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W ElComEtoI nnsmouthA rotting fishing village on the coast of Massachusetts,Innsmouth is being devoured from within by a cancer.The Marsh family, greatly respected in the town by most,have long brought prosperity to the little village, but onlythey know at what cost. For just off the shore, beneath thewaves, lies a secret so terrible that the Marshes woulddestroy anyone and anything to protect it. The investigatorsmust venture into this xenophobic backwater, fearing fortheir very lives, in order to stop the plans of the AncientOne. The investigators will find no allies in Innsmouth,and few safe havens. But if they are to stop the advance ofthe terrible Deep Ones, they have no other choice.The Innsmouth Horror expansion to Arkham Horroradds the neighboring town of Innsmouth. It includes newinvestigators, new Ancient Ones, new monsters, and newcards that may be used with the base Arkham Horrorgame. It also features new game elements including anew board, new heralds, personal story cards for eachinvestigator, and the Deep Ones Rising track.Using This BookThe first part of this rulebook contains rules for playingArkham Horror with the Innsmouth Horror expansion.The second part contains clarifications and frequentlyasked questions for the original Arkham Horror game, aswell as several rules revisions to improve play.C omponEntsYour copy of Innsmouth Horror should include thefollowing components: This Rulebook1 Expansion Game Board16 Investigator Sheets16 Investigator Markers16 Plastic Investigator Stands96 Investigator Cards» 96 Personal Stories8 Ancient One Sheets176 Ancient One Cards» 36 Arkham Location Cards» 42 Innsmouth Location Cards» 36 Mythos Cards» 16 Gate Cards» 24 Ancient One Plot Cards» 10 Innsmouth Look Cards» 12 Small Dust Cards2 Herald Sheets32 Monster Markers6 Uprising Tokens8 Ghatanothoa’s Visage Tokens1 Zhar Token2 Aquatic MarkersusIng only portIons ofInnsmouth horrorthE ExpansIon symBolAll cards from the Innsmouth Horrorexpansion are marked with a small anchorsymbol on their fronts, to allow you toseparate them from your other ArkhamHorror cards.2While the Innsmouth Horror expansionis intended to be used as a whole, playersare welcome to play Arkham Horrorusing only some of the elements ofthe expansion. Specifically, the newinvestigators and Ancient Ones are easyto use without including the Innsmouthboard or the new Ancient One cards. ThePersonal Story cards can easily be usedwithout the rest of Innsmouth Horror aswell.

Component OverviewBelow are summary descriptions of the variouscomponents included in Innsmouth Horror. They shouldhelp you identify the components and introduce you tohow they are used.New Ancient One SheetsThese sheets introduce eight newAncient Ones to the game. Thenew Ancient Ones are discussedin more detail on page 9.Game BoardNew Ancient One CardsThe game board depicts the city of Innsmouth. Just like theArkham board, the Innsmouth board is composed of streetareas and locations. It is divided into three neighborhoods.To one side are the Deep Ones Rising track and the FedsRaid Innsmouth track, which is used to track the schemesof the Deep Ones. Note that Devil Reef and Y’ha-nthleiare not connected to the rest of the map and can only bereached by special means, such as renting a boat at FalconPoint.The new Gate cards,mythos cards, andArkham Locationcards are additions toexisting decks. TheInnsmouth Locationcards form threenew Location decks.They work just likethe base game’s Location cards, but describe encountersthat take place in the various Innsmouth locations.The 10 InnsmouthLook cards are usedto represent thehidden ancestry ofthe investigatorswho venture into thesmall fishing village,and are discussedin further detail onpage 7.New Investigator Sheets and MarkersThese sheets and markers introducesixteen new investigators to the game.New Investigator CardsThe new investigator cards add a new type of investigatorcard to the game – personalstories. Every investigator, eventhose from Arkham, Dunwichand Kingsport Horror, now hashis own personal goal to achieveover the course of the game.Personal stories are described inPersonal Storymore detail on page 10.CardsThe 12 small Dust cards are onlyused when Quanchil Uttaus is theAncient One and track how closehe is to catching and destroyinghis prey.Ancient One Plot CardsThese cards are provided touse the Ancient Ones in thisexpansion with the “EpicBattle” variant described inKingsport Horror. Thesecards require KingportHorror in order to be used.3

Herald SheetsThese two sheets representpowerful supernatural entitiesthat are preparing the wayfor the Ancient Ones. Thesesheets are only used with the“Herald” variant described onpage 9.New Monster MarkersThere are 32 new monstermarkers in this expansion,including two new “Mask”monsters and five new Spawnmonsters.This expansion adds moremonsters with aquatic movement, a type of monstermovement indicated by an orange border. Aquaticmovement is described on page 7.Uprising TokensThese tokens are used to track the progress ofthe Deep Ones’ scheme in Innsmouth onthe Deep Ones Rising track. The DeepOnes Rising track is described in moredetail on page 8.Zhar TokenThis token is only used duringthe final battle when Zhar isthe Ancient One.Ghatanothoa’s Visage TokensThese tokens are only used whenGhatanothoa is the Ancient One,and represent the destructiveeffect of seeing Ghatanothoa’sterrible visage.Aquatic MarkersThese two markers are used to identify twoof the original Arkham Horror locations(the River Docks and the Unvisited Isle) asaquatic locations. These are identical to thetwo tokens included in Kingsport Horrorfor the same purpose.4s EtupBefore using Innsmouth Horror, carefully punch out thecardboard pieces so that they do not tear. Next, slide theplastic stands onto the bases of the 16 investigator markers.Be sure to keep all components out of the reach of smallchildren and animals.Integrating the Expansion and theBase GamePerform the three steps below before using InnsmouthHorror. Assuming that the Innsmouth Horror componentsaren’t later separated out from the base game, these stepsonly need to be performed once.1. Prepare DecksShuffle the new Arkham Location, mythos, and Gate cardsinto their respective decks.2. Prepare Monster MarkersSeparate out the two “Mask” monster markers and the fiveSpawn monsters. Set them aside with the “Mask” monstermarkers from Arkham Horror. Then, shuffle the other newmonster markers in with the non-Mask monster markersfrom Arkham Horror.Expansion SetupWhen playing with the Innsmouth Horror expansion,perform the normal setup of the game as instructed in theArkham Horror rulebook, with the following additionsand changes (numbered to correspond with the basegame’s numbered setup steps). The diagram on the nextpage illustrates these changes.1. Prepare Playing AreaPlace the Innsmouth board next to the Arkham board,above the “Downtown” area. Line the expansion board upwith the Arkham board so that the Deep Ones Rising trackis on the same side as the Other Worlds. Place the twoAquatic markers on the Arkham board on the River Docksand Unvisited Isle locations, and place the uprising tokensnext to the Innsmouth board.6. Separate DecksSee the “Innsmouth Horror Expansion Game Setup”diagram on the next page for the placement of the newInnsmouth Horror cards.

Innsmouth horror ExpansIon gamE sEtup34726158In the diagram above, thefollowing Innsmouth Horrorelements have been added tothe standard Arkham Horrorsetup. (The numbered sectionsbelow correspond to thenumbers in the diagram.)1. The Innsmouth board isplaced next to the Arkhamboard. Clue tokens are placedon each unstable location inInnsmouth (i.e. the locationsmarked with a red diamond).2. The new Locationcards for the nine Arkhamneighborhoods are shuffledinto their respective Locationdecks.3. The new monsters (but notthe two new Mask or the fivenew Spawn monsters) areadded to the monster cup.4. The three new InnsmouthLocation decks are placed nearthe Innsmouth board.5. The new Gate cards areshuffled into the Gate deck,and the new gate markers aremixed in with the existing gatemarkers.6. The new mythos cards areshuffled into the mythos deck.7. The six uprising tokens areplaced next to the Innsmouthboard.8. If using the Herald variant,place the Herald sheet near theAncient One sheet.11. Create Monster CupAs with the “Mask” monster markers from ArkhamHorror, do not place the new “Mask” monsters in themonster cup (unless the Ancient One sheet instructsotherwise).In addition, set aside the five Spawn monsters. Thesemonsters only enter play when instructed, as described onpage 8.14. Draw and Resolve Mythos CardIf you draw a Rumor during setup, discard it and drawagain until you get a card that isn’t a Rumor.When playing with five or more players, place two monsterson the gate indicated by the mythos card, instead of one.5

Combining Multiple ExpansionsIf using more than one expansion board at once (bothDunwich and Innsmouth, for example), place both boardsabove the Arkham board during setup, arranging themso that their Other Worlds sections (or Deep Ones Risingtrack) line up along a single edge. It does not matter whichboard is closest to the Arkham board.The rules are unchanged when using more than oneexpansion city, except that the number of players should becounted as being one less for each expansion board in playbeyond the first. So, if six players are playing a game usingboth Dunwich and Innsmouth (for a total of two expansioncities), they are counted as having one less player, for atotal of five players. This modified number of players isused for such things as the monster limit and the maximumnumber of gates that can be open at once, and it reducesthe level of difficulty for the players since they have somuch more ground to cover.This handicap may not drop the modified number ofplayers below one, and it is recommended that players playwith more investigators if it would do so.Finally, if specifically using both Dunwich and Innsmouthtogether, increase the number of gates that must be open atthe same time to awaken the Ancient One by one.No special rules are required to use the smaller expansions(e.g., Curse of the Dark Pharaoh or The King in Yellow)in conjunction with the expansion cities.I nnsmouth H orrorE xpansion R ulesThese rules are used in addition to those in ArkhamHorror when playing with the Innsmouth Horrorexpansion.The Innsmouth BoardThe following rules govern how the Innsmouth expansionboard works with the Arkham board.The Phrase “in Arkham” on CardsCards that refer to “Arkham” also apply to locations andareas in Innsmouth. So, for example, an Environment cardthat adds 1 to Fight checks and subtracts –1 from Willchecks in Arkham also affects investigators who are in anInnsmouth street area or location.6The Monster Lim it and the OutskirtsMonsters on the Innsmouth board do not count againstthe monster limit and do not go to the Outskirts.The SkyFlying monsters in Innsmouth move to the Sky as normal. Inaddition, Innsmouth streets are considered to be adjacentto the Sky. Thus, flying monsters in the Sky may move intoInnsmouth streets just as they would into Arkham streets.Returning from Being Lostin Time and SpaceInvestigators who are lost in time and space may choose toreturn to a street area or location in Innsmouth, just as theywould return to an Arkham street area or location.Exception: Investigators cannot return to Y’ha-nthleifrom Lost in Time and Space.Getting Arrested in InnsmouthInvestigators arrested on the Innsmouth board are sent to theInnsmouth Jail instead of the Police Station in Arkham. Theylose half of their money (rounded down) and are delayed.This occurs even if the investigator is normally immune tobeing delayed, thanks to the harsh Innsmouth cops.Sawbone AlleyInvestigators trapped in Innsmouth Jail may wind up stuckthere for several turns. Other investigators can help to freethem from the outside by moving to Sawbone Alley andfollowing the instructions there. It is important to note thatSawbone Alley is a street area, not a location.Devil Ree f and Y’ha-nthleiThese two locations are not connected to the rest of theInnsmouth board. They can only be reached by aquaticmovement. Investigators can use the Falcon Point locationability to make aquatic moves as needed.Martial LawInnsmouth, unlike the other cities in Arkham Horror, iscompletely under the control of the forces of the mythos.As such, the investigators are at great risk in the town.When at least half of the Ancient One’s doom track is full,martial law is declared in Innsmouth for the rest of thegame. Once this happens, investigators can no longer moveabout Innsmouth with impunity. Instead, each time aninvestigator ends his movement on an Innsmouth locationor street area, he must check to see if it has an awarenessmodifier below it (i.e. anything other than a dash). Ifso, the investigator must pass an Evade check using thatmodifier or be arrested and sent to Innsmouth Jail.

Monster SurgesIf, at the beginning of the Mythos Phase, the first playerdraws a mythos card that shows a location that already has anopen gate, a monster is placed at every location with an opengate. This event is called a monster surge. Several cards inthe Innsmouth Horror expansion refer to “monster surges.”For example, if an investigator ends his movement at theMarsh Refinery after martial law is declared, he must passa Sneak check (-1) or be arrested.Traveling Between TownsTo move between Arkham and other towns (such asInnsmouth), an investigator must be in either the TrainStation in Arkham or a depot location (indicated by atrain icon) in another town during his movement. He thenspends 1 and one movement point to move from hiscurrent location to either the Train Station or any depotlocation in any other town. This movement does notinterrupt the investigator’s normal movement.Example: Joe Diamond begins his movement in theNorthside streets. He has 4 movement points and 1.Wanting to travel to Innsmouth, he first moves to the TrainStation for 1 movement point. Next, he catches the train toInnsmouth, spending 1 and 1 movement point to move toInnsmouth’s depot, which is at Joe Sargent’s Bus Station.From there, he still has 2 movement points left, so he couldfinish his move by moving first to Harborside, and thento the Rope and Anchor. He could not, however, return toArkham, since he has no money to pay his fare.New Monster AbilitiesA new monster ability, Weapon Immunity, appears onseveral monsters in Innsmouth Horror. A monster with thisability reduces any combat bonus from Magical or PhysicalWeapons to 0. Spells are not affected.The Innsmouth LookSome people, unbeknownst to them, are descended fromthe horrible Deep Ones, and certain events may cause theirabominable genes to manifest, transforming them into fullDeep Ones. Sometimes, an investigator will be instructed todraw one or more Innsmouth Look cards. That player thenshuffles up the 10 Innsmouth Look cards and draws as manycards as instructed, all at once. If none of them indicate thathe has the Innsmouth Look, nothing happens and the cardsare returned to the deck. However, if the card that indicatesthe investigator has the Innsmouth Look is drawn, follow theinstructions on that card before returning all of the InnsmouthLook cards to the deck.7

Aquatic MovementInnsmouth Horror re-introduces a new type of monstermovement: aquatic. Monsters with an orange border useaquatic movement, allowing them to move between aquaticlocations. Aquatic locations are marked with a wave icon. Inaddition, two aquatic markers are included with InnsmouthHorror. These should be placed on the River Docks andthe Unvisited Isle on the Arkham board before playing toindicate that these two locations are aquatic.If an aquatic monster is not in an aquatic location when itmoves, it follows the arrows, as though it were a normal,black-bordered monster.However, if an aquatic monster begins its movementin an aquatic location, check to see if there are anyaquatic locations containing investigators. If there isone, the aquatic monster moves directly to that aquaticlocation. If there are multiple aquatic locations containinginvestigators, the monster moves to the aquatic locationcontaining the investigator with the lowest Sneak skill.If there is a tie, the first player decides who the monstermoves towards. If there are no aquatic locations containinginvestigators, the monster moves like a normal, blackbordered monster.Gate BurstsCertain mythos cards have their gate location colored red.This red coloring indicates a gate burst. A gate burst worksthe same as a normal mythos card in all cases except whenthe listed gate location has an elder sign token on it. Whenthat happens, the gate bursts open, causing the elder signtoken to be removed from the board. A gate then opens atthat location and a monster appears there as usual, but nodoom token is added to the Ancient One’s doom track, nordoes this event cause a monster surge.Additionally, whenever a gate burst is drawn, all flyingmonsters move, regardless of their dimensional symbol.The Deep Ones RisingInnsmouth adds the threat of the Deep Ones to theproblems that the investigators must deal with, in theform of the Deep Ones Rising track. If the Deep OnesRising track ever completely fills up, the Ancient Oneimmediately awakens.There are two primary ways for the Deep Ones Risingtrack to advance. Each time a gate is prevented fromopening, such as by an elder sign token or an investigatorability, add one uprising token to the Deep Ones Risingtrack.In addition, there are special vortex spaces found on theInnsmouth board. Investigators cannot move into vorticesunder any circumstances (not even through the use of anitem). Any monster that enters a vortex is immediatelyreturned to the cup. For each monster returned to the cupin this fashion, raise the terror level by one. In addition,add one uprising token to the Deep Ones Rising track.Federal RaidsIn order to prevent the Deep Ones from rising, theinvestigators can gather evidence in the town of Innsmouthto convince the Feds to take action. This gathering ofevidence is represented by filling up the Feds RaidInnsmouth track.During the Upkeep Phase, any investigator(s) in anInnsmouth neighborhood (either in a location or a streetarea) may spend 1 or more Clue tokens to place themon spaces on the Feds Raid Innsmouth track that are thesame color as the neighborhood he is in. If the Feds RaidInnsmouth track is completely filled with Clue tokens (atotal of 6 Clue tokens are required), then both the FedsRaid Innsmouth and the Deep Ones Rising tracks areemptied of tokens. Of course, this doesn’t prevent the DeepOnes Rising track from starting to fill up once more, but itat least delays the inevitable.Spawn MonstersNew Ancient OnesSpawn monsters are indicated by a red circle in thelower left corner of their movement side, next to theirdimensional symbol. Like “Mask” monsters, Spawnmonsters are not added to the monster cup. Instead, theyenter play through special rules. For example, the Beingsof Ib are placed on Bokrug’s Ancient One sheet at the startof the game.The following clarifications apply to the eight new AncientOnes included in this expansion.Additionally, Spawn monsters do not count against the8monster limit and never go to the Outskirts, nor can theyever be claimed as monster trophies.BokrugBeings of Ib can never appear on the board under anycircumstance. Instead, they act to boost Bokrug’s poweruntil an investigator placates them by spending monsterand/or gate trophies as described on Bokrug’s sheet.

CthughathE dEEp onEs rIsIng /fEdEral raId traCkInvestigators do not suffer Cthugha’s penalty unless theyactually spend more than 3 movement points in a turn.Merely having a high Speed doesn’t matter.GhatanothoaRemember, leave visage tokens faceup after revealing themunless either Ghatanothoa’s fac

The Innsmouth Horror expansion to Arkham Horror adds the neighboring town of Innsmouth. It includes new investigators, new Ancient Ones, new monsters, and new cards that may be used with the base Arkham Horror game. It also features new game elements including a new board, new heralds, personal story cards for each

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