Arkham Horror: The Card Game – The Circle Undone: Expansion
Arkham Horror: The Card Game – The Circle Undone: Expansion Rulebook
Table of Contents
Table of Contents
- Additional Rules and Clarifications
- Campaign Setup
- Prologue (Scenario 0): Disappearance at the Twilight Estate
- Scenario I: The Witching Hour
- Scenario II: At Death's Doorstep
- Scenario III: The Secret Name
- Scenario IV: The Wages of Sin
- Scenario V: For the Greater Good
- Interlude III: The Inner Circle
- Scenario VI: Union and Disillusion
- Scenario VII: In the Clutches of Chaos
- Interlude IV: Twist of Fate
- Scenario VIII: Before the Black Throne
- Epilogue
Additional Rules and Clarifications
Haunted
Haunted is a new ability that appears on some locations. Each time an investigator fails a skill test while investigating a location, after applying all results for that skill test, that investigator must resolve all "Haunted –" abilities on that location.
A location is "haunted" for the purposes of other card effects if it has at least one "Haunted –" ability (printed or otherwise).
Alert
Each time an investigator fails a skill test while attempting to evade an enemy with the "alert" keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator. An enemy does not exhaust after performing an alert attack. This attack occurs whether the enemy is engaged with the evading investigator or not.
Tarot Slot
Tarot slots are a new type of asset slot introduced in this expansion. The following symbol indicates that an asset fills a tarot slot: [tarot slot icon]
As with other slots, tarot slots limit the number of asset cards of that slot type an investigator is permitted to have in play simultaneously. By default, an investigator has only one tarot slot available. All other rules governing slots apply to tarot slots, as usual.
Prologue Investigators
The four investigator cards depicted here (Gavriella Mizrah, Jerome Davids, Penny White, and Valentino Rivas) are marked with the Disappearance at the Twilight Estate encounter set icon and can only be used in the prologue for The Circle Undone. They cannot be used in other scenarios. Keep them with the rest of the scenario cards for Disappearance at the Twilight Estate, and do not integrate them into your collection of player cards.
Story Cards
Story cards are a new card type in The Circle Undone campaign. These cards serve as an avenue for additional narrative and typically appear as the reverse side of another scenario card. When you are instructed to resolve a story card, simply read its story text and resolve its game text.
Joe's "Hunch Deck"
As a private eye, Joe Diamond has learned to follow his instincts, and therefore he has a separate hunch deck, which is constructed during step 4 of the setup of each scenario. The cards in this hunch deck are chosen from Joe's 40-card deck and therefore count toward his total deck size. With the exception of these setup instructions, all references to Joe's "deck" refer to Joe's standard investigator deck and not his hunch deck. Joe's hunch deck has no discard pile; cards from your hunch deck are discarded to your standard discard pile when played.
Expansion Icon
The cards in The Circle Undone campaign can be identified by this symbol before each card's collector number: [Circle Undone expansion icon]
Multi-class Cards
Some of the new player cards in this mythos pack belong to more than one class: Guardian, Seeker, Rogue, Mystic, or Survivor.
These cards can be identified by their gold color and by the presence of multiple class icons instead of one. A multi-class card is a card of each of those classes, and is not a neutral card. A multi-class card can be included in an investigator's deck if that investigator has access to either of that card's classes.
For example: Scroll of Secrets is a level 0 multi-class card which bears both a Seeker and a Mystic class icon. It is therefore a level 0 Seeker card and a level 0 Mystic card. It is not a neutral card. Any investigator who has access to either level 0 Seeker cards or level 0 Mystic cards can include Scroll of Secrets in his or her deck. For example, Diana Stanley could include Scroll of Secrets in her deck, even though she does not have access to Seeker cards.
If an investigator has limited access to one of the classes on a multiclass card and unlimited access to one of the other classes on that card, it will still occupy one of the investigator's limited slots unless their deckbuilding options contains the word "other" in it.
Campaign Setup
Wait! Do not choose investigators or assemble investigator decks just yet. First, play through the prologue below. You will be instructed to choose investigators and assemble investigator decks once the prologue is complete.
To set up The Circle Undone campaign, perform the following steps in order.
- Choose difficulty level.
- Assemble the campaign chaos bag.
- Easy (I want to experience the story): +1, +1, 0, 0, 0, –1, –1, –2, –3, skull, skull, auto-fail, elder sign.
- Standard (I want a challenge): +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, auto-fail, elder sign.
- Hard (I want a true nightmare): 0, 0, –1, –1, –2, –2, –3, –4, –5, skull, skull, auto-fail, elder sign.
- Expert (I want Arkham Horror): 0, –1, –1, –2, –2, –3, –4, –6, –8, skull, skull, auto-fail, elder sign.
You are now ready to begin at the prologue.
Prologue (Scenario 0): Disappearance at the Twilight Estate
Sunday, November 22nd, 1925. Arkham, Massachusetts. [Opening narrative omitted.]
Campaign Setup for the Prologue
- Each player must choose one of the following neutral investigators to control for the duration of this prologue: Gavriella Mizrah, Jerome Davids, Penny White, or Valentino Rivas. Throughout this prologue, you will play through this character's story and make choices that will determine his or her fate. Your choice of investigator has no direct effect on your standard investigator deck, though the results of the prologue will influence the story.
- Do not assemble an investigator deck for any neutral investigator. Instead, gather the cards listed on its reverse side—these cards will be used in that investigator's unique setup. (All listed cards are level 0 unless otherwise noted.)
- If there are 3 or fewer players in the campaign, in the "Missing Persons" section of your Campaign Log, cross off the profiles of any of the neutral investigators who were not chosen.
- Proceed to Intro.
Intro
- One at a time, each player must proceed to the intro for their chosen character and read that section aloud. Do not read any intro for a character not chosen by a player. Once each player has read his or her character's intro, proceed to Setup.
Intro text for Gavriella, Jerome, Valentino and Penny omitted (narrative). Each intro's ending instruction is "Proceed to Setup."
Setup
- Gather all cards from the following encounter sets: Disappearance at the Twilight Estate, At Death's Doorstep, Inexorable Fate, Realm of Death, Spectral Predators, Trapped Spirits, The Watcher, and Chilling Cold. These sets are indicated by the following icons: [encounter set icons]
- When gathering the At Death's Doorstep encounter set, only gather the seven Spectral locations from that encounter set. Do not gather any of the other cards from that encounter set.
- Put the seven Spectral locations into play. (See suggested location placement, below.)
- Put The Spectral Watcher enemy into play in the Entry Hall.
- Each player follows the setup instructions on the back of his or her investigator card.
- Shuffle the remaining encounter cards to build the encounter deck.
No Way Out
Sidebar. There is no positive resolution for this scenario. Investigators should strive to last as long as they can and gather as many clues as they can before their inevitable demise. Note that while cards can still be added to the victory display during this scenario, experience and victory points will not be gathered for this scenario.
Since these investigators do not have decks, ignore any instruction or effect that would cause them to draw cards or interact with player decks. Additionally, since these investigators do not have discard piles, each player card that would be placed in their discard pile is removed from the game, instead.
The Spectral Realm
Note: This scenario only uses the seven locations with the Spectral trait. Do not set up this scenario using any locations without the Spectral trait!
Spectral locations for this scenario: Entry Hall, Victorian Halls, Trophy Room, Billiards Room, Master Bedroom, Balcony, and Office. The Entry Hall is blocked by a wall of spectral mist. You cannot enter the Entry Hall. Silver Twilight enemies cannot spawn in the Entry Hall.
Suggested Location Placement
Billiards Room, Trophy Room, Victorian Halls, Master Bedroom, Balcony, Office, and Entry Hall (see the diagram on the scenario page; the location placement is a suggestion only).
DO NOT READ (until the end of the scenario)
Narrative omitted. No resolution was reached, because each investigator was defeated.
- No experience is earned for this prologue.
- In your Campaign Log, record X pieces of evidence were left behind. X is the total number of clues on Act 1a—"The Disappearance."
- Return each of the player cards used in this scenario to the collection.
- Each player chooses an investigator from the standard pool of investigators and assembles his or her investigator deck, as usual.
- Proceed to Scenario I: The Witching Hour.
Scenario I: The Witching Hour
Intro narrative for Intros 1–4 is omitted; the decisions and campaign-log instructions are transcribed.
Intro 1
- The lead investigator must decide (choose one):
- "What can I do to avoid this fate?" Proceed to Intro 2.
- "This is bullshit." Skip to Intro 3.
Intro 2
- In your Campaign Log, record you have accepted your fate. Add 2 tablet tokens to the chaos bag for the remainder of the campaign.
- Before drawing his or her opening hand for this scenario, the lead investigator searches the collection for 1 copy of The Tower · XVI and 1 copy of Ace of Rods and adds each of them to his or her deck, if able. The lead investigator has earned these cards. They do not count toward his or her deck size. (If one or both of these cards are not available, skip this step.)
- Skip to Intro 4.
Intro 3
- In your Campaign Log, record you have rejected your fate. Add 2 elder thing tokens to the chaos bag for the remainder of the campaign.
- Proceed to Intro 4.
Intro 4
Narrative omitted. Proceed to Setup.
Setup
- Gather all cards from the following encounter sets: The Witching Hour, Anette's Coven, City of Sins, Witchcraft, Ancient Evils, Striking Fear, and The Devourer Below. These sets are indicated by the following icons: [encounter set icons]
- When gathering The Devourer Below encounter set, only gather the 6 Arkham Woods locations. Do not gather any of the other cards from that encounter set.
- Gather all cards from the Agents of Azathoth and Agents of Shub-Niggurath encounter sets. Set these encounter sets aside, out of play. These sets are indicated by the following icons: [encounter set icons]
- Put 5 Witch-Haunted Woods locations into play as follows:
- In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see "Lost and Separated," below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator.
- Remove each other Witch-Haunted Woods from the game.
- Each investigator begins play at one of the locations in front of him or her, chosen at random.
- Set the following cards aside, out of play: each of the Arkham Woods locations and Anette Mason.
- Shuffle the remainder of the encounter cards to build the encounter deck.
Lost and Separated
During this scenario, the investigators begin play separated and cut off from one another. This is represented by locations entering play "in front of" each investigator (placed just above their play area).
Act 1a—"Lost in the Woods" has the text: "Locations in front of you are connected to one another." This text means that regardless of location/connection symbols, the locations in front of you are considered to be connected to one another, and enemies and investigators may move between them. Locations remain connected to one another via their location/connection symbols, as well.
However, Lost in the Woods also has the text: "You cannot enter locations in front of other investigators." This means that you cannot move to a location in front of another investigator, even if the two locations are connected or if you are moving via a card effect. Note that this restriction does not apply to enemies, who are free to move between connected locations regardless of which investigator those locations are in front of.
DO NOT READ (until the end of the scenario)
Narrative omitted. If no resolution was reached because each investigator was defeated:
- If it was act 1, 2, or 3 when the scenario ended: Go to Resolution 3.
- If it was act 4 when the scenario ended: Go to Resolution 4.
Resolution 1
Narrative omitted. The guide prints no trigger for Resolution 1 or Resolution 2 in this scenario's text; they are transcribed as printed.
- In your Campaign Log, record the witches' spell was broken.
- In your Campaign Log, under "Mementos Discovered," record Mesmerizing Flute and Ritual Components. Each investigator earns 1 bonus experience, as he or she gains insight into Arkham's mysterious past.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Resolution 2
Narrative omitted.
- In your Campaign Log, record the witches' spell was broken.
- In your Campaign Log, under "Mementos Discovered," record Mesmerizing Flute and Scrap of Torn Shadow. Each investigator earns 1 bonus experience, as he or she gains insight into Arkham's mysterious past.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Resolution 3
Narrative omitted.
- In your Campaign Log, record the witches' spell was cast.
- Check the act deck.
- If it was act 1 or 2 when the scenario ended, no record is made.
- If it was act 3 when the scenario ended, in your Campaign Log, under "Mementos Discovered," record Mesmerizing Flute. Each investigator earns 1 bonus experience, as he or she gains insight into Arkham's mysterious past.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Resolution 4
Narrative omitted.
- In your Campaign Log, record the witches' spell was cast.
- In your Campaign Log, under "Mementos Discovered," record Mesmerizing Flute. Each investigator earns 1 bonus experience, as he or she gains insight into Arkham's mysterious past.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Scenario II: At Death's Doorstep
Narrative omitted (newspaper article, invitation and opening text). The invitation ends: Proceed to Setup.
Standalone Mode (Scenario II)
If you are playing in Standalone Mode and do not wish to refer to any other setups or resolutions, you may use the information below when setting up this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, tablet, elder thing, auto-fail, elder sign.
- All 4 profiles are "crossed off" in your Campaign Log.
- No pieces of evidence were left behind.
Setup
- Gather all cards from the following encounter sets: At Death's Doorstep, Silver Twilight Lodge, Spectral Predators, Trapped Spirits, Inexorable Fate, and Chilling Cold. These sets are indicated by the following icons: [encounter set icons]
- Set the Realm of Death and The Watcher encounter sets aside, out of play. These sets are indicated by the following icons: [encounter set icons]
- Set the seven Spectral locations aside, out of play.
- Set the Josef Meiger enemy aside, out of play.
- Note: This card is double-sided and has a story card on its other side. For the best experience, do not look at the other side unless an effect instructs you to do so.
- Put each of the seven non-Spectral locations into play (Entry Hall, Victorian Halls, Trophy Room, Billiards Room, Master Bedroom, Balcony, and Office). Each investigator begins play in the Entry Hall. (See suggested location placement, below.)
- Check the "Missing Persons" section of the Campaign Log:
- Place 6 clues on the Entry Hall if Gavriella Mizrah's profile is not crossed off.
- Place 6 clues on the Office if Jerome Davids's profile is not crossed off.
- Place 6 clues on the Billiards Room if Valentino Rivas's profile is not crossed off.
- Place 6 clues on the Balcony if Penny White's profile is not crossed off.
- As evenly as possible, remove a total number of clues from the above locations equal to the number of pieces of evidence that were left behind in your Campaign Log.
- Shuffle the remainder of the encounter cards to build the encounter deck.
Replacing Locations
Sidebar. Throughout this scenario, you may be instructed to swap set-aside locations with existing ones. When a location is swapped with one that is already in play, it takes its place. All tokens, attachments, investigators, enemies, and other cards at the former location are considered to now be at the new location (attached cards remain attached, for example). No game element is considered to have moved during such a swap.
The Mortal Realm
Note: This scenario's setup only uses the seven locations without the Spectral trait. Each of the Spectral locations should be set aside.
Printed location text used in this scenario: Office, "Each Silver Twilight enemy in the Office loses aloof."
Suggested Location Placement
Billiards Room, Trophy Room, Victorian Halls, Master Bedroom, Balcony, Office, and Entry Hall (see the diagram on the scenario page; the placement is a suggestion only).
Interlude I: A Record of Those Lost
Narrative omitted throughout this interlude.
Do not read this interlude unless you are instructed to do so.
Check the "Missing Persons" section of your Campaign Log. In order, read the sections below for each of the characters whose profile is not crossed off.
- If Penny White's profile is not crossed off and there are no clues on the Balcony, read the following: [narrative omitted]
- Under "Missing Persons," next to Penny White's profile, record the investigators are on Penny's trail.
- If Gavriella Mizrah's profile is not crossed off and there are no clues on the Entry Hall, read the following: [narrative omitted]
- Under "Missing Persons," next to Gavriella Mizrah's profile, record the investigators are on Gavriella's trail.
- If Valentino Rivas's profile is not crossed off and there are no clues on the Billiards Room, read the following: [narrative omitted]
- Under "Missing Persons," next to Valentino Rivas's profile, record the investigators are on Valentino's trail.
- If Jerome Davids's profile is not crossed off and there are no clues on the Office, read the following: [narrative omitted]
- Under "Missing Persons," next to Jerome Davids's profile, record the investigators are on Jerome's trail.
Once each relevant entry has been read, advance to act 1b.
DO NOT READ (until the end of the scenario)
Resolution text is narrative and is omitted. The mechanical instructions for each resolution are transcribed.
- If no resolution was reached (each investigator resigned or was defeated) and it was act 1 when the scenario ended: Go to Resolution 2.
- If no resolution was reached (each investigator resigned or was defeated) and it was act 2 when the scenario ended: Go to Resolution 3.
- If no resolution was reached (each investigator resigned or was defeated) and it was act 3 when the scenario ended: Go to Resolution 1.
Resolution 1
- In your Campaign Log, record the investigators escaped the spectral realm.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude II: The Price of Progress.
Resolution 2
- In your Campaign Log, record the investigators learned nothing of the Lodge's schemes.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Skip Interlude II: The Price of Progress, and proceed directly to Scenario III: The Secret Name.
Resolution 3
- In your Campaign Log, record the investigators are never seen or heard from again.
- Each investigator who resigned earns experience equal to the Victory X value of each card in the victory display.
- Each investigator who has not resigned is killed. If there are not enough investigators in the pool of available investigators to continue the campaign, the campaign is over, and the players lose. Each player whose investigator has been killed must choose a new investigator from the pool of available investigators.
- Skip Interlude II: The Price of Progress, and proceed directly to Scenario III: The Secret Name.
Interlude II: The Price of Progress
Narrative omitted throughout this interlude; the decisions, branches and campaign-log instructions are transcribed.
- If at least one of the investigators has the Silver Twilight trait, proceed to The Price of Progress 1.
- Otherwise, skip to The Price of Progress 2.
The Price of Progress 1
Narrative omitted. Skip to The Price of Progress 3.
The Price of Progress 2
Narrative omitted. Proceed to The Price of Progress 3.
The Price of Progress 3
Narrative omitted.
- Check the Silver Twilight enemies in the victory display and beneath the Entry Hall.
- If Josef Meiger is in the victory display, proceed to The Price of Progress 4.
- If Josef Meiger is beneath the Entry Hall, skip to The Price of Progress 5.
- If neither of the above is true, and the number of Silver Twilight enemies in the victory display is equal to or greater than the number beneath the Entry Hall, proceed to The Price of Progress 4.
- If none of the above are true, and there are more Silver Twilight enemies beneath the Entry Hall than in the victory display, skip to The Price of Progress 6.
The Price of Progress 4
Narrative omitted.
- In your Campaign Log, record Josef disappeared into the mist.
- In your Campaign Log, record the investigators are enemies of the Lodge.
- The story continues in Scenario III: The Secret Name.
The Price of Progress 5
Narrative omitted.
- In your Campaign Log, record the investigators rescued Josef.
- Each investigator earns 2 bonus experience, as he or she gains insight into the inner workings of the Silver Twilight Lodge.
- The investigators must decide (choose one):
- "I refuse to be a part of this." Skip to The Price of Progress 7.
- "I agree." Skip to The Price of Progress 8.
- "I agree." (You are lying.) Skip to The Price of Progress 9.
The Price of Progress 6
Narrative omitted.
- In your Campaign Log, record Josef is alive and well.
- The investigators must decide (choose one):
- "I refuse to be a part of this." Skip to The Price of Progress 7.
- "I agree." Skip to The Price of Progress 8.
- "I agree." (You are lying.) Skip to The Price of Progress 9.
The Price of Progress 7
Narrative omitted.
- In your Campaign Log, record the investigators are enemies of the Lodge.
- The story continues in Scenario III: The Secret Name.
The Price of Progress 8
Narrative omitted.
- In your Campaign Log, record the investigators are members of the Lodge. Add 1 cultist token to the chaos bag for the remainder of the campaign.
- The story continues in Scenario III: The Secret Name.
The Price of Progress 9
Narrative omitted.
- In your Campaign Log, record the investigators are members of the Lodge. Add 1 cultist token to the chaos bag for the remainder of the campaign.
- In your Campaign Log, record the investigators are deceiving the Lodge.
- The story continues in Scenario III: The Secret Name.
DO NOT READ unless "You Are Being Hunted" (page 17)
Narrative omitted. This box is read only when instructed by "You Are Being Hunted."
Scenario III: The Secret Name
This scenario is the Mythos Pack "The Secret Name." Narrative passages in the intros and resolutions are omitted; the instructions, choices, sidebars and campaign-log entries are transcribed.
Check Campaign Log
- If the investigators are members of the Lodge, proceed to Intro 1.
- If the investigators are enemies of the Lodge, skip to Intro 4.
- If the investigators learned nothing of the Lodge's schemes, skip to Intro 5.
- If the investigators are never seen or heard from again, skip to Intro 6.
Intro 1
Narrative omitted. The investigators must decide (choose one):
- Tell the Lodge of the witches in the woods. Proceed to Intro 2.
- Tell him you know of no possible connection. (You are lying.) Skip to Intro 3.
Intro 2
Narrative omitted.
- In your Campaign Log, record the investigators told the Lodge about the coven. Add 1 cultist token to the chaos bag for the remainder of the campaign.
- Skip to Setup.
Intro 3
Narrative omitted.
- Mystic sidebar. If at least one of the investigators is a Mystic, read the sidebar below. Otherwise, skip this sidebar. The sidebar reads: "The markings on the tome form the basis for some kind of spell or ritual. It involves calling out to the dead – beseeching them for power, for secrets, or perhaps for aid. But who was beseeching whom, and for what purpose?"
- In your Campaign Log, record the investigators hid their knowledge of the coven.
- Skip to Setup.
Intro 4
Narrative omitted. Skip to Setup.
Intro 5
Narrative omitted. Skip to Setup.
Intro 6
Narrative omitted. Proceed to Setup.
Standalone Mode (Scenario III)
If you are playing in Standalone Mode and do not wish to refer to any other setups or resolutions, you may use the information below when setting up this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, tablet, elder thing, auto-fail, elder sign.
- The investigators are enemies of the Lodge.
Setup
- Gather all cards from the following encounter sets: The Secret Name, City of Sins, Inexorable Fate, Realm of Death, Witchcraft, and Rats. These sets are indicated by the following icons: [encounter set icons]
- Put Moldy Halls, Walter Gilman's Room, and the three Decrepit Door locations into play. Each investigator begins play in the Moldy Halls. (See suggested location placement, below.)
- Set the seven "Unknown Places" locations aside as a separate "Unknown Places Deck." To do this, perform the following:
- Shuffle the Unknown Places with Witch House Ruins on its revealed side and three other random Unknown Places locations together to form the bottom four cards of the Unknown Places Deck, unrevealed side faceup.
- Then, place the other three Unknown Places locations on top, in a random order. All seven cards of the Unknown Places deck should be showing only the unrevealed side, so the players do not know which of the Unknown Places is the Witch House Ruins.
- Set the following cards aside, out of play: Nahab, Site of the Sacrifice, Keziah's Room, The Black Book, both copies of Strange Geometry, and both copies of Ghostly Presence.
- Shuffle the remainder of the encounter cards to build the encounter deck.
Suggested Location Placement
Sidebar. The locations are Walter Gilman's Room, Moldy Halls, and Decrepit Door (three copies). Their printed text, where it is rules text, reads:
- Walter Gilman's Room (Location. Witch House.): "The door to Walter Gilman's room is locked. As an additional cost to enter Walter Gilman's room, investigators in the Moldy Halls must spend 1 clue, as a group." The remaining text on the card is flavour.
- Moldy Halls, Decrepit Door (Location. Witch House.): printed text is flavour only.
DO NOT READ (until the end of the scenario)
Narrative omitted. If no resolution was reached (each investigator resigned or was defeated): Proceed to Resolution 1.
Resolution 1
Narrative omitted.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- If Brown Jenkin was defeated at least once during this scenario, each investigator earns 1 bonus experience.
- If Nahab was defeated at least once during this scenario, each investigator earns 1 bonus experience.
- Check the act deck.
- If it was act 1 when the scenario ended, no additional record is made.
- If it was act 2 when the scenario ended, in your Campaign Log, under "Mementos Discovered," record Gilman's Journal. Additionally, any one investigator may choose to add The Black Book story asset to his or her deck. This card does not count toward that investigator's deck size. If an investigator chooses to include The Black Book in his or her deck, add 1 skull token to the chaos bag for the remainder of the campaign.
- If it was act 3 when the scenario ended, in your Campaign Log, under "Mementos Discovered," record Gilman's Journal and Keziah's Formulae. Additionally, any one investigator may choose to add The Black Book story asset to his or her deck. This card does not count toward that investigator's deck size. If an investigator chooses to include The Black Book in his or her deck, add 1 skull token to the chaos bag for the remainder of the campaign.
Resolution 2
Narrative omitted. The guide prints no trigger for Resolution 2 on this page; it is transcribed as printed.
- Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 2 bonus experience as he or she gains insight into Arkham's mysterious past.
- In your Campaign Log, under "Mementos Discovered," record Gilman's Journal, Keziah's Formulae, and Worn Crucifix.
- Any one investigator may choose to add The Black Book story asset to his or her deck. This card does not count toward that investigator's deck size. If an investigator chooses to include The Black Book in his or her deck, add 1 skull token to the chaos bag for the remainder of the campaign.
Scenario IV: The Wages of Sin
This scenario is the Mythos Pack "The Wages of Sin." The scenario's opening narrative is omitted; the setup, spectral-encounter rules and resolutions are transcribed.
Setup
- Gather all cards from the following encounter sets: The Wages of Sin, Anette's Coven, City of Sins, Inexorable Fate, Realm of Death, Trapped Spirits, and Witchcraft. These sets are indicated by the following icons: [encounter set icons]
- Set The Watcher encounter set aside, out of play. This encounter set is indicated by the following icon: [encounter set icon]
- Randomly choose one of the two The Gallows locations, one of the two Heretics' Graves locations, one of the two Chapel Attic locations, and one of the two Chapel Crypt locations, and put them into play. Remove the other versions of The Gallows, Heretics' Graves, Chapel Attic, and Chapel Crypt from the game. Then, put Haunted Fields, Abandoned Chapel, and Hangman's Brook into play. (See suggested location placement, below.)
- These locations have revealed versions on both sides. One side has the Spectral trait, and one side does not. When putting these locations into play, use the revealed sides without the Spectral trait.
- Each investigator begins play in Hangman's Brook.
- Set the four Spectral Web assets aside, out of play.
- Shuffle the six Heretic enemies and set aside four of them, at random. Remove the other two copies from the game. These cards are double-sided and have story cards on their reverse side. For the best experience, do not look at the story cards on their other side.
- This scenario utilizes two separate encounter decks.
- Separate each of the remaining cards with the Spectral trait and shuffle them together to build the spectral encounter deck (see "The Spectral Encounter Deck," below).
- Shuffle each of the remaining non-Spectral cards together to build the standard encounter deck.
Standalone Mode (Scenario IV)
If you are playing in Standalone Mode and do not wish to refer to any other setups or resolutions, you may use the information below when setting up this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
- Three mementos are listed under "Mementos Discovered."
The Spectral Encounter Deck
Sidebar. During the setup of this scenario, two encounter decks are constructed: a "standard" encounter deck and a "spectral" encounter deck. Generally speaking, whenever an investigator would interact with the encounter deck, that investigator should use the standard encounter deck.
However, at a certain point during this scenario, locations may flip over to their Spectral side. While an investigator is at a location with the Spectral trait, that investigator should use the spectral encounter deck instead of the standard encounter deck for all purposes, unless otherwise noted. This includes drawing cards from the encounter deck, as well as searching, looking at, revealing, or otherwise interacting with the encounter deck (or encounter discard pile) in any way. This also includes abilities that trigger when the encounter deck runs out of cards. If an effect specifically refers to the standard encounter deck or spectral encounter deck, it interacts with the specified deck regardless of the investigator's location.
Each of the two encounter decks have their own discard pile. Whenever a card with the Spectral trait would be discarded, it is placed in the discard pile for the spectral encounter deck. All other encounter cards are discarded to the discard pile for the standard encounter deck.
Note: Flipping a location over from one side to another during this scenario does not "reveal" the new location.
Suggested Location Placement
The printed location text in the suggested placement is transcribed below. Flavour text is omitted.
- The Gallows (Location): "The Gallows gets +1 shroud for each Witch enemy in play."
- Heretics' Graves (Location): "While investigating Heretics' Graves, add your willpower value to your skill value for the investigation. Only witches and criminals occupy these graves. Their tombstones have been left unmarked so as to forever erase the memory of their foul deeds." (Only the first sentence is rules text.)
- Chapel Attic (Location): "Forced – After you draw a non-weakness card from your deck while at Chapel Attic: Place that card facedown beneath Chapel Attic, out of play. Reaction – After you successfully investigate Chapel Attic: Add each card beneath it to its owner's hand."
- Haunted Fields (Location. Victory 1.): "Each Spectral enemy at Haunted Fields gets +1 horror value."
- Abandoned Chapel (Location. Victory 1.): "During the mythos phase, each investigator in Abandoned Chapel gets –1 to each skill."
- Chapel Crypt (Location): "While there are no ready enemies at Chapel Crypt, it gets –3 shroud."
- Hangman's Brook (Location): "Action – Resign. 'Whose bright idea was this, anyway?'"
DO NOT READ (until the end of the scenario)
- If no resolution was reached because each investigator resigned: Proceed to Resolution 1.
- If no resolution was reached because each investigator was defeated: Proceed to Resolution 2.
Resolution 1
Narrative omitted.
- In your Campaign Log, record X heretics were unleashed unto Arkham. X is the number of Heretic enemies in play. (If it is act 1, instead record 4 heretics were unleashed unto Arkham.)
- If X is 3 or less, under "Mementos Discovered," record Wisp of Spectral Mist.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Resolution 2
Narrative omitted.
- In your Campaign Log, record the investigators survived the watcher's embrace.
- In your Campaign Log, record X heretics were unleashed unto Arkham. X is the number of Heretic enemies in play. (If it is act 1, instead record 4 heretics were unleashed unto Arkham.)
- If X is 3 or less, under "Mementos Discovered," record Wisp of Spectral Mist.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Scenario V: For the Greater Good
This scenario is the Mythos Pack "For the Greater Good." Narrative passages are omitted; the choices, setup, keys, location text, sidebars, and resolutions are transcribed.
Intro 1
Narrative omitted. Skip to Setup.
Check Campaign Log (Scenario V)
- If the investigators are members of the Lodge, proceed to Intro 2.
- If the investigators are enemies of the Lodge, skip to Intro 3.
- If the investigators learned nothing of the Lodge's schemes, skip to Intro 4.
- If the investigators are never seen or heard from again, skip to Intro 5.
Intro 2
Narrative omitted.
- Check Campaign Log. If the investigators are deceiving the Lodge, read the sidebar below. Otherwise, skip this sidebar.
- Sidebar (read if the investigators are deceiving the Lodge): "...though you suspect the Lodge has other interests. The Lodge clearly knows more about what is happening than they care to admit. There is a sinister purpose that lurks beneath the surface of the Lodge, and you intend to discover what that purpose is."
- Skip to Setup.
Intro 3
Narrative omitted. Skip to Setup.
Intro 4
Narrative omitted. Skip to Setup.
Intro 5
Narrative omitted. Proceed to Setup.
Standalone Mode (Scenario V)
If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
- The investigators must decide (choose one):
- The investigators are members of the Lodge.
- The investigators are not members of the Lodge.
Skip to Setup.
Setup
- Gather all cards from the following encounter sets: For the Greater Good, City of Sins, Silver Twilight Lodge, Ancient Evils, Dark Cult, and Locked Doors. These sets are indicated by the following icons: [encounter set icons]
- Check Campaign Log. If the investigators are members of the Lodge, perform the following:
- When constructing the act deck, use Act 1a—"Warm Welcome" and remove Act 1a—"Infiltrating the Lodge" from the game.
- Put the versions of Lodge Gates, Lobby, and Lodge Cellar with the (We've Been Expecting You) subtitle into play. Remove the other versions of those locations from the game.
- Search the gathered encounter sets for the following cards, and remove them from the game: 3 copies of Acolyte, 1 copy of Wizard of the Order, 2 copies of Knight of the Inner Circle, and 1 copy of Cell Keeper.
- Otherwise, perform the following, instead:
- When constructing the act deck, use Act 1a—"Infiltrating the Lodge" and remove Act 1a—"Warm Welcome" from the game.
- Put the versions of Lodge Gates, Lobby, and Lodge Cellar with the (Members Only) subtitle into play. Remove the other versions of those locations from the game.
- Search the gathered encounter sets for the following cards, and remove them from the game: 3 copies of Lodge Neophyte, 1 copy of Keeper of Secrets, 2 copies of Knight of the Outer Void, and 1 copy of Lodge Jailor.
- Put the Lodge Catacombs and the Lounge into play. Each investigator begins play at the Lodge Gates. (See suggested location placement on next page.) Set each other remaining location aside, out of play (Library, Vault, Inner Sanctum, and the 2 Sanctum Doorway locations).
- Set the following cards aside, out of play: the Puzzle Box asset, the Summoned Beast enemy, the August Lindquist asset, and the double-sided Nathan Wick enemy.
- Set 1 skull token, 1 cultist token, 1 tablet token, and 1 elder thing token aside, out of play. These tokens should be taken from your chaos bag. These tokens are keys. (See "Keys" on next page.)
Keys
The setup of this scenario instructs the players to set aside 1 skull token, 1 cultist token, 1 tablet token, and 1 elder thing token, as keys. These keys are never placed in the chaos bag and do not act as traditional chaos tokens. Instead, they represent keys which investigators can recover and use throughout the scenario.
Keys can enter play via several different card effects, and are usually placed on an enemy, location, or story asset. Keys can be acquired in one of three ways:
- If a location with a key on it has no clues, an investigator can take control of its key as a Parley ability.
- If an enemy with a key on it leaves play, the investigator who caused that enemy to leave play must take control of its key. (If the enemy leaves play through some other means, place its key on its location.)
- Some card effects may allow investigators to take control of keys in other ways.
When an investigator takes control of a key, he or she places that key on his or her investigator card. If an investigator who controls 1 or more keys is eliminated, place each of those keys on his or her location. As an action ability, an investigator may give any number of his or her keys to another investigator at the same location.
Suggested Location Placement
- Lodge Gates (Location. Lodge.): "As you approach the gates of the Lodge's manor in French Hill, your presence is captured by several unmarked guards..." Printed rules text: "Lodge Gates gains: Parley. The guards recognize you from the Meiger estate and let you pass. Reveal the Lobby."
- Lobby (Location. Lodge.): "The entrance to the Silver Twilight Lodge is guarded. You cannot enter the Lobby."
- Lodge Cellar (Location. Lodge.): printed text is flavour only.
- Lounge (Location. Lodge.): printed text is flavour only.
- Lodge Catacombs (Location. Lodge. Sanctum.): "The door to the catacombs is locked. You cannot enter the Lodge Catacombs unless you control at least 1 key."
Transcription note: the printed key icon on Lodge Catacombs is read as the key; the Lodge Cellar and Lounge cards' printed text is not reproduced beyond their flavour.
DO NOT READ (until the end of the scenario)
Narrative omitted. If no resolution was reached (each investigator resigned or was defeated):
- In your Campaign Log, record the guardian of the trap emerged.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Skip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion.
Resolution 1
Narrative omitted. The guide prints no trigger for this resolution on these pages; it is transcribed as printed.
- In your Campaign Log, record the investigators discovered how to open the puzzle box. Any one investigator may choose to add the Puzzle Box story asset to his or her deck. This card does not count toward that investigator's deck size.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude III: The Inner Circle.
Resolution 2
Narrative omitted. The guide prints no trigger for this resolution on these pages; it is transcribed as printed.
- In your Campaign Log, record the investigators discovered how to open the puzzle box. Any one investigator may choose to add the Puzzle Box story asset to his or her deck. This card does not count toward that investigator's deck size.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Skip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion.
Resolution 3
Narrative omitted. The guide prints no trigger for this resolution on these pages; it is transcribed as printed.
- In your Campaign Log, record the guardian of the trap emerged and was defeated.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Skip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion.
Interlude III: The Inner Circle
Narrative omitted throughout this interlude; the choices and campaign-log instructions are transcribed.
Inner Circle 1
- The investigators must decide (choose one):
- Give Mr. Sanford everything you have found. Proceed to Inner Circle 2.
- Tell him you have nothing to show. (You are lying.) Skip to Inner Circle 3.
Inner Circle 2
- Cross off each memento listed under "Mementos Discovered" in your Campaign Log.
- Check Campaign Log. If the investigators rescued Josef and the investigators told the Lodge about the coven, proceed to Inner Circle 4. Otherwise, skip to Inner Circle 5.
Inner Circle 3
- In your Campaign Log, record the investigators kept their mementos hidden.
- Proceed to Scenario VI: Union and Disillusion.
Inner Circle 4
Narrative omitted. Proceed to the question list below.
Questions for Carl Sanford
You may ask up to three questions of Carl Sanford before his patience wears thin. One at a time, in any order, choose and read up to three of the following passages. Then, proceed to Inner Circle 6.
- "What is the creature?"
- "What do you want with the creature?"
- "What do the witches want with the creature?"
- "Did you know about the creature before the charity gala?"
- "Where are the four missing people from the charity gala?"
The answer passages are narrative and are omitted.
- Check Campaign Log. You may only ask the following question if the investigators survived the watcher's embrace: "...Why are you looking at me like that?" (Answer omitted.)
Inner Circle 5
Narrative omitted.
- Proceed to Scenario VI: Union and Disillusion.
Inner Circle 6
Narrative omitted.
- In your Campaign Log, record the investigators were inducted into the Inner Circle.
- Proceed to Scenario VI: Union and Disillusion.
Scenario VI: Union and Disillusion
This scenario is the Mythos Pack "Union and Disillusion." Narrative passages are omitted; the decisions, setup, Circle/brazier rules, the Exile rules, and the resolutions are transcribed.
Intro
Narrative omitted. The investigators must decide (choose one):
- "We have to help complete the Lodge's ritual." Completing the ritual should bind the Spectral Watcher and prevent it from doing any more harm.
- In your Campaign Log, record that the investigators sided with the Lodge.
- Proceed to Setup.
- "We have to stop the Lodge's ritual." Disrupting the ritual should release the Spectral Watcher's tether to the mortal realm.
- In your Campaign Log, record that the investigators sided with the coven.
- Proceed to Setup.
Setup
- Gather all cards from the following encounter sets: Union and Disillusion, Inexorable Fate, Realm of Death, Spectral Predators, Ancient Evils, and Chilling Cold. These sets are indicated by the following icons: [encounter set icons]
- Set the following encounter sets aside, out of play: Anette's Coven, Silver Twilight Lodge, and The Watcher. These sets are indicated by the following icons: [encounter set icons]
- Put the Miskatonic River and Forbidding Shore into play. Each investigator begins play at the Miskatonic River. Then, shuffle the 6 Unvisited Isle locations and choose 2 at random to put into play. Set the rest aside, out of play. (See suggested location placement, below.)
- Check Campaign Log. If the investigators sided with the coven, the braziers at Forbidding Shore and both Unvisited Isle locations are already lit. Place a resource token on each of these locations to signify this. (See "Circle / Braziers," below.)
- Set The Geist-Trap location and the Watcher's Gaze treachery aside, out of play.
- Search the collection for Anette Mason (The Circle Undone #57) and Josef Meiger (The Circle Undone #85) and set them aside, out of play.
- Check the "Missing Persons" section of the Campaign Log. Depending on which characters are crossed off and which are not, perform the following:
- If Gavriella Mizrah is not crossed off, set the Gavriella Mizrah story asset aside, and place the Gavriella's Fate story card beneath the scenario reference card.
- If Penny White is not crossed off, set the Penny White story asset aside, and place the Penny's Fate story card beneath the scenario reference card.
- If Jerome Davids is not crossed off, set the Jerome Davids story asset aside, and place the Jerome's Fate story card beneath the scenario reference card.
- If Valentino Rivas is not crossed off, set the Valentino Rivas story asset aside, and place the Valentino's Fate story card beneath the scenario reference card.
- Remove the remainder of the story assets and story cards from the Union and Disillusion encounter set from the game.
Standalone Mode (Scenario VI)
If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
- All 4 profiles are "crossed off" in your Campaign Log.
- The investigators were not inducted into the Inner Circle, the investigators are not deceiving the Lodge, and Josef is alive and well.
Exile
Rules sidebar. Some player cards must be exiled when they are used. When a card is exiled, it is removed from the game and returned to your collection. During campaign play, a card that has been exiled must be purchased again with experience points (between scenarios) if you wish to re-include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached).
Circle / Braziers
Rules sidebar. Throughout this scenario, you will find locations with braziers on them, which can be lit or unlit using the ability with the Circle action designator on that location. A Circle ability is always used to either light or unlight the brazier on that location, and serves no other function. Lighting braziers is an important step in completing the ritual set up by the Silver Twilight Lodge. Whether you want braziers lit or unlit depends on whether you plan on aiding the Lodge or thwarting them.
- Skill tests on Circle actions often require an investigator to test multiple skills at once (such as "Test [first skill icon] + [second skill icon]"). Such a test is considered to be a test of both skill types. Cards with either skill icon may be committed to the test, and both icons are considered matching skill icons.
- If the brazier on a location is lit, place a resource token on that location to signify that the brazier on that location has been lit.
- If the brazier on a location is unlit, remove the resource token from that location, to signify that the brazier on that location is no longer lit.
- If a Circle action is unsuccessful, nothing happens.
- A lit brazier on a location has no game effect on its own, although other card effects may reference whether or not the brazier on your location is lit.
- A brazier only has two states: lit or unlit. Lighting the brazier on a location with an already lit brazier has no effect, as does unlighting a brazier on a location with no lit brazier.
Suggested Location Placement
- Miskatonic River (Location): printed text is flavour only.
- Forbidding Shore (Location. Woods.): printed text is flavour only. Circle designator as printed on the card.
- Unvisited Isle (Location. Woods.) (two of the six copies are placed): "Spectral mist blocks the way. Check Campaign Log. If the investigators sided with the Lodge, you cannot enter this location unless the brazier at the Forbidding Shore is lit. If the investigators sided with the coven, you cannot enter this location unless the brazier at the Forbidding Shore is unlit."
Note: If the investigators sided with the coven, Forbidding Shore and the 2 Unvisited Isle locations should each begin play with a resource token, to signify that the braziers on those locations are already lit.
DO NOT READ (until the end of the scenario)
Narrative omitted. If no resolution was reached (each investigator resigned or was defeated): Skip to Resolution 5.
Resolution 1
Narrative omitted. The investigators must decide (choose one):
- "Yes." Proceed to Resolution 2. You may choose this option only if the investigators were inducted into the Inner Circle, and cannot choose this option if the investigators are deceiving the Lodge.
- "No." Skip to Resolution 3.
Resolution 2
Narrative omitted.
- In your Campaign Log, record the true work of the Silver Twilight Lodge has begun.
- The Silver Twilight Lodge wins the campaign. (Investigators who are truly loyal to the Lodge win the campaign.)
Resolution 3
Narrative omitted.
- In your Campaign Log, record Carl Sanford possesses the secrets of the universe.
- Skip to Resolution 8.
Resolution 4
Narrative omitted.
- In your Campaign Log, record Anette Mason is possessed by evil.
- Skip to Resolution 8.
Resolution 5
- Check Campaign Log. Compare the following two columns to see which has the most true statements.
- Left column: The witches' spell was broken. / The investigators rescued Josef / Josef is alive and well. / 1 or fewer heretics were unleashed unto Arkham.
- Right column: The witches' spell was cast. / Josef disappeared into the mist. / 2 or more heretics were unleashed unto Arkham.
- If the left column has more true statements than the right column, proceed to Resolution 6.
- If the right column has more true statements than the left column, proceed to Resolution 7.
Resolution 6
Narrative omitted.
- In your Campaign Log, record Carl Sanford possesses the secrets of the universe.
- Skip to Resolution 8.
Resolution 7
Narrative omitted.
- In your Campaign Log, record Anette Mason is possessed by evil.
- Proceed to Resolution 8.
Resolution 8
Narrative omitted.
- If an investigator's deck contains the Puzzle Box card, remove it from that investigator's deck.
- Check the "Missing Persons" section of your Campaign Log.
- If Gavriella is alive, any one investigator may choose to add the Gavriella Mizrah asset to his or her deck. She does not count toward that investigator's deck size. Otherwise, next to Gavriella Mizrah's profile, record Gavriella is dead.
- If Jerome is alive, any one investigator may choose to add the Jerome Davids asset to his or her deck. He does not count toward that investigator's deck size. Otherwise, next to Jerome Davids's profile, record Jerome is dead.
- If Penny is alive, any one investigator may choose to add the Penny White asset to his or her deck. She does not count toward that investigator's deck size. Otherwise, next to Penny White's profile, record Penny is dead.
- If Valentino is alive, any one investigator may choose to add the Valentino Rivas asset to his or her deck. He does not count toward that investigator's deck size. Otherwise, next to Valentino Rivas's profile, record Valentino is dead.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Scenario VII: In the Clutches of Chaos
This scenario is the Mythos Pack "In the Clutches of Chaos." Narrative passages are omitted; the choices, setup, breach and incursion rules, and resolutions are transcribed.
Check Campaign Log (Intro)
- If the investigators are never seen or heard from again, proceed to Intro 2.
- Otherwise, skip to Intro 3.
Intro 2
Narrative omitted. Skip to Intro 4.
Intro 3
Narrative omitted. Proceed to Intro 4.
Intro 4
Narrative omitted. Proceed to Setup.
Setup
- Gather all cards from the following encounter sets: In the Clutches of Chaos, Agents of Azathoth, and Nightgaunts. These sets are indicated by the following icons: [encounter set icons]
- Randomly choose one of the two Rivertown locations, one of the two Merchant District locations, one of the two French Hill locations, one of the two Uptown locations, one of the two Southside locations, and one of the two South Church locations and put them into play. Remove the other versions of Rivertown, Merchant District, French Hill, Uptown, Southside, and South Church from the game. (See suggested location placement, below.) Each investigator begins play in Southside.
- Check Campaign Log. If Anette Mason is possessed by evil, perform the following:
- Gather all cards from the following additional encounter sets: Music of the Damned, Anette's Coven, City of Sins, and Witchcraft. These sets are indicated by the following icons: [encounter set icons]
- When constructing the act deck, use Act 1a—"Dark Knowledge (v. I)" and Act 2a—"Beyond the Grave."
- Put Hangman's Hill (Where It All Ends) and Silver Twilight Lodge (Shrouded in Mystery) into play.
- Check Campaign Log. If Carl Sanford possesses the secrets of the universe, perform the following:
- Gather all cards from the following additional encounter sets: Secrets of the Universe, Silver Twilight Lodge, Striking Fear, and The Midnight Masks. These sets are indicated by the following icons: [encounter set icons]
- When gathering The Midnight Masks encounter set, only gather the 5 treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather any of the other cards from that encounter set.
- When constructing the act deck, use Act 1a—"Dark Knowledge (v. II)" and Act 2a—"New World Order."
- Put Silver Twilight Lodge (Where It All Ends) and Hangman's Hill (Shrouded in Mystery) into play.
- Gather all cards from the following additional encounter sets: Secrets of the Universe, Silver Twilight Lodge, Striking Fear, and The Midnight Masks. These sets are indicated by the following icons: [encounter set icons]
- Set the Piper of Azathoth enemy aside, out of play.
Standalone Mode (Scenario VII)
If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
- The investigator must decide (choose one):
- Anette Mason is possessed by evil.
- Carl Sanford possesses the secrets of the universe.
Choosing a Random Location
Rules sidebar. During this scenario, you will often be instructed to choose a random location. This should be done by shuffling together the 8 locations removed from the game during setup (the versions of each location in play not currently being used) and drawing 1 at random.
If you are instructed to choose multiple different random locations, shuffle together the 8 locations not currently being used and randomly draw a number of different locations equal to the amount specified.
Breaches and Incursions
Rules sidebar. In this scenario, doom does not accrue at the usual rate. Instead, breaches—represented by resource tokens—are placed on locations. When enough breach tokens have been placed on a single location, an incursion occurs, which adds doom to that location and causes breaches to open in connecting locations. The investigators' primary goal in this scenario should therefore be to prevent incursions from happening by removing breaches from locations. This can only be done using the abilities on each location.
Placing Breaches
Breaches are primarily placed on locations via the following ability on Agenda 1a: "Forced – When doom would be placed on this agenda: Instead, place 1 breach on a number of different random locations equal to 1 more than the number of investigators." However, card effects can also place breaches directly on locations.
For example: There are two investigators in the game, and it is the mythos phase. During the "place 1 doom on the current agenda" step of the mythos phase, instead of placing doom on Agenda 1a, the investigators must choose 3 different locations, at random. The locations randomly chosen are Southside, Rivertown, and French Hill. Therefore, 1 breach is placed on each of those locations.
When breaches are placed on multiple different locations, they should be placed one at a time. This process can be interrupted if it causes an incursion (see below).
Resolving Incursions
Incursions are primarily caused via the following ability on Agenda 1a: "Forced – When a breach would be placed on a location with 3 breaches: Instead, resolve an incursion at that location." However, card effects can also cause an incursion to occur. To resolve an incursion at a location, perform the following steps, in order:
- First, remove all breaches on that location.
- Second, place 1 doom on that location.
- Finally, place 1 breach on each connecting location. This can chain-react and cause additional incursions to occur, so beware!
- Once an incursion is resolved at a location, breaches from other incursions cannot be placed on that location for the remainder of that phase.
For example: A breach is about to be placed on Rivertown, which has 3 breaches on it. Instead, an incursion is resolved at Rivertown. First, all of the breaches on Rivertown are removed. Then, 1 doom is placed on Rivertown. Finally, 1 breach is placed on each of the locations connected to Rivertown. This may cause another incursion at one of those locations.
Suggested Location Placement
The suggested placement shows Rivertown, Merchant District, Uptown, Southside, French Hill, South Church, Hangman's Hill, and Silver Twilight Lodge. The printed text on these cards is flavour, with trait lines only, and is not reproduced.
DO NOT READ (until the end of the scenario)
Narrative omitted. If no resolution was reached (each investigator resigned or was defeated): Check Campaign Log.
- If Anette Mason is possessed by evil, proceed to Resolution 3.
- If Carl Sanford possesses the secrets of the universe, proceed to Resolution 4.
Resolution 1
Narrative omitted. The investigators must decide (choose one):
- "You've done enough harm. We'll handle this from here." In your Campaign Log, record the investigators continued alone.
- "We will need your help to fix this." In your Campaign Log, record the investigators asked Anette for assistance.
- "You are under arrest." You may only choose this option if at least one of the investigators has the Detective, Police, or Agency trait. In your Campaign Log, record the investigators arrested Anette.
- "Then teach me how to be stronger." You may only choose this option if at least one of the investigators has the Sorcerer, Miskatonic, or Scholar trait. In your Campaign Log, record Anette taught you the spells of old.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude IV: Twist of Fate.
Resolution 2
Narrative omitted. The investigators must decide (choose one):
- "You've done enough harm. We'll handle this from here." In your Campaign Log, record the investigators continued alone.
- "We will need your help to fix this." In your Campaign Log, record the investigators asked Sanford for assistance.
- "You are under arrest." You may only choose this option if at least one of the investigators has the Detective, Police, or Agency trait. In your Campaign Log, record the investigators arrested Sanford.
- "You don't deserve to lead us." You may only choose this option if at least one of the investigators has the Sorcerer, Silver Twilight, or Cultist trait. In your Campaign Log, record the investigators assumed control of the Silver Twilight Lodge.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude IV: Twist of Fate.
Resolution 3
Narrative omitted.
- In your Campaign Log, record doom draws ever closer.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude IV: Twist of Fate.
Resolution 4
Narrative omitted.
- In your Campaign Log, record doom draws ever closer.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
- Proceed to Interlude IV: Twist of Fate.
Interlude IV: Twist of Fate
Narrative omitted throughout this interlude; the tally-mark conditions and chaos-token additions are transcribed. The two quoted passages are narrative and are omitted.
Twist of Fate 1
Narrative omitted.
- In your Campaign Log, record the path winds before you. Next to this, record a number of tally marks based on the conditions below. Then, proceed to Twist of Fate 2.
- If you accepted your fate: You know what you have to do. Record 1 tally mark.
- If the investigators asked Anette for assistance: Record 2 tally marks. Then, based on your difficulty level, add the following chaos token to the chaos bag:
- Easy: –3. Standard: –4. Hard: –5. Expert: –6.
- If the investigators asked Sanford for assistance: Record 2 tally marks. Then, based on your difficulty level, add the following chaos token to the chaos bag:
- Easy: –3. Standard: –4. Hard: –5. Expert: –6.
- If there are 2 or fewer mementos listed under "Mementos Discovered": You are woefully unprepared for this journey. (Nothing happens.)
- If there are 3–5 mementos listed under "Mementos Discovered": From the evidence you have uncovered, you understand the path you must take a little better. But there is still much you do not know. Record 1 tally mark.
- If there are 6 or more mementos listed under "Mementos Discovered": Your journey is laid bare before you. Record 2 tally marks.
- If an investigator has The Black Book in his or her deck: It contains knowledge of the land beyond ordered time and space. Record 1 tally mark.
- If doom draws ever closer: Azathoth's maw begins to open. Record 2 tally marks.
Twist of Fate 2
Narrative omitted. No further instruction is printed on this page; the next section of the guide is Scenario VIII.
Scenario VIII: Before the Black Throne
This scenario is the Mythos Pack "Before the Black Throne." Narrative passages are omitted; the setup, the Cosmos, Empty Space and Bonded rules, the location text, and the resolutions are transcribed.
Setup
- Gather all cards from the following encounter sets: Before the Black Throne, Agents of Azathoth, Inexorable Fate, Ancient Evils, and Dark Cult. These sets are indicated by the following icons: [encounter set icons]
- Find the Hideous Palace, Court of the Great Old Ones, and The Black Throne locations. (They are on the revealed side of 3 of the "Cosmos" locations.) Set those locations aside, out of play.
- Put the Cosmic Ingress location into play. Each investigator begins play at the Cosmic Ingress.
- Shuffle the remaining location cards into a separate deck, Cosmos-side faceup. This deck is called the Cosmos. (See "The Cosmos," below.)
- Take the set-aside Hideous Palace and the top card of the Cosmos, and shuffle them so you cannot tell which is which. Then, put them into play along with facedown player cards from the top of the lead investigator's deck, as depicted in "Location Placement for Setup / Act 1." Facedown player cards represent empty space. (See "Empty Space," below.)
- Set the Piper of Azathoth enemy aside, out of play.
- Put Azathoth into play next to the agenda deck. For the remainder of the scenario, Azathoth is in play, but is not at any location.
- Check Campaign Log. For each tally mark recorded next to "the path winds before you," place 1 resource on the scenario reference card.
- Shuffle the remainder of the encounter cards to build the encounter deck.
Standalone Mode (Scenario VIII)
If you are playing in Standalone Mode and do not wish to refer to any other setups or resolutions, you may use the information below when setting up and playing this scenario:
- Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
- The investigators may choose the number of tally marks recorded next to "the path winds before you."
- For an easier and less random experience, choose 5 or 6.
- For an average experience, choose 3 or 4.
- For a harder and more random experience, choose 1 or 2.
- For the ultimate challenge, choose 0.
The Cosmos
Throughout this scenario, new locations will enter play from the top of the Cosmos, a separate deck consisting of double-sided locations. This is primarily done via the ability on each act: "Action – Spend X clues: Draw the top X cards of the Cosmos. Choose one to put into play using its connection instructions, and move to it. Shuffle the rest back into the Cosmos."
The revealed side of each Cosmos location has a "Cosmos –" instruction which tells the investigator where to connect that location. (For example, "Cosmos – Connect above" would mean the newly drawn location should be placed immediately above the investigator's location, whereas "Cosmos – Connect to the right" would mean the newly drawn location should be placed immediately to the right of the investigator's location.)
A new location cannot enter play in a position already occupied by a location. If a location's connection instructions are impossible to fulfill, shuffle that location back into the Cosmos and cancel the effects of the move.
"Cosmos –" instructions are only resolved when a location is being drawn from the Cosmos. When revealing a Cosmos location that is already in play, do not follow its "Cosmos –" instructions.
Empty Space
During this scenario, you will sometimes be instructed to place "empty space" into play. This is done by taking the top card of the active investigator's deck and putting it into play facedown, in the indicated position. If there is no active investigator, the top card(s) of the lead investigator's deck should be used, instead.
Empty space is not a location, and cannot be entered by enemies or investigators unless otherwise noted. It does, however, count as a location for the purposes of determining the distance between two locations.
A location can enter play in a position occupied by empty space. Should this happen, the empty space card is shuffled back into its owner's deck.
New Keyword: Bonded
Some player cards in this mythos pack have the "bonded" keyword. Cards with the bonded keyword are linked to another player card. They have no level and therefore are not available as options when building your deck. Instead, the card to which they are bonded (which is listed in parentheses next to this keyword) will summon the bonded card into the game.
If your deck contains a card which summons one or more bonded cards, those bonded cards should be set aside at the start of each game.
For example: Soothing Melody has the following keyword: "Bonded (Hallowed Mirror)." This means it is bonded to the card Hallowed Mirror. Soothing Melody has no level and is therefore not available as an option to include when building your deck. However, Hallowed Mirror summons 3 copies of Soothing Melody. Therefore, a player with Hallowed Mirror in his or her deck should set aside 3 copies of Soothing Melody at the start of each game. These cards are not part of that investigator's deck, and do not count toward his or her deck size.
Suggested Location Placement
- Hideous Palace (Location. Otherworld.): "Forced – At the end of the round: Add clues to Hideous Palace until it has 4 clues on it. Each Void location gains: 'Shuffle this location into the Cosmos, moving each investigator and enemy that was at this location to Hideous Palace.'"
- Court of the Great Old Ones (Location. Otherworld.): "Forced – At the end of the round: Add clues to Court of the Great Old Ones until it has 6 clues on it. Each Void location gains: 'Shuffle this location into the Cosmos, moving each investigator and enemy that was at this location to Court of the Great Old Ones.'"
- Cosmos and Cosmic Ingress (Location. Otherworld.): printed text is flavour only.
Placement diagrams for Setup / Act 1, Act 2, and Act 3 are shown on the printed pages; the Act 2 placement uses Hideous Palace and the Act 3 placement uses Court of the Great Old Ones.
DO NOT READ (until the end of the scenario)
Narrative omitted. Before resolving any other resolution, if at least one investigator was defeated: The defeated investigators read Investigator Defeat first.
- Investigator Defeat (narrative omitted):
- Each investigator who was defeated is driven insane.
- If another resolution was reached, the remaining investigators proceed to that resolution.
- If no resolution was reached (each investigator was defeated): Proceed to Resolution 1.
Resolution 1
Narrative omitted.
- In your Campaign Log, record Azathoth devoured the universe.
- Each investigator is killed.
- The investigators lose the campaign.
Resolution 2
Narrative omitted. The guide prints no trigger for Resolution 2 on this page; it is transcribed as printed.
- In your Campaign Log, record the lead investigator has joined the pipers of Azathoth.
- In your Campaign Log, record Azathoth slumbers… for now.
- The lead investigator is driven insane.
- Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 5 bonus experience, as they have saved the universe from being devoured.
- Each investigator suffers 2 mental trauma, as they understand that one day Azathoth will inevitably wake.
- The investigators win the campaign!
Resolution 3
Narrative omitted. The guide prints no trigger for Resolution 3 on this page; it is transcribed as printed.
- In your Campaign Log, record Azathoth slumbers… for now.
- Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 5 bonus experience, as they have saved the universe from being devoured.
- Each investigator suffers 2 physical trauma, as their nightmarish journey home takes its toll on their bodies.
- The investigators win the campaign!
Resolution 4
Narrative omitted. The guide prints no trigger for Resolution 4 on this page; it is transcribed as printed.
- The investigators must decide (choose one):
- "It must be done." Proceed to Resolution 5. This will doom you.
- "I refuse!" Proceed to Resolution 1. This will doom the universe.
Resolution 5
Narrative omitted.
- In your Campaign Log, record Azathoth slumbers… for now.
- In your Campaign Log, record the investigators signed the Black Book of Azathoth.
- Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 10 bonus experience, as they have learned the innermost secrets of the Black Book.
- Each investigator suffers 2 physical trauma and 2 mental trauma—the consequences of their pact with Azathoth's messenger.
- The investigators win the campaign…?
Epilogue
Narrative omitted throughout the epilogue; the conditions and the campaign-log instructions are transcribed.
Check Campaign Log. In order, read each of the following entries only if the investigators won the campaign and the related campaign log entry is true.
- Read the following only if the investigators arrested Anette. (Narrative omitted.)
- Read the following only if the investigators assumed control of the Silver Twilight Lodge. (Narrative omitted.)
- Read the following only if the investigators survived the watcher's embrace. (Narrative omitted.) Cross out "the investigators survived the watcher's embrace" in your Campaign Log.
- Read the following only if the investigators signed the Black Book of Azathoth. (Narrative omitted.)
DO NOT READ unless "You Are Being Hunted" (page 56)
Narrative omitted. This box is read only when instructed by "You Are Being Hunted."