365 Adventures: Cthulhu 1926
365 Adventures: Cthulhu 1926 Rulebook
Table of Contents
Table of Contents
Contents
- 1 calendar
- 1 magnetic figure "John"
- 1 magnetic counterpart
- 2 green symbol dice with 3 different symbols: 2× magnifying glass, 2× flashlight, 2× pistol
- 3 black number dice with the Cthulhu symbol on the 6
- Not included: a pencil (ideally a graphite pencil) for marking boxes
Introduction
Embark on 365 Adventures – Cthulhu 1926 together with John Miller on a cosmic adventure that lasts a whole year. Each day, lead your investigator through dark alleys and abandoned buildings, uncover hidden secrets, and stand up to the sinister cults that worship the Great Old Ones.
Game Setup
Place the calendar on a flat surface (table, shelf, sideboard, etc.) and open it to the January page. Position John on the square for January 1st, and place the magnetic counterpart at the same height behind the January page, so that John does not slip. Place all 5 dice near the calendar.
You also need a pencil (ideally a graphite pencil) to play.
Game Idea
Each month reveals a new level of John's adventure with new rules, occult objects and other surprises. Each week represents John's encounters on the streets of Arkham. Every day you must try to carry out investigations, search for clues, and defend yourself against attacks.
The squares from Monday to Saturday each show 1 value from 5 to 15 and 1 of 3 symbols: pistol, magnifying glass or flashlight. These symbols indicate the type of encounter: the pistol stands for a fight, the magnifying glass for an investigation, and the flashlight for a search or a chase in dark and dangerous places.
Every Sunday marks an important turning point in John's adventure and at the same time represents the high point of the week, which is why you may only resolve these squares on the respective Sunday.
On each day you may resolve only 1 square from the current week. Within the current week, you may always resolve 1 square of your choice, except Sunday.
Playing a Day
Each day, move John to the square for the current day and resolve 1 encounter from the current week. When you move the figure, make sure the magnetic counterpart behind the calendar page moves with it accordingly.
To resolve an encounter, you may roll the 5 dice 1 to 3 times (you may stop after the 1st or 2nd roll if you wish). When re-rolling, you may set aside as many dice as you like. On your 3rd roll you may also roll dice that you set aside after the 1st roll. Only after you have finished rolling do you decide which encounter to resolve.
Important: Several encounters within a week can have the same value. You still resolve only 1 encounter per day. You may not resolve again an encounter you have already completed. You may not choose an encounter that is in the next month.
If you have not successfully completed an encounter after your 3rd roll, you do nothing. On the other days of this week you then have a little more choice.
Completing an Encounter
To successfully complete an encounter, your 3 black number dice must show a sum that is equal to or greater than the value of the encounter. Additionally, at least 1 of your green symbol dice must show the symbol depicted on the encounter.
When you have completed the encounter, draw the open book with the value of the encounter as a reminder (or cross it out).
EXAMPLE: To successfully complete this encounter, your 3 number dice must show 11 or more in total. Additionally, at least 1 of your symbol dice must show the flashlight symbol.
Special Encounter
Instead of a normal encounter, you must resolve the Special Encounter on Sunday. Special Encounters have a value between 10 and 20 in a shield (instead of a book). This value, however, is reduced by 1 for each successfully completed encounter in the same week (i.e. for each coloured-in / crossed-out book). Through your successful investigations and confrontations you are better prepared for the high point of the week! If the past weekdays were in the previous month, they still count for the Special Encounter.
Otherwise the usual rules apply: you may roll up to 3 times, you must reach or exceed the required value with the sum of your number dice, and at least 1 of your symbol dice must show the required symbol.
If you have not successfully completed an encounter after your 3rd roll, you do nothing. On the other days of this week you then have a little more choice.
You may only resolve the Special Encounter on Sunday, when John is on the Sunday square.
EXAMPLES:
John is on the Thursday square of January 1st. After 3 rolls your number dice show 2×4 and 1×5, a total of 13. Because you also rolled a flashlight, you decide to complete the encounter on the Friday square, which requires a value of 11 or higher and a flashlight. You colour in the corresponding book.
On Friday you move John 1 square further. After just 2 rolls you again reach a sum of 13 with your number dice. Because 1 of your symbol dice shows the magnifying glass, you can complete the Thursday encounter with it and colour its book with the 8.
On Saturday you move John 1 square further again. After 3 rolls you have reached the value 10 with your number dice. In addition, 1 of your symbol dice shows a pistol – exactly right to complete the encounter on the Saturday square.
After 3 rolls you reach the value 10 with 2 of your number dice, and 1 of the symbol dice shows the pistol. You can complete the Saturday encounter with it. Because the 3rd number die shows the Cthulhu symbol, you must not only colour in the book of the encounter but also 1 madness box – John's madness has risen from 0 to 1.
On Sunday you move John to the square with the Special Encounter, which has a value of 13. You must resolve this Special Encounter today. Because you completed 3 encounters on the previous days of this week, the value is reduced by 3 to 10. After 3 rolls your number dice show a total of 12, and 1 of your symbol dice gives you the required magnifying glass. With that you have successfully completed the Special Encounter and colour in the corresponding shield.
Tip: You can keep this rulebook (and the dice) neatly inside the set-up calendar. That way you always have them to hand when you want to look something up, such as the awarding of points at the end of the month.
Madness
Whenever at least 1 number die shows the Cthulhu symbol at the end of an encounter (including Special Encounters), John's madness level increases. To record this, colour in 1 of the madness boxes at the top left of the calendar page.
The madness level is reset to 0 at the start of each month.
Starting a New Month
On the 1st day of a new month, take John and the magnetic counterpart from the side of the previous month. Turn the calendar to the next page to reach the next level of the adventure, and position John with the magnetic counterpart on the 1st square of the month, as in the game setup.
On the back of the previous month you learn how John's story continues. You will also find new rules there, e.g. for new encounters or magical artefacts that are now available to you. New rules generally apply until the end of the year. So each month brings a new surprise. Please do not spoil these by reading the innovations from future months ahead of time.
Ending a Month
After the last encounter of the month, note your monthly result in the red circle at the top right of the page.
- You receive 5 points for each Special Encounter defeated in this month.
- You lose 5 points if all madness boxes in this month are coloured in. (You can thereby also reach a negative monthly result.)
End of the Game
The game ends on 31 December. Turn over the December page and read the epilogue on the back. Add up your points from all 12 months and check the table at the end of the calendar to find out how well you did.