equidistant investigators meet the
prey criteria, the lead investigator decides among those investigators. See “Hunter”.)

If an enemy’s prey instructions contain the word “only,” that enemy only moves towards
and engages that investigator (as if it were the only investigator in play), and ignores all
other investigators while moving and engaging. Other investigators may use the engage
action or card abilities to engage the enemy.

Prey has no immediate effect on where an enemy will spawn (see “Spawn”).

Printed
The word “printed” refers to the text, characteristic, icon, or value that is physically printed on
the card.

Priority of Simultaneous Resolution


If an effect affects multiple players simultaneously, but the players must individually make
choices to resolve the effect, these choices are made in player order. Once all necessary choices
have been made, the effect resolves simultaneously upon all affected entities.

If two or more forced abilities (including delayed effects) would resolve at the same
time, the lead investigator determines the order in which the abilities resolve.

If two or more constant abilities and/or lasting effects cannot be applied simultaneously,
the lead investigator determines the order in which they are applied.

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Put into Play
Some card abilities cause a card to be “put into play.” Such abilities place the card directly into
play from an out-of-play state.

The resource cost of a card being put into play is not paid.

Unless otherwise stated by the put into play ability, cards that enter play in this manner
must do so in a play area that satisfies the standard game rules associated with playing or
drawing (for encounter cards) that card.

A card that has been put into play is not considered to have been played or drawn.

Qualifiers
If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in
the list. (For example, in the phrase “each unique ally and item,” the word “unique” is a qualifier
that applies both to “ally” and to “item.”)

Ready
A card that is in an upright state so that its controller can read its text from left to right is
considered ready.

The default state in which cards enter play is ready.

When an exhausted card readies, it is returned to the upright state. It is then said to be
in a ready state.

A ready card cannot ready again (it must first be exhausted, typically by a game step or
card ability).

Removed from Game


A card that has been removed from the game is placed away from the game area and has no
further interaction with the game in any manner for the duration of its removal.

If there is no specified duration, a card that has been removed from the game is considered
removed until the end of the game.

Resign
Some abilities are identified with a Resign action designator. Such abilities are initiated using the
“Activate” action (see “Activate Action”).

When an investigator resigns, the investigator is eliminated by resignation (see


“Elimination”.) An investigator who resigns is not considered to have been defeated.

Resource Action
“Resource” is an action an investigator may take during his or her turn in the investigation phase.

When an investigator takes this action, that investigator gains one resource by taking it from the
token pool and adding it to his or her resource pool.

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Resources
Resources represent the various means of acquiring new cards at an investigator’s disposal –
supplies, money, tools, knowledge, spell components, etc.

In order to play a card or use an ability that costs resources, an investigator must pay that
card or ability’s resource cost by taking the specified number of resources from his or
her resource pool and returning them to the token pool (see “Costs”).

Resources can be gained by performing the “Resource” action (see “Resource Action”).

Investigators acquire one resource during each Upkeep phase (see “4.4 Each
investigator draws 1 card and gains 1 resource”).

See also: “Tokens, Running out of “.

Retaliate
Retaliate is a keyword ability.

Each time an investigator fails a skill test while attacking a ready enemy with the retaliate
keyword, after applying all results for that skill test, that enemy performs an attack against the
attacking investigator. An enemy does not exhaust after performing a retaliate attack.

This attack occurs whether the enemy is engaged with the attacking investigator or not.

Revelation
A revelation ability may appear on encounter cards or on weakness cards.

When an investigator draws an encounter card, that investigator must resolve all
“Revelation –” abilities on the card. This occurs before the card enters play, or in the
case of a treachery card, before it is placed in the discard pile.

When a weakness card enters an investigator’s hand, that investigator must immediately
resolve all revelation abilities on the card as if it were just drawn.

Sanity and Horror


Sanity represents a card’s mental and emotional fortitude. Horror tracks the harm that has been
done to a card’s psyche by exposure to the Mythos.

When a card takes horror, place a number of horror tokens equal to the amount of
horror just taken on the card (see “Dealing Damage/Horror”).

If an investigator has horror on him or her equal to or greater than his or her sanity, that
investigator is defeated. When an investigator is defeated, he or she is eliminated from
the scenario (see “Elimination”).

In campaign play, an investigator that is defeated by taking horror equal to his or her
sanity suffers 1 mental trauma. Taking mental trauma may cause an investigator to be
driven insane (see “Campaign Play” for more information).

If an asset with a sanity value has horror on it equal to or greater than its sanity, it is
defeated and placed on its owner’s discard pile.

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A card’s “remaining sanity” is its base sanity minus the amount of horror on that card,
plus or minus any active sanity modifiers.

An asset card without a sanity value is not considered to have a sanity of 0, cannot gain
sanity, and cannot have horror assigned to it.

See also: “Direct Damage, Direct Horror”.

Set Aside
Some scenarios instruct the players to set aside specific cards. Set-aside cards have no interaction
with the game until they are referenced by instructions within the scenario or by a card ability

Search
When a player is instructed to search for a card, that player is permitted to look at all of the
cards in the searched area without revealing those cards to the other players.

If an effect searches an entire deck, the deck must be shuffled upon completion of the
search.

When resolving a search effect, a player is obligated to find the object of the search
should one or more eligible options be found within the searched area.

While cards are in the process of being searched, they are not considered to have left
their game area of origin.

Self-Referential Text
When a card’s ability text refers to its own title, it is referring to itself only, and not to other
copies (by title) of the card.

Self-referential abilities using the word “this” (e.g. “this card”) refer only to the card on which the
ability is located, and not to copies of that card.

Skill Cards
Skill cards represent innate or learned attributes or character traits that improve an investigator’s
skill tests.

Skill cards are not played from a player’s hand. In order to resolve their abilities, skill cards must
be committed to a skill test.

If a skill card is committed to a skill test, its ability may be used during the resolution of that skill
test, as specified on the card.

See “Skill Test Timing”.

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Skill Tests
A number of situations in the game require an investigator to make a skill test, using one of his or
her four skills: willpower (a), intellect (f), combat (d), or agility (s). A skill test pits the
investigator’s value in a specified skill against a difficulty value that is determined by the ability or
game step that initiated the test. The investigator is attempting to match or exceed this difficulty
value in order to succeed at the test.

A skill test is often referred to as a test of the specified skill. (For example: “agility test,” “combat
test,” “willpower test,” or “intellect test.”)

See “Skill Test Timing”.

Slots
Each investigator has a number of specific slots that can be filled at any given moment. Each
asset in an investigator’s play area or threat area with a slot symbol is held in a slot of that type.
Slots limit the number of asset cards the investigator is permitted to have in play simultaneously

The slots normally available to an investigator are:


1 accessory slot
1 body slot
1 ally slot
2 hand slots
2 arcane slots

If an asset has no slot symbols on it, it does not take up any of the above slots. There is no limit
to the number of slot-less assets an investigator can have in play. The following symbols (on an
asset) indicate which slot(s) that asset fills:

1 accessory slot 1 body slot 1 ally slot

1 hand slot 2 hand slots 1 arcane slot 2 arcane slots


If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of
a different asset that would use that slot, the investigator must choose and discard other assets
under his or her control simultaneously with the new asset entering the slot.

Spawn
Some enemies, when drawn from the encounter deck, spawn in a particular location, indicated
by a bold “spawn” instruction in the text box.

An enemy’s spawn instruction resolves as the enemy enters play, regardless of how it
entered play.

If an enemy has no spawn instruction, it spawns engaged with the investigator who drew
it.

If an enemy has no legal location to spawn at (for example, if its spawn instruction
directs it to a specific location that is not in play, or if no location in play satisfies its
“spawn” instruction), it does not spawn, and is discarded instead.

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If an enemy’s spawn instruction has multiple valid locations, the investigator spawning
that enemy decides among those locations.

If a card ability instructs the players to spawn an enemy in a particular location (for
example: “Search the encounter deck for an Acolyte and spawn it in Southside”), treat
the ability causing the card to enter play as the enemy’s spawn instruction, overriding any
other spawn instruction.

Standalone Mode
When playing a standalone game (i.e., playing a single scenario as a one-off adventure, removed
from its campaign), the following rules apply:

When building a deck for a standalone game, an investigator may use higher level cards
in his or her deck (so long as they observe the deckbuilding restrictions of the
investigator) by counting the total experience of all the higher level cards used in the
deck, and taking additional random basic weaknesses based on the following table:

0-9 experience: 0 additional random basic weaknesses


10-19 experience: 1 additional random basic weakness
20-29 experience: 2 additional random basic weaknesses
30-39 experience: 3 additional random basic weaknesses
40-49 experience: 4 additional random basic weaknesses

A player cannot include 50 or more experience worth of


cards in a standalone deck.

After choosing a scenario to play, refer to the Campaign Guide for the campaign that
scenario is a part of, starting at the setup for that campaign, and continuing on to the first
scenario for that campaign. Read through that scenario’s introduction, then skip directly
to that scenario’s resolution and choose a resolution that is amenable to you. You may
choose any resolution you wish. (For an added challenge, choose resolutions that put
the investigators in an unfavorable state). If the players are unsure which resolution to
choose, or are indifferent, choose Resolution 1. Record the results of the chosen
resolution in a Campaign Log as if you were playing through in campaign mode, except
do not count experience points.

Repeat this process for each scenario up to the scenario you wish to play. Then, setup
and play that scenario as normal.

If a story decision would occur during gameplay, choose the outcome and record it in
your campaign log.

Do not apply trauma for having been defeated during gameplay, but if trauma is inflicted
during a scenario resolution, apply it.

If a scenario weakness or asset is earned that is in an expansion you do not own, simply
continue without that card.

Surge
Surge is a keyword ability.

After drawing and resolving an encounter with the surge keyword, an investigator must draw
another card from the encounter deck.

If a card with the surge keyword is drawn during setup, the surge keyword does resolve.

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Taking Damage/Horror
“Take X damage” is shorthand for “deal X damage to your investigator.” “Take X horror” is
shorthand for “deal X horror to your investigator.”

See “Dealing Damage/Horror”.

Target
The term “choose” indicates that one or more targets must be chosen in order for an ability to
resolve. The player resolving the ability must choose a game element (usually a card) that meets
the targeting requirements of the ability.

If an ability requires the choosing of a target, and there is no valid target (or not enough
valid targets), the ability cannot be initiated.

If multiple targets are required to be chosen by the same player, they are chosen
simultaneously.

An effect that can choose “any number” of targets does not successfully resolve (and
cannot change the game state) if zero of those targets are chosen.

A card is not an eligible target for an ability if the resolution of that ability’s effect could
not change the target’s state. (For example, an exhausted enemy could not be chosen as
the target of an effect that reads, “choose and exhaust an enemy.”)

Then
If the effect of an ability includes the word “then,” the text preceding the word “then” must be
successfully resolved in full before the remainder of the effect described after the word “then”
can be resolved.

If the pre-then aspect of an effect does successfully resolve in full, the post-then aspect of
the effect must also resolve.

The post-then aspect of an effect has timing priority over all other indirect consequences
of the resolution of the pre-then aspect. (For example, if an effect reads: “Draw an
encounter card. Then, take 1 horror,” and a player controls an ability that reads “After
you draw an encounter card,” the post-then “take 1 horror” aspect occurs before the
“After you draw an encounter card” ability may initiate.)

If the pre-then aspect of an effect does not successfully resolve in full, the post-then
aspect does not resolve.

Threat Area
An investigator’s threat area is a play area in which encounter cards currently engaged with
and/or affecting an investigator are placed.

The cards in an investigator’s threat area are at the same location as the investigator.

Tokens, Running out of


There is no limit to the number of tokens (of any type) which can be in the game area at a given
time. If players run out of the provided tokens, other tokens, counters, or coins may be used to
track the current game state.

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Traits
Most cards have one or more traits listed at the top of the text box and printed in bold italics.

Traits have no inherent effect on the game. Instead, some card abilities reference cards
that possess specific traits.

Trauma
See “Campaign Play”.

Treachery Cards
Treachery cards represent curses, afflictions, madnesses, obstacles, disasters, or other
unexpected occurrences an investigator may encounter throughout the course of a scenario.

When a treachery card is drawn by an investigator, that investigator must resolve its effects.
Then, place the card in its discard pile unless otherwise instructed by the ability.

See “1.4 Each investigator draws 1 encounter card”.

Triggered Abilities
A triggered ability is an ability that is optionally triggered by a player. A triggered ability can be
identified by one of the following icons.

The i icon indicates an action-costed triggered ability.

The u icon indicates a free triggered ability that does not cost an action and may be
used during any player window.

The y indicates a reaction triggered ability that does not cost an action and may be
used any time its triggering condition is met.

See also: “Ability”, “Appendix I: Initiation Sequence”.”

Triggering Condition
A triggering condition indicates the timing point at which an ability may be triggered. Most
triggering conditions use the word “when” or “after” to establish their relation to the specified
timing point.

Each eligible ability that triggers in reference to a specified timing point may be used
once each time that timing point occurs.

If multiple instances of the same ability are eligible to initiate, each instance may be used
once.

See also: “Ability”, “After”, “When”.

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Unique (*)
A card with the * symbol before its card title is a unique card. There can be no more than one
instance of each unique card, by title, in play at any given time.

A player cannot bring into play a unique card if a copy of that card (by title) is already in
play.
If a unique encounter card that shares a title with a unique player card would enter play,
discard the player card simultaneously as the encounter card enters play.

Upkeep Phase
See “IV. Upkeep phase”.

Uses (X “type”)
Uses is a keyword ability.

When a card bearing this keyword enters play, place a number of resource tokens equal to the
value (X), from the token pool, on the card. The word following the value establishes and
identifies the type of uses this card bears. The resource tokens placed on the card are considered
uses of the established type, and are not considered resource tokens.

Each card bearing this keyword also has an ability which references the type of use
established by the keyword as a part of its cost. When such an ability spends a use, a
token of that type must be removed from the card bearing the ability.

Other cards may reference and interact with uses of a specified type, usually by adding
uses of that type to a card, or using uses of that type for other purposes.

A card cannot bear uses of a type other than that established by its own “Uses (X type)”
keyword. (For example, a card with “Uses (4 ammo)” cannot gain charges.)

Some cards with this keyword bear text that causes the card to be discarded if it has no
uses remaining. If the card contains no such text, it remains in play even if out of uses.

Victory Display, Victory Points


Some encounter cards are worth victory points. The text Victory X indicates that a card is worth
X victory points.

An encounter card worth victory points that is overcome by the investigators is stored in the
victory display until the end of the scenario. The victory display is an out-of-play game area
shared by all players. Upon completion of the scenario, the cards in the victory display provide
experience, which can be used to upgrade an investigator’s deck (see “Campaign Play”).

As a victory point enemy is defeated, place the card in the victory display instead of in
the discard pile.

At the end of a scenario, place each victory point location that is in play, revealed, and
with no clues on it in the victory display.

As a victory point treachery card completes its resolution, place it in the victory display
instead of in the discard pile.

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Weakness
Weakness is a card sub-type. These cards represent character flaws, curses, madnesses, injuries,
tasks, enemies, or story elements that are part of an investigator’s backstory, or that are acquired
over the course of a campaign. Weakness cards are resolved differently depending upon their
cardtype.

When an investigator draws a weakness with an encounter cardtype (for example, an


enemy or a treachery weakness), resolve that card as if it were just drawn from the
encounter deck.
When an investigator draws a weakness with a player cardtype (for example, an asset, an
event, or a skill weakness), resolve any Revelation effects on the card, and add it to that
investigator’s hand. The card may then be used as any other player card of its type.

If a weakness enters an investigator’s hand in a manner that did not involve drawing the
card, that investigator must resolve the card (including any Revelation abilities) as if he
or she had just drawn it.

The bearer of a weakness is the investigator who started the game with the weakness in
his or her deck or play area.

If a weakness is added to a player’s deck or hand during the play of a scenario, that
weakness remains a part of that investigator’s deck for the rest of the campaign. (Unless
it is removed from the campaign by a card ability or scenario resolution.)

A player may not optionally choose to discard a weakness card from hand, unless a card
explicitly specifies otherwise.

Weaknesses with an encounter cardtype are, like other encounter cards, not controlled
by any player. Weaknesses with a player cardtype are controlled by their bearer.

Some card and game text references a “basic weakness." A basic weakness can be
identified by the presence of the words “Basic Weakness” and the symbol indicated
below.

When
The word “when” refers to the moment immediately after the specified timing point or triggering
condition initiates, but before its impact upon the game state resolves. The resolution of a
“when” ability interrupts the resolution of its timing point or triggering condition. (For example,
an ability that reads “When you draw an enemy card” initiates immediately after you draw the
enemy card, but before resolving its revelation ability, spawning it, etc.)

Winning and Losing


Each scenario has a number of different possible endings.

The act deck represents the progress of the investigators through a scenario. Some instructions in
the act deck (as well as on other encounter cardtypes) contain resolution points, in the format of:
“(→R#).” The players’ primary objective is to advance through the act deck until a (hopefully
favorable) resolution point is reached. Should the act deck invoke a resolution, the players have
completed the scenario (they may even have “won!”). Instructions for resolving the designated
resolution are found in the “do not read until end of game” section of the campaign manual.

The agenda deck represents the objectives and progress of the malicious forces pitted against the
investigators in the scenario. Some instructions in the agenda deck (as well as on other encounter
cardtypes) also contain resolution points, in the format of: “(→R#).” Should the agenda deck

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invoke a (usually darker) resolution, the players have lost the scenario. Instructions for resolving
the designated resolution are found in the “do not read until end of game” section of the
campaign guide.

Should the scenario end with no resolution being reached (for example, if all investigators have
been eliminated or have resigned), instructions for resolving the scenario can be found in the “do
not read until end of game” section of the campaign guide.

If playing in a campaign, players will proceed to the next scenario in the campaign
regardless of the outcome of the scenario. Even if players “lose” a scenario, they still
continue their campaign (although with some negative consequences from their failure).

When playing a standalone scenario, players either win or lose the scenario. They win if
they complete a resolution on an act card. Any other resolution is considered a loss (see
“Standalone Mode”).

See “Act Deck and Agenda Deck”.

The letter “X”


The value of the letter X is defined by a card ability or a granted player choice. If X is not
defined, its value is equal to 0.

=For costs involving the letter X, the value of X is defined by card ability or player choice, after
which the amount paid may be modified by effects without altering the value of X.

You/Your
An ability on a card in play referencing “you” or “your” refers to the investigator who
controls, is engaged with, or is currently interacting with the card.

A Revelation ability that references “you” or “your” refers to the investigator who drew
the card and is resolving the ability.

While resolving an ability initiated by the activate action, “you” or “your” refers to the
investigator performing the action.

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Appendix I: Initiation Sequence
When a player wishes to initiate a triggered ability or play a card, that player first declares his or
her intent. There are two preliminary confirmations that must be made before the process of
initiating an ability or playing a card may begin. These are:

Check play restrictions: determine if the card can be played, or if the ability can be
initiated, at this time. (This includes verifying that the resolution of the effect has the
potential to change the game state.) If the play restrictions are not met, abort this
process.

Determine the cost (or costs, if multiple costs are required) to play the card or initiate
the ability. If it is established that the cost (taking modifiers into account) can be paid,
proceed with the remaining steps of this sequence.

Once each of the above confirmations has been made, follow these steps, in order:

1. Apply any modifiers to the cost(s).

2. Pay the cost(s). If this step is reached and the cost(s) cannot be paid, abort this process without
paying any costs.

Upon completion of this step, attacks of opportunity, if applicable, resolve.

3. The card commences being played, or the effects of the ability attempt to initiate.

4. The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The
card is regarded as played (and placed in play, or in its owner’s discard pile if it’s an event), and
the ability is considered resolved simultaneously with the completion of this step.

If the ability being initiated is on an in-play card, the sequence does not stop from
completing if that card leaves play during the sequence.

Appendix II: Timing and Gameplay


The “Phase Sequence timing chart” depicts the phases and steps of a game round. Each time an
investigator makes a skill test, use the skill test timing detailed in the “Skill Test timing chart.”

Numbered items presented in the grey boxes are known as framework events. Framework events
are mandatory occurrences dictated by the structure of the game.

The red boxes are player windows. Players may use u triggered abilities in these windows.

Framework Event Details

This section provides a detailed explanation of how to handle each framework event step
presented on the game’s flow chart, in the order that the framework events occur throughout the
round.

I. Mythos phase

During the first round of the game, skip the mythos phase.

1.1 Mythos phase begins.

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This step formalizes the beginning of the mythos phase. As this is the first framework event of
the round, it also formalizes the beginning of a new game round.

The beginning of a phase is an important game milestone that may be referenced in card text,
either as a point at which an ability may or must resolve, or as a point at which a delayed effect
resolves or a lasting effect expires.

1.2 Place 1 doom on the current agenda.

Take 1 doom from the token pool, and place it on the current agenda card.

1.3 Check doom threshold.

Compare the total number of doom in play (on the current agenda and on each other card in
play) with the doom threshold of the current agenda. If the value of doom in play equals or
exceeds the doom threshold of the current agenda, the agenda deck advances.

When the agenda deck advances, remove all doom from play, returning them to the token pool.
Turn the current agenda over, read the story text, and follow any advancement instructions.
Unless otherwise directed by the advancement instructions, the front side of the next sequential
agenda card becomes the new current agenda, and the advancing agenda is simultaneously
removed from the game.

Note: Unless a card otherwise specifies that it can advance the agenda, this is the only time at
which the agenda can advance.

1.4 Each investigator draws 1 encounter card.

In player order, each investigator draws the top card of the encounter deck, resolves any
revelation abilities on the card, and follows the instructions below based on the card’s type.

Each time an investigator draws an encounter card, perform the following steps, in order:

1. Draw the card from the encounter deck.

2. Check for the peril keyword on the drawn card. (If the card has the peril keyword, the
investigator who drew the card cannot confer with the other players. Those other players cannot
play cards, trigger abilities, or commit cards to that investigator’s skill test(s) while the peril
encounter is resolving.)

3. Resolve the revelation ability on the drawn card.

4. If the card is an enemy , spawn it following any spawn instruction the card bears. (A spawn
instruction is any text bearing a “spawn” precursor.) If the encountered enemy has no spawn
instruction, the enemy spawns engaged with the investigator encountering the card and is placed
in that investigator’s threat area.

If the card is a treachery , place the card in the encounter discard pile unless otherwise instructed
by the ability.

5. If the drawn card has the surge keyword, the investigator must draw another card. Restart this
process at step 1.

1.5 Mythos phase ends.

This step formalizes the end of the mythos phase.

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The end of a phase is an important game milestone that may be referenced in card text, either as
a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or
a lasting effect expires.

II. Investigation phase

2.1 Investigation phase begins.

This step formalizes the beginning of the investigation phase.

2.2 Next investigator’s turn begins.

The investigators may take their turns in any order. The investigators choose among themselves
who (among the investigators) will take this turn, and making this choice begins that investigator’s
turn. The investigator taking his or her turn is known as the “active investigator.”

Once an investigator begins a turn, that investigator must complete the turn before another
investigator may take his or her turn. Each investigator takes one turn each round.

2.2.1 Investigator takes an action, if able.

During his or her turn, an investigator is permitted to take three actions. An action can be used
to do one of the following:

Investigate your location.

Move to a connecting location.

Draw (draw 1 card).

Resource (gain 1 resource).

Play an asset or event card from your hand.

Activate an i-costed ability on an in-play card you control, an in-play encounter card at
your location, a card in your threat area, the current act card, or the current agenda card.

Fight an enemy at your location.

Engage an enemy at your location.

Attempt to evade an enemy engaged with you.

The three actions an investigator performs during his or her turn may be any of the above, in any
order, and may even be the same action three times in a row.

Important: When an investigator is engaged with one or more enemies and takes an action other
than to fight, to evade , or to activate a parley or resign ability, each of those enemies makes an
attack of opportunity against the investigator, in the order of the investigator’s choosing.

After an investigator takes an action, return to the previous player window. An investigator may
end his or her turn early if there are no other actions he or she wishes to perform. If the
investigator does not or cannot take an action, proceed to 2.2.2.

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2.2.2 Investigator’s turn ends.

Flip the active investigator’s mini card to its colorless side to show that the investigator’s turn has
ended. If there is an investigator who has not yet taken a turn this round, return to 2.2. If each
investigator has taken a turn this round, proceed to 2.3.

2.3 Investigation phase ends.

This step formalizes the end of the investigation phase.

III. Enemy phase

3.1 Enemy phase begins.

This step formalizes the beginning of the enemy phase.

3.2 Hunter enemies move.

Resolve the hunter keyword for each ready, unengaged enemy that has the hunter keyword (see
“Hunter”).

3.3 Next investigator resolves engaged enemy attacks.

Resolve engaged enemy attacks in player order, with each player resolving all of his or her
engaged enemies before advancing to the next player.

Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When
an enemy attacks, deal its attack (both its damage and its horror, simultaneously) to the engaged
investigator. Upon completion of dealing the attack (and all abilities triggered by the attack),
exhaust the enemy. If an investigator is engaged with multiple enemies, resolve their attacks in
the order of the attacked investigator’s choosing.

After an investigator has resolved the attacks of the enemies he or she is engaged with, return to
the previous player window. After the final investigator resolves enemy attacks, proceed to the
next player window

3.4 Enemy phase ends.

This step formalizes the end of the enemy phase.

IV. Upkeep phase

4.1 Upkeep phase begins.

This step formalizes the beginning of the upkeep phase.

4.2 Reset actions.

Flip each investigator’s mini card back to its colored side. This indicates that the investigator’s
actions have been reset for his or her next turn.

4.3 Ready exhausted cards.

Simultaneously ready each exhausted card.

4.4 Each investigator draws 1 card and gains 1 resource.

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In player order, each investigator draws 1 card. Once those cards have been drawn, each
investigator gains 1 resource.

4.5 Each investigator checks hand size.

In player order, each investigator with more than 8 cards in hand chooses and discards cards
from his or her hand until he or she has 8 cards remaining in hand.

4.6 Upkeep phase ends.

This step formalizes the end of the upkeep phase.

As the upkeep phase is the final phase in the round, this step also formalizes the end of the
round. Any active “until the end of the round” lasting effects expire at this time.

After this step is complete, play proceeds to the beginning of the mythos phase of the next game
round.

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Skill Test Timing
ST.1 Determine skill type of test. Skill test of that type begins.

This step formalizes the beginning of a skill test. There are four types of skill
tests: willpower tests, intellect tests, combat tests, and agility tests. The card
ability or game rule determines which type of test is necessary, and thereby a
test of that type begins.

ST.2 Commit cards from hand to skill test.

The investigator performing the skill test may commit any number of cards
with an appropriate skill icon from his or her hand to this test.

Each other investigator at the same location as the investigator performing the
skill test may commit one card with an appropriate skill icon to this test.

An appropriate skill icon is either one that matches the skill being tested, or a
wild icon. The investigator performing this test gets +1 to his or her skill value
during this test for each appropriate skill icon that is committed to this test.

Cards that lack an appropriate skill icon may not be committed to a skill test.
Do not pay a card’s resource cost when committing it.

ST.3 Reveal chaos token.

The investigator performing the skill test reveals one chaos token at random
from the chaos bag.

ST.4 Apply chaos symbol effect(s).

Apply any effects initiated by the symbol on the revealed chaos token. Each
of the following symbols indicates that an ability on the scenario reference
card must initiate: n, b, v, or c

The x symbol indicates that the x ability on the investigator card belonging
to the player performing the test must initiate.

If none of the above symbols are revealed, or if the icon has no


corresponding ability, this step completes with no effect.

ST.5 Determine investigator’s modified skill value.

Start with the base skill (of the skill that matches the type of test that is
resolving) of the investigator performing this test, and apply all active
modifiers, including the appropriate icons that have been committed to this
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test, effects of the chaos token(s) revealed, and all active card abilities that are
modifying the investigator’s skill value.

ST.6 Determine success/failure of skill test.

Compare the investigator’s modified skill value to the difficulty of the skill
test.

If the investigator’s skill value equals or exceeds the difficulty for this test (as
indicated by the card or game mechanic invoking the test), the investigator
succeeds at the test.

If an investigator automatically succeeds at a test via a card ability,


the total difficulty of that test is considered 0.

If the investigator’s skill value is less than the difficulty for this test, the
investigator fails at the test.

If an investigator automatically fails at a test via a card ability or


revealing the z symbol, his or her total skill value for that test is
considered 0.

ST.7 Apply skill test results.

The card ability or game rule that initiated a skill test usually indicates the
consequences of success and/or failure for that test. (Additionally, some other
card abilities may contribute additional consequences, or modify existing
consequences, at this time.) Resolve the appropriate consequences (based on
the success or failure established during step ST.6) at this time.

If there are multiple results to be applied during this step, the investigator
performing the test applies those results in the order of his or her choice.

ST.8 Skill test ends.

This step formalizes the end of this skill test. Discard all cards that were
committed to this skill test, and return all revealed chaos tokens to the chaos
bag.

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Skill Test Timing

ST.1 Determine skill of test. Skill test of that type begins.

u PLAYER WINDOW
ST.2 Commit cards from hand to skill test.

u PLAYER WINDOW
ST.3 Reveal chaos token.

ST.4 Resolve chaos symbol effect(s).

ST.5 Determine investigator’s modified skill value.

ST.6 Determine success/failure of skill test.

ST.7 Apply skill test results.

ST.8 Skill test ends.

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