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Prelude Cards[]

  • Mechanic appears in: Mountains of Madness, Strange Remnants, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

When playing with these expansions, players draw one random Prelude card before setting up the game. These cards alter game setup and make each game feel unique. The card's effect is resolved immediately after drawing the card unless it specifies different timing, such as "after resolving setup."

  • The Doomsayer From Antarctica Prelude card instructs players to setup the Antarctica Side Board. See "Antarctica Side Board" for rules.
  • The Under the Pyramids Prelude card instructs players to setup the Egypt Side Board. See "Egypt Side Board" for rules.
  • The Otherworldly Dreams Prelude card instructs players to setup the Dreamlands Side Board. See "Dreamlands Side Board" for rules.
  • The In Cosmic Alignment and Stars Align Prelude cards instruct players to setup the Mystic Ruins Encounter deck. See "Mystic Ruins Encounters" for rules.
  • Four Preludes in the Masks of Nyarlathotep expansion (Beginning of the End, The Dunwich Horror, Twin Blasphemies of the Black Goat, and Call of Cthulhu) originally appeared in previous expansions (Mountains of Madness, Strange Remnants, The Dreamlands, and Under the Pyramids, respectively). If playing with those expansions, do not include the duplicate Preludes in the Prelude deck.

Side Boards[]

Antarctica Side Board[]

  • Mechanic appears in: Mountains of Madness

The Antarctica side board allows investigators access to a previously unexplored region of the world full of clues about the ancient history of the Earth and a wealth of alien artifacts.
This side board is only used if Rise of the Elder Things is the Ancient One or when using the Doomsayer From Antarctica Prelude card.
While the side board is in play, "game board" refers to both the main board included in Eldritch Horror and the side board. "Side board" refers to the side board but not the main board.

Side Board Setup
Follow the steps below to setup the Antarctica side board.
  1. Place Side Board: Unfold the side board and place it near the main board within reach of all players.
  2. Add Clues and Gates: Add the six Clues and three Gates that correspond to spaces on the side board to the Clue pool and Gate stack, respectively, and randomize the Clue pool and Gate stack.
  3. Set Aside Monsters: Set aside the following Monsters from the Monster cup: 1 Elder Thing Monster, 1 Giant Penguin Monster, 1 Proto-Shoggoth Monster, and 1 Shoggoth Monster.
    If any of these components would be returned to the Monster cup, it is set aside instead.
  4. Separate and Place Decks: Separate all Outpost Encounters, Mountain Encounters, and Antarctica Research Encounters into decks and shuffle each deck. Place these decks near the side board.
Side Board Rules
The following rules relate to the Antarctica side board.
  • Moving to the Side Board: Traveling to Antarctica can be a challenge. Below are the two options available to investigators to reach their destination.
    • Antarctica on the main board and Miskatonic Outpost on the side board are connected by a Local path. During the Action Phase, an investigator may move from Antarctica to Miskatonic Outpost or from Miskatonic Outpost to Antarctica.
      • Each investigator may perform this movement only once per round.
      • This movement does not require an action but cannot be performed by a Delayed investigator.
    • Alternately, when an investigator performs an Acquire Assets action, he may spend two successes to move to Miskatonic Outpost.
  • Location Abilities: Each space on the Antarctica side board has one or more location abilities that affect investigators on that space.
    A space's "Local Action" ability can be performed only by investigators on that space. Each investigator may perform the "Local Action" ability of each space only once per round.
  • Location Encounters: Investigators on the Antarctica side board have access to thematic encounters related to the Antarctic adventure.
    • During the Encounter Phase, an investigator on Miskatonic Outpost, Lake Camp, or Frozen Waste may encounter that space by drawing an Outpost Encounter and resolving the effect that corresponds to his space.
    • During the Encounter Phase, an investigator on Snowy Mountains, City of the Elder Things, or Plateau of Leng may encounter that space by drawing a Mountain Encounter and resolving the effect that corresponds to his space.
  • Research Encounters: When an investigator encounters a Clue on the Antarctica side board, he does not resolve a Research Encounter for the chosen Ancient One. Instead, he draws and resolves an Antarctica Research Encounter.
    An Antarctica Research Encounter is considered a Research Encounter for all game effects.

Egypt Side Board[]

The Egypt side board featured in this expansion allows investigators deeper access to Egypt and the region surrounding the Great Pyramids. These areas contain a bountiful wealth of ancient knowledge and relics. This side board is used only if Nephren-ka is the Ancient One or when using the Under the Pyramids Prelude card. While the side board is in play, "game board" refers to both the main board included in Eldritch Horror and the side board. "Side board" refers to the side board but not the main board. Side Board Setup Follow the steps below to set up the Egypt side board. 1. Place Side Board Unfold the side board and place it near the main board within reach of all players. 2. Add Clues and Gates Add the six Clues and three Gates that correspond to spaces on the side board to the Clue pool and Gate stack, respectively, and randomize the Clue pool and Gate stack. 3. Set Aside Monsters Set aside the following Monsters from the Monster cup: 1 Mummy Monster, 1 Sand Dweller Monster, and 1 Spawn of Sebak Monster. If any of these components would be returned to the Monster cup, it is set aside instead. 4. Separate and Place Decks Separate all Egypt Encounters and Africa Encounters into decks and shuffle both decks. Place these decks near the side board. Side Board Rules The following rules relate to the Egypt side board. Moving to the Side Board A number of spaces on the main board and side board are connected by Local or Ship paths, allowing investigators to move onto and off of the side board with the Travel action or any other effect that allows an investigator to move. See "Local Paths" on the right for rules regarding Local paths. ^ Below is a list of spaces on the main board and the spaces they connect to on the side board. •  The Pyramids is connected to each of the following spaces by a Local path: Alexandria, Cairo, Tel el-Amarna, and The Bent Pyramid. •  The Heart of Africa is connected to The Nile River by a Local path. •  Space 10 is connected to The Sahara Desert by a Local path. •  Space 17 is connected to Cairo by a Ship path. Location Encounters Investigators on the Egypt side board have access to thematic encounters related to those locations. Each space on the side board has a brief description below its name that explains the most common effect that appears on encounter cards for that space. ^ During the Encounter Phase, an investigator on Alexandria, The Bent Pyramid, or Cairo may encounter that space by drawing an Egypt Encounter and resolving the effect that corresponds to his space. ^ During the Encounter Phase, an investigator on The Sahara Desert, Tel el-Amarna, or The Nile River may encounter that space by drawing an Africa Encounter and resolving the effect that corresponds to his space. Research Encounters When an investigator encounters a Clue on the Egypt side board, he draws a Research Encounter for the chosen Ancient One and resolves the effect that corresponds to his space's type as normal.

  • Under the Pyramids

Dreamlands Side Board The Dreamlands side board featured in this expansion creates bridges between the waking world and the land of dreams and allows the investigators to visit fantastical cities and other mysterious locations. This side board is used only if Hypnos is the Ancient One or when using the Otherworldly Dreams Prelude card. While the side board is in play, "game board" refers to both the main board included in Eldritch Horror and the side board. "Side board" refers to the side board but not the main board. Side Board Setup Follow the steps below to set up the Dreamlands side board. 1. Place Side Board Unfold the side board and place it near the main board within reach of all players. 2. Add Clues and Gates Add the seven Clues and three Gates that correspond to spaces on the side board to the Clue pool and Gate stack, respectively, and randomize the Clue pool and Gate stack. 3. Set Aside Monsters Set aside the following Monsters from the Monster cup: 1 Ghoul Monster, 1 Moon-beast Monster, 1 Nightgaunt Monster, and 1 Zoog Monster. If one of these components would be returned to the Monster cup, it is set aside instead. 4. Separate and Place Decks Separate all Dreamlands Encounters and Dream-Quest Encounters into decks and shuffle both decks. Place these decks near the side board. Then place the Dream-Quest token on the space that corresponds to the top card of the DreamQuest Encounter deck. 5. Spawn Dream Portals Reveal Gates from the top of the Gate stack until three Gates are revealed that each correspond to a space that is not on the Dreamlands side board. Place the three Dream Portal tokens on those spaces. Leave each revealed Gate in the Gate stack and do not randomize the Gate stack after spawning a Dream Portal. Side Board Rules The following rules relate to the Dreamlands side board. Moving to the Side Board When an investigator that is not on the Dreamlands side board performs the Rest action, he may spend 1 Clue or test {–1. If he passes or spends the Clue, he moves to The Enchanted Wood. In addition, Dream Portals allow investigators to travel between the Dreamlands side board and the main board. See "Dream Portals" below. Dream Portals Dream Portals represent locations where the Dreamlands bleed into the waking world. Each space containing a Dream Portal is connected by a Local path to the space that corresponds to that token. See "Local Paths" on the right. Some effects cause Dream Portals to spawn. To spawn a Dream Portal, reveal Gates from the top of the Gate stack until a Gate is revealed that corresponds to a space that is not on the Dreamlands side board and does not contain a Dream Portal. Place the Dream Portal on that space. A revealed Gate remains revealed in the Gate stack; do not randomize the Gate stack after spawning a Dream Portal. If a Gate would spawn on a space containing a Dream Portal, spawn that Gate on the space that corresponds to that Dream Portal instead. Dream-Quest Spaces The Enchanted Wood, The Moon, The Underworld, and Unknown Kadath are Dream-Quest spaces and can be identified by their circular art inside a rectangular frame. As an encounter, an investigator on a Dream-Quest space can resolve a Dream-Quest Encounter as described on the right. Location Encounters Investigators on the Dreamlands side board have access to thematic encounters related to those locations. Each City space on the side board has a brief description below its name that explains the most common effect that appears on encounter cards for that space. ^ During the Encounter Phase, an investigator on Celephaïs, Dylath-Leen, or Ulthar may encounter that space by drawing a Dreamlands Encounter and resolving the effect that corresponds to his space. Research Encounters When an investigator encounters a Clue on the Dreamlands side board, he draws a Research Encounter for the chosen Ancient One and resolves the effect that corresponds to his space's type as normal. Dream-Quest Encounters The Dream-Quest Encounter cards in this expansion allow investigators to embark on a journey through exotic locations in the Dreamlands and reap a myriad of rewards to aid them during their quest. ^ Dream-Quest Encounters are complex encounters that may require an investigator to resolve multiple tests. ^ Each Dream-Quest Encounter's back indicates the space it corresponds to. ^ The Dream-Quest token is placed on the space corresponding to the top card of the Dream-Quest Encounter deck. This space is referred to as the "active Dream-Quest space." If the top card of the Dream-Quest Encounter deck changes for any reason, move the Dream-Quest token to the appropriate space. ^ During the Encounter Phase, an investigator on the space containing the Dream-Quest token may encounter it by drawing and resolving the top card of the Dream-Quest Encounter deck.

  • The Dreamlands

Local Paths A number of spaces on the Egypt side board are connected to other spaces by Local paths. Spaces connected by Local paths are so close to each other that moving between them does not require an action. Each space containing a Dream Portal is connected by a Local path to the space that corresponds to that token. Spaces connected by Local paths are so close to each other that moving between them does not require an action. ^ During the Action Phase, an investigator may move along any number of interconnected Local paths. •  Each investigator may perform this movement only once per round. •  This movement does not require an action but cannot be performed by a Delayed investigator.

  • Under the Pyramids, The Dreamlands

Adventures The Adventure cards in this expansion represent the Antarctic expeditions that investigators can undertake for various rewards, such as retreating Doom or advancing the active Mystery. The Antarctica Adventures are used only if the Doomsayer From Antarctica Prelude card is drawn at the beginning of the game. Adventures are split into three stages, shown as a trait on the card's front (I, II, III), and tell the story of the Miskatonic Expedition to Antarctica that will uncover the history of the elder things. When an Adventure is drawn, the active investigator places it faceup in play and resolves that card's "when this card enters play" effect. Each Adventure has an effect that allows investigators to complete the Adventure. When an Adventure is completed, the active investigator resolves that card's "when this Adventure is completed" effect, which often includes drawing another Adventure representing the next chapter of the story. Then the active investigator discards the Adventure, any tokens on it, and any tokens placed by its effects.

Adventure cards represent various stories that investigators can take part in for additional rewards, such as retreating Doom or advancing the active Mystery. The Cosmic Alignment Adventures are used only if the In Cosmic Alignment Prelude card is drawn at the beginning of the game. Set aside all Adventure cards to be used as instructed by the Prelude. The Cosmic Alignment Adventures are split into four stages, shown as a trait (I, II, III, IV) on the cards' fronts which will be called out during the game. After resolving setup, the In Cosmic Alignment Prelude instructs investigators to draw the Adventure for the first stage of the story, Discovery of a Cosmic Syzygy. When an Adventure is drawn, the active investigator places it faceup in play and resolves that card's "when this card enters play" effect. Each Adventure has an effect that allows investigators to complete the Adventure. When an Adventure is completed, the active investigator resolves that card's "when this Adventure is completed" effect, which includes drawing another Adventure representing the next chapter of the story. Then the active investigator discards the Adventure, any tokens on it, and any tokens placed by its effects. Each Adventure will instruct investigators to draw an Adventure for the next stage of the story until reaching the fourth and final stage.

The Adventure cards in this expansion represent a multi-part expedition that investigators can undertake for various rewards, such as retreating Doom or advancing the active Mystery. The Museum Heist Adventures are used only if the Under the Pyramids Prelude card is drawn at the beginning of the game. Adventures are split into four stages, shown as a trait on the card's front (I, II, III, IV), and tell the story of the unfortunate Erich Weiss who has been framed for the theft of a valuable Egyptian relic. When an Adventure is drawn, the active investigator places it faceup in play and resolves that card's "when this card enters play" effect. Each Adventure has an effect that allows investigators to complete the Adventure. When an Adventure is completed, the active investigator resolves that card's "when this Adventure is completed" effect, which often includes drawing another Adventure representing the next chapter of the story. Then the active investigator discards the completed Adventure, any tokens on it, and any tokens placed by its effects.

Adventure cards represent various stories that investigators can take part in for additional rewards, such as gaining Talent Conditions or advancing the active Mystery. The Otherworldly Dreams Adventures are used only if the Otherworldly Dreams Prelude card is drawn at the beginning of the game. Set aside all Adventure cards to be used as instructed by the Prelude. The Otherworldly Dreams Adventures are split into four stages, shown as a trait (I, II, III, IV) on the cards' fronts which will be called out during the game. After resolving setup, the Otherworldly Dreams Prelude instructs investigators to draw the Adventure for the first stage of the story, A Chance Encounter. When an Adventure is drawn, the active investigator places it faceup in play and resolves that card's "when this card enters play" effect. Each Adventure has an effect that allows investigators to complete the Adventure. When an Adventure is completed, the active investigator resolves that card's "when this Adventure is completed" effect, which includes drawing another Adventure representing the next chapter of the story. Then the active investigator discards the Adventure, any tokens on it, and any tokens placed by its effects. Each Adventure will instruct investigators to draw an Adventure for the next stage of the story until reaching the fourth and final stage.

The Adventure cards in this expansion represent the challenges the investigators will face in order to defeat Nyarlathotep. There are four stories told by these cards with unique traits to differentiate them. Each trait indicates a specific occult organization that tends to the Ancient One's bidding: Brotherhood of the Dark Pharaoh, Cult of the Bloody Tongue, Order of the Bloated Woman, and Cult of the Sand Bat. Each of the four Mysteries for the Nyarlathotep Ancient One instructs you to set aside and draw from one of these stories. Each story is told in three parts, shown as a trait (I, II, III). When an Adventure is drawn, the active investigator places it faceup in play and resolves that card's "when this card enters play" effect. Each Adventure has an effect that allows investigators to complete the Adventure. When an Adventure is completed, the active investigator resolves that card's "when this Adventure is completed" effect, which includes drawing another Adventure representing the next chapter of the story. Then the active investigator discards the Adventure, any tokens on it, and any tokens placed by its effects. Each Adventure will instruct investigators to draw an Adventure for the next stage of the story until reaching the third and final stage.

  • Mountains of Madness, Strange Remnants, Under the Pyramids, The Dreamlands, Masks of Nyarlathotep

Mystic Ruins Encounters The Mystic Ruins Encounter cards in this expansion allow investigators to explore strange and unexplained places around the globe. The Mystic Ruins Encounter cards are used only if Syzygy is the Ancient One or when using the In Cosmic Alignment Prelude card. The Mystic Ruins Encounter cards in this expansion allow investigators to explore the ruins of prehuman civilizations left behind from the distant past. The Mystic Ruins Encounter cards are used only if Antediluvium is the Ancient One or when using The Stars Align Prelude card. To setup the Mystic Ruins Encounter deck, shuffle all Mystic Ruins Encounter cards into a single deck. Then another player cuts the deck. ^ Mystic Ruins Encounters are complex encounters that may require an investigator to resolve multiple tests. ^ Each Mystic Ruins Encounter's back indicates the space it corresponds to. ^ The Mystic Ruins token is placed on the space corresponding to the top card of the Mystic Ruins Encounter deck. This space is referred to as the "Mystic Ruins space." If the top card of the Mystic Ruins Encounter deck changes for any reason, move the Mystic Ruins token to the appropriate space. ^ During the Encounter Phase, an investigator on a space containing the Mystic Ruins token may encounter it by drawing and resolving the top card of the Mystic Ruins Encounter deck.

  • Strange Remnants, Masks of Nyarlathotep

Focus Action This expansion introduces a new action that can be performed by any investigator. As an action, an investigator on any space gains one Focus token. ^ An investigator may spend one Focus token to reroll one die when resolving a test. There is no limit to the number of Focus tokens he can spend to reroll dice. ^ An investigator cannot have more than two Focus tokens.

  • Mountains of Madness, Strange Remnants, The Dreamlands, Masks of Nyarlathotep

Gather Resources Action This expansion introduces the Gather Resources action that can be performed by any investigator. As an action on any space, you gain one Resource token. ^ As part of a Rest action, you may spend any number of Resources to recover 1 additional Health or 1 additional Sanity for each Resource spent. ^ As part of an Acquire Assets action, you may spend any number of Resources to add 1 success to your test result for each Resource spent. ^ Resources are possessions and may be traded using the Trade action. You cannot have more than two Resources.

  • Masks of Nyarlathotep

Unique Assets Some encounters in this expansion reward investigators with various Unique Assets. Like Spells or Conditions, Unique Assets are double-sided cards. An investigator cannot look at the back of a Unique Asset unless an effect allows him to. ^ Unique Assets are possessions and may be traded using the Trade action. There is no limit to the number of Unique Assets an investigator can have. ^ "Asset" refers to both Assets and Unique Assets. "Non-Unique Asset" refers to Assets but not Unique Assets. ^ When a Unique Asset is discarded, also discard all tokens on it.

  • Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Impairment Tokens This expansion introduces a new mechanic that interacts with Improvement tokens and investigators' skills. Impairment tokens represent a permanent impairment to an investigator's skills. ^ When an investigator impairs a skill, he gains an Impairment token for that skill with the "–1" side up. •  If an investigator already has an Impairment token for that skill, he flips that token to the "–2" side instead. Each "–2" Impairment token counts as two "–1" Impairment tokens. ^ Improvement tokens and Impairment tokens negate one another. If an investigator has both an Improvement token and an Impairment token for the same skill, he discards both tokens. ^ An investigator cannot impair a skill if doing so reduces that skill's modified value to below 1. •  An investigator cannot choose to impair a skill if doing so would reduce that skill's modified value to below 1. ^ An investigator cannot impair a single skill more than twice. •  An investigator cannot choose to impair a skill if that skill has already been impaired twice.

  • Under the Pyramids, Signs of Carcosa

Disaster Cards Disasters represent natural or unnatural destructive forces that act on the cities of the world or other locations. Some effects cause the investigators to draw and resolve one or more Disasters. To do so, the Lead Investigator draws the top card of the Disaster deck, then he reads the card aloud to all investigators, resolving the card's effects as instructed. The card's effect is resolved immediately. After resolving the card's effect in its entirety, the card is discarded to a faceup discard pile by the Disaster deck.

  • Cities in Ruin

Devastation Encounters Some effects in this expansion, notably those of Disasters, can cause named City spaces to be devastated. When a space is devastated, discard all Clues and defeated investigator tokens on that space, search the Expedition Encounter deck for each card that corresponds to that space and return them to the game box, then place a Devastation token on the space. ^ If a Clue would be spawned on a devastated space, discard that Clue instead. A Clue cannot be moved to a devastated space. ^ A devastated space does not have a space type; it is no longer a City space. ^ An investigator on a devastated space cannot resolve a General Encounter or a location encounter that corresponds to his space. Instead, during the Encounter Phase, an investigator on a devastated space may encounter that space by drawing and resolving the top card of the Devastation Encounter deck. ^ Devastation Encounters are complex encounters that may require an investigator to resolve multiple tests. ^ If all nine named City spaces on the main board would be devastated, the investigators lose the game.

  • Cities in Ruin

Combat Encounters During the Encounter Phase, an investigator must encounter each non-Epic Monster on his space before encountering each Epic Monster on his space.

  • Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Alternate Combat Tests If a Monster has another skill icon in place of either the WILL or STRENGTH test indicators, the player tests the indicated skill in place of the skill it replaced.

  • Forsaken Lore, Mountains of Madness, Under the Pyramids

Magical Resistance Some Monsters and Epic Monsters in this expansion have the Magical Resistance ability. When resolving a Combat Encounter against a Monster with the Magical Resistance ability, an investigator cannot apply any bonus to his die pool from Magical possessions or Spells. Effects that allow the investigator to reroll dice or manipulate dice results can be used as normal.

  • Mountains of Madness, Under the Pyramids

Physical Resistance Some Monsters and Epic Monsters in this expansion have the Physical Resistance ability. When resolving a Combat Encounter against a Monster with the Physical Resistance ability, an investigator cannot apply any bonus to his dice pool except from Magical possessions and Spells. Effects that allow the investigator to reroll dice or manipulate dice results can be used as normal.

  • Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, Cities in Ruin, Masks of Nyarlathotep

Lost in Time and Space The Lost in Time and Space Condition included in this expansion affects investigators differently than other Conditions. When an investigator gains a Lost in Time and Space Condition, he resolves the following effects: ^ He removes his Investigator token from the game board. ^ He passes the Lead Investigator token to another investigator, if able. ^ He discards any Detained Condition he has. While an investigator has a Lost in Time and Space Condition, he follows the rules below: ^ He cannot move or perform actions. ^ He does not occupy any space on the game board, nor does he occupy the same space as tokens or other investigators. This includes other investigators that have Lost in Time and Space Conditions. ^ He is unaffected by effects of Mythos cards, @ effects, or any other game effects except those of his Lost in Time and Space Condition. ^ His Investigator's passive ability cannot be resolved and does not affect other elements of the game. ^ He cannot spend resources as a part of a group. ^ An investigator cannot give the Lead Investigator token to another investigator that has a Lost in Time and Space Condition. ^ If a Lost in Time and Space Condition effect would "spawn 1 Gate" and there are no Gates in the Gate stack or discard pile, he chooses one Gate on the game board instead. ^ An investigator that has a Lost in Time and Space Condition loses the game if investigators lose the game, and he wins the game if investigators win the game.

  • Forsaken Lore

Gates Some effects in this expansion cause Gates in the Gate stack to be revealed. Revealed Gates remain where they are in the Gate stack unless the effect that causes the Gates to be revealed states otherwise. If an effect would cause a number of Gates to be revealed that exceeds the number of Gates in the Gate stack, the active investigator randomizes the Gates in the discard pile and places them at the bottom of the Gate stack before resolving that effect. After a Gate in the Gate stack has been revealed, it remains revealed until it is removed from the Gate stack or the Gate stack is randomized.

  • The Dreamlands

Eldritch Tokens Some effects in this expansion (notably the Corruption Condition) cause you to gain Eldritch tokens. Eldritch tokens you have gained represent your current level of corruption. When you gain an Eldritch token, place that token on your Investigator sheet. Some effects allow you to spend or discard your Eldritch tokens.

  • Masks of Nyarlathotep

Mystery This expansion introduces a new mechanic: "advance the active Mystery." Due to the complexity of Mysteries, this can result in a number of different effects. When investigators are instructed to advance the active Mystery, the active investigator resolves one of the following effects that applies: ^ If the active Mystery requires one or more tokens to be placed on the card, place one token of that type on the card. •  Clues, Gates, and Monsters placed on the active Mystery in this way are drawn from the Clue pool, Gate stack, and Monster cup, respectively. ^ If the active Mystery requires an Epic Monster to be defeated, place two Health on the card. The Epic Monster's toughness is reduced by one for each Health on the active Mystery. •  However, if the active Mystery requires more than one Epic Monster to be defeated, place only one Health on the card. The toughness of each Epic Monster spawned by the Mystery is reduced by one for each Health on the card. ^ If the active Mystery requires an investigator to spend one or more Clues, place one Clue from the Clue pool on the card. Any investigator may spend Clues placed on the active Mystery when resolving an effect of that card.

  • Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Skill Values Some effects in this expansion reference an investigator's skills as a value. A skill's value is equal to its printed value as modified by Improvement tokens and Impairment tokens. ^ A skill's value is not affected by bonuses from possessions or other effects, since those effects are applied only when resolving a test. For example, Rex Murphy has a printed ] of 3 and a single "+1 ]" Improvement token. As such, his ] value is 4 (3 from its printed value plus 1 from his Improvement token). The bonus to ] that Rex would gain from the Personal Assistant Asset does not affect the skill's value. For example, Dexter Drake has a printed ] of 2 and a single "+1 ]" Improvement token. As such, his ] value is 3 (2 from its printed value plus 1 from his Improvement token). The bonus to ] that Dexter would gain from the Personal Assistant Asset does not affect the skill's value. For example, Kate Winthrop has a printed | of 4 and a single "+1 |" Improvement token. As such, her | value is 5 (4 from its printed value plus 1 from her Improvement token). The bonus to | that Kate would gain from the Private Investigator Asset does not affect the skill's value. For example, "Ashchan" Pete has a printed | of 3 and a single "+1 |" Improvement token. As such, his | value is 4 (3 from its printed value plus 1 from his Improvement token). The bonus to | that Pete would gain from the Private Investigator Asset does not affect the skill's value.

  • Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin

Personal Stories Personal Stories This expansion introduces personal stories which represent the continuing stories your investigator faces as the game progresses. Personal stories can be used during any game. Before beginning setup, players decide if they would like to play with personal stories or not. Either all players play with personal stories or all players play without. This expansion includes a Personal Mission card and a Reward/Consequence card for each investigator (including all investigators from previous expansions and the base game). Which investigator these cards correspond to can be determined by their art which matches the art on their Investigator sheet. Personal Missions There is a unique Personal Mission card for each investigator. During step 4 of setup ("Receive Starting Possessions, Health, and Sanity"), you receive the Personal Mission card that corresponds to your chosen investigator, placing it near your Investigator sheet with your possessions. Your Personal Mission includes additional narrative text as well as an effect that causes you to gain your Reward or Consequence. The Personal Mission indicates what you must accomplish to gain your Reward or avoid your Consequence. Rewards and Consequences There is a unique double-sided Reward/ Consequence card for each investigator. You gain your Reward or Consequence as instructed on your Personal Mission, placing it near your Investigator sheet with your possessions. You can gain your Reward or Consequence, but not both. Once you gain your Reward or Consequence, you keep it until the end of the game. Personal Missions, Rewards, and Consequences cannot be discarded by other game effects. Although Reward/Consequence cards act similarly to Assets or Conditions, they are not possessions or Conditions and are not affected by effects that affect other card types.

  • Masks of Nyarlathotep

Campaign Mode This expansion features a new mode of play to challenge experienced players. With the campaign mode, players will embark upon a series of six sequential games. Over the course of these games, major events within each game will create lasting effects that linger until the end of the campaign. The goal is win all six games of the campaign. If the investigators lose any single game, the world has ended and the investigators lose the campaign.

Campaign Setup Each game of a campaign is set up in the same way as a normal game except as stated here: ^ You must use the personal stories optional rule (see page 6). ^ The Ancient One for the first game is selected at random. Also randomly determine a second Ancient One that will be played against in the next game of the campaign. ^ The game is played using two Preludes: one that corresponds to the current Ancient One and a second for the Ancient One that will be played against next game. Each Ancient One is listed below with its corresponding Prelude. Ancient One Specific Preludes Abhoth .............................................................. Epidemic Antediluvium ............................................The Stars Align Atlach-Nacha...................................Web Between Worlds Azathoth..........................................Beginning of the End Cthulhu................................................... Call of Cthulhu Hastur .................................................The King in Yellow Hypnos...........................................Otherworldly Dreams Ithaqua ........................................Rumors from the North Nephren-Ka.......................................Under the Pyramids Nyarlathotep........................Harbinger of the Outer Gods Rise of the Elder Things.........Doomsayer from Antarctica Shub-Niggurath........Twin Blasphemies of the Black Goat Shudde M'ell ..........................................Apocalypse Nigh Syzygy ............................................ In Cosmic Alignment Yig........................................................ Father of Serpents Yog-Sothoth.....................................The Dunwich Horror

Subsequent Games Subsequent games of the campaign are set up in the same manner as the first. However, the following rules and additional steps of setup must be followed: ^ The Ancient One for each subsequent game was determined during setup of the previous game. The Ancient One for the next game must be determined at random during setup to inform which two Preludes will be used in the game. •  For the sixth and final game, instead of determining a second Ancient One, play using the Prelude for the current Ancient One and the Unto the Breach Prelude. ^ Once an Ancient One has been defeated, that Ancient One cannot be selected again during the same campaign. ^ Investigators that have been defeated or devoured in a previous game are permanently eliminated and cannot be chosen when selecting an investigator. ^ The surviving investigators from the previous game are the chosen investigators to begin the new game. Players who were eliminated at the end of the previous game may select new investigators from the remaining pool. ^ If you gained your Reward or Consequence from your personal story, you begin the new game with that card. ^ If you ended the previous game with a Dark Pact Condition or a Promise of Power Condition, you begin the new game with a copy of that Condition. ^ All cities that had been devastated during previous games begin devastated in the new game. (Ignore this bullet if not playing with the Cities in Ruin expansion.) All other components and effects are reset between games. Undefeated investigators do not retain the possessions or skill improvements they accrued during previous games; defeated investigators and their possessions are returned to their respective decks and pools; gates and monsters do not remain on the game board; etc.

Using This Expansion[]

  • Mechanic appears in: Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

When playing with an expansion, add all expansion components to their respective decks or pools of Eldritch Horror components. Unless otherwise instructed below, use all of the expansion's components when playing with that expansion.

  • The Round Overview cards can be used by players to quickly reference possible actions, encounters, and Mythos card effects.
  • Before setup, players draw one random Prelude card. These cards alter game setup and make each game feel unique.
  • Personal stories add character specific missions and rewards for each investigator. See "Personal Stories" for rules.
  • Players can challenge themselves with the new campaign mode of play. See "Campaign Mode" for rules.
  • Add the three new Gate tokens from Masks of Nyarlathotep to the Gate stack.
  • Add all Focus tokens, Impairment tokens, Devastation tokens, Resource tokens, and the Adventure token to the general token pool.
  • Shuffle the Disasters and Devastation Encounters to create their two respective decks. Place the Disaster deck facedown with the Mythos deck and the Devastation Encounter deck facedown with the other encounter decks.
  • Shuffle all Unique Assets to create the Unique Asset deck. Place this deck faceup near the Asset deck.
Exceptions
  • The Adventure cards included in several expansions are used by the Doomsayer from Antactica, Under the Pyramids, In Cosmic Alignment, and Otherworldy Dreams Prelude cards and the Nyarlathotep Ancient One. Otherwise, they are returned to the game box. See "Adventures" for rules.
  • The Mystic Ruins Encounter cards included in Strange Remnants and Masks of Nyarlathotep are used by the In Cosmic Alignment and The Stars Align Prelude cards, and the Syzygy and Antediluvium Ancient Ones. Otherwise, they are returned to the game box. See "Mystic Ruins Encounters" for rules.
  • The Antarctica Side Board, Outpost Encounter cards, Mountain Encounter cards, Antarctica Research Encounter cards, and the six Clues and three Gates that correspond to spaces on the Antarctica side board are used by the Rise of the Elder Things Ancient One and the Doomsayer From Antarctica Prelude card included in Mountains of Madness. Otherwise, these components are returned to the game box. See "Antarctica Side Board" for rules regarding these components.
  • The Egypt Side Board, Egypt Encounter cards, Africa Encounter cards, and the six Clues and three Gates that correspond to spaces on the Egypt side board are used by the Nephren-ka Ancient One and the Under the Pyramids Prelude card included in Under the Pyramids. Otherwise, these components are returned to the game box. See "Egypt Side Board" for rules regarding these components.
  • The Dreamlands Side Board, Dreamlands Encounter cards, Dream-Quest Encounter cards, Dream Portal tokens, the Dream-Quest token, and the seven Clues and three Gates that correspond to spaces on the Dreamlands side board are used by the Hypnos Ancient One and the Otherworldly Dreams Prelude card included in The Dreamlands. Otherwise, these components are returned to the game box. See "Dreamlands Side Board" for rules regarding these components.

Optional Rules[]

If all players agree at the start of the game that they wish to adjust the game's difficulty, they can use the optional rules listed below to alter the difficulty of the game.

Staged and Insane Game Difficulty[]

  • Mechanic appears in: Mountains of Madness, Strange Remnants, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Players can make the game's difficulty increase in stages by building stage I of the Mythos deck using only easy Mythos cards, building stage II of the Mythos deck using only normal Mythos cards, and building stage III of the Mythos deck using only hard Mythos cards.

To increase the difficulty of this optional rule, players can use normal blue Mythos cards when building stage I of the Mythos deck and hard blue Mythos cards when building stage II of the Mythos deck. Players may also start with an easy blue Mythos card in play following the Starting Rumor rule in the Eldritch Horror Reference Guide.

If players wish to have an even more challenging game experience, they can make the game significantly more difficult by building the Mythos deck using only hard Mythos cards.

Note—This optional rule may require additional expansions depending on the chosen Ancient One.

Control Your Fate[]

  • Mechanic appears in: Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of Carcosa, The Dreamlands, Cities in Ruin, Masks of Nyarlathotep

Instead of drawing a random Prelude card before setup, players as a group may choose one Prelude card, following the card's effects as normal. Alternatively, players may choose to not use a Prelude card.

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