Arkham Horror is Fantasy Flight Games' board game of the Cthulu mythos. Players cooperatively battle to save the town of Arkham, and the entire Earth, from gibbering monstrosities from beyond sanity.
The year is 1926, and it is 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 domination.
Only a handful of investigators stand against the Arkham Horror. Will they Prevail?
Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!
It's a great game, and can be very challenging if the investigators aren't on the ball. It can accomodate up to eight players. Mike Danger and Darian have spots waiting for them if they want, so I'll take the first six other players who express interest. You can choose which character you'd like, with the exception of Ashcan Pete, who has already been infini-dibbed.
I won't lie, this game is kind of complex. We can probably talk you through it if you don't have a physical copy, but it will be easiest if you already know how to play. The rules are in .pdf form here.
I won't be using any of the expansions, and I'll draw the Great Old One randomly.
Given where we are, I'll allow Gabe
to be used.
Current Game Status:
Location text, since it's tiny:
Bank of Arkham
The wiki is a great resource for information about monsters.
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.
St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.
Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
Cards to save me from having to type them out:
Now with 100% more allies:
Current Players (first player bolded):
Plutonium - Sister Mary: the Nun
Speed 4/Sneak 1
Fight 2/Will 2
Luck 3/Lore 4
Bank Loan, Blessing
Cultist, Zombie, Ghoul
Mike Danger - Ashcan Pete: the Drifter
Speed 3/ Sneak 3
Fight 3/ Will 4
Lore 3/ Luck 0
The King in Yellow, Enchanted Knife
Wither, Find Gate
Duke, Ruby Standish
Abyss gate, Vampire, Ghoul, Warlock, Elder Thing, Ghost, Another Dimension Gate, Nightgaunt
Darian - Jenny Barnes: the Dilettante
Speed 2+1/ Sneak 2
Fight 3+1/ Will 3
Lore 4/ Luck 2+1
Sword of Glory
R'lyeh gate, Fire Vampire, Another Dimension Gate
abotkin - Kate Winthrop: the Scientist
Speed 4/ Sneak 2
Fight 1/ Will 3
Lore 4/ Luck 2
Silver Twilight Lodge Membership
jdarksun - Michael McGlen: the Gangster
Speed / Sneak: 4/2
Fight / Will: 3/4
Lore / Luck: 1/2
Maniac, Dimensional Shambler
Valkun - Darrell Simmons: the Photographer
Sharp - Harvey Walters: the Professor
Speed 3/ Sneak 2
Fight 2/ Will 4
Lore 2/ Luck 2+1
Speed 2/ Sneak 3+1
Fight 3/ Will 0+1
Lore 6/ Luck 1
Lamp of Alhazred
Mists of Releh, Find Gate
Cultist, Ghost x2, Dhole, Yuggoth gate, Byakhee, Maniac, Dark Young, Abyss gate, Nightgaunt
DevoutlyApathetic - Vincent Lee: the Doctor
Speed 2/ Sneak 3
Fight 1/ Will 3
Lore 5/ Luck 1
Map of Arkham
Voice of Ra, Voice of Ra, Find Gate
And in reserve:
Can these intrepid investigators disrupt the awakening of Great Cthulhu?
The doom track is at seven.
Total Gate Tokens:
Probably not, but we'll get to watch them try.