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Arkham Horror (Tabletop Game)
- 1008 statements
- 197 feature instances
- 103 referencing feature instances
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Arkham Horror (Tabletop Game) | comment |
Arkham Horror is an American-style Adventure Board Game based on H. P. Lovecraft's Cthulhu Mythos and taking place in the 1920s. It was designed by Richard Launius in 1987 for Chaosium and was revamped and re-released by Fantasy Flight Games in 2005. The players must cooperate as a handful of investigators trying to prevent the awakening of an Ancient One with the fate of the city of Arkham, and sometimes the whole world, in the balance. The investigators will collect ordinary and magical items, explore forgotten or forbidden regions of the town, battle monsters, enter alien worlds, and (per the setting) go gibbering insane in the process.The game is fairly complicated and features a staggering amount of cards, markers, and counters. Three decks of standard size Ancient One cards are used for random encounters and events. Nearly a dozen decks of smaller sized Investigator cards track the possessions/status of the players. There are fistfuls of cardboard counters for health, sanity and money, monster markers, and other miscellaneous tokens. Success or failure is determined by a pool of six-sided dice; every roll of five or six counts as a success, but modifiers can add or subtract from the dice pool for your roll and difficult tasks can require multiple successes.Investigators are the player characters. Each investigator has scores for stamina and sanity, some set and random starting items, and a special ability such as healing or extra income. They also have a collection of linked and adjustable attributes, so raising one stat will lower its counterpart. For example, you can move faster at the expense of stealth to speed through the town on one turn and next turn change scores to sneak past the monster guarding your destination at a snail's pace.The Ancient One is a powerful, alien monster featured in the Cthulhu Mythos, including Cthulhu himself. Each Ancient One has a character sheet akin to an investigator which includes special rules that modify the game as a whole (such as ongoing harmful weather), rules modifying its favourite monsters, and combat stats should it awaken. One is randomly drawn to be your antagonist for the game and the players ultimately race against time to prevent its awakening. Almost every turn a counter will be added to the doom track. When full, it awakens and the investigators have one last chance to defeat it. There are very few ways to slow the doom track down and many to speed it up. It also serves as a “health� meter during the fight. Ancient Ones are horribly powerful in combat, often resistant or immune to forms of damage and usually able to kill unlucky investigators who fail to meet specific requirements before combat even begins.The game is played on a large board depicting Arkham city (no, not that one) and divided into neighbourhoods with multiple locations within them. Random encounters can occur at almost any location in the game and the encounters range from paranormal horror to mundane accidents. Some areas provide set beneficial effects that allow the players to shop, heal, or learn new skills. On the long side of the board are the other world locations representing alien dimensions like Yuggoth or lost terrestrial regions like the Plateau of Leng. Investigators must brave the other worlds to seal the portals; while they generally don't encounter monsters while doing so, they often face other threats to their health and sanity.Mythos cards control the flow of the game. One is drawn at the start of each turn. A mythos card will open portals, move monsters, reveal clues, and activate other events that can hinder or help the investigators. Portals open in unstable locations and release monsters. Having too many open portals can awaken the Ancient One early. Portals can only be closed after slowly exploring the other world linked to it, and in most cases, they can be reopened later in the game. Every new portal brings at least one new monster to the city. Monsters move randomly based on a series of black and white arrows on the game board and the mythos card drawn, and some also have special movement rules such as being able to fly. While you can attempt to evade monsters with stealth, they must ultimately be dealt with; having too many monsters in play is not only dangerous and obstructive, but will advance the terror track. The terror track measures the level of fear in Arkham’s residents, and the higher the track advances, the fewer services and allies will remain in town.Eight Expansion Packs have been produced for Arkham Horror second edition. Four of them are larger expansions with new boards representing other cities in New England, a host of new investigators, Ancient Ones, and monsters. They're also almost as expensive as the original game. The four smaller expansions feature a few new rules, monsters, and additional cards in the base game. A major new rule spanning the expansions is the addition of the Herald, a powerful monster acting against you and serving as the Ancient One's Dragon. A later expansion adds Guardians, which are beings and/or organisations supporting (or at the very least being on roughly the same side as) the Investigators. | |
Arkham Horror (Tabletop Game) | fetched |
2024-03-02T10:47:14Z | |
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Arkham Horror (Tabletop Game) | isPartOf |
DBTropes | |
Arkham Horror (Tabletop Game) / int_104e61c6 | type |
No Saving Throw | |
Arkham Horror (Tabletop Game) / int_104e61c6 | comment |
No Saving Throw: In "The Strange Seduction", if Yig awakes, investigator who has Walter Gilman as an Ally gets devoured immediately. | |
Arkham Horror (Tabletop Game) / int_104e61c6 | featureApplicability |
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Arkham Horror (Tabletop Game) / int_104e61c6 | featureConfidence |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_104e61c6 | |
Arkham Horror (Tabletop Game) / int_11719c53 | type |
Everyone Has a Special Move | |
Arkham Horror (Tabletop Game) / int_11719c53 | comment |
Everyone Has a Special Move: Every investigator has at least one unique ability, which makes playing each of them a different experience. Investigators from core game are for the most part are rather generic (though there are exceptions), but expansions introduced more exotic ones. | |
Arkham Horror (Tabletop Game) / int_11719c53 | featureApplicability |
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Arkham Horror (Tabletop Game) / int_11719c53 | featureConfidence |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_11719c53 | |
Arkham Horror (Tabletop Game) / int_123f1464 | type |
No Item Use for You | |
Arkham Horror (Tabletop Game) / int_123f1464 | comment |
No Item Use for You: All scenarios removes certain items, spells, skills or allies, but the final one, "All Things Must End", removes entire decks of Unique and Exhibit Items. | |
Arkham Horror (Tabletop Game) / int_123f1464 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_123f1464 | featureConfidence |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_123f1464 | |
Arkham Horror (Tabletop Game) / int_13e1c444 | type |
Plot-Triggering Death | |
Arkham Horror (Tabletop Game) / int_13e1c444 | comment |
Plot-Triggering Death: Many of the characters' backstories have this as a motivation. Examples include George Barnaby's wife, Kate Winthrop's professor, and Michael McGlen's friend. | |
Arkham Horror (Tabletop Game) / int_13e1c444 | featureApplicability |
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Arkham Horror (Tabletop Game) / int_13e1c444 | featureConfidence |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_13e1c444 | |
Arkham Horror (Tabletop Game) / int_13f5b1b | type |
Instant-Win Condition | |
Arkham Horror (Tabletop Game) / int_13f5b1b | comment |
Instant-Win Condition: In "The Dreams in the Witch House", investigators wins if they either seal 6 Gates, or close the number of Gates equal to number of players, plus four (regardless of other factors). | |
Arkham Horror (Tabletop Game) / int_13f5b1b | featureApplicability |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_13f5b1b | |
Arkham Horror (Tabletop Game) / int_171ef47c | type |
Not-So-Harmless Villain | |
Arkham Horror (Tabletop Game) / int_171ef47c | comment |
Not-So-Harmless Villain: Azathoth is the Idiot Sultan, incredibly difficult to awaken and unhelpful toward those trying to wake him up. On the other hand, if he does wake up, it's The End of the World as We Know It. In the Innsmouth expansion, he becomes even more dangerous, as the rise of the Deep Ones can, in fact, wake him up. Other expansions have other mechanics to help speed up things, even if less potent. | |
Arkham Horror (Tabletop Game) / int_171ef47c | featureApplicability |
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Arkham Horror (Tabletop Game) / int_171ef47c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_171ef47c | |
Arkham Horror (Tabletop Game) / int_173909 | type |
Brainwashed and Crazy | |
Arkham Horror (Tabletop Game) / int_173909 | comment |
Brainwashed and Crazy: In "The Three Armies of the King", Walter Gilman does, actually, read the "King in Yellow", with predictable results for his already unstable sanity. Now, investigators have to capture him and un-brainwash him before it's too late. | |
Arkham Horror (Tabletop Game) / int_173909 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_173909 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_173909 | |
Arkham Horror (Tabletop Game) / int_1853aad0 | type |
Maximum HP Reduction | |
Arkham Horror (Tabletop Game) / int_1853aad0 | comment |
In the fourth scenario, Ithaqua's signature ability, instead of merely causing Stamina damage, decreases maximum Stamina by 1. | |
Arkham Horror (Tabletop Game) / int_1853aad0 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1853aad0 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1853aad0 | |
Arkham Horror (Tabletop Game) / int_18cb78a2 | type |
You Are Already Dead | |
Arkham Horror (Tabletop Game) / int_18cb78a2 | comment |
You Are Already Dead: In the seventh scenario, if investigator gets knocked unconscious by Cultist, that Cultist's token gets put on that investigator's sheet. If Glaaki awakes, all investigators with Cultist tokens on their sheet gets devourted before the battle even starts. | |
Arkham Horror (Tabletop Game) / int_18cb78a2 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_18cb78a2 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_18cb78a2 | |
Arkham Horror (Tabletop Game) / int_19bdffd3 | type |
Non-Health Damage | |
Arkham Horror (Tabletop Game) / int_19bdffd3 | comment |
Non-Health Damage: Each of the Ancient Ones attacks in a unique way, including removing the investigators' clue tokens, monster trophies, gate trophies, Allies, or even hands. Investigators who can't pay the price are devoured on the spot. | |
Arkham Horror (Tabletop Game) / int_19bdffd3 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_19bdffd3 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_19bdffd3 | |
Arkham Horror (Tabletop Game) / int_1a1ea492 | type |
Lord British Postulate | |
Arkham Horror (Tabletop Game) / int_1a1ea492 | comment |
Azathoth is utterly impossible to fight directly, but the investigators can perform a ritual to lure it into a lifeless alternate future Earth before it can end the world. | |
Arkham Horror (Tabletop Game) / int_1a1ea492 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1a1ea492 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1a1ea492 | |
Arkham Horror (Tabletop Game) / int_1aa08f77 | type |
Multiple Endings | |
Arkham Horror (Tabletop Game) / int_1aa08f77 | comment |
One way for the Investigators to defeat Ithaqua is to perform a Banishing Ritual to relocate him to an uninhabited planet, depriving him of both cultists and victims. | |
Arkham Horror (Tabletop Game) / int_1aa08f77 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1aa08f77 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1aa08f77 | |
Arkham Horror (Tabletop Game) / int_1b590025 | type |
Dead All Along | |
Arkham Horror (Tabletop Game) / int_1b590025 | comment |
Dead All Along: The final scenario reveals that real Walter Gilman has died a year ago; someone or something has passed themselves for him. | |
Arkham Horror (Tabletop Game) / int_1b590025 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1b590025 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1b590025 | |
Arkham Horror (Tabletop Game) / int_1bd4c0bf | type |
Unwinnable by Design | |
Arkham Horror (Tabletop Game) / int_1bd4c0bf | comment |
Unwinnable by Design: In the sixth scenario, winning is impossible unless investigators have sealed at least one Gate and all of them have dealt with their Curse of Sorrow cards (unique to this scenario). | |
Arkham Horror (Tabletop Game) / int_1bd4c0bf | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1bd4c0bf | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1bd4c0bf | |
Arkham Horror (Tabletop Game) / int_1c398324 | type |
Death from Above | |
Arkham Horror (Tabletop Game) / int_1c398324 | comment |
Death from Above: Without an adjacent investigator to attack, a flying monster is allowed to move into the sky location. Once in the sky, they are allowed to swoop down on an investigator in any street location. | |
Arkham Horror (Tabletop Game) / int_1c398324 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1c398324 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1c398324 | |
Arkham Horror (Tabletop Game) / int_1cc527d7 | type |
Asskicking Leads to Leadership | |
Arkham Horror (Tabletop Game) / int_1cc527d7 | comment |
Asskicking Leads to Leadership: If you kill enough monsters and/or seal enough gates, you can be appointed deputy of Arkham. | |
Arkham Horror (Tabletop Game) / int_1cc527d7 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1cc527d7 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1cc527d7 | |
Arkham Horror (Tabletop Game) / int_1ebbdddb | type |
Power at a Price | |
Arkham Horror (Tabletop Game) / int_1ebbdddb | comment |
Power at a Price: "Goodbye, Mr. Whateley" preserves the Clues which were in investigators' possession by the end of the previous scenario, putting them on Whateley Farm (if too few were gathered, there would be 12 Clues). But to take them from there, investigators must pass Lore check, with number of successes determining amount of Clues they can take; succeeding more than twice per check would advance the track of Dunwich Horror, something investigators don't want to do too early, if at all. | |
Arkham Horror (Tabletop Game) / int_1ebbdddb | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1ebbdddb | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1ebbdddb | |
Arkham Horror (Tabletop Game) / int_1f250372 | type |
I Need a Freaking Drink | |
Arkham Horror (Tabletop Game) / int_1f250372 | comment |
I Need a Freaking Drink: Whiskey helps reduce Sanity loss. | |
Arkham Horror (Tabletop Game) / int_1f250372 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1f250372 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1f250372 | |
Arkham Horror (Tabletop Game) / int_1fc8335e | type |
Deal with the Devil | |
Arkham Horror (Tabletop Game) / int_1fc8335e | comment |
Deal with the Devil: The eight scenario forces investigators to make one Dark Pact each time a location gets closed due to Terror level rising. Any investigator can also take any Dark Pact they don't have yet at any moment. But each turn, at Upkeep phase, first player must throw a dice as many times as there's a number of active Dark Pacts; if any dice gives a failure, it's an immediately Reckoning; this can spiral out of control very quickly. The ninth scenario forbids investigators from sealing the Gates unless they have at least one Dark Pact on their hands. Unfortunately, when Shub-Niggurath awakes, she gains all unspent Power tokens as Doom tokens, which makes making those Pacts even more risky. | |
Arkham Horror (Tabletop Game) / int_1fc8335e | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_1fc8335e | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_1fc8335e | |
Arkham Horror (Tabletop Game) / int_20c11a5c | type |
Second Episode Introduction | |
Arkham Horror (Tabletop Game) / int_20c11a5c | comment |
Second Episode Introduction: Some (but not all) playable investigators actually appears as characters in-story. The first scenario only introduces Jenny Barnes, Michael McGlenn, Joe Diamond, Ashcan Pete and Dexter Drake. Sister Mary, Vincent Li, Harvey Walters and Amanda Sharp, despite being playable in the first scenario, only gets formally introduced in the second. Besides them, Jim Culver would be briefly mentioned in the seventh (despite not being playable there, and originally introduced in the third scenario), and intro for the final scenario mentions by name Marie and Bob. | |
Arkham Horror (Tabletop Game) / int_20c11a5c | featureApplicability |
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Arkham Horror (Tabletop Game) / int_20c11a5c | featureConfidence |
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Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_20c11a5c | |
Arkham Horror (Tabletop Game) / int_26852e3d | type |
Persona Non Grata | |
Arkham Horror (Tabletop Game) / int_26852e3d | comment |
Persona Non Grata: Part of what causes the "barred from the neighbourhood" effect, preventing you from entering the locations in a neighbourhood. | |
Arkham Horror (Tabletop Game) / int_26852e3d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_26852e3d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_26852e3d | |
Arkham Horror (Tabletop Game) / int_28104b90 | type |
Bag of Spilling | |
Arkham Horror (Tabletop Game) / int_28104b90 | comment |
Bag of Spilling: Zigzagged Trope; if the player keeps their investigator between scenarios, they preserve their possessions. If not, they lose them and must start from scratch the next time they pick them. | |
Arkham Horror (Tabletop Game) / int_28104b90 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_28104b90 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_28104b90 | |
Arkham Horror (Tabletop Game) / int_28cd01ca | type |
Disappeared Dad | |
Arkham Horror (Tabletop Game) / int_28cd01ca | comment |
Wendy Adams wants to find her Disappeared Dad. She finds him alive if she passes her personal story. | |
Arkham Horror (Tabletop Game) / int_28cd01ca | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_28cd01ca | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_28cd01ca | |
Arkham Horror (Tabletop Game) / int_2902d076 | type |
Support Party Member | |
Arkham Horror (Tabletop Game) / int_2902d076 | comment |
Support Party Member: Several investigators have abilities that help other investigators (such as by healing them, allowing to redo failed skill checks, etc). Often, such investigators have subpar basic stats, and require protection from their teammates. | |
Arkham Horror (Tabletop Game) / int_2902d076 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2902d076 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2902d076 | |
Arkham Horror (Tabletop Game) / int_2b706ca | type |
More Dakka | |
Arkham Horror (Tabletop Game) / int_2b706ca | comment |
More Dakka: One of the strongest non-magic weapons in the game, the tommy gun, provides a +6 bonus to Combat checks, greatly increasing the number of dice rolls player can make. | |
Arkham Horror (Tabletop Game) / int_2b706ca | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2b706ca | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2b706ca | |
Arkham Horror (Tabletop Game) / int_2d4fa515 | type |
Ax-Crazy | |
Arkham Horror (Tabletop Game) / int_2d4fa515 | comment |
Ax-Crazy: In the fourth scenario, if investigator loses more 2 or more Sanity at once, they get a Yellow Sign; three Yellow Signs, and they goes irreversibly insane, joining the violent psychos razing Arkham. It's possible to get rid of one Yellow Sign during Upkeep phase, but only at the cost of gaining Madness card. | |
Arkham Horror (Tabletop Game) / int_2d4fa515 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2d4fa515 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2d4fa515 | |
Arkham Horror (Tabletop Game) / int_2ddddebf | type |
Hostile Weather | |
Arkham Horror (Tabletop Game) / int_2ddddebf | comment |
Hostile Weather: Weather mythos cards temporarily (until they get overwritten by other Process cards) change conditions in Arkham (usually in the form of penalties to one skill check and bonuses to another). When playing against Ithaqua, any Weather cards' effects are disabled, but instead investigators must deal with deadly frost, which will damage any investigator who stays on the streets during the Mythos phase. When playing against Cthugha, any Weather cards' effects are disabled, but instead investigators must deal with deadly heat, which will damage any investigator who spends more than 3 move points in one turn (except for using tomes). | |
Arkham Horror (Tabletop Game) / int_2ddddebf | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2ddddebf | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2ddddebf | |
Arkham Horror (Tabletop Game) / int_2e84972a | type |
Piñata Enemy | |
Arkham Horror (Tabletop Game) / int_2e84972a | comment |
Piñata Enemy: Mi-go are fairly weak and killing one gives you a unique item. | |
Arkham Horror (Tabletop Game) / int_2e84972a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2e84972a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2e84972a | |
Arkham Horror (Tabletop Game) / int_2f329e3c | type |
Tomato in the Mirror | |
Arkham Horror (Tabletop Game) / int_2f329e3c | comment |
Tomato in the Mirror: Drawing an Innsmouth Look card and discovering you are a Deep One hybrid. If two gates to R'lyeh are open at the same time, Amanda Sharpe discovers the truth behind those dreams she's been having... | |
Arkham Horror (Tabletop Game) / int_2f329e3c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_2f329e3c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_2f329e3c | |
Arkham Horror (Tabletop Game) / int_32ae9544 | type |
Vertical Kidnapping | |
Arkham Horror (Tabletop Game) / int_32ae9544 | comment |
Vertical Kidnapping: Nightgaunts will swoop in from above, overpower you, and drop you in the nearest portal. This can be beneficial; they will do this in Other World locations and return you to Arkham, allowing you to then close the portal. | |
Arkham Horror (Tabletop Game) / int_32ae9544 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_32ae9544 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_32ae9544 | |
Arkham Horror (Tabletop Game) / int_33d0ba5d | type |
Choose a Handicap | |
Arkham Horror (Tabletop Game) / int_33d0ba5d | comment |
Choose a Handicap: In "The Pharaoh's Awakening", the players must divide several pairs of Boon+Curse and Bane+Bless. In "Goodbye, Mr. Whateley", the players starts with either Madness or Injury card. The player who takes Walter Gilman, always starts with a Madness. | |
Arkham Horror (Tabletop Game) / int_33d0ba5d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_33d0ba5d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_33d0ba5d | |
Arkham Horror (Tabletop Game) / int_33d1a9bd | type |
Solo Tabletop Game | |
Arkham Horror (Tabletop Game) / int_33d1a9bd | comment |
Solo Tabletop Game: Though the game is listed for 1-8 players, solo play is made possible since monsters generate and events happen according to the Mythos deck. Also, the Ancient One has its own character template. | |
Arkham Horror (Tabletop Game) / int_33d1a9bd | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_33d1a9bd | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_33d1a9bd | |
Arkham Horror (Tabletop Game) / int_3855ceed | type |
Searching for the Lost Relative | |
Arkham Horror (Tabletop Game) / int_3855ceed | comment |
Searching for the Lost Relative: Several characters searching for lost relatives, in the midst of a town invaded by the Chaos. Jenny Barnes is searching for her sister Isabelle, abducted in Paris by a cult, and will always find her. The only difference is whether she will be alive and in one piece... or several. Wendy Adams wants to find her Disappeared Dad. She finds him alive if she passes her personal story. Hank Samson is looking for his Pa. He successfully finds him if he passes his personal story, otherwise his fate remains unknown. | |
Arkham Horror (Tabletop Game) / int_3855ceed | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_3855ceed | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_3855ceed | |
Arkham Horror (Tabletop Game) / int_391e5643 | type |
Official Game Variant | |
Arkham Horror (Tabletop Game) / int_391e5643 | comment |
Official Game Variant: The Fantasy Flight site includes semi-official house rules from the game's creator Richard Launius. In addition, there are investigator sheets for Gabe and Tycho from Penny Arcade Adventures, with Annarchy as an ally. | |
Arkham Horror (Tabletop Game) / int_391e5643 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_391e5643 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_391e5643 | |
Arkham Horror (Tabletop Game) / int_3ce9c9fa | type |
Fortune Teller | |
Arkham Horror (Tabletop Game) / int_3ce9c9fa | comment |
Fortune Teller: One of the allies in the core game, Anna Caslow, is a fortune teller. She provides a permanent bonus to Luck, and gives 2 bonus clue tokens on joining. | |
Arkham Horror (Tabletop Game) / int_3ce9c9fa | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_3ce9c9fa | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_3ce9c9fa | |
Arkham Horror (Tabletop Game) / int_3f2f9d48 | type |
Permadeath | |
Arkham Horror (Tabletop Game) / int_3f2f9d48 | comment |
Permadeath: This time, investigator's death persists between scenarios, so if someone was devoured, they wouldn't return. It's possible to run out of investigators, in that case, the League ends and players lose. | |
Arkham Horror (Tabletop Game) / int_3f2f9d48 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_3f2f9d48 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_3f2f9d48 | |
Arkham Horror (Tabletop Game) / int_409d3c07 | type |
Advancing Boss of Doom | |
Arkham Horror (Tabletop Game) / int_409d3c07 | comment |
Advancing Boss of Doom: In the 3rd edition Tsathoggua scenario, the Ancient One starts to consume the game board from one end to the other. He can be defeated before he finishes, but any investigators in a neighbourhood when it's devoured are automatically killed for good. | |
Arkham Horror (Tabletop Game) / int_409d3c07 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_409d3c07 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_409d3c07 | |
Arkham Horror (Tabletop Game) / int_41dd77d | type |
Zerg Rush | |
Arkham Horror (Tabletop Game) / int_41dd77d | comment |
Zerg Rush: In "Miscreants and Miscreation", whenever monsters must spawn, instead, twice as many would appear. | |
Arkham Horror (Tabletop Game) / int_41dd77d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_41dd77d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_41dd77d | |
Arkham Horror (Tabletop Game) / int_423f5a19 | type |
Killed Offscreen | |
Arkham Horror (Tabletop Game) / int_423f5a19 | comment |
Killed Offscreen: Walter Gilman gets killed by unknown being between 9th and 10th scenarios; investigators only finds his corpse. | |
Arkham Horror (Tabletop Game) / int_423f5a19 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_423f5a19 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_423f5a19 | |
Arkham Horror (Tabletop Game) / int_4252fdf6 | type |
Hyperactive Metabolism | |
Arkham Horror (Tabletop Game) / int_4252fdf6 | comment |
Hyperactive Metabolism: An interesting variant – food does not function as a healing item; it instead reduces stamina loss. | |
Arkham Horror (Tabletop Game) / int_4252fdf6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_4252fdf6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_4252fdf6 | |
Arkham Horror (Tabletop Game) / int_4536fd29 | type |
Energy Weapon | |
Arkham Horror (Tabletop Game) / int_4536fd29 | comment |
Energy Weapon: The Yithian rifle. It feeds on your Focus to refresh. | |
Arkham Horror (Tabletop Game) / int_4536fd29 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_4536fd29 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_4536fd29 | |
Arkham Horror (Tabletop Game) / int_454d9422 | type |
Rocks Fall, Everyone Dies | |
Arkham Horror (Tabletop Game) / int_454d9422 | comment |
The entire boss fight with Yibb-Tstll is this. When she attacks, each investigator must roll as many dice as they have Focus; if they roll no successes, they die; if they roll at least two, they get Blessed (making it easier to fight her). So, depending on your luck, you may either curb-stomp her, or be completely slaughtered on the first round. | |
Arkham Horror (Tabletop Game) / int_454d9422 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_454d9422 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_454d9422 | |
Arkham Horror (Tabletop Game) / int_48c99edc | type |
Cast from Sanity | |
Arkham Horror (Tabletop Game) / int_48c99edc | comment |
Cast from Sanity: Many spells and occult books have a Sanity cost to play, as does the use of Elder Signs to close and seal planar gates; in the Cthulhu Mythos, that sort of thing draws on higher orders of reality than the human mind can comfortably process — like the ones the Eldritch Abominations come from. | |
Arkham Horror (Tabletop Game) / int_48c99edc | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_48c99edc | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_48c99edc | |
Arkham Horror (Tabletop Game) / int_496569e8 | type |
Race Against the Clock | |
Arkham Horror (Tabletop Game) / int_496569e8 | comment |
Race Against the Clock: Trying to seal all the portals before the Doom track fills and the Ancient One awakens. | |
Arkham Horror (Tabletop Game) / int_496569e8 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_496569e8 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_496569e8 | |
Arkham Horror (Tabletop Game) / int_4f37c96a | type |
Duel Boss | |
Arkham Horror (Tabletop Game) / int_4f37c96a | comment |
Duel Boss: The Curse of the Dark Pharaoh expansion has encounter cards where you fight an Ancient One alone, without help from other investigators (even if it is not the current Big Bad; though if it is, the battle will be slightly easier, since it will start with reduced Doom). Success in the battle allows you to immediately seal the gate and take it as a trophy, as well as providing satisfaction from singlehandly kicking Cthulhu's (or whoever you faced) ass. | |
Arkham Horror (Tabletop Game) / int_4f37c96a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_4f37c96a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_4f37c96a | |
Arkham Horror (Tabletop Game) / int_4fa65449 | type |
Dream Land | |
Arkham Horror (Tabletop Game) / int_4fa65449 | comment |
Dream Land: The Dreamlands are one of the other worlds you can visit. By most other world standards, they're a very nice place. | |
Arkham Horror (Tabletop Game) / int_4fa65449 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_4fa65449 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_4fa65449 | |
Arkham Horror (Tabletop Game) / int_5049f19d | type |
Do Well, But Not Perfect | |
Arkham Horror (Tabletop Game) / int_5049f19d | comment |
Do Well, But Not Perfect: In penultimate scenario, if investigator accumulates more than two Gate Trophies, they must discard them and get 2 Spells instead. Losing Gate Trophies in such way may be detrimental to both winning the game by closing the gates, and to surviving Last Battle if Yog-Sothoth awakens anyway. | |
Arkham Horror (Tabletop Game) / int_5049f19d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5049f19d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5049f19d | |
Arkham Horror (Tabletop Game) / int_50727f8d | type |
Death Is a Slap on the Wrist | |
Arkham Horror (Tabletop Game) / int_50727f8d | comment |
Death Is a Slap on the Wrist: Averted; unlike the base game: This time around, any Common and Unique Items lost due to investigator being knocked unconscious, driven insane or devoured, gets lost permanently, and not just for duration of scenario, but for entire League. If investigator gets devoured, they perish for entire duration of the League. | |
Arkham Horror (Tabletop Game) / int_50727f8d | featureApplicability |
-1.0 | |
Arkham Horror (Tabletop Game) / int_50727f8d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_50727f8d | |
Arkham Horror (Tabletop Game) / int_50d71a78 | type |
Dual Wielding | |
Arkham Horror (Tabletop Game) / int_50d71a78 | comment |
Dual Wielding: Can be done, if the weapons or spells in question only require one hand each. Two-handed weapons are more powerful, but you can only use one at a time. | |
Arkham Horror (Tabletop Game) / int_50d71a78 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_50d71a78 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_50d71a78 | |
Arkham Horror (Tabletop Game) / int_51567188 | type |
Cast from Hit Points | |
Arkham Horror (Tabletop Game) / int_51567188 | comment |
Cast from Hit Points: In "It's Good to be the King", several Unique Items (listed in scenario reference sheet) requires sacrificing 2 Sanity in order to be used; all of them are associated with Hastur in one way or another. In "Knocking on the Gates", investigators can at any point sacrifice 2 Sanity to gain 2 Clues; there's no limit, for as long as they have enough to pay the price. | |
Arkham Horror (Tabletop Game) / int_51567188 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_51567188 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_51567188 | |
Arkham Horror (Tabletop Game) / int_517ae522 | type |
Loads and Loads of Rules | |
Arkham Horror (Tabletop Game) / int_517ae522 | comment |
Loads and Loads of Rules: The game has rules allowing you to fight monsters, cast spells, go crazy, go shopping, get lost between dimensions, go crazy, join the police, watch the stores close as people leave town, and go crazy before being eaten by an alien super-being. The expansions add more rules to the game to boot, including adding a The Dragon to work against you or allowing for pacts with the monster. | |
Arkham Horror (Tabletop Game) / int_517ae522 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_517ae522 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_517ae522 | |
Arkham Horror (Tabletop Game) / int_52094ed | type |
Team Killer | |
Arkham Horror (Tabletop Game) / int_52094ed | comment |
Team Killer: If you pick up "Joining the Winning Team" and start actively working to complete it, don't be surprised that the rest of the table doesn't help you given that you completing said objective and winning the game means they all lose. | |
Arkham Horror (Tabletop Game) / int_52094ed | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_52094ed | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_52094ed | |
Arkham Horror (Tabletop Game) / int_52488c54 | type |
Drowning My Sorrows | |
Arkham Horror (Tabletop Game) / int_52488c54 | comment |
Drowning My Sorrows: Michael McGlenn became heavy drinker after losing his best friend Louie. | |
Arkham Horror (Tabletop Game) / int_52488c54 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_52488c54 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_52488c54 | |
Arkham Horror (Tabletop Game) / int_52600ad6 | type |
Broke Your Arm Punching Out Cthulhu | |
Arkham Horror (Tabletop Game) / int_52600ad6 | comment |
Broke Your Arm Punching Out Cthulhu: You can beat him, for now, but how many investigators went mad or died in the process? | |
Arkham Horror (Tabletop Game) / int_52600ad6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_52600ad6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_52600ad6 | |
Arkham Horror (Tabletop Game) / int_5261369c | type |
Sand Worm | |
Arkham Horror (Tabletop Game) / int_5261369c | comment |
Sand Worm: In the sixth scenario, all Cultists counts as Chthonians (giant worms dwelling underground), which, given how many Cultists in the pool, greatly amplifies their numbers. | |
Arkham Horror (Tabletop Game) / int_5261369c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5261369c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5261369c | |
Arkham Horror (Tabletop Game) / int_53243b25 | type |
Conjoined Twins | |
Arkham Horror (Tabletop Game) / int_53243b25 | comment |
Conjoined Twins: Zhar/Lloigor Ancient One(s), enormous tentacled beasts. Unfortunately, they have separate health bars (22 Doom tokens in total!), which, combined with them being a Time-Limit Boss, makes them particularly frustrating. | |
Arkham Horror (Tabletop Game) / int_53243b25 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_53243b25 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_53243b25 | |
Arkham Horror (Tabletop Game) / int_537b4ea | type |
Snake People | |
Arkham Horror (Tabletop Game) / int_537b4ea | comment |
Snake People: The Serpent People are borrowed from Robert E. Howard's Thurian Age, and cultists of Yig are actually disguised serpent priests. | |
Arkham Horror (Tabletop Game) / int_537b4ea | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_537b4ea | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_537b4ea | |
Arkham Horror (Tabletop Game) / int_53f5119f | type |
The Dragon | |
Arkham Horror (Tabletop Game) / int_53f5119f | comment |
The Dragon: A Herald is an eldritch being directly trying to summon the Ancient One and working against the players. Adding a Herald to the game is akin to adding a secondary Ancient One, as they have a major impact on the game and add many new challenges. | |
Arkham Horror (Tabletop Game) / int_53f5119f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_53f5119f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_53f5119f | |
Arkham Horror (Tabletop Game) / int_548bd053 | type |
Guns Akimbo | |
Arkham Horror (Tabletop Game) / int_548bd053 | comment |
Guns Akimbo: Anyone, if you have two one-handed weapons. Joe Diamond, Jenny Barnes, and Tony Morgan have it on their character portraits. | |
Arkham Horror (Tabletop Game) / int_548bd053 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_548bd053 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_548bd053 | |
Arkham Horror (Tabletop Game) / int_5560dbb5 | type |
Airborne Mook | |
Arkham Horror (Tabletop Game) / int_5560dbb5 | comment |
Blue-coloured monsters can fly, in order to more freely attack investigators. If they fail to find a suitable target, they will move into sky, becoming unreachable, until the next opportunity arises. | |
Arkham Horror (Tabletop Game) / int_5560dbb5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5560dbb5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5560dbb5 | |
Arkham Horror (Tabletop Game) / int_55afe8af | type |
Ley Line | |
Arkham Horror (Tabletop Game) / int_55afe8af | comment |
Ley Line: The ley line map allows an investigator to circumvent environmental effects caused by Mythos cards. | |
Arkham Horror (Tabletop Game) / int_55afe8af | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_55afe8af | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_55afe8af | |
Arkham Horror (Tabletop Game) / int_55d919f7 | type |
Lovecraft Lite | |
Arkham Horror (Tabletop Game) / int_55d919f7 | comment |
Lovecraft Lite: It is perfectly possible, though difficult, to seal or defeat the Ancient One with no one going mad or dying. | |
Arkham Horror (Tabletop Game) / int_55d919f7 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_55d919f7 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_55d919f7 | |
Arkham Horror (Tabletop Game) / int_56515a39 | type |
Artistic License – History | |
Arkham Horror (Tabletop Game) / int_56515a39 | comment |
Artistic License – History: A minor, easily missed one, but it should be noted anyway. One of the Arkham Asylum encounters in Innsmouth Horror has you sneaking into a finger-painting session. Finger-painting is indeed used as a component of mental therapy at times, so that's done right. The problem? Art therapy in general dates only to the late 1940's, with finger painting as a later addition to the milieu. Finger painting itself dates to prehistoric times, but it wasn't part of art education until the 1930's. | |
Arkham Horror (Tabletop Game) / int_56515a39 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_56515a39 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_56515a39 | |
Arkham Horror (Tabletop Game) / int_58204b95 | type |
Magic Knight | |
Arkham Horror (Tabletop Game) / int_58204b95 | comment |
Magic Knight: There's no equipment restrictions; each investigator may use any item or spell, and if they so wish, may easily take a gun in one hand and a spell in another. Though some are still better at one role or another. | |
Arkham Horror (Tabletop Game) / int_58204b95 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_58204b95 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_58204b95 | |
Arkham Horror (Tabletop Game) / int_5989e3b6 | type |
Enemy Mine | |
Arkham Horror (Tabletop Game) / int_5989e3b6 | comment |
Enemy Mine: It's possible to have a group of investigators containing a federal agent, a gangster, a rookie cop, and a bootlegger. And have one of them become deputy of Arkham. Presumably, the threat of the Ancient One dwarfs petty human crime. | |
Arkham Horror (Tabletop Game) / int_5989e3b6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5989e3b6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5989e3b6 | |
Arkham Horror (Tabletop Game) / int_5bb56482 | type |
Contractual Boss Immunity | |
Arkham Horror (Tabletop Game) / int_5bb56482 | comment |
Contractual Boss Immunity: In "The Beginning of the End", Walter Gilman is immune to any and all effects which would defeat, discard or move him, and can't be attacked by the players; his token is only used to mark his movement. | |
Arkham Horror (Tabletop Game) / int_5bb56482 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5bb56482 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5bb56482 | |
Arkham Horror (Tabletop Game) / int_5bd1083d | type |
Holy Is Not Safe | |
Arkham Horror (Tabletop Game) / int_5bd1083d | comment |
Holy Is Not Safe: In the last scenario, whenever investigator seals a Gate, everyone gets Blessed. But whenever someone gets Blessed, they gets a Madness card — which, in turn, advances Deeps Ones Rising meter (the same effect goes from gaining an Injury card). | |
Arkham Horror (Tabletop Game) / int_5bd1083d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5bd1083d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5bd1083d | |
Arkham Horror (Tabletop Game) / int_5d1eb74d | type |
Dump Stat | |
Arkham Horror (Tabletop Game) / int_5d1eb74d | comment |
Dump Stat: The dump stat can change during the course of the game, but it's always risky. Each stat is inversely linked with another; thus, for instance, raising your Fight will lower your Will, and you can't kill the monster if just seeing it drives you insane. Luck of the draw and strategy factor heavily in Arkham Horror; having the right items can mitigate the risks of having a dump stat, and you can change it as the situation demands. | |
Arkham Horror (Tabletop Game) / int_5d1eb74d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5d1eb74d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5d1eb74d | |
Arkham Horror (Tabletop Game) / int_5db59a03 | type |
Brown Note | |
Arkham Horror (Tabletop Game) / int_5db59a03 | comment |
Brown Note: In "Gilman and his King", whenever investigator draws a card containing Yellow Sign on the image, or the words "Yellow Sign", they lose 1 Sanity. If they draw the "King in Yellow" Tome, all investigators loses 1 Max Sanity. This effect applies even to starting equipment. | |
Arkham Horror (Tabletop Game) / int_5db59a03 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5db59a03 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5db59a03 | |
Arkham Horror (Tabletop Game) / int_5fc3eff4 | type |
Time Bomb | |
Arkham Horror (Tabletop Game) / int_5fc3eff4 | comment |
Time Bomb: A common item that can detonate 1-3 turns after being placed, killing all monsters and investigators on that location. | |
Arkham Horror (Tabletop Game) / int_5fc3eff4 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_5fc3eff4 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_5fc3eff4 | |
Arkham Horror (Tabletop Game) / int_62259825 | type |
Nintendo Hard | |
Arkham Horror (Tabletop Game) / int_62259825 | comment |
Nintendo Hard: Just how difficult the game is depends a lot on the Ancient One in play, the players' skill levels, and a good deal of luck. No matter what, it's generally very difficult to actually win. The game itself without any expansions is not terribly difficult once you get used to it, but the expansions make the game considerably more challenging, mostly by adding an additional task that the players must work at to prevent the Ancient One from awakening prematurely. The difficulty varies by expansion; the earlier expansions were not too bad, while other ones, such as Innsmouth, make winning the game considerably more difficult, and sometimes you will lose in a manner which is almost completely unavoidable. The Black Goat of the Woods expansion adds in a literal difficulty setting. Before the start of the game, players can choose from one of five possible difficulty cards labeled "Discomforting", "Nauseating", "Mind-Damaging", "Ye Liveliest Awfulness", and "Ultimate Cosmic Evil" in ascending difficulty. The easier difficulties can finally alleviate the incredible harshness of the game (Discomforting starts every unstable location with double clue tokens and puts double clue tokens down during each spawn), but the others can make the experience even worse (Ultimate Cosmic Evil starts with the Terror Level at 5, the General Store closed, 5 allies are returned to the box, and two Mythos cards are drawn and resolved per turn). | |
Arkham Horror (Tabletop Game) / int_62259825 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_62259825 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_62259825 | |
Arkham Horror (Tabletop Game) / int_62434fe2 | type |
Sanity Slippage | |
Arkham Horror (Tabletop Game) / int_62434fe2 | comment |
Sanity Slippage: Walter Gilman becomes progressively more unstable with each scenario, until he finally goes insane in penultimate one and tries to make entire world into a sacrifice to Cthulhu. | |
Arkham Horror (Tabletop Game) / int_62434fe2 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_62434fe2 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_62434fe2 | |
Arkham Horror (Tabletop Game) / int_6439de78 | type |
Heroic Sacrifice | |
Arkham Horror (Tabletop Game) / int_6439de78 | comment |
Heroic Sacrifice: In the seventh scenario, any investigator may let themselves be devoured in order to decrease the current Doom by 3. In the penultimate scenario, any investigator may sacrifice themselves (being devoured in process) in order to remove the Dunwich Horror from the board (it starts in play immediately). It only works once, after that, the Dunwich Horror resumes working as normally. | |
Arkham Horror (Tabletop Game) / int_6439de78 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_6439de78 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_6439de78 | |
Arkham Horror (Tabletop Game) / int_64cf3b3f | type |
Damage Reduction | |
Arkham Horror (Tabletop Game) / int_64cf3b3f | comment |
The backstory for seventh scenario acknowledges Michael's extreme toughness, by pointing that he recovers from any injuries surprisingly quickly; in gameplay, Michael's signature ability is reducing incoming Stamina damage by 1. | |
Arkham Horror (Tabletop Game) / int_64cf3b3f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_64cf3b3f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_64cf3b3f | |
Arkham Horror (Tabletop Game) / int_64fa0ea8 | type |
Random Encounters | |
Arkham Horror (Tabletop Game) / int_64fa0ea8 | comment |
Random Encounters: There are two types of encounters – encounters in Arkham, and encounters in Other Worlds. The Black Goat of the Woods also added the possibility of joining the cult of Shub-Niggurath and taking special encounters at the cult's sites: the Woods, Black Cave, or Unvisited Island. | |
Arkham Horror (Tabletop Game) / int_64fa0ea8 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_64fa0ea8 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_64fa0ea8 | |
Arkham Horror (Tabletop Game) / int_670db7d7 | type |
Formula-Breaking Episode | |
Arkham Horror (Tabletop Game) / int_670db7d7 | comment |
Formula-Breaking Episode: "Koth of Hyboria" starts with investigators being trapped in some sort of dream world (but not Dream Lands), with many standard mechanics (Gates, Doom, Terror level, Mythos, monster movement, etc) ceasing to work till at least one investigator make it out of there and then the "normal" play starts. Once at least one investigator returns, the game resumes at usual pace, but the other investigators still must escape; the two worlds can't affect each other in any way, and monsters in dream world don't count towards monster limit. "Twilight in Arkham" gets away with investigators standing still and fighting static Ancient One. This time, Cthulhu actually moves around Arkham, and investigators have to pursue him in order to fight him. Entire scenario sheet is dedicated to describing how it works. | |
Arkham Horror (Tabletop Game) / int_670db7d7 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_670db7d7 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_670db7d7 | |
Arkham Horror (Tabletop Game) / int_69782889 | type |
Point of No Continues | |
Arkham Horror (Tabletop Game) / int_69782889 | comment |
Point of No Continues: Normally, when an investigator is devoured, their player can choose a new one to continue playing, but this is not the case during the battle with the Ancient One; if your investigator is dead, you are eliminated from the battle. | |
Arkham Horror (Tabletop Game) / int_69782889 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_69782889 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_69782889 | |
Arkham Horror (Tabletop Game) / int_698d7dad | type |
Lovecraft Country | |
Arkham Horror (Tabletop Game) / int_698d7dad | comment |
Lovecraft Country: The game's setting, of course. | |
Arkham Horror (Tabletop Game) / int_698d7dad | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_698d7dad | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_698d7dad | |
Arkham Horror (Tabletop Game) / int_69a54df1 | type |
Chest Burster | |
Arkham Horror (Tabletop Game) / int_69a54df1 | comment |
Chest Burster: Eihort infects investigators with his younglings, which are represented by Brood tokens. Each time an investigator receives one, (s)he must roll a dice; if the result is lower than number of Brood tokens, the investigator is devoured. Outside of the final battle (where Eihort uses this as his main form of attack), investigators gets infected each time they seal a gate or defeat cultits. | |
Arkham Horror (Tabletop Game) / int_69a54df1 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_69a54df1 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_69a54df1 | |
Arkham Horror (Tabletop Game) / int_69ef378b | type |
Loyalty Mission | |
Arkham Horror (Tabletop Game) / int_69ef378b | comment |
Loyalty Mission: Each investigator has a Personal Story related to his/her backstory and their personal problems and insecurities. If they succeed, they receive various boons, often quite strong, which makes them even more effective; but if they fail, they receive various penalties, up to and including to being totally screwed, sometimes even in fatal ways. | |
Arkham Horror (Tabletop Game) / int_69ef378b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_69ef378b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_69ef378b | |
Arkham Horror (Tabletop Game) / int_6de71c57 | type |
Disc-One Final Boss | |
Arkham Horror (Tabletop Game) / int_6de71c57 | comment |
Disc-One Final Boss: Walter Gilman (or whoever passed themselves for him) gets dealt with in penultimate scenario. The one after that deals with the fallout of chaos which Walter started. | |
Arkham Horror (Tabletop Game) / int_6de71c57 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_6de71c57 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_6de71c57 | |
Arkham Horror (Tabletop Game) / int_70c06a09 | type |
The Undead | |
Arkham Horror (Tabletop Game) / int_70c06a09 | comment |
The Undead: One of the possible traits which monsters can have. They are vulnerable to the Cross (in fact, it only works on them). | |
Arkham Horror (Tabletop Game) / int_70c06a09 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_70c06a09 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_70c06a09 | |
Arkham Horror (Tabletop Game) / int_72cdfc33 | type |
Big Bad Ensemble | |
Arkham Horror (Tabletop Game) / int_72cdfc33 | comment |
Big Bad Ensemble: Couple of scenarios have two Ancient Ones at once. Scenarios have special rules in regards to which Ancient One gains Doom and when, and allows them to both awake at the same time. If one awakes and gets eliminated, they would cease to affect gameplay. After altering between Shub-Niggurath and Ithaqua for four scenarios, the League puts them both at once in the fifth scenario, representing their respective cults fighting each other and trying to summon their patron deity. The eight scenario has Shudde M'ell and Glaaki. | |
Arkham Horror (Tabletop Game) / int_72cdfc33 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_72cdfc33 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_72cdfc33 | |
Arkham Horror (Tabletop Game) / int_735b4101 | type |
Colour-Coded for Your Convenience | |
Arkham Horror (Tabletop Game) / int_735b4101 | comment |
Colour-Coded for Your Convenience: Monster tokens have differently coloured edges, depending on their movement rules. Black-coloured ("normal") monsters follow standard rules. Most monsters belong to this type. Red-coloured ("fast") monsters move like normal monsters, but do two moves instead of one, allowing them to quickly patrol the streets of Arkham; they will stop if they meet an investigator on their first move. Yellow-coloured monsters do not move at all, which means they nearly always stay in the locations they spawn in (usually a gate). They often have particularly nasty stats, which makes them good portal guardians. Blue-coloured monsters can fly, in order to more freely attack investigators. If they fail to find a suitable target, they will move into sky, becoming unreachable, until the next opportunity arises. Green-coloured monsters always have some unique movement rules stated on their reverse side. For example, chtonians, instead of normal movement, will roll a dice, and on a specific result, will damage every investigator in Arkham. Expansions also introduced purple-coloured monsters ("hunters") — monsters who specifically pursue investigators instead of moving like usual (essentially a hybrid between normal and flying monsters); and orange-coloured ("aquatic") monsters — monsters able to use aquatic locations to cut corners to reach their victim. | |
Arkham Horror (Tabletop Game) / int_735b4101 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_735b4101 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_735b4101 | |
Arkham Horror (Tabletop Game) / int_73f7b5a5 | type |
Total Party Kill | |
Arkham Horror (Tabletop Game) / int_73f7b5a5 | comment |
One of his Sinister Plot cards allows him to use this again, which may lead to a Total Party Kill if the investigators failed to remove the original Curse in time. | |
Arkham Horror (Tabletop Game) / int_73f7b5a5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_73f7b5a5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_73f7b5a5 | |
Arkham Horror (Tabletop Game) / int_7594e8ff | type |
Turn Undead | |
Arkham Horror (Tabletop Game) / int_7594e8ff | comment |
Turn Undead: The Cross is a magical weapon that only provides a combat bonus against undead enemies. It does, however, always provide a bonus to a horror check. Jim Culver, meanwhile, has a special ability that lets him spend a clue token to auto-defeat any undead foe. | |
Arkham Horror (Tabletop Game) / int_7594e8ff | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_7594e8ff | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_7594e8ff | |
Arkham Horror (Tabletop Game) / int_76a08cd6 | type |
Friend or Foe? | |
Arkham Horror (Tabletop Game) / int_76a08cd6 | comment |
Friend or Foe?: "Masquerade Ball" has its mechanics built around inability to tell friends from foes, as cultists of Nyarlathotep are everywhere: Investigators have to pass a Will check to trade items; on a failure, trade is cancelled for that turn. When investigator gains an Ally, they must pass hard Will check or discard that Ally and run on the street in horror, like from a monster. | |
Arkham Horror (Tabletop Game) / int_76a08cd6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_76a08cd6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_76a08cd6 | |
Arkham Horror (Tabletop Game) / int_77582a29 | type |
Sealed Evil in Another World | |
Arkham Horror (Tabletop Game) / int_77582a29 | comment |
Sealed Evil in Another World: 3rd Edition includes this as a way to defeat several Great Old Ones: Azathoth is utterly impossible to fight directly, but the investigators can perform a ritual to lure it into a lifeless alternate future Earth before it can end the world. One way for the Investigators to defeat Ithaqua is to perform a Banishing Ritual to relocate him to an uninhabited planet, depriving him of both cultists and victims. | |
Arkham Horror (Tabletop Game) / int_77582a29 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_77582a29 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_77582a29 | |
Arkham Horror (Tabletop Game) / int_77666408 | type |
Combat Tentacles | |
Arkham Horror (Tabletop Game) / int_77666408 | comment |
Combat Tentacles: Nyoghta spawns its tentacle instead of random monsters during random encounters. The investigator must defeat it under three turns, or die. Zhar uses them to first grab one hand of the current first player, then kill them off on next turn. In some of its Sinister Plots, they are used to directly smash investigators. | |
Arkham Horror (Tabletop Game) / int_77666408 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_77666408 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_77666408 | |
Arkham Horror (Tabletop Game) / int_79ba6777 | type |
Pocket Protector | |
Arkham Horror (Tabletop Game) / int_79ba6777 | comment |
Pocket Protector: In Third Edition, some items have Health, allowing you to place damage on it that would otherwise be taken by your investigator. | |
Arkham Horror (Tabletop Game) / int_79ba6777 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_79ba6777 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_79ba6777 | |
Arkham Horror (Tabletop Game) / int_7b7965dd | type |
Boss in Mook Clothing | |
Arkham Horror (Tabletop Game) / int_7b7965dd | comment |
Boss in Mook Clothing: Any Mask enemies have either very strong stats, dangerous abilities (like devouring an investigator who fails any skill check against this monster), or both. And they may spawn like normal monsters, through encounters, gates, or mythos. Fortunately, you only must face them when playing against Nyarlathothep. | |
Arkham Horror (Tabletop Game) / int_7b7965dd | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_7b7965dd | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_7b7965dd | |
Arkham Horror (Tabletop Game) / int_7b7f1657 | type |
Canine Companion | |
Arkham Horror (Tabletop Game) / int_7b7f1657 | comment |
Canine Companion: Duke is one of the allies in core game. He increases your maximum Sanity. Ashcan Pete starts with him by default. | |
Arkham Horror (Tabletop Game) / int_7b7f1657 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_7b7f1657 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_7b7f1657 | |
Arkham Horror (Tabletop Game) / int_7d561d58 | type |
Too Awesome to Use | |
Arkham Horror (Tabletop Game) / int_7d561d58 | comment |
Too Awesome to Use: The Clues are much harder to obtain, as no investigators starts with them, and most scenarios disables them spawning at the start of the game. What's worse, all spent Clues are gone for good, and not just for duration of scenario, but for duration of the entire League; the more Clues you spent in scenario 1, the less Clues you would have in scenario 2, and so on. And some scenarios forces investigators to pay for preserving those Clues (like third scenario forcing investigators to take Corruption cards for every 3 Clue), or disables certain ways to gain them (like second scenario disabling clue spawning by Mythos cards or by defeating certain enemies, but makes it possible to get them by taking monsters as trophies). | |
Arkham Horror (Tabletop Game) / int_7d561d58 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_7d561d58 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_7d561d58 | |
Arkham Horror (Tabletop Game) / int_7f38c0cd | type |
An Offer You Can't Refuse | |
Arkham Horror (Tabletop Game) / int_7f38c0cd | comment |
In 3rd Edition, some events offer an investigator a Dark Pact in exchange for some major benefit (sometimes survival). The Pact has a 1-in-6 chance of coming due at each Reckoning, and only then is the cost revealed — which can be anything from instant death to a flood of monsters. | |
Arkham Horror (Tabletop Game) / int_7f38c0cd | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_7f38c0cd | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_7f38c0cd | |
Arkham Horror (Tabletop Game) / int_815556aa | type |
Tome of Eldritch Lore | |
Arkham Horror (Tabletop Game) / int_815556aa | comment |
Tome of Eldritch Lore: You can find famous Mythos books like the Necronomicon in this game. Reading them gives you a chance to learn spells or skills, at the cost of insanity. | |
Arkham Horror (Tabletop Game) / int_815556aa | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_815556aa | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_815556aa | |
Arkham Horror (Tabletop Game) / int_832c45c4 | type |
Stalked by the Bell | |
Arkham Horror (Tabletop Game) / int_832c45c4 | comment |
Stalked by the Bell: In "The Strange Seduction", investigators faces Yig, and have even less time than usually, due to all the new mechanics introduced to speed up Yig's awakening — as well as potentially making him more dangerous. In "The Legend of the Scarab", investigators faces Shub-Niggurath, who, to make her possible awakening more probable, gains a new mechanic: whenever stationary monster spawns, two Doom tokens gets placed on them until they gets defeated; if the game ever runs out of of Doom tokens, the next time one would be placed, Shub-Niggurath would awake immediately. | |
Arkham Horror (Tabletop Game) / int_832c45c4 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_832c45c4 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_832c45c4 | |
Arkham Horror (Tabletop Game) / int_8344209e | type |
BFG | |
Arkham Horror (Tabletop Game) / int_8344209e | comment |
BFG: The elephant gun, a Real Life example, and a powerful physical weapon in the game. Real elephant guns were frequently custom-made firearms, and in-game you have to pay every time it's refreshed — even the flamethrower can be refreshed at will! | |
Arkham Horror (Tabletop Game) / int_8344209e | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8344209e | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8344209e | |
Arkham Horror (Tabletop Game) / int_851dda8f | type |
Humanoid Abomination | |
Arkham Horror (Tabletop Game) / int_851dda8f | comment |
Nyarlathotep in spades. He's the Outer God who directly interferes with man and has "a thousand" forms. He's simultaneously an Ancient One, a herald, at least five separate monsters with the base game, and possibly ten with all expansions. | |
Arkham Horror (Tabletop Game) / int_851dda8f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_851dda8f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_851dda8f | |
Arkham Horror (Tabletop Game) / int_85474aa1 | type |
Power Creep | |
Arkham Horror (Tabletop Game) / int_85474aa1 | comment |
Power Creep: The expansions introduce bigger and badder bosses and monsters, heralds, and more ways for the Ancient One to Awaken. To compensate, stronger investigators, items, and skills are introduced. In the regular game, most investigators have abilities like reducing damage, drawing extra X cards, or being able to restore Sanity and Stamina when in the same neighbourhood. Expansions introduce investigators with abilities such as being able to bypass horror checks, letting other investigators use your clue tokens, and making it much much easier to seal gates. Slightly downplayed in that Cthulhu, Mandy Thompson, and the Elder Signs (one of the most powerful Ancient Ones, investigators, and items, respectively) are all part of the regular game. | |
Arkham Horror (Tabletop Game) / int_85474aa1 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_85474aa1 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_85474aa1 | |
Arkham Horror (Tabletop Game) / int_869ffa6b | type |
Random Number God | |
Arkham Horror (Tabletop Game) / int_869ffa6b | comment |
Random Number God: Perhaps the real indescribable, eldritch horror in the game. Made more or less forgiving by the "blessed" (successes occur on die rolls of 4, 5, or 6) or "cursed" (successes only occur on a die roll of 6) statuses; a Cursed adventurer is generally screwed until they can shake it off or otherwise buy their way out of it at the church. | |
Arkham Horror (Tabletop Game) / int_869ffa6b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_869ffa6b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_869ffa6b | |
Arkham Horror (Tabletop Game) / int_8774fb47 | type |
Eldritch Abomination | |
Arkham Horror (Tabletop Game) / int_8774fb47 | comment |
Eldritch Abomination: Your many opponents, including, of course, any Ancient Ones. | |
Arkham Horror (Tabletop Game) / int_8774fb47 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8774fb47 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8774fb47 | |
Arkham Horror (Tabletop Game) / int_88c6e936 | type |
Masquerade Ball | |
Arkham Horror (Tabletop Game) / int_88c6e936 | comment |
Masquerade Ball: The setting of the namesake scenario: it's a masquerade ball in Arkham, and thus, it's easy for Nyarlathotep's cultists to sneak in, which adds to the investigators' paranoia, by making them unable to trust each other or potential Allies (which is represented in the actual mechanics), and making them lose Sanity whenever new Cultists, Maniacs or Nyarlathotep's Masks sneaks in. | |
Arkham Horror (Tabletop Game) / int_88c6e936 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_88c6e936 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_88c6e936 | |
Arkham Horror (Tabletop Game) / int_88e5fcbc | type |
One-Hit Polykill | |
Arkham Horror (Tabletop Game) / int_88e5fcbc | comment |
One-Hit Polykill: Some of Ancient Ones' Sinister Plots allow them to kill several investigators in one go, though specific criteria for choosing targets varies between Ancient Ones. Several of the Ancient Ones such as Chaugnar Faugn or Tsathoggua have checks which require an investigator to discard or die immediately. It's possible for multiple people to fail this check in a single turn, killing a lot of your team instantly. Unlike a lot of the core Ancient Ones in the base game, these ones do not have a roll to avoid having to pay. Either pay or die. | |
Arkham Horror (Tabletop Game) / int_88e5fcbc | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_88e5fcbc | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_88e5fcbc | |
Arkham Horror (Tabletop Game) / int_8967e17f | type |
Back from the Dead | |
Arkham Horror (Tabletop Game) / int_8967e17f | comment |
Back from the Dead: In "Walter Gilman's Choice", failing a Combat check results in investigator's Monster Trophies coming back to life and running away; and yes, they do count towards monster level limit. In "From the Dark", monsters don't get taken as trophies when defeated, at least not right away. Instead, investigator gains Clues equal to their toughness, and gets put facedown. Then, any investigator who ends their movement in location with facedown monster, can pay the number of Clues equal to monster's toughness to take them as trophy. Any unclaimed monster resurrects in the Mythos phase. | |
Arkham Horror (Tabletop Game) / int_8967e17f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8967e17f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8967e17f | |
Arkham Horror (Tabletop Game) / int_89b8822f | type |
Go Mad from the Revelation | |
Arkham Horror (Tabletop Game) / int_89b8822f | comment |
Go Mad from the Revelation: In "Knocking on the Gates", for every 2 Spells, Tomes and/or Unique Items, investigator loses 1 Sanity at the end of every Upkeep phase. It's likely related to the Ancient One being Yog-Sothoth, who's associated with forbidden knowledge, which unprepared minds often can't handle. | |
Arkham Horror (Tabletop Game) / int_89b8822f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_89b8822f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_89b8822f | |
Arkham Horror (Tabletop Game) / int_8a4988bb | type |
Mind Rape | |
Arkham Horror (Tabletop Game) / int_8a4988bb | comment |
Mind Rape: In "Miscreants and Miscreation", whenever investigators defeats a Child of Abhoth, Abhoth himself speaks in their mind, forcing them to pass a Will check or lose 2 Sanity. | |
Arkham Horror (Tabletop Game) / int_8a4988bb | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8a4988bb | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8a4988bb | |
Arkham Horror (Tabletop Game) / int_8a88ed49 | type |
Mini-Boss | |
Arkham Horror (Tabletop Game) / int_8a88ed49 | comment |
Mini-Boss: The titular Dunwich Horror. If you can't prevent its arrival, then a seemingly normal monster tile is added to the game. One with a laundry list of special rules. The Dunwich Horror has tons of health, can advance the Doom track, and has a deck of cards that randomizes its combat stats, drawn after you enter combat with it. On one turn, it takes half damage and destroys all your gear; on the next, it has no special resistances but instantly kills you. Defeating it gives you any card you wish as a reward. | |
Arkham Horror (Tabletop Game) / int_8a88ed49 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8a88ed49 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8a88ed49 | |
Arkham Horror (Tabletop Game) / int_8c039bf3 | type |
Skippable Boss | |
Arkham Horror (Tabletop Game) / int_8c039bf3 | comment |
Skippable Boss: No Ancient One is mandatory to face in battle in order to win; it's perfectly possible to finish the game before the Doom track reaches the awakening threshold. In Azathoth's case, it's only way to win at all. | |
Arkham Horror (Tabletop Game) / int_8c039bf3 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8c039bf3 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8c039bf3 | |
Arkham Horror (Tabletop Game) / int_8e0ceaf5 | type |
Finger in the Mail | |
Arkham Horror (Tabletop Game) / int_8e0ceaf5 | comment |
Jenny Barnes is searching for her sister Isabelle, abducted in Paris by a cult, and will always find her. The only difference is whether she will be alive and in one piece... or several. | |
Arkham Horror (Tabletop Game) / int_8e0ceaf5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8e0ceaf5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8e0ceaf5 | |
Arkham Horror (Tabletop Game) / int_8faee85f | type |
Increasingly Lethal Enemy | |
Arkham Horror (Tabletop Game) / int_8faee85f | comment |
Increasingly Lethal Enemy: In "The Beginning of the End", Walter Gilman moves by one street more for every two Allies he has — and he's already a Fast monster (moves twice). | |
Arkham Horror (Tabletop Game) / int_8faee85f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8faee85f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8faee85f | |
Arkham Horror (Tabletop Game) / int_8fe12ab | type |
Arbitrary Equipment Restriction | |
Arkham Horror (Tabletop Game) / int_8fe12ab | comment |
Arbitrary Equipment Restriction: In "The Legend of the Scarab", investigator who carries Walter Gilman as an Ally, can't have more than 1 Monster Trophy; no explanation is provided why. In "Welcome, Mr. Whateley", investigator who carries Walter Gilman as an Ally can't gain Clues; no explanation is provided why. | |
Arkham Horror (Tabletop Game) / int_8fe12ab | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_8fe12ab | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_8fe12ab | |
Arkham Horror (Tabletop Game) / int_96ecc67e | type |
Shotguns Are Just Better | |
Arkham Horror (Tabletop Game) / int_96ecc67e | comment |
Shotguns Are Just Better: A shotgun is one of available weapons in this game; its main gimmick is the ability to convert each 6 into two successes instead of one during an attack. | |
Arkham Horror (Tabletop Game) / int_96ecc67e | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_96ecc67e | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_96ecc67e | |
Arkham Horror (Tabletop Game) / int_970c790a | type |
Big Bad | |
Arkham Horror (Tabletop Game) / int_970c790a | comment |
Slightly downplayed in that Cthulhu, Mandy Thompson, and the Elder Signs (one of the most powerful Ancient Ones, investigators, and items, respectively) are all part of the regular game. | |
Arkham Horror (Tabletop Game) / int_970c790a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_970c790a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_970c790a | |
Arkham Horror (Tabletop Game) / int_97c4763 | type |
The Professor | |
Arkham Horror (Tabletop Game) / int_97c4763 | comment |
The Professor: Professors Armitage and Walters. | |
Arkham Horror (Tabletop Game) / int_97c4763 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_97c4763 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_97c4763 | |
Arkham Horror (Tabletop Game) / int_98b1dc8f | type |
Luck-Based Mission | |
Arkham Horror (Tabletop Game) / int_98b1dc8f | comment |
Luck-Based Mission: "Welcome, Mr. Whateley" has investigators blindly searching or Walter Gilman in Dunwich. His exact location is randomised, and one of the tokens marking his possible location reshuffles the tokens, including already discarded ones. It's made worse by the fact that investigators must succeed before Abhoth awakens. In "The Beginning of the End", progress of Gilman's ritual depends several factors which are fully or partially outside of the players' control: He only gains Allies on Terror level increase. Terror level by itself is hard to manage, due to many random factors affecting it. He has to pass the street connected to location with opened Gate to R'lyeh (it may or may not be closed already, or open in Dunwich, where he can't go at all), while having all other sacrifices done and at least one Ally to spare. Even when Walter Gilman tries to do the final sacrifice, the first player throw a dice certain amount of times, which depends on Terror level (the lower it is, the less dices gets thrown); if at least one gives 5-6 result, it's game over, otherwise, Gilman goes on another circle. | |
Arkham Horror (Tabletop Game) / int_98b1dc8f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_98b1dc8f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_98b1dc8f | |
Arkham Horror (Tabletop Game) / int_99db72ee | type |
Immune to Bullets | |
Arkham Horror (Tabletop Game) / int_99db72ee | comment |
Immune to Bullets: It depends on the monster. Some are as fatally allergic to bullets as people, while others will eat lead and then you as dessert. | |
Arkham Horror (Tabletop Game) / int_99db72ee | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_99db72ee | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_99db72ee | |
Arkham Horror (Tabletop Game) / int_9bcd82c0 | type |
Took a Level in Badass | |
Arkham Horror (Tabletop Game) / int_9bcd82c0 | comment |
Took a Level in Badass: In "The Dreams in the Witch House", Hounds of Tindalos moves every turn, making them even more dangerous. In "The Strange Seduction", aside from usual effects associated with playing against Yig, Cultists gains several more bonuses which makes them more dangerous (and indirectly making Yig more dangerous): They gains Horror rating of (+0) and Sanity damage of 1. Additionally, they're Endless now, meaning that they can't be taken as trophies; but instead of just being discarded, they goes on the Unvisited Island, where another Cultist joins them. They can't be sent to Outskirts either, going to Unvisited Island instead. Whenever Cultist ends up on the Unvisited Island, Doom increases by 1. It stacks with Yig's usual rules of increasing Doom on defeating a Cultist. And if Cultist goes there due to being defeated, but not claimed as a trophy, it results in whopping 3 Doom tokens being added to Yig's sheet — out of 10 required to awake him. If the pool runs out of Cultists (there are 6 of them in core game), Yig awakes immediately — and when he awakes, if there are more than three Cultists on the board, he improves his Combat rating by 1 for each excessive Cultist, up to (-6), same as Cthulhu. | |
Arkham Horror (Tabletop Game) / int_9bcd82c0 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9bcd82c0 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9bcd82c0 | |
Arkham Horror (Tabletop Game) / int_9be7c205 | type |
Giant Spider | |
Arkham Horror (Tabletop Game) / int_9be7c205 | comment |
Giant Spider: Leng Spiders; the small ones are pony-sized. Atlach-Nacha, the horrifyingly-powerful Ancient One and King Mook to the aforementioned Leng Spiders. | |
Arkham Horror (Tabletop Game) / int_9be7c205 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9be7c205 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9be7c205 | |
Arkham Horror (Tabletop Game) / int_9bee1a7f | type |
Eldritch Location | |
Arkham Horror (Tabletop Game) / int_9bee1a7f | comment |
Eldritch Location: The other worlds. | |
Arkham Horror (Tabletop Game) / int_9bee1a7f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9bee1a7f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9bee1a7f | |
Arkham Horror (Tabletop Game) / int_9d5a2cdf | type |
Intimidating Revenue Service | |
Arkham Horror (Tabletop Game) / int_9d5a2cdf | comment |
Intimidating Revenue Service: For Michael McGlen, the IRS might just be an even greater threat than the eldritch horrors invading Arkham. If he ever receives more than $5, he'll be found guilty of tax evasion, fail his personal quest, and be stripped of all money for the rest of the game, crippling his performance permanently. | |
Arkham Horror (Tabletop Game) / int_9d5a2cdf | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9d5a2cdf | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9d5a2cdf | |
Arkham Horror (Tabletop Game) / int_9d92f84b | type |
Danger with a Deadline | |
Arkham Horror (Tabletop Game) / int_9d92f84b | comment |
Danger with a Deadline: In "Feeding the Hand that Bites", at the end of Upkeep phase, each investigator who doesn't have full Stamina, loses Stamina equal to current Doom — unless they're in the Arkham hospital or lost in time and space. This effect turns off in the Last Battle. | |
Arkham Horror (Tabletop Game) / int_9d92f84b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9d92f84b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9d92f84b | |
Arkham Horror (Tabletop Game) / int_9dc3f2ef | type |
Evil Takes a Nap | |
Arkham Horror (Tabletop Game) / int_9dc3f2ef | comment |
Evil Takes a Nap: The investigators are trying to prevent an Eldritch Abomination from awakening and ending the world. The Ancient One's ongoing effects on the game world are merely it "stirring in its slumber", and if it does start to wake up, they face a hellish fight to knock it back out before it can regain its full power. | |
Arkham Horror (Tabletop Game) / int_9dc3f2ef | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_9dc3f2ef | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_9dc3f2ef | |
Arkham Horror (Tabletop Game) / int_a2cbad1 | type |
Half-Human Hybrid | |
Arkham Horror (Tabletop Game) / int_a2cbad1 | comment |
Silas Marsh can perform a heroic sacrifice (defying his Half-Human Hybrid heritage) to seal a gate. | |
Arkham Horror (Tabletop Game) / int_a2cbad1 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a2cbad1 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a2cbad1 | |
Arkham Horror (Tabletop Game) / int_a414c3f0 | type |
One-Hit Kill | |
Arkham Horror (Tabletop Game) / int_a414c3f0 | comment |
One-Hit Kill: While some Ancient Ones have some form of damage (though not all of them deal Stamina/Sanity damage directly, instead using other means to determine how long investigators can survive), Quachil Uttaus and Atlach-Nacha outright kill one investigator per attack (in the latter's case, you may use an ally as a substitute or at least choose who to sacrifice first, while the former simply kills the current first player). Several monsters (mainly masks of Nyarlathothep) can devour an investigator who fails some of the skill checks against them. If you're unlucky when going up against the Dunwich Horror and draw the card where it instantly kills you if you fail to beat it... well, you better hope you beat it. | |
Arkham Horror (Tabletop Game) / int_a414c3f0 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a414c3f0 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a414c3f0 | |
Arkham Horror (Tabletop Game) / int_a4d864b | type |
Narrative Board Game | |
Arkham Horror (Tabletop Game) / int_a4d864b | comment |
Narrative Board Game: The mainline board game, Arkham Horror, has several different storylines for the players to play through, with the players choosing a specific scenario each time they play. Each scenario has a unique board layout, monster deck, and event cards that provide Flavor Text describing the strange effects of the Elder Gods on Arkham. In Third Edition, the main narrative is provided through a deck of cards known as the Codex, cards from which are put in play over the course of the game and which provide both scenario-specific events and choice points, and more "generic" cards that provide rules that can apply in multiple scenarios. They typically feature Multiple Endings as well, with a Golden Ending if the players manage to win without the Elder Gods manifesting in Arkham, endings for straight up beating the Old Ones in a boss fight, and failure states as well. The card game, Arkham Horror: The Card Game, provides multiple scenarios for the players to play. Many scenarios come in several parts and are designed to be played over multiple sessions, as in a Campaign Board Game, but there are also multiple stand-alone scenarios that players can play either as part of a campaign, or as one-offs just for fun. These have large paragraphs of text in their rulebooks to relate both the stories' beginnings and Multiple Endings, as well as "plot cards" that change and evolve as the players play through the scenario. Notably, the stand-alone scenarios are often stranger and wackier than the scenarios that come as part of overarching plots. | |
Arkham Horror (Tabletop Game) / int_a4d864b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a4d864b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a4d864b | |
Arkham Horror (Tabletop Game) / int_a5fb0d24 | type |
Healing Factor | |
Arkham Horror (Tabletop Game) / int_a5fb0d24 | comment |
Healing Factor: In penultimate scenario, all Lore checks gets harder (requiring one more success to pass), but any time investigator passes them, they restores 1 Sanity. | |
Arkham Horror (Tabletop Game) / int_a5fb0d24 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a5fb0d24 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a5fb0d24 | |
Arkham Horror (Tabletop Game) / int_a89bbb84 | type |
Lucky Rabbit's Foot | |
Arkham Horror (Tabletop Game) / int_a89bbb84 | comment |
Lucky Rabbit's Foot: A common item that is exhausted for a +1 Luck bonus. | |
Arkham Horror (Tabletop Game) / int_a89bbb84 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a89bbb84 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a89bbb84 | |
Arkham Horror (Tabletop Game) / int_a8a04f6f | type |
And I Must Scream | |
Arkham Horror (Tabletop Game) / int_a8a04f6f | comment |
The fate of any unfortunate victim who have seen the gaze of Ghatanothoa is to forever become a half-petrified mummy. All of this while being perfectly alive and aware. | |
Arkham Horror (Tabletop Game) / int_a8a04f6f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_a8a04f6f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_a8a04f6f | |
Arkham Horror (Tabletop Game) / int_aaaca277 | type |
Luck Manipulation Mechanic | |
Arkham Horror (Tabletop Game) / int_aaaca277 | comment |
Luck Manipulation Mechanic: "Clue Tokens" represent various bits of Mythos-lore the characters have learned through their combing of the city. Spending a clue token after a die roll lets you roll an additional die, and you can continue to roll as long as you have tokens to spend. Some Skills even add 2 dice instead of 1 per token to certain kinds of rolls (Joe Diamond has this ability by default; it stacks with any such Skills). The reason why Mandy Thompson is so broken is that she lets 1 investigator per round re-roll all failed dice. Yig, on the start of his boss battle, instantly Curses all investigators (if they are already Cursed, they die). Curse makes all dice results instead of "6" count as failures, until it gets lifted (which is itself a Luck-Based Mission). Without it, he is relatively straightforward. One of his Sinister Plot cards allows him to use this again, which may lead to a Total Party Kill if the investigators failed to remove the original Curse in time. | |
Arkham Horror (Tabletop Game) / int_aaaca277 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_aaaca277 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_aaaca277 | |
Arkham Horror (Tabletop Game) / int_ab27d196 | type |
Apocalypse Cult | |
Arkham Horror (Tabletop Game) / int_ab27d196 | comment |
Seventh scenario brings the new cult, which worships Glaaki, and doesn't care that their patron deity wants to destroy the world. | |
Arkham Horror (Tabletop Game) / int_ab27d196 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ab27d196 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ab27d196 | |
Arkham Horror (Tabletop Game) / int_abd29ad8 | type |
No-Sell | |
Arkham Horror (Tabletop Game) / int_abd29ad8 | comment |
No-Sell: Some monsters (and Ancient Ones) have Immunities (either Physical or Magical), which prevent weapons/spells with the appropriate type of damage from being used against them. There's also a weaker form of this (which only halves bonuses), called Resistances. There's also one monster (Lloigor) who has Immunity to Weapon damage, meaning you may use only spells against it (basic Physical Immunity at least does not prevent the use of Magical weapons). Some allies provide defence against some negative effects: Eric Colt, protects you from taking Horror from the Nightmare effect on monsters. Tom "Mountain" Murphy protects you from taking damage from the Overwhelming effect on monsters. John Legrasse also allows you to ignore the Endless effect on monsters (which prevents them from being taken as trophies). A couple of investigators have this kind of ability, too: Mark Harrigan can't be arrested or delayed, at all. Sister Mary can't be lost in time in space (instead, she instantly returns to Arkham). This comes in handy when playing against Yog-Sothoth. | |
Arkham Horror (Tabletop Game) / int_abd29ad8 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_abd29ad8 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_abd29ad8 | |
Arkham Horror (Tabletop Game) / int_ac5054d4 | type |
Wound That Will Not Heal | |
Arkham Horror (Tabletop Game) / int_ac5054d4 | comment |
Wound That Will Not Heal: The Dunwich Horror expansion introduced an injury/madness mechanic. When an investigator gets knocked unconscious, they may choose, instead of discarding clues and items, to take an Injury card. This allows the investigator to save all their belongings and will restore their Stamina to the maximum (instead of leaving with just 1 point). Each Injury is unique and provides different permanent penalties for its wielder. Unlike normal damage, Injuries are much harder to get rid of, and if an investigator manages to collect two similar Injuries, they will be instantly devoured. Madnesses work in a similar manner for Sanity losses, but usually have more exotic effects. For example, Claustrophobia damages the Sanity of investigators who start their turn in any named location (but not on streets or in the Other World), while Violent Outbursts forbids them from taking evasion attempts against monsters. | |
Arkham Horror (Tabletop Game) / int_ac5054d4 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ac5054d4 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ac5054d4 | |
Arkham Horror (Tabletop Game) / int_ad1db87c | type |
Oh, Crap! | |
Arkham Horror (Tabletop Game) / int_ad1db87c | comment |
Oh, Crap!: The aptly named Mythos card, "No One Can Help You Now", which prevents gates from being sealed. | |
Arkham Horror (Tabletop Game) / int_ad1db87c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ad1db87c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ad1db87c | |
Arkham Horror (Tabletop Game) / int_ad4a45be | type |
Final Boss | |
Arkham Horror (Tabletop Game) / int_ad4a45be | comment |
Final Boss: The Ancient One is this. It's possible to win without having to fight it, but letting it awaken and then kicking its ass is also a victory condition. Just don't try that on Azathoth, and for other Ancient Ones, not only is victory going to be quite unlikely, but even if you do win, it'll probably be at great cost. | |
Arkham Horror (Tabletop Game) / int_ad4a45be | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ad4a45be | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ad4a45be | |
Arkham Horror (Tabletop Game) / int_ad982e04 | type |
Super-Persistent Predator | |
Arkham Horror (Tabletop Game) / int_ad982e04 | comment |
Super-Persistent Predator: Hounds of Tindalos may pursue investigators in any location except for St. Mary's Hospital and Arkham Asylum. | |
Arkham Horror (Tabletop Game) / int_ad982e04 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ad982e04 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ad982e04 | |
Arkham Horror (Tabletop Game) / int_ae087674 | type |
I Can Still Fight! | |
Arkham Horror (Tabletop Game) / int_ae087674 | comment |
I Can Still Fight!: An investigator can accumulate a full spectrum of injuries and madnesses, but unless they accumulate two matching ones (which is fatal), they may still fight (though obviously it would be more difficult, since many of them are quite debilitating). Rita Young's special ability allows her to ignore a second copy of any injury/madness. | |
Arkham Horror (Tabletop Game) / int_ae087674 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ae087674 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ae087674 | |
Arkham Horror (Tabletop Game) / int_af3ea0e3 | type |
Face–Heel Turn | |
Arkham Horror (Tabletop Game) / int_af3ea0e3 | comment |
Face–Heel Turn: Walter Gilman turns evil in the penultimate scenario, and has to be stopped. | |
Arkham Horror (Tabletop Game) / int_af3ea0e3 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_af3ea0e3 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_af3ea0e3 | |
Arkham Horror (Tabletop Game) / int_afc8ddc7 | type |
Armor-Piercing Attack | |
Arkham Horror (Tabletop Game) / int_afc8ddc7 | comment |
Armor-Piercing Attack: Zoey Samaras may ignore any Resistances on monsters or Ancient Ones. Any Immunities are instead treated as Resistances. Professor Armitage, an ally, provides a permanent bonus to Lore and allows you to ignore Magic Resistance. Richard Upton Pickman, an ally, provides a permanent bonus to Luck and Speed, and allows you to ignore Physical Resistance. | |
Arkham Horror (Tabletop Game) / int_afc8ddc7 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_afc8ddc7 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_afc8ddc7 | |
Arkham Horror (Tabletop Game) / int_b02f996a | type |
Town with a Dark Secret | |
Arkham Horror (Tabletop Game) / int_b02f996a | comment |
Town with a Dark Secret: Dunwich and especially Innsmouth. The difference being that in Dunwich, everyone is afraid of its secret, and in Innsmouth, everyone is part of it. | |
Arkham Horror (Tabletop Game) / int_b02f996a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b02f996a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b02f996a | |
Arkham Horror (Tabletop Game) / int_b1d7169c | type |
Special Attack | |
Arkham Horror (Tabletop Game) / int_b1d7169c | comment |
Special Attack: Each Ancient One (except for Azathoth) has 3 "Sinister Plot" cards, which are supposed to make the battle even more unfair. Each one of them may only trigger once (at random) when another "Epic Battle" card instructs so. They are only usable with "Epic Battle" cards, which are optional. Usually, they are either actual attacks or some defensive/regeneration abilities, but there's also some more exotic situations. | |
Arkham Horror (Tabletop Game) / int_b1d7169c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b1d7169c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b1d7169c | |
Arkham Horror (Tabletop Game) / int_b22fb186 | type |
RagTagBandOfMisfits | |
Arkham Horror (Tabletop Game) / int_b22fb186 | comment |
Rag Tag Band Of Misfits: Very likely the players' investigative group. It's easy to have a group made up of a crooked Politician, a Federal Agent, a Street Urchin, and a Cook. | |
Arkham Horror (Tabletop Game) / int_b22fb186 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b22fb186 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b22fb186 | |
Arkham Horror (Tabletop Game) / int_b351b856 | type |
Sanity Meter | |
Arkham Horror (Tabletop Game) / int_b351b856 | comment |
Sanity Meter: You have Sanity points in addition to Stamina. Sanity is lost casting spells, seeing monsters, or having stressful encounters; when you lose it all, you're sent to Arkham Asylum to recover. | |
Arkham Horror (Tabletop Game) / int_b351b856 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b351b856 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b351b856 | |
Arkham Horror (Tabletop Game) / int_b408c009 | type |
City of Adventure | |
Arkham Horror (Tabletop Game) / int_b408c009 | comment |
City of Adventure: Arkham, home to the famous Miskatonic U., a number of dangerous cults, and many eldritch locations. With expansions, Arkham also plays home to Brown Note plays or cursed exhibits. | |
Arkham Horror (Tabletop Game) / int_b408c009 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b408c009 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b408c009 | |
Arkham Horror (Tabletop Game) / int_b4d6aa7d | type |
Dungeon Bypass | |
Arkham Horror (Tabletop Game) / int_b4d6aa7d | comment |
Dungeon Bypass: There are a few methods to skip turns spent exploring the other world; the sooner you escape, the better your chances of sealing portals and maybe winning a game. | |
Arkham Horror (Tabletop Game) / int_b4d6aa7d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b4d6aa7d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b4d6aa7d | |
Arkham Horror (Tabletop Game) / int_b798d379 | type |
One Stat to Rule Them All | |
Arkham Horror (Tabletop Game) / int_b798d379 | comment |
One Stat to Rule Them All: Averted. Fight and Lore are arguably the most important stats in the main aspects of the game: combat, spells, and gate closing. However, any stat can be called on during a random encounter, so focusing too much on your Fight/Lore can ultimately cause more harm than good. | |
Arkham Horror (Tabletop Game) / int_b798d379 | featureApplicability |
-1.0 | |
Arkham Horror (Tabletop Game) / int_b798d379 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b798d379 | |
Arkham Horror (Tabletop Game) / int_b89ed08a | type |
Obvious Rule Patch | |
Arkham Horror (Tabletop Game) / int_b89ed08a | comment |
Obvious Rule Patch: The sole reason why Father Ivanitsky is removed from the pool of Allies in "The Pharaoh's Awakening" is because on setup, one investigator gains a Curse, while that Ally makes investigator immune to Curses. "The Beginning of the End" instructs to use 16 Allies (all Allies from the core, plus all from Dunwich), as its core mechanics are dependant on Allies, and having too many Allies leaving may otherwise break its Nonstandard Game Over. | |
Arkham Horror (Tabletop Game) / int_b89ed08a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b89ed08a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b89ed08a | |
Arkham Horror (Tabletop Game) / int_b8e2279c | type |
Crowbar Combatant | |
Arkham Horror (Tabletop Game) / int_b8e2279c | comment |
Crowbar Combatant: A decent weapon that can be discarded to attempt some breaking and entering for common items. | |
Arkham Horror (Tabletop Game) / int_b8e2279c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b8e2279c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b8e2279c | |
Arkham Horror (Tabletop Game) / int_b8fdf22a | type |
Fighting a Shadow | |
Arkham Horror (Tabletop Game) / int_b8fdf22a | comment |
Fighting a Shadow: Nyarlathotep in spades. He's the Outer God who directly interferes with man and has "a thousand" forms. He's simultaneously an Ancient One, a herald, at least five separate monsters with the base game, and possibly ten with all expansions. Yog-Sothoth as well: Ancient One, Herald (the Lurker at the Threshold), and he is every gate in the game. | |
Arkham Horror (Tabletop Game) / int_b8fdf22a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_b8fdf22a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_b8fdf22a | |
Arkham Horror (Tabletop Game) / int_baaf641a | type |
King Mook | |
Arkham Horror (Tabletop Game) / int_baaf641a | comment |
And then there's Shudde M'ell, an Ancient One who is essentially the god of Chthonians and can cause earthquakes strong enough to entirely devastate Arkham. | |
Arkham Horror (Tabletop Game) / int_baaf641a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_baaf641a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_baaf641a | |
Arkham Horror (Tabletop Game) / int_babc974 | type |
Sadistic Choice | |
Arkham Horror (Tabletop Game) / int_babc974 | comment |
Sadistic Choice: In "It's Good to be the King", several locations gains additional rule: if the clues spawns there for any reason, there also spawns a Yellow Sign token; if investigator gathers those clues, they also gains the Yellow Sign, and have to either put into play a Blight card and suffer from its permanent debuffs, or put that Yellow Sign on the Doom track. In "Feeding the Hand that Bites", leaving the Cultists alive can very quickly lead to Y'Golonak awakening, but actually taking them down increases Terror level. | |
Arkham Horror (Tabletop Game) / int_babc974 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_babc974 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_babc974 | |
Arkham Horror (Tabletop Game) / int_bb03c099 | type |
Cool Gate | |
Arkham Horror (Tabletop Game) / int_bb03c099 | comment |
Cool Gate: "The Dreams in the Witch House" is mainly build around increasing the danger that Gates possess. Not only scenario has Yog-Sothoth as the Ancient One (which ups the difficulty of closing the gates), it also increases the cost of sealing the Gates by forcing investigators to discard a Tome as well, and make the Gates on Unvisited Island and in Witch House both harder to close and unsealable. | |
Arkham Horror (Tabletop Game) / int_bb03c099 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_bb03c099 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_bb03c099 | |
Arkham Horror (Tabletop Game) / int_bb48f8ba | type |
Timed Mission | |
Arkham Horror (Tabletop Game) / int_bb48f8ba | comment |
Timed Mission: In "Welcome, Mr. Whateley", investigators must find Walter Gilman before Abhoth awakes, or they would lose. They can't even start working on their goal until he gets found, as there's only two winning conditions: sealing 6 Gates, or beating Abhoth in battle. In "The Three Armies of the King", Walter Gilman must be retrieved before Hastur awakes, or investigators would lose. The problem is that he moves around the field as Fast monster (who has to be defeated before he rejoins investigators), and is invulnerable until all three Riots gets put down. In "The Beginning of the End", investigators must prevent Walter Gilman from fulfilling his ritual and destroying Earth. For that, he gathers Allies through Terror level increase, and visits the streets connected to locations stated in the card "Joining the Winning Team" (which is not available for players in this scenario). Whenever he reaches required locations, he makes a sacrifice of one of his Allies. The last step is, rather than being lost in time and space, is to pass through a street connected to a Gate to R'lyeh while having an Ally to sacrifice. Investigators can't kill Walter by any means (but can slow him down by depriving him of his Allies), and must fulfil their usual mission before Walter does. "The End of the Beginnings" disables all standard winning conditions other than sealing 6 Gates. And the Ancient One in this scenario is Azathoth, who would destroy the world if investigators wouldn't put those seals on by any means necessary. | |
Arkham Horror (Tabletop Game) / int_bb48f8ba | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_bb48f8ba | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_bb48f8ba | |
Arkham Horror (Tabletop Game) / int_beaac07c | type |
Brown Note Being | |
Arkham Horror (Tabletop Game) / int_beaac07c | comment |
Brown Note Being: Most monsters are dangerous not only to the health, but also to the sanity of the investigators, requiring a Horror check to avoid taking damage. Some monsters are actually only dangerous because they deal heavy Sanity damage, and otherwise have low Stamina damage. | |
Arkham Horror (Tabletop Game) / int_beaac07c | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_beaac07c | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_beaac07c | |
Arkham Horror (Tabletop Game) / int_bf2a09c1 | type |
Five-Finger Discount | |
Arkham Horror (Tabletop Game) / int_bf2a09c1 | comment |
Five-Finger Discount: One street encounter in 3rd edition has an unattended display of apples for sale. If you eat some without leaving money, you need to pass a Will test or literally be Cursed by your own guilty conscience. | |
Arkham Horror (Tabletop Game) / int_bf2a09c1 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_bf2a09c1 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_bf2a09c1 | |
Arkham Horror (Tabletop Game) / int_c03fec8b | type |
Non-Standard Game Over | |
Arkham Horror (Tabletop Game) / int_c03fec8b | comment |
Nonstandard Game Over: In "Twilight in Arkham", allowing Cthulhu to destroy all unstable locations leads to game over, unless investigators manages to defeat him in one round of battle (as the actual battle happens before the game checks for that condition). | |
Arkham Horror (Tabletop Game) / int_c03fec8b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c03fec8b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c03fec8b | |
Arkham Horror (Tabletop Game) / int_c053f1fc | type |
Required Party Member | |
Arkham Horror (Tabletop Game) / int_c053f1fc | comment |
Required Party Member: Most scenarios have Walter Gilman as mandatory Ally for one of investigators; in order to take him, they must discard 1 Unique or 2 Common Items from their starting possessions. He always boosts Lore and Focus, but comes with penalties for whoever takes him. | |
Arkham Horror (Tabletop Game) / int_c053f1fc | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c053f1fc | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c053f1fc | |
Arkham Horror (Tabletop Game) / int_c2b28f75 | type |
A.K.A.-47 | |
Arkham Horror (Tabletop Game) / int_c2b28f75 | comment |
A.K.A.-47: Most of the guns go by generic names such as ".45 automatic" or "rifle". There is an exception in the tommy gun, though "tommy gun" is technically only a nickname. | |
Arkham Horror (Tabletop Game) / int_c2b28f75 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c2b28f75 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c2b28f75 | |
Arkham Horror (Tabletop Game) / int_c2e295cd | type |
Curse | |
Arkham Horror (Tabletop Game) / int_c2e295cd | comment |
Curse: The sixth scenario gives every investigator a special Curse of Sorrow card, which enforces certain effects on them, unless they fulfil specific task to remove the card. Lifting the curse is mandatory in order to win the game. | |
Arkham Horror (Tabletop Game) / int_c2e295cd | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c2e295cd | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c2e295cd | |
Arkham Horror (Tabletop Game) / int_c3d60914 | type |
Continuing is Painful | |
Arkham Horror (Tabletop Game) / int_c3d60914 | comment |
Continuing is Painful: In "Knocking on the Gates", whenever investigator gets driven insane, a Blight enters play for the rest of the game, making it significantly harder for everyone. | |
Arkham Horror (Tabletop Game) / int_c3d60914 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c3d60914 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c3d60914 | |
Arkham Horror (Tabletop Game) / int_c58b8d92 | type |
Instakill Mook | |
Arkham Horror (Tabletop Game) / int_c58b8d92 | comment |
Several monsters (mainly masks of Nyarlathothep) can devour an investigator who fails some of the skill checks against them. | |
Arkham Horror (Tabletop Game) / int_c58b8d92 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c58b8d92 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c58b8d92 | |
Arkham Horror (Tabletop Game) / int_c6c5ce4 | type |
Bedlam House | |
Arkham Horror (Tabletop Game) / int_c6c5ce4 | comment |
Bedlam House: The infamous Arkham Asylum. The original Arkham, not that other one. Investigators actually may receive treatment here to restore lost Sanity (and automatically do so if (or when) they are driven insane), or search here for some valuable clues. | |
Arkham Horror (Tabletop Game) / int_c6c5ce4 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c6c5ce4 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c6c5ce4 | |
Arkham Horror (Tabletop Game) / int_c75df49a | type |
Shout-Out | |
Arkham Horror (Tabletop Game) / int_c75df49a | comment |
Shout-Out: Many of the Allies are characters from Lovecraft's stories. Several of the encounters at Velma's Diner make mention of the coffee and the cherry pie. | |
Arkham Horror (Tabletop Game) / int_c75df49a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_c75df49a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_c75df49a | |
Arkham Horror (Tabletop Game) / int_cc4d190a | type |
Did You Just Punch Out Cthulhu? | |
Arkham Horror (Tabletop Game) / int_cc4d190a | comment |
Did You Just Punch Out Cthulhu?: You can literally do it. (To Cthulhu, at least, and to most of the other possible Eldritch Abominations as well, with the notable exception of Azathoth.) You're gonna have a hell of a time doing it, though. The Curse of the Dark Pharaoh expansion has encounter cards where you fight an Ancient One by yourself. And, yes, one of the ones you can fight is Cthulhu. | |
Arkham Horror (Tabletop Game) / int_cc4d190a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_cc4d190a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_cc4d190a | |
Arkham Horror (Tabletop Game) / int_ce6652e5 | type |
Classy Cat-Burglar | |
Arkham Horror (Tabletop Game) / int_ce6652e5 | comment |
Classy Cat-Burglar: Ruby Standish is an ally who improves your Sneak and gives you a unique item from her haul. | |
Arkham Horror (Tabletop Game) / int_ce6652e5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ce6652e5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ce6652e5 | |
Arkham Horror (Tabletop Game) / int_ce767e6f | type |
Co-Dragons | |
Arkham Horror (Tabletop Game) / int_ce767e6f | comment |
Co-Dragons: In "The End of the Beginnings", investigators have to deal not only with Azathoth, but also with Nyarlathothep and Yog-Sothoth, with latter two only serving to make dealing with Azathoth harder. They can't use their powers, unless at least one Gate is opened to Dream Land or Yuggoth, respectively. They also don't gain Doom, instead, they awakes if two of "their" Gates gets opened at once, with reduced Doom (they take it entirely from Azathoth's sheet); once defeated, they leave play permanently. | |
Arkham Horror (Tabletop Game) / int_ce767e6f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ce767e6f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ce767e6f | |
Arkham Horror (Tabletop Game) / int_cf168867 | type |
The Corruption | |
Arkham Horror (Tabletop Game) / int_cf168867 | comment |
The Corruption: The third scenario is entirely build around Cult of the Black Goat, with all the corruption it involves. Preserving the Clues in the bank gets investigators tons of Corruption cards before the game even starts, accumulating too much Corruption or too many Clues gets them instant membership in the Cult (with risks of gaining even more), and attempts to evade Cultists instantly "rewards" with a Corruption card. As the number of Corruption cards is finite, and if the deck runs out, it means instant awakening of Shub-Niggurath, it's a major threat. | |
Arkham Horror (Tabletop Game) / int_cf168867 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_cf168867 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_cf168867 | |
Arkham Horror (Tabletop Game) / int_d08049db | type |
Taken for Granite | |
Arkham Horror (Tabletop Game) / int_d08049db | comment |
Taken for Granite: The petrifying solution is a chemical from The King In Yellow that serves as a powerful one-shot weapon with a hefty combat bonus and ignoring the physical resistance and Endless abilities. Amusingly, in the original story it was lifted from, the effect is only temporary. The fate of any unfortunate victim who have seen the gaze of Ghatanothoa is to forever become a half-petrified mummy. All of this while being perfectly alive and aware. | |
Arkham Horror (Tabletop Game) / int_d08049db | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d08049db | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d08049db | |
Arkham Horror (Tabletop Game) / int_d0f5cc90 | type |
Flavor Text | |
Arkham Horror (Tabletop Game) / int_d0f5cc90 | comment |
The mainline board game, Arkham Horror, has several different storylines for the players to play through, with the players choosing a specific scenario each time they play. Each scenario has a unique board layout, monster deck, and event cards that provide Flavor Text describing the strange effects of the Elder Gods on Arkham. In Third Edition, the main narrative is provided through a deck of cards known as the Codex, cards from which are put in play over the course of the game and which provide both scenario-specific events and choice points, and more "generic" cards that provide rules that can apply in multiple scenarios. They typically feature Multiple Endings as well, with a Golden Ending if the players manage to win without the Elder Gods manifesting in Arkham, endings for straight up beating the Old Ones in a boss fight, and failure states as well. | |
Arkham Horror (Tabletop Game) / int_d0f5cc90 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d0f5cc90 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d0f5cc90 | |
Arkham Horror (Tabletop Game) / int_d24ed873 | type |
Developer's Foresight | |
Arkham Horror (Tabletop Game) / int_d24ed873 | comment |
Developer's Foresight: In "The End of the Beginnings", if Azathoth has so much Doom that awakening Nyarlathotep would exceed his normal Doom track of 11, Nyrlathothep wouldn't awake; instead, his abilities would become permanent. | |
Arkham Horror (Tabletop Game) / int_d24ed873 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d24ed873 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d24ed873 | |
Arkham Horror (Tabletop Game) / int_d57dfae4 | type |
Eyes Do Not Belong There | |
Arkham Horror (Tabletop Game) / int_d57dfae4 | comment |
Yib-Tstll is big blob of... something, with countless eyes. | |
Arkham Horror (Tabletop Game) / int_d57dfae4 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d57dfae4 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d57dfae4 | |
Arkham Horror (Tabletop Game) / int_d6f284a3 | type |
Anti-Frustration Features | |
Arkham Horror (Tabletop Game) / int_d6f284a3 | comment |
Anti-Frustration Features: Investigators who gets devoured during Last Battle, can still return in subsequent scenarios. | |
Arkham Horror (Tabletop Game) / int_d6f284a3 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d6f284a3 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d6f284a3 | |
Arkham Horror (Tabletop Game) / int_d71d51fd | type |
The End of the World as We Know It | |
Arkham Horror (Tabletop Game) / int_d71d51fd | comment |
The End of the World as We Know It: Lesser Ancient Ones like Yig can probably only destroy Arkham itself. Great Cthulhu could end the world. Yog-Sothoth and Azathoth are more than capable of destroying the earth, Azathoth to a degree that the game ends with no boss battle if he awakens. | |
Arkham Horror (Tabletop Game) / int_d71d51fd | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d71d51fd | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d71d51fd | |
Arkham Horror (Tabletop Game) / int_d9cf40fa | type |
Screw This, I'm Outta Here | |
Arkham Horror (Tabletop Game) / int_d9cf40fa | comment |
Screw This, I'm Outta Here: Every time the Terror level rises, someone from the ally deck is discarded, signifying people fleeing Arkham as monsters take over. | |
Arkham Horror (Tabletop Game) / int_d9cf40fa | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_d9cf40fa | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_d9cf40fa | |
Arkham Horror (Tabletop Game) / int_dbb38c16 | type |
Magical Star Symbols | |
Arkham Horror (Tabletop Game) / int_dbb38c16 | comment |
Magical Star Symbols: The Elder Sign from the Mythos is depicted as an off-kilter pentagram with a central eye. Mechanically, it acts as a powerful Protective Charm against otherworldly forces. | |
Arkham Horror (Tabletop Game) / int_dbb38c16 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_dbb38c16 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_dbb38c16 | |
Arkham Horror (Tabletop Game) / int_dc774000 | type |
Start X to Stop X | |
Arkham Horror (Tabletop Game) / int_dc774000 | comment |
Start X to Stop X: The spell "Call Ancient One". Using this card, you can summon the Ancient One yourself so you can fight it on your terms. (If you do this with Azathoth, you have no one to blame but yourself.) | |
Arkham Horror (Tabletop Game) / int_dc774000 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_dc774000 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_dc774000 | |
Arkham Horror (Tabletop Game) / int_dc8ba6d5 | type |
The Scapegoat | |
Arkham Horror (Tabletop Game) / int_dc8ba6d5 | comment |
The Scapegoat: In the third scenario's backstory, Michal McGlenn gets arrested in the Woods, when walking around with a Tommy Gun; the police wants to scapegoat him for all the disappearances, not really bothering with finding any proof; then several more people disappeared, and they were forced to listen to him. He's still playable in the third scenario, despite only being released by the start of fourth. | |
Arkham Horror (Tabletop Game) / int_dc8ba6d5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_dc8ba6d5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_dc8ba6d5 | |
Arkham Horror (Tabletop Game) / int_e2737113 | type |
Cult Defector | |
Arkham Horror (Tabletop Game) / int_e2737113 | comment |
Diana Stanley starts with Silver Twilight Lodge membership by default, and can't lose it. Her Personal Story depends on how successful she is at this role. | |
Arkham Horror (Tabletop Game) / int_e2737113 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e2737113 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e2737113 | |
Arkham Horror (Tabletop Game) / int_e34ada78 | type |
Authority Equals Asskicking | |
Arkham Horror (Tabletop Game) / int_e34ada78 | comment |
Authority Equals Asskicking: It is unclear what position in city politics that Charlie Kane holds, but either way, getting him re-elected to that position via his personal story gets him some nice benefits. | |
Arkham Horror (Tabletop Game) / int_e34ada78 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e34ada78 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e34ada78 | |
Arkham Horror (Tabletop Game) / int_e38268b5 | type |
Helpful Mook | |
Arkham Horror (Tabletop Game) / int_e38268b5 | comment |
Helpful Mook: Nightgaunts, servants of the alien and somewhat benevolent Nodens. When you lose a battle against them, they drop you into the nearest gate. This can cause you to explore other worlds faster or get to gates that are otherwise blocked. | |
Arkham Horror (Tabletop Game) / int_e38268b5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e38268b5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e38268b5 | |
Arkham Horror (Tabletop Game) / int_e3f7524b | type |
Dice Roll Death | |
Arkham Horror (Tabletop Game) / int_e3f7524b | comment |
Even when Walter Gilman tries to do the final sacrifice, the first player throw a dice certain amount of times, which depends on Terror level (the lower it is, the less dices gets thrown); if at least one gives 5-6 result, it's game over, otherwise, Gilman goes on another circle. | |
Arkham Horror (Tabletop Game) / int_e3f7524b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e3f7524b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e3f7524b | |
Arkham Horror (Tabletop Game) / int_e42c07e6 | type |
Holy Hand Grenade | |
Arkham Horror (Tabletop Game) / int_e42c07e6 | comment |
Holy Hand Grenade: Holy water is a powerful one-shot magical weapon. | |
Arkham Horror (Tabletop Game) / int_e42c07e6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e42c07e6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e42c07e6 | |
Arkham Horror (Tabletop Game) / int_e5411cdf | type |
Cult | |
Arkham Horror (Tabletop Game) / int_e5411cdf | comment |
Cult: First five scenarios is all about investigating activities of two cults, Cult of the Thousand Young (aligned with Shub-Niggurath) and Silver Twilight Lodge (which tries to summon Ithaqua); the League alters between them until finally puts both together in the fifth scenario. Seventh scenario brings the new cult, which worships Glaaki, and doesn't care that their patron deity wants to destroy the world. | |
Arkham Horror (Tabletop Game) / int_e5411cdf | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e5411cdf | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e5411cdf | |
Arkham Horror (Tabletop Game) / int_e54b7b17 | type |
Zonk | |
Arkham Horror (Tabletop Game) / int_e54b7b17 | comment |
Zonk: While most of the cards in the Exhibit Encounter deck from the Revised Curse of the Dark Pharaoh provide an opportunity to gain an Exhibit Item, one of them can result in the top card of the Exhibit Item deck being removed from play automatically. | |
Arkham Horror (Tabletop Game) / int_e54b7b17 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e54b7b17 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e54b7b17 | |
Arkham Horror (Tabletop Game) / int_e5e4538a | type |
One Curse Limit | |
Arkham Horror (Tabletop Game) / int_e5e4538a | comment |
One Curse Limit: The conditions "Cursed" and "Blessed" cancel each other out and can't stack with themselves, so if a Cursed character would get another Curse, they ignore it. All Curses are the same — only rolls of 6 count as successes. | |
Arkham Horror (Tabletop Game) / int_e5e4538a | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e5e4538a | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e5e4538a | |
Arkham Horror (Tabletop Game) / int_e6630c8b | type |
GameplayAndStoryIntegration | |
Arkham Horror (Tabletop Game) / int_e6630c8b | comment |
Gameplay and Story Integration: As "The Dreams in the Witch House" is all about investigating the Witch House, all investigators starts there instead of their usual starting locations. As "Welcome, Mr. Whateley" is mainly set in Dunwich, the following scenario, "Goodbye, Mr. Whateley", which starts right where the previous ended, has all investigators starts in Dunwich locations of their choice instead of Arkham. | |
Arkham Horror (Tabletop Game) / int_e6630c8b | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e6630c8b | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e6630c8b | |
Arkham Horror (Tabletop Game) / int_e69173b6 | type |
Time-Limit Boss | |
Arkham Horror (Tabletop Game) / int_e69173b6 | comment |
Time-Limit Boss: In "Twilight in Arkham", Cthulhu must be defeated before he destroys all unstable locations in Arkham. | |
Arkham Horror (Tabletop Game) / int_e69173b6 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e69173b6 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e69173b6 | |
Arkham Horror (Tabletop Game) / int_e70127 | type |
The Mole | |
Arkham Horror (Tabletop Game) / int_e70127 | comment |
The Mole: In "The Cave", one investigator must get the membership in the Cult of Thousand Young; they keep it in subsequent scenarios under standard League's rules. | |
Arkham Horror (Tabletop Game) / int_e70127 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_e70127 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_e70127 | |
Arkham Horror (Tabletop Game) / int_ee19d278 | type |
Blob Monster | |
Arkham Horror (Tabletop Game) / int_ee19d278 | comment |
Blob Monster: Formless Spawns are, well, formless mass of some black... thing. Abhoth and his "Childs" are big, hungry blobs of grey goo. Yib-Tstll is big blob of... something, with countless eyes. Nyogtha is a formless black mass with countless tentacles. | |
Arkham Horror (Tabletop Game) / int_ee19d278 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ee19d278 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ee19d278 | |
Arkham Horror (Tabletop Game) / int_ee7a60e9 | type |
One-Steve Limit | |
Arkham Horror (Tabletop Game) / int_ee7a60e9 | comment |
One-Steve Limit: Conjoined Twins Zhar/Lloigor are called by the former's name to distinguish them from the "Lloigor" enemy. | |
Arkham Horror (Tabletop Game) / int_ee7a60e9 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ee7a60e9 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ee7a60e9 | |
Arkham Horror (Tabletop Game) / int_ef2c9b2d | type |
Arbitrary Mission Restriction | |
Arkham Horror (Tabletop Game) / int_ef2c9b2d | comment |
Arbitrary Mission Restriction: The main focus of the League is new "The Unknown" Ancient One, which appears in all but three scenarios (scenarios 7-9 have Eihort, Azathoth and Shub-Niggurath, respectively), and uses its own unique mechanics. There's no story, and most scenarios have seemingly random and arbitrary rules which goes unexplained whatsoever. The first scenario forces investigators to pass Luck check on closing or sealing the Gate, or losing 1 Stamina and 1 Sanity. The second scenario forces first player to take Madness cards whenever monster surge occurs. The third scenario forces investigators to discard Clues on monster surges, or draw additional Mythos card. The fifth scenario forbids investigators from taking Gates as trophies unless they pay 1 Clue. The seventh scenario makes it that each time the Outskirts gets filled with monsters, Terror level rises by 2 and two monsters moves to Innsmouth Factory District. It's not explained in any way, and has little to do with Eihort (it's one of the three scenarios with fixed Ancient One). | |
Arkham Horror (Tabletop Game) / int_ef2c9b2d | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_ef2c9b2d | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_ef2c9b2d | |
Arkham Horror (Tabletop Game) / int_f0001923 | type |
Fire-Breathing Weapon | |
Arkham Horror (Tabletop Game) / int_f0001923 | comment |
Fire-Breathing Weapon: A flamethrower was added in the Dunwich expansion. | |
Arkham Horror (Tabletop Game) / int_f0001923 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_f0001923 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_f0001923 | |
Arkham Horror (Tabletop Game) / int_f11c6be5 | type |
Clock of Power | |
Arkham Horror (Tabletop Game) / int_f11c6be5 | comment |
Clock of Power: In the 3rd Edition, The Pocket Watch is an equippable item with the Simple, yet Awesome effect of granting the owner an extra action every turn. | |
Arkham Horror (Tabletop Game) / int_f11c6be5 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_f11c6be5 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_f11c6be5 | |
Arkham Horror (Tabletop Game) / int_f594c8a9 | type |
Fed to the Beast | |
Arkham Horror (Tabletop Game) / int_f594c8a9 | comment |
Fed to the Beast: "Feeding Time" involves Tsathoggua slumbering in the Black Cave, and has several mechanics built around him eating whoever ends up in the cave: The monsters are moving every turn towards the Black Cave, where they would be fed to Tsathoggua unless killed on the same turn when they got there, increasing either Doom or Terror level. Investigator who ends in the Black Cave, must pass a Fight check or be instantly devoured (literally); the modifier stacks with Doom, and can very quickly make the check unsurvivable. | |
Arkham Horror (Tabletop Game) / int_f594c8a9 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_f594c8a9 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_f594c8a9 | |
Arkham Horror (Tabletop Game) / int_f85b870f | type |
Barrier Change Boss | |
Arkham Horror (Tabletop Game) / int_f85b870f | comment |
Barrier Change Boss: Zhar is technically not one, but two Ancient Ones: Zhar and Lloigor (it was probably called by the former's name only to distinguish from the "Lloigor" enemy). Zhar has Magical Immunity, but once he gets defeated, you must face Lloigor, who has Physical Immunity instead. | |
Arkham Horror (Tabletop Game) / int_f85b870f | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_f85b870f | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_f85b870f | |
Arkham Horror (Tabletop Game) / int_f9a49c92 | type |
Random Event | |
Arkham Horror (Tabletop Game) / int_f9a49c92 | comment |
Random Event: "The Sleeper Awakens" doubles amount of Mythos cards played each turn; only the first card drawn opens the Gates, though. | |
Arkham Horror (Tabletop Game) / int_f9a49c92 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_f9a49c92 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_f9a49c92 | |
Arkham Horror (Tabletop Game) / int_fc07d409 | type |
Hopeless Boss Fight | |
Arkham Horror (Tabletop Game) / int_fc07d409 | comment |
Hopeless Boss Fight: While there are no outright unbeatable Ancient Ones (Azathoth doesn't count, since there's no boss battle at all), some of them can have different starting conditions in the last battle depending on your performance, which sometimes may be so ungodly unfair, you may only be saved by some miracle (or really good preparations, so you may deal with them on the first turn). Hastur increases his battle rating the higher the current Terror level is. If it's maxed out, he starts with a whopping (-10), quite potentially leaving you unable to even scratch him without clues. Lots of clues. Glaaki is a Time-Limit Boss, and the exact time you have depends on the Terror level (if Glaaki ends his turn on level 10, it's game over). If you played particularly badly (Glaaki increases the Terror level by 2 each time an investigator is devoured), you may start at that value. Shudde M'ell, instead of attacking, discards one unused Rubble token; if he can't, that's game over. As with Glaaki, you can start with none left to spare. If Bokrug awakens with all four Beings of Ib intact, you would have to deal with a boss who has a battle rating of (-8), a full set of immunities, and 18 Doom tokens... under four turns. Quachil Uttaus does not have a check for its attack. Instead, once per turn, it instantly kills the first player (who is assigned at the start of the turn). It doesn't have a terrible combat rating (-3) but it does have physical and magical immunity, and it forces you to discard all ally cards at the start of the fight. If you're playing Solo and it goes first, you instantly lose the fight, and if your team consists of a lot of low-Fight characters with few to no skills, you may end up with characters who cannot deal any damage without clue tokens, turning your entire team into dead weight. You cannot deal more than three damage to Chaugnar Faugn in a single combat, and successes are not rolled over. Additionally, you have to discard either 3 clue tokens or 1 ally. This means, at a minimum, players need a combination between 12 clue tokens and 4 ally cards, and cannot spend Clue Tokens or risk being killed when unable to discard. The entire team can tell if they're dead before they even start. If Thathoggua attacks first and the players have 1 monster trophy (or less) and no gate trophies, then their investigators instantly die. This isn't dealt to one investigator per attack; the entire table has to pass this check per turn or be devoured, so it's possible for the fight to end just as it begins. Having less than three Clue Tokens, Monster/Gate trophies, and Items guarantees losing right away during Abhoth's attack. Going into the fight, it's already apparent if it's over. | |
Arkham Horror (Tabletop Game) / int_fc07d409 | featureApplicability |
1.0 | |
Arkham Horror (Tabletop Game) / int_fc07d409 | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_fc07d409 | |
Arkham Horror (Tabletop Game) / int_name | type |
ItemName | |
Arkham Horror (Tabletop Game) / int_name | comment |
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Arkham Horror (Tabletop Game) / int_name | featureApplicability |
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Arkham Horror (Tabletop Game) / int_name | featureConfidence |
1.0 | |
Arkham Horror (Tabletop Game) | hasFeature |
Arkham Horror (Tabletop Game) / int_name | |
Arkham Horror (Tabletop Game) / int_name | itemName |
Arkham Horror (Tabletop Game) |
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