How to play Arkham Horror: rules, investigators and how to win explained

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By: Mark Davis

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In the shadowed streets of Arkham, where eldritch horrors and malevolent forces lurk just beyond the veil of reality, investigators are drawn into a web of mysteries and supernatural phenomena that defy the laws of the natural world. Ancient, unspeakable beings stir in the darkness, and the city teeters on the precipice of unimaginable doom.

As investigators delve into the abyss, they must decipher cryptic clues, gather arcane relics, and confront nightmarish creatures. Each step taken is a perilous one, for every corner of Arkham conceals hidden terrors. The investigators must not only battle the encroaching darkness but also grapple with their own sanity as they uncover the ancient, malevolent forces that threaten to consume the world.

Arkham Horror immerses players in the spine-tingling world of H.P. Lovecraft, where cosmic horror reigns supreme, and the fate of humanity hangs by a thread.

What’s included in Arkham Horror?

  • Game board: Represents the town of Arkham, including locations, streets, and other dimensions.
  • Investigator sheets: Each player chooses an investigator with unique abilities.
  • Ancient One sheet: The adversary you’re trying to defeat, each with their own set of rules and conditions for awakening.
  • Monster tokens: Represent various horrors that roam the streets.
  • Gate tokens: Represent portals to other dimensions.
  • Clue tokens: Used to solve mysteries.
  • Encounter cards: For various locations in Arkham.
  • Mythos cards: Drive the game’s narrative and introduce new challenges.
  • Skill sliders: Track your investigator’s skills.
  • Monster cup: Contains monsters to spawn.
  • Tokens, markers, and dice.

How to play Arkham Horror

In Arkham Horror, players take on the roles of investigators trying to prevent an Ancient One from awakening and wreaking havoc on the world. To win, you must solve mysteries, close gates to other dimensions, and gather enough clues to seal the Ancient One away.

Setup

  1. Place the game board in the center of the table.
  2. Set up the Mythos deck and draw the top card.
  3. Place gate tokens on designated locations.
  4. Each investigator chooses a character and receives their starting items, skill sliders, and a starting location.
  5. Determine the starting player.
  6. Set the Doom track according to the Ancient One’s sheet.
  7. Shuffle the encounter decks and draw an encounter for each player.
  8. Place monster tokens in the monster cup.
  9. Place the clue tokens nearby.
  10. Place other tokens, markers, and cards within reach.

Rules for Arkham Horror

Arkham Horror is played in a series of rounds, with each round consisting of three phases: the Mythos phase, the Investigation phase, and the Arkham Encounter phase.

  1. Mythos Phase:
    • Reveal the top card from the Mythos deck.
    • Resolve the effects on the card, which can include:
      • Spawning monsters at various locations.
      • Opening gates to other dimensions.
      • Advancing the Doom track, bringing the Ancient One closer to awakening.
      • Introducing various ominous events and challenges.
  2. Investigation Phase:
    • Players take turns in clockwise order.
    • During your turn, you can perform two actions chosen from the following options:
      • Move: You can move to an adjacent location.
      • Engage a monster: Attempt to defeat a monster in your location.
      • Rest: Heal damage or sanity.
      • Trade: Trade items with other investigators in the same location.
      • Acquire assets: Purchase items from a location that sells them.
      • Research: Spend clues to advance mysteries.
      • Close and seal gates: If in a location with a gate, you can attempt to close and seal it.
      • Use items and spells: Use items or cast spells from your inventory.
      • Other actions: Investigator-specific abilities may grant additional actions.
  3. Arkham Encounter Phase:
    • Draw an encounter card matching your current location.
    • Resolve the effects of the encounter card, which often involve narrative and thematic events related to your location.
    • Some cards may require skill checks, using your investigator’s skills. Roll a die and try to match or exceed the required value.

Winning and Losing:

To win, investigators must accomplish several objectives:

  • Solve mysteries by collecting and spending clues.
  • Close and seal gates to other dimensions to prevent more monsters from entering Arkham.
  • Prevent the Ancient One from awakening by managing the Doom track.

You lose if:

  • The Ancient One awakens.
  • The Doom track fills up completely.
  • All investigators are eliminated.

For the official rules, see the link below:

List of all investigators in Arkham Horror

  1. Daisy Walker: The Librarian
    • Ability: Daisy can use the “Tome” skill, which allows her to gain bonuses when using Tome items. She also gains a bonus to her Lore skill.
  2. Roland Banks: The Fed
    • Ability: Roland excels at combat and can gain extra clues when defeating monsters.
  3. Wendy Adams: The Urchin
    • Ability: Wendy is resourceful and can reroll a skill check once per turn.
  4. Agnes Baker: The Waitress
    • Ability: Agnes can tap into her psychic abilities to gain additional spells and bonuses.
  5. “Skids” O’Toole: The Ex-Convict
    • Ability: Skids is quick on his feet and can evade monsters more effectively.
  6. Zoey Samaras: The Chef
    • Ability: Zoey is a monster hunter, gaining bonuses when dealing with monsters. She also starts with a special item, “Cross.”
  7. Jenny Barnes: The Dilettante
    • Ability: Jenny is wealthy and can spend money to improve her odds during skill checks.
  8. Ashcan Pete: The Drifter
    • Ability: Pete has a loyal dog companion named Duke, who assists him in various ways.
  9. Jim Culver: The Musician
    • Ability: Jim can use his music to influence events, and he has a special ability to gain bonuses when using unique items.
  10. Mark Harrigan: The Soldier
    • Ability: Mark is a combat specialist and can deal extra damage to monsters.
  11. Akachi Onyele: The Shaman
    • Ability: Akachi is a skilled spellcaster, and her abilities focus on spells and casting.
  12. Mandy Thompson: The Researcher
    • Ability: Mandy is an expert researcher, allowing her to gather clues more efficiently.
  13. William Yorick: The Gravedigger
    • Ability: Yorick has a unique ability to gain items when defeating monsters.
  14. Calvin Wright: The Haunted
    • Ability: Calvin’s abilities change based on his health status. He becomes stronger as he takes damage.
  15. Silas Marsh: The Sailor
    • Ability: Silas can gain resources by successfully evading monsters, reflecting his maritime skills.
  16. Rita Young: The Athlete
    • Ability: Rita is exceptionally athletic and can move quickly through locations.
  17. Marie Lambeau: The Entertainer
    • Ability: Marie is a gifted musician and gains bonuses when using spells.
  18. Patrice Hathaway: The Violinist
    • Ability: Patrice is a versatile investigator with various abilities tied to her deck of premonitions.
  19. Luke Robinson: The Dreamer
    • Ability: Luke can manipulate the Dream-Portals, moving quickly through Arkham and other worlds.
  20. Sefina Rousseau: The Painter
    • Ability: Sefina is an artist and can use her talents to enhance her actions and spells.
  21. Agnes Baker: The Waitress (alternate version)
    • Ability: Agnes’ alternate version has a unique ability that interacts with horror.

Surviving the looming cosmic horror threat

Winning Arkham Horror is no easy feat, as it’s a challenging cooperative game set in the Lovecraftian universe. Remember, in Arkham Horror, the narrative experience is just as important as winning. Sometimes, the best outcome is simply surviving and preserving your sanity in the face of overwhelming cosmic horror; losing a game provided that you enjoyed the personal horror that your investigators faced getting there can be rewarding by itself. Nevertheless, here are some strategies to help increase your chances of success:

  1. Coordinate and Communicate: Good teamwork is crucial. Share information, discuss your roles, and plan your actions collectively. Effective communication can prevent disasters.
  2. Manage Gateways: Preventing gates from opening is a top priority. Closing gates helps, but sealing them with elder signs is even better. This will slow down the Ancient One’s awakening.
  3. Collect Clues: Gathering clues is essential. Clues help you advance the investigation and are often necessary to close gates and seal them.
  4. Focus on Unique Abilities: Each investigator has unique abilities. Utilize these abilities to your advantage. For example, let Roland Banks handle monsters, or have Mandy Thompson gather clues.
  5. Balance Resources: Managing your resources (health, sanity, items) is critical. Don’t overextend, and ensure everyone stays relatively healthy and sane.
  6. Prioritize Monster Control: While sealing gates is essential, keeping monsters in check is equally important. High monster levels can lead to an early defeat.
  7. Use Special Abilities: Some investigators have special abilities that can help, such as Jim Culver’s ability to mitigate doom track advancement.
  8. Timing Matters: Keep an eye on the Doom track. Rushing too early may not be productive, but waiting too long can lead to defeat. Time your actions accordingly.
  9. Invest in Items and Spells: Acquire useful items and spells to aid your efforts. Some items can greatly enhance your abilities.
  10. Stay Sane: Don’t neglect your sanity. Going insane can incapacitate investigators and lead to defeat. Use spells or abilities to recover sanity.
  11. Prepare for the Final Battle: If the Ancient One awakens, make sure you’re well-prepared for the final battle. Collect weapons, spells, and allies to increase your chances.
  12. Consider a Balanced Team: When selecting investigators, consider a balanced team with various strengths and abilities. This can help you cover different aspects of the game.

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