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Arkham Horror: The Card Game – The City of Archives: Mythos Pack thumbnail

Arkham Horror: The Card Game – The City of Archives: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Forgotten Age: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – The City of Archives: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario VI: The City of Archives
    • Page 174 (cooperation)
    • Page 175 (cooperation, continued)
    • Page 176 (Setup, cooperation path)
    • Page 178 (resistance)
    • Setup, resistance path (pages 180–181)
    • Body of a Yithian (page 182)
    • When the game is complete (page 183)
    • No Resolution (pages 184–185)
    • Resolution 1 (pages 186–187)

Scenario VI: The City of Archives

The investigators must decide:

» Cooperate and tell the creatures everything you know Go to page 174.

» Refuse and resist captivity Go to page 178.

Page 174 (cooperation)

...from page 173.

You cooperate with the creatures, hoping to earn your freedom. You are sick of captivity, and perhaps you will be able to find a way home if you are able to roam the city at will. The creatures seem pleased that you are answering their questions, though their mannerisms are still completely alien to you. Days turn to weeks, perhaps even longer. It is difficult to tell. Finally, one of the creatures informs you that you are free to roam the halls of the city, with several restrictions: You are not allowed to do harm to your new body, for it belongs to another of their race, and you are not allowed to leave the city. Your restraints are lifted, and the creature watches with keen interest as you get used to your conical body.

» In your Campaign Log, record that the investigators cooperated with the Yithians.

Continue to Setup on page 176.

Page 175 (cooperation, continued)

» In your Campaign Log, record that the investigators cooperated with the Yithians.

Continue to Setup on page 176.

Page 176 (Setup, cooperation path)

Setup

» Gather all cards from the following encounter sets: The City of Archives, Agents of Yog-Sothoth, Locked Doors, Chilling Cold, and Striking Fear. These sets are indicated by the following icons:

[Encounter set icons, five in a row: the printed icons for the five sets listed above.]

» Before drawing opening hands, each investigator searches their deck and play area for all unique Item assets. Set each of those assets aside, out of play. They do not exist in this time period.

» Before drawing opening hands, if a player has Alejandro Vela in their deck, search that investigator's deck for Alejandro Vela and set him aside, out of play.

» Replace each player's investigator card with a Body of a Yithian investigator card.

» Put the Interview Room (Arrival Chamber) into play (it is one of the three Interview Room locations). Each investigator begins play in the Interview Room (Arrival Chamber). Randomize the other two Interview Room locations and put them into play, as well.

» Search the gathered encounter sets for a Yithian Observer and spawn it unengaged in the lead investigator's location (note that it gains aloof due to the text on act 1a). Then, each investigator gains 1 clue from the token pool.

» Put the three Halls of Pnakotus locations into play. Set each remaining location aside, out of play.

» Set The Custodian aside, out of play.

» Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram on page 177): a central green location, linked to a red location on its left, an upper-left brown location, and three brown locations on its upper-right, right and lower-right. The red location is also linked to the upper-left brown location.

Continue setup on page 182.

Page 178 (resistance)

...from page 173.

(resistance)

These creatures abducted you and even stole you from your own body. You refuse to give your captors even a single answer. You'd spit in their faces if you could, if you knew how to spit with such body, and if you knew which one of the creatures' four distensible appendages was a face. Breaking free of your restraints is a hopeless endeavor, but you struggle to escape regardless. Your efforts do not go unnoticed, and one of the creatures is assigned to watch you. It seems more concerned with preventing you from harming your body than preventing you from escaping. After many days of captivity, you find a way to use this to your advantage. You struggle so hard against your restraints that they pierce into your leathery, cold flesh, drawing out a bit of viscous slime-blood. Your guard quickly approaches, clicking its claws together repeatedly. It undoes your restraints, and the moment it does, your claw appendages strike at what you believe to be the creature's throat. It collapses to the floor, writhing in pain.

» In your Campaign Log, record that the investigators resisted captivity.

Continue to Setup on page 178.

[Editor's note: the printed "Continue to Setup" line on page 179 reads "page 178". Setup is printed on page 176 (cooperation path) and page 180 (resistance path). The number is transcribed as printed; the page 178 reference appears to be a misprint in the guide.]

Setup, resistance path (pages 180–181)

Setup

» Gather all cards from the following encounter sets: The City of Archives, Agents of Yog-Sothoth, Locked Doors, Chilling Cold, and Striking Fear. These sets are indicated by the following icons:

[Encounter set icons, five in a row: the printed icons for the five sets listed above.]

» Before drawing opening hands, each investigator searches their deck and play area for all unique Item assets. Set each of those assets aside, out of play. They do not exist in this time period.

» Before drawing opening hands, if a player has Alejandro Vela in their deck, search that investigator's deck for Alejandro Vela and set him aside, out of play.

» Replace each player's investigator card with a Body of a Yithian investigator card.

» Put the Interview Room (Restraining Chamber) into play (it is one of the three Interview Room locations). Each investigator begins play in the Interview Room (Restraining Chamber). Randomize the other two Interview Room locations and put them into play, as well.

» Search the gathered encounter sets for a Yithian Observer and place it in the victory display.

» Put the three Halls of Pnakotus locations into play (see next column for suggested location placement). Set each remaining location aside, out of play.

» Set The Custodian aside, out of play.

» Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram on page 181): the same layout as the cooperation path. A central green location, linked to a red location on its left, an upper-left brown location, and three brown locations on its upper-right, right and lower-right. The red location is also linked to the upper-left brown location.

Continue setup on page 182.

Body of a Yithian (page 182)

Body of a Yithian

During the setup for this scenario, each investigator is instructed to replace their investigator card with one of the Body of a Yithian investigator cards provided in this Mythos Pack.

» Each investigator's deck remains the same, but for the duration of this scenario, they must use a Body of a Yithian investigator card, and therefore cannot use any of their investigator's abilities.

• Each investigator should still use their investigator minicard so they can tell who is who.

» Any trauma that would normally be placed on your investigator is transferred to your Body of a Yithian investigator card.

» Any cards that were attached to or placed underneath your investigator card are attached to or placed underneath your Body of a Yithian card.

» For the duration of the scenario, your Body of a Yithian card has the same card title as your former investigator card. For example: If you were playing as Wendy Adams, treat the Body of a Yithian card as if its title were "Wendy Adams" for the duration of this scenario.

» The Body of a Yithian card bears the encounter set icon for The City of Archives, and therefore cannot be used in any scenario other than The City of Archives unless otherwise noted.

When the game is complete (page 183)

When the game is complete:

» If no resolution was reached (each investigator resigned or was defeated) Go to page 184.

» If Resolution 1 (R1) was reached Go to page 186.

No Resolution (pages 184–185)

...from page 183 (No Resolution).

"Alejandro, what are you—?" You suddenly cry out. A nurse stands over you, peering into your eyes with a small light. You push the nurse away and rise to your feet, suddenly puzzled and disoriented. Despite the nurse's protests, you wobble feebly out of the room. You are in a hospital, its white halls smelling faintly of disinfectant and other chemicals. Just moments prior, hadn't you been exploring some kind of underground cavern?... You cannot recall.

"Excuse me? Come back, you must rest!" The nurse calls out to you, gripping your forearm and pulling you back to your cot. She examines you closely while you recover from the shock of being transported so far in so short a time. "Who is Alejandro?" she asks, and you struggle to recall. The name doesn't ring a bell.

You ask the nurse how you came to be here, wondering why she isn't surprised at your sudden appearance. "Why, you admitted yourself to St. Mary's just last night. Do you not remember?" You have no memory of this, and you are starting to grow concerned. "You were acting a little strangely, if I may be so bold. And you spoke in a strange fashion, almost as if English weren't your first language. But now I see that you probably just drank a little bit too much." She notices your questioning expression and smiles. "Don't worry. We get that kind of thing quite often these days, now that all the bars and pubs are on the up-and-up again."

You examine your face in the mirror. You are tired and older than you remember. Something important lies on the very edge of your memory, fuzzy and blurred. It takes about a minute before the significance of the nurse's last statement catches up to you. Turning back toward the nurse, you ask what year it is, terrified of the answer.

"Why, 1934 of course. My, you must have had a heck of a night!" She chuckles.

» In your Campaign Log, record that the investigators had their memories expunged.

» Each investigator is driven insane.

» The investigators lose the campaign.

THE END

Resolution 1 (pages 186–187)

...from page 183 (Resolution 1).

You awaken on the cold stone surface of the cavern floor, your mind dizzy from its journey through time and space.

» Check the number of tasks on act 2b that were completed during this scenario.

• If all 6 tasks were completed, record in your Campaign Log that the process was perfected. Each investigator earns 4 bonus experience as they gain insight into the secrets of the Earth.

• If 5 tasks were completed, record in your Campaign Log that the process was successful. Each investigator earns 2 bonus experience as they gain insight into the secrets of the Earth.

• If 4 tasks were completed, record in your Campaign Log that the process backfired. Each investigator earns 1 bonus experience as they gain insight into the secrets of the Earth.

• If 3 tasks were completed, record in your Campaign Log that the process backfired spectacularly.

» Each investigator earns experience equal to the Victory X value of each card in the victory display.

Continue to Interlude IV - Those Held Captive on page 188.