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2nd Edition.

THE
DEFINITIVE
GUIDE.
Clarified & expanded rules, for reference in
play.
Table of Contents

TURN OVERVIEW ...........................................................................10


PHASE 1: UPKEEP ...........................................................................12

I felt myself on the edge of the world; PHASE 2: PLAYER MOVEMENT .............................................. 14
peering over the rim into a fathomless SKILL CHECKS.................................................................................. 16
chaos of eternal night...
—H.P. Lovecraft EVASION AND/OR COMBAT ...................................................... 18
CLOSING AND/OR SEALING GATES .................................... 22
Ex Ignorantia Ad Sapientiam; Ex Luce
Ad Tenebras — Out of ignorance into PHASE 3: ARKHAM ENCOUNTERS...................................... 24
wisdom; Out of light into darkness.
PHASE 4: OTHER WORLD ENCOUNTERS........................ 26
—Miskatonic University
PHASE 5: MYTHOS ......................................................................... 28
Fac tua fortuna (‘Make your own luck’). MONSTER MOVEMENT .............................................................. 30
—The Unknown Dreamer
TERROR TRACK .............................................................................. 32
Alea iacta est. END GAME CONDITIONS ........................................................... 34
—Julius Caesar THE FINAL BATTLE.......................................................................35
BAD STUFF ......................................................................................... 36

Original Credits:

Arkham Horror, 2nd edition. 2005.

Designers: Richard Launius & Kevin Wilson.

Publisher: Fantasy Flight Games.

Artists: Anders Finér; Rafal Hrynkiewicz; Richard Launius; Henning Ludvigsen; Patrick McEvoy; Kurt Miller;
Scott Nicely; Vlad Ricean; Brian Schomburg; Kevin Wilson.

So-called ‘definitive guide’ by JW van Heerden.

4 5
“They never spoke or laughed, and
never smiled because they had no faces
at all to smile with, but only a
suggestive blankness where a face
ought to be. All they ever did was
clutch and fly and tickle; that was the
way of nightgaunts.”
— H.P. Lovecraft
An Elder Sign
Put out the light, and then put out the light.
Welcome
to Arkham
The year is 1926, the height of the Roaring Twenties. Flappers
dance till dawn in smoke-filled speakeasies drinking alcohol
supplied by rum runners and the mob. It’s a celebration to end all
celebrations in the aftermath of the War to end all Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities


known as Ancient Ones lurk in the emptiness beyond space and
time, writhing at the gates between worlds. These gates have
begun to open and must be closed before the Ancient Ones make
our world their ruined dominion.

Only a handful of investigators stand against the Arkham


Horror. Will they prevail?

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