Eldritch Horror (aka Globe Trotting Arkham Horror)
The beautiful world as we know it:
Time to break free of Arkham, bro! An ancient evil decided to end its 1000 year nap on your watch, so it's time to fish out your passport and travel to exotic locations to kill stuff and shop!
Anyone who's familiar with Arkham Horror should pick this one up quickly. Not familiar with Arkham Horror? You're dead to me.
Rules, reference guide, FAQ
. Pretty much every possible rule quibble is covered in the guide.
I. Investigator actions.
A. Investigators choose first player (can be anyone)
B. Clockwise from first player, investigators each take two actions. These possible actions are as follows:
1. Move (move one space, then spend tickets to continue moving, 1 ship ticket = 1 ship path, 1 train ticket= 1 train path. Uncharted paths can only be traveled on the action's first move)
2. Travel preparations (collect one train or ship ticket. Can only have 2 tickets at once.)
3. Acquire Assets (make influence check, get item based on # of successes) cannot perform on monster spaces
4. Rest (recover 1 sanity + 1 stamina) cannot perform on monster spaces
5. Trade (trade anything but skill improvements with an investigator in your space)
6. Special (special investigator and item abilities)
Investigators cannot perform the same action twice in one turn. Tickets and items may only be acquired on city spaces.
1. Fight monsters
2. Location encounter (only if there are no monsters. Investigators on a named city may choose between that city's encounter deck OR a generic encounter. Investigators may choose between a location encounter, other world (gate) encounter, research (clue) encounter, or rumor encounter, but may ONLY do ONE each turn.)
1. End of turn results. Clues spawn, doom advances, gates open, shit gets real.
Slightly different from Arkham. Combat is no longer to the death. You only fight one round each turn, and damage to monsters is carried over between turns. Investigators make a will check, then suffer sanity damage equal to the monsters' sanity damage rating minus the number of will check successes. The same is then done for strength check and stamina damage. Each success on the strength check inflicts 1 point of damage on the monster.
Investigators may only gain a single strength/will bonus during combat even if they possess multiple weapons. There is no limit to the number of secondary weapon effects you can apply. (i.e. you cannot gain +1 from the whip if you're using another weapon, but you can use the reroll).
A special Eldritch addition that pops up roughly every other turn. Special monster abilities, ancient ones slumber effect, rumors, and investigator conditions all go off whenever there is a reckoning. Don't get caught with madness, injuries, and a dark pact when a reckoning goes off!
Another change from Arkham: when either your sanity or stamina reach zero, you are dead! Respawn as a new investigator and advance the doom.
You can however, get your stuff back. Each insane/crippled investigator says where they fell. Anyone may visit that spot to run a special encounter and nab your stash.
Conditions are things like injury, madness, curses, blessings, debt, or detained. Players can never have 2 of the same condition.
Noteworthy differences from Arkham
-No money. Items now "cost" a certain number and buying items is based on the number of successes from your influence stat check. Players may take a debt to receive an additional 2 successes. Debts may be removed by spending an action to succeed at an influence check. Hold a debt when a reckoning happens, and bad people show up to do bad things to you.
-Combat not to the death. One will+strength test only. Monster damage carries over. Almost no monster can kill a full health investigator in one shot.
-No cheesing final combat. All normal victory conditions must be met in order to even damage an awakened ancient one!
-Can recover/shop anywhere.
-Can increase skills from starting value. Gain +1 to a skill every time you "improve" it, to a max of +2.
-No trophies. Killing monsters and closing gates is its own reward.
-No more moving through the other world. Closing gates is decided in a single encounter when you end your turn on a space with a gate (after dealing with any monsters).
-Clues are not automatically picked up!!! If you are on a space containing a clue during the encounter phase, you may attempt to gain that clue by running a special research encounter unique to that ancient one. Only one clue may be attempted like this per turn.
-Clues do not add additional dice to skill tests. You may spend 1 clue to reroll 1 die.
Several cards such as conditions and spells will tell you to "flip this card" under certain circumstances. An unknown effect is waiting on the other side. This lends an air of unpredictability of what each injury or spell will do to you!
Players may not have 2 of the same spell. If they draw a duplicate spell, the new spell is discarded.
Investigators win if they solve 3 mysteries, which are basically like the missions from Arkham Horror.
If the ancient one wakes up before 3 mysteries are solved, the game is not over! Play continues, but with really nasty effects that will soon end the game. If players can defeat the ancient one before then, they still win. IMPORTANT NOTE: the ancient one cannot be defeated until the 3 mysteries are solved. No skimping out on the main game to prep for ancient one fights!
The investigators lose if at any point you need to draw a mythos card and none remain. Each ancient one builds a deck of 13-15 mythos cards.
-Hired muscle (ally): +1 strength, may reroll 1 die during strength tests
-Mists of Releh (spell): During the encounter phase, test Lore to ignore monsters. Then flip this card.
-.38 revolver (item, weapon): +2 to strength test during combat
-kerosene (item): discard to gain +5 to strength test during combat
-.18 Derringer (trinket, weapon): may add +1 to the result of 1 die during combat strength test
-Flesh Ward (spell): Once per round, when any investigator would lose health, you may test Lore. If you pass, prevent that investigator from losing up to 2 health. Then flip this card.
Professor Phobos as
-Feed the Mind (spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
-Personal Assistant: +1 influence, may reroll 1 die during influence tests.
-Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
His slumber just means Doom advances an additional space when the omen reaches the Green Comet space.
Spoiler: You automatically lose if he wakes up.
Gate Spawn: 2 gates
Clue Spawn: 4 clues
Monster Surge: 3 monsters per active omen gate
Bookkeeping- Please post official moves in Dodgerblue
. Flavor fan fic is fine, as long as the actual orders are in blue. Please also list the new total if there are any changes to your investigator's health or sanity.
(Much like the Constitution, this OP is a living document and will be corrected as I iron things out)