Rules

Jun. 22nd, 2013 05:19 pm
[personal profile] blue_crow posting in [community profile] arkhamspn
The Objective of Arkham Horror is to stop the Elder God from being awakened in the city of London or, failing that, to defeat it once it has been awakened. Players choose a particular character from the BBC's Sherlock and roleplay along with the Ancient One that's trying to eat all of them.

The official rulebook is available for download here.





Character Sheet



The character's Sanity and Stamina stats are representative of their mental and physical resilience. A high Stamina means that the character can take a lot of damage in a fight and is well suited to combat against monsters that do a lot of damage, and a high Sanity indicates a character that is an adept spellcaster and can absorb more psychological trauma.

The location underneath the portrait indicates the character's starting place on the map.

Fixed Possessions and Random Possessions indicate what items the character begins the game with. Fixed possessions are specific items and monetary amounts- Anderson just starts with money, but Sherlock starts with his dark cloak of +1 to Evade checks and John with a .38 Revolver.

Characters often start with Clue Tokens. These can be used to gain additional dice on a 1 to 1 basis (so if you find that you have no successes on a check you really wanted to pass, you may add a clue token to reroll a single die, or multiples if you would like.) They are also used to seal gates- a gate requires five clue tokens to seal. These also result from some encounters and show up on unstable locations at the start of the game and as dictated by Mythos cards.

Focus: (number) represents the amount of mental dexterity a given character has to move the sliders on their skill level track during the Upkeep phase. I will explain more about this when discussing the skill sliders.

Every character has a unique skill which is listed next to the possession list. Anderson's is that he Lowers the IQ of the Whole Street and can exchange clue tokens for health or sanity- essentially, eating them.

The skill sliders are three sets of paired numbers. Almost all adventurers (well, all the ones I set up for Sherlock) have their skills paired in opposition the following way- speed/sneak, fight/will, lore/luck. During the upkeep phase of the turn, before movement and encounters, every player can adjust their three sliders a total number of times determined by their Focus- for example, Anderson can do it once, while John can do it up to three times (either, say, three stops on the lore/luck slider, two on one and one on another, or one on each.)

All of these stats have several uses. A lot of locations encounters require checks, and it is often random what skill will be needed on the next turn.

Speed determines how many spaces you can move on your turn. Sneak determines how good you are at evading around monsters. These two are paired because the faster you move, the less carefully you are moving. A character with low fighting abilities or who is injured may wish to raise his or her sneak to avoid combat.

Fight determines one's base abilities to combat monsters, though a low fight check is easily overcome by a few decent weapons in one's possession, which contributes to combat rating. Will determines one's resistance to the horrors wandering the streets of Arkham. Combat with monsters starts with a will check to avoid being so damaged by the disturbing creature before you (which does sanity damage if failed) and then moves to a fight check. A Fight check can also be made to close a gate (a Lore check may be made instead, probably depending on which is higher.)

Lore determines one's ability to cast spells and to make Lore checks- often associated with mysterious places, books and tomes, and gate closing. Luck is mainly used in encounter checks and has no additional properties. These two vary wildly with different characters- a non-spellcaster with a high Fight check may favor Luck, but a caster who intends to close gates would do better keeping the slider on the high side of the Lore skill.





Decks

There are several decks of small cards that go along with gameplay. These decks are the following-

Common Item: These are mundane items, such as guns, axes, maps, lanterns and bottles of whiskey. They can be incredibly useful, but they are not magical.

Unique Item: Magical, strange, powerful items. These can be very powerful, but they are harder to obtain and may come at a high cost. They can include tomes, magical swords, and relics from alien worlds.

Skill: Mundane abilities. These are often +1 to any particular skill that you have on your sliders (so that, say, Anderson might have a +1 Speed skill to raise his Speed to an astonishing 6, perfect for running away) to being able to reroll failed checks.

Spell: Less mundane abilities. Most spells list their specific benefits and costs on the card. An example spell is the Voice of Ra, which has a casting modifier of -1 and a sanity cost of 1. To cast the spell, you pay 1 sanity damage in order to cast and then make the check based on your lore ability. If you are playing Anderson and you've set your Lore to 4, you can roll 3 dice (because the check is -1) and if one of those dice results in a 5 or a 6, you have successfully cast the spell. This will grant you +1 to all checks for the rest of the turn.

Ally: Some locations or situations allow you to be able to contract a NPC to follow you around and assist you. Some of these people are more useful than others. They usually grant you a bonus- for example, Molly's cat Toby grants +2 Luck. However, as the Terror Track rises, allies have to be killed off randomly, and locations that grant specific allies may be unable to grant those allies if the cards have been randomly discarded. (Mycroft can always access any allies that are available for that game, which are 12 randomly selected minor Sherlock characters. The skull is a 13th that is always available, because it cannot be killed.)

Some other cards include:

Blessing/Curse cards: Most dice rolls in the game count as successes when the result is a 5 or a 6, giving you a 1 in 3 chance to succeed. A blessing, which can be obtained in several ways, will extend the successes to a 4, 5 or 6, bringing the odds up to 1 out of 2. However, a Curse, which can be placed on you for several different reasons, will make sure that only a 6 counts as a success. Receiving a curse when you are blessed will just bring you back to normal, and likewise receiving a blessing when you are cursed will remove the curse but not give you a blessing. When you have a blessing or a curse, you must roll every upkeep phase in order to either discard the curse or retain the blessing. Blessings and curses are only discarding on a roll of 1.

Retainer: A retainer is basically a job that you don't have to do. Every upkeep phase, you receive $2, and then you must roll to keep your retainer, which is also discarded on a 1. Retainer cards can come from a number of encounters.

Bank Loan: This can be obtained at the Bank. Take $10 when you take out the loan, and on every subsequent turn you must roll a die. On a result of 1-3, pay $1 or forefit all your items to the bank along with the loan. You can also pay $10 back to the bank to be rid of the card.

Silver Twilight Lodge Membership: This can be obtained only at the Silver Twilight Lodge and grants access into the Inner Sanctum, which provides a whole extra level of insight into the world of London.





The Map



This is my edited version of the map. Left out are a few other trackers that I'll be doing with text, but this shows the various locations that can be visited.

Every location requires a movement point to travel to. For example, if you begin at 221B, Baker Street, like Sherlock and Mrs. Hudson, and wish to get to the Pawn Shop, you will need a speed of 4 to reach there in a single turn. However, if you have extra movement points left over, you can pass another adventurous (though you cannot activate an encounter in a location that you do not end your turn on.) If Sherlock would like to pass an item to Molly, who happens to start at St. Bart's, but would like to go adventure in the Woods, he would need a speed of 5 to travel from 221B to Southside streets, Uptown Streets, into St. Bart's, back into the Uptown streets and then into the Woods.

The dark and light arrows on the movement path dictate monster travel and do not indicate anything about player travel.

The red dots on top of locations indicate unstable locations. Gates and monsters cannot appear at stable locations (though monsters such as the Hound of Tindalos can move inside locations and some stable locations may have encounters that summon monsters.)

The locations and their properties are as follows:

Northside Locations

Tube Station: A stable location that most frequently provides common and unique items.

Newspaper: A stable location that most frequently provides money or clue tokens. It may also provide employment (a retainer card).

*Lucky Cat Emporium: A stable location that most frequently provides unique or common items. Instead of having an encounter at the Emporium, you may draw 3 unique items from the unique item deck and purchase one of them for its list price. Discard the other two items.

Downtown Locations:

*Shad Sanderson Bank: A stable location that most frequently provides money or other miscellaneous benefits. Instead of having an encounter here, you may take out a Bank Loan if you do not already have one.

*Psychiatric Hospital: A stable location that most frequently provides sanity tokens and clue tokens. Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 sanity for free, or pay $2 to restore your sanity to its maximum value.

Piccadilly Circus: An unstable location that most frequently provides clue tokens or unique items. There are strange tourists there.

Easttown Locations:

Winchester Pub: An unstable location that most frequently provides money or common items. Many encounters here deal with pickpockets and card games.

Criterion Cafe: A stable location that most frequently provides money or stamina tokens. Eating food restores health.

*Police Station: A stable location that most frequently provides common items or clue tokens. Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and a gate token to become the Deputy of Arkham and take the Deputy cards (a special $1 retainer card, a patrol wagon and a deputy's revolver.)

Merchant District Locations:

The Unvisited Isle: An unstable location that most frequently provides clue tokens or spells.

*Docks: A stable location that most frequently provides money or common items. Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or a gate trophy to gain $5.

The Unnameable: An unstable location that most frequently provides unique items and clue tokens. This is a strange old house that does not conform to traditional perceptions of space and time.

Rivertown Locations:

Graveyard: An unstable location that most frequently provides clue tokens and uncommon items.

Cave: An unstable location that most frequently provides common items and spells.

*Pawn Shop: A stable location that most frequently provides money and common items. Instead of having an encounter here, you may draw 3 common items and purchase one of them for its list price. Discard the other two items.

Miskatonic University Locations:

*Science Building: An unstable location that most frequently provides clue tokens or uncommon items. Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

*Administration: A stable location that most frequently provides money or skills. Instead of having an encounter here, you may pay $8 to draw 2 skills. Keep one of them and discard the other.

Library: A stable location that most frequently provides uncommon items or spells.

French Hill Locations:

Abandoned House: An unstable location that most frequently provides clue tokens or spells. This is where Jeff Hope left the Pink Lady.

Silver Twilight Lodge: An unstable location that most frequently provides uncommon items or clue tokens. If you have a Silver Twilight Lodge Membership, then you look at the Inner Sanctum entry while having an encounter here.

Uptown Locations:

*St. Bart's Hospital: A stable location that most frequently provides clue tokens or stamina points. Instead of having an encounter here, you may recover stamina by receiving medical care. You may either regain 1 stamina for free, or pay $2 to restore your stamina to its maximum value.

*Used Bookshop: A stable location that most frequently provides spells or uncommon items. Instead of having an encounter here, you may pay $5 and draw 2 spells. Keep one of them and discard the other.

Woods: An unstable location that most frequently provides money or common items. The Sheldon Gang makes the Woods their base of operations.

Southside Locations:

*221B, Baker Street: A stable location that most frequently provides allies or stamina. Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck as your new "roommate."

*South Church: A stable location that most frequently provides blessings and sanity. Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be blessed.

Historical Society: An unstable location that most frequently provides skills or spells.





Upkeep Phase: During Upkeep, there are a number of tasks that need to be taken care of. Everyone must adjust their skill sliders according to their focus (if they intend to) and those numbers are the ones that will be used in the next turn. If you have a blessing, a curse, or a retainer, you must roll to find out if you get to keep the retainer or the blessing, or get to discard the curse. Some spells may be cast during the Upkeep Phase. This is also the best phase to discuss strategy.

Movement: Everyone moves at the same time. Combat is also handled during this round. If you attempt to move through an area with monsters and do not manage to evade all of them, you must face combat with them where you are and must end your movement. For example, if Jenny attempts to move through the Unnameable to the Woods and there is a monster in the Miskatonic University streets, and she fails her evade check, she must fight it and after her combat with the monster, if she is not at 0 stamina or 0 sanity, she must stay in the streets until her next turn.

Encounters: Everyone who is in an Arkham location gets an encounter (or may activate a location's special property.) If the Arkham location that they are in has a gate, they will be drawn into the Gate and must proceed into the Other World to have an encounter there.

Other World Encounters: Everyone who is in another world gets to draw an encounter from the Other World encounter deck. This will happen in the same post as the Encounters, except it will happen afterward. Once a player has had two Encounters in the particular Other World they have been drawn into, they may move out of the Other World and back into the Arkham location that they came out of. They may attempt then to seal the Gate that they came out of. Sealing a Gate requires either an Elder Sign card or a Fight or a Lore check against the Gate's difficulty and five clue tokens. If the adventurer seals the gate, he or she may claim the gate trophy. If the gate is sealed while an investigator is inside the gate, that would cause the investigator to become Lost in Time and Space.

Lost in Time and Space: That player must then choose and discard half of their items and half of their Clue Tokens, rounding down (this includes Common Items, Unique Items, Spells, the Deputy's Revolver, and the Patrol Wagon). The player also loses all retainers. The investigator then has their Sanity and/or Stamina returned to 1, moves to the Lost in Time and Space area, and becomes delayed.

Mythos: I will draw and resolve every Mythos card as if the first player had done so.





Combat: First you must decide whether or not to sneak by the monster. Every monster has a sneak rating (for example, a Byakhee is a -2, which means you need a sneak skill of at least 3 to be able to attempt to sneak by it.) If you fail the check or decide not to sneak by it, you must make a horror check decided by your will skill against the monster (the Byakhee is a flying monster that resembles a gargoyle, and does not have horrible tentacles coming off of it, so it only has a -1 check, requiring you to have a 2 or higher to get any dice to roll. If you fail the check, you must take 1 sanity damage.) After the horror check, you must face the monster's combat rating opposed to your fight skill (the Byakhee is not particularly well-defended, so it has a 0 to combat rating.)



For example, if Sally faces the Byakhee with her combat skill sliders set to 3 will and 3 fight, she will get 2 dice to roll against the Byakhee's horror rating. If she fails she must take the 1 sanity damage (and if she is reduced to 0 sanity she must discard half her items, clue tokens, and all retainers, and will be moved to the asylum). If she passes, she will not have to take sanity damage, and must make a combat check. Since her fight is 3 and the Byakhee has 0 defenses, she gets three dice to roll. The Byakhee only requires one success to defeat, so if any of her dice are a 5 or a 6, she wins the combat and gets to claim the monster's trophy. However, if she fails, she must take the two stamina damage that the Byakhee does. If she is reduced to 0 stamina, she must discard half of her items, clue tokens, and all of her retainers, and is moved to the hospital. If she fails the combat check and takes the stamina damage but is not reduced to 0 stamina, she may either attempt to flee, using an Evade check, or proceeding directly to rolling another three dice for a fight check.