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Arkham Horror Board Game
Item Id: GS0007
Arkham Horror Board Game
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Arkham Horror Board Game

# players: 1-8
Playing Time: 2-3 hours
Ages: 12+

The town of Arkham, Massachusetts is in a panic. Horrific and bizarre events have begun to occur with increasing frequency-all seeming to point towards some cataclysmic event in the near future that may spell disaster for everyone. Only one small band of investigators can save Arkham from the Great Old Ones and destruction!

Arkham Horror was originally published by Chaosium, Inc. almost two decades ago. This new, updated edition features stunning new artwork and graphical design as well as revised and expanded rules from the game's original creator, Richard Launius! No fan of the Cthulhu mythos will want to miss this opportunity to acquire this classic Call of Cthulhu boardgame!

Each player selects an investigator character that is provided with the game. These characters have several statistics to represent their strengths and weaknesses, as well as starting inventory and special abilities. Most importantly, the stats include Sanity and Stamina. These respectively measure the character's mental stability and physical health. The back of each card includes a brief history for the character, in case players wish to add an element of roleplaying to the game.

Each player's character is placed on the game board at the location specified on their card. They are given any items specified as well as their starting Sanity and Stamina tokens. At this time, the players should also pick which Great Old One they will be attempting to defeat. This is usually done by randomly drawing the Old One's card, but can also be selected intentionally if the players choose to do so.

The basic resolution mechanic is to roll a number of six-sided dice equal to the statistic, plus any modifiers. Results of a five or a six on a die is considered a success. For instance, a card may require a Lore -1 roll. If the character has a Lore stat of 4, they would roll three dice and any die that lands on a five or six counts as a success.

Characters may also become Blessed, which allows them to succeed on a four or higher; or Cursed, which means they can only succeed on a roll of six. Most checks only require a single success, with the general exception of Sanity and Combat rolls when fighting monsters.

Each turn, the players move their characters on the board and either have Encounters at a location (by drawing cards specific to that board location) or fight monsters. They may also purchase items at some locations, or take advantage of other special features. For example, characters who spend a turn at Arkham Asylum will regain a point to their sanity score, or they may spend $2 in-game to regain their maximum sanity. Either way, it takes the place of their normal Encounter card draw for that turn.

Characters who encounter monsters have the option to sneak past them or fight them. Fighting a monster first involves a Sanity check, needing only a single success but losing Sanity tokens indicated on the monster if the roll fails. After that check, the character may cast spells or use weapons to affect the combat. If the monster is not immediately destroyed or removed from the board, they then roll Fight plus any bonuses from weapons, items or spells. Some monsters only require a single success, while others may require several to destroy.

At the end of each turn, the first player draws a card from the Mythos deck. This causes a gate to another world to open, as well as releasing new monsters onto the board, causing existing monsters to move on the board and often adding a new effect to gameplay. If enough monsters appear on the board, they are recycled, and the terror level of Arkham increases, indicating that Arkham is slowly being completely overrun by monsters. If the terror level rises high enough, stores begin to close and potential allies flee, and the Great Old One will awaken even faster once Arkham becomes completely infested. Weather may make it more difficult to move through the streets or a rumor might require investigators to complete an action in a certain number of turns to prevent even worse effects from happening. After the Mythos card is resolved, play passes clockwise to the next player to start a new turn.

Certain events add tokens to the Great Old One's card, representing how close it is to awakening. Typically, when a new gate opens a token goes onto the Old One. Gates may be closed by investigators through a die roll. Alternately, a gate may be sealed by spending Clue tokens, or with an Elder Sign item. Sealing a gate prevents another gate from opening in that location again, and using an Elder Sign removes a token from the Old One.

If the Old One's card reaches a specified number, it awakens and investigators must immediately deal with the threat. Combat against an Old One varies, but typically involves making rolls to remove tokens from it, while the Old One lowers their stats each turn or takes certain tokens from them. Investigators who lose all of that token type are immediately devoured and removed from the game. If the Old One is defeated, the players win; otherwise, the game is over and they have lost.

Components:

•1 Rule Book
•1 Game Board
•1 First Player Marker
•5 Dice
•16 Investigator Sheets
•16 Investigator Markers
•16 Plastic Investigator Stands
•198 Investigator Status Tokens:
•56 Money Tokens
•35 Sanity Tokens
•35 Stamina Tokens
•48 Clue Tokens
•24 Skill Tokens
•189 Investigator Cards:
•44 Common Items
•39 Unique Items
•40 Spells
•20 Skills
•11 Allies
•35 Special Cards:
•8 Retainers
•8 Silver Lodge Memberships
•8 Bank Loans
•8 Blessing/Curse Cards
•3 Deputy Cards
•8 Ancient One Sheets
•20 Doom Tokens
•179 Ancient One Cards:
•63 Location Cards
•67 Mythos Cards
•49 Gate Cards
•60 Monster Markers
•16 Gate Markers
•3 Activity Markers
•3 Explored Markers
•1 Terror Track Marker
•6 Closed Markers
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