ARKHAM HORROR (3rd Edition) is a cooperative board game involving investigation and battles against abominable monsters. The game was created by Fantasy Flight Games. Able to be played by 1-6 players, it takes participants to the 1920s to the city of Arkham where an evil aura settles and several secret cults are taking place, Based on the literary work of H.P. Lovecraft the game brings a noir atmosphere and typical of the writer. Each player will take on the role of an investigator and will have to unravel what is happening through clues scattered around the city... It turns out that during his journey several creatures got in his way and the mystery can be much more terrifying than you can imagine...

STARTING A MATCH
SCENERY

When starting a new game, you must choose (or draw) a Scenario. In the scenario, several things will be defined to configure the start of the game, such as the layout of the board, the monsters and the tracks, in addition to the initial position of the investigators and defining which Ancient One the players will be facing. Each scenario details exactly how to set up the beginning of the game.
DECK ASSEMBLY

Ad
from the showcase can be earned or acquired from in-game encounters. Some places, such
like the warehouse, allow you to spend money to acquire items from the showcase.
GAME SHEET
Ad

Ad
RESEARCHERS' CHOICE

Each investigator has a deep and diverse story, their health and sanity are specific, in addition to different skills, attributes and accessories, making each of these have a different gameplay and role in the game. So you should read what the initial items and spells will be to be able to configure your investigator.

It is always interesting that players can define their investigators with the purpose that their skills and attributes complement each other and are able to cooperate with each other.
STEPS OF THE ROUND
ARKHAM HORROR consists of a series of rounds; and each round has four phases:
1. Action Phase — In the action phase, each investigator can take up to two actions on his turn, including:Ad
Ad
you take two tokens from the myth repository, one at a time, and resolve their effects, which can cause clues, monsters, and doom to spawn in Arkham. The myth sheets are as follows:
Spread Doom: When you take the Spread Doom token, you must spread Doom once. Spawn Monster: When you take the spawn monster token, you must spawn a monster. Spawn Clue: When you take the spawn clue token, you must spawn a clue.Ad
* Read Headline: When you take the read headline token, you must draw and resolve the top card from the headline deck.
Blast Portals: When you take the Blast Portal token, place a bane on each space of the portal.neighborhood that corresponds to the first card of the event deck. Take that card and shuffle it along with the event discard pile, and place them under the event deck.
Reckoning: When you take the reckoning token, the investigators must resolve the reckoning effects on the scenario sheet, on all cards in the codex, and on any cards the investigators have. Reckoning effects are a type of mechanical effect marked by a red reckoning icon surrounded by a red border. Reckoning effects are resolved only when the Mythos tokenreckoning is taken from the mythos repository. Investigators choose the order in which reckoning effects resolve.
Blank: When picking up the blank tile, there is no effect.After the myth phase, the game continues with a new round, starting with the action phase.
PROEFFICIENCY TESTS
Ad
A proficiency test (or “test”) represents a physical, mental, or social challenge to be overcome. Cards can instruct you to resolve checks explicitly or by just showing a proficiency icon in parentheses.
To resolve a test, roll a number of dice equal to the proficiency value shown on your investigator sheet. This value can be modified up or down by various game effects or by a modifier next to the test declaration. Even if the modifier reduces your proficiency to zero, you still roll at least one die. Every five or six rolled is a success. If you roll at least one success, you pass the test. If you roll zero successes, you fail the check. The total number of successes is called the test result, which can be referred to by effects on the card.
After passing or failing a test, follow the instructions on the card to view the result. if
there is no matching result, the card has no further effect.
MODIFYING THE TESTS
Some components allow you to reroll or manipulate dice, or add successes directly to the test result. For example, you can spend a Clue or Concentration token to reroll a die. This occurs after the initial roll, but before determining your final result.
LATE
In a match, you can be late. When you fall behind, lay down your investigator token. At the start of your turn, in the next action phase, you lift your counter, but you can only take one action that turn.
Ad
ADDITIONAL RULES
ITEMS, ALLIES AND SPELLS

Throughout your encounters in Arkham, you will receive allies, spells, and items that will help you combat the evils of myth. When you receive one of these cards, draw a card from the corresponding deck.
If you are instructed to receive a card with a specific attribute (such as a “common item” or a “curiosity item”), reveal cards from the top of the deck until you reveal a card with the indicated attribute. Receive that card and shuffle the remaining revealed cards back into the deck.
The Showcase When you receive an item, instead of drawing it from the item deck, you can choose an item from the storefront that has the specified attribute (if any). After taking an item from the display, buy a new item to replace it. If you are instructed to acquire items from the display, you must spend an amount of money equal to the item's value (see sidebar) to get it. Hands When resolving a test, you can use as many cards as you like that add up to two hand icons (see sidebar). For example, you can use a two-handed shotgun or a one-handed gun when attacking, but not both at the same time. There is no limit to the number of items you can carry. Casting Spells Unlike allies and items, using spells has an associated cost. When using a spell's effect, you must first suffer horror equal to the number of horror icons on the spell card (see sidebar). You can spend loot instead of suffering horror, on a one-to-one basis.Ad
ANOMALIES

Anomalies are strange and terrifying events, such as the appearance of portals to other dimensions. They result from doom spreading out of control and are the first sign that you are in serious trouble!
Placing Anomaly Tokens When any space has three banes, place an anomaly token in the center area of the neighborhood tile. Likewise, if a neighborhood has a total of five dooms, place an anomaly in it. Do not place more than one anomaly token in the same vicinity. Anomalies and Doom If a doom would be placed on any space on a neighborhood tile that already has an anomaly, it is placed on the scenario sheet instead, regardless of how much doom exists in the vicinity. Removing Anomalies Both the defend action and anomaly encounters allow you to remove bane from your space. When you've removed all doom from a neighborhood, the anomaly in it stabilizes, and you can remove the anomaly token. Anomaly Encounters On your turn in the encounter phase, if you are in a neighborhood with an anomaly, you must resolve an anomaly encounter instead of a normal neighborhood encounter (see sidebar). You draw the first card from the anomaly deck and resolve the section that corresponds to the amount of bane in your space.Ad
PURPOSE OF THE GAME
The central objective of the game is to prevent a cult from evoking a portal to another dimension and bringing with it hideous creatures and ultimately an Ancient One (mythical creature, players will have to explore a city that can be divided into up to 5 regions (North Zone, East Zone, Center, Commercial District and Ribeira) looking for clues and accessories to reach their final objective, always keeping an eye on the amount of accumulated perdition so that they don't reach the limit...
VICTORY
There is no standard way to beat the game. You must advance through the cards in the codex (Scenario Sheet) in a positive way until one of them says you won. Winning the game often requires obtaining clues from event encounters, analyzing those clues, and spending clues from the scenario sheet to resolve the effects of cards in the codex.
DEFEAT
There is only one standard way to win the game, but there are multiple ways to lose if the cards in the codex progress negatively. The game usually ends in defeat due to excessive accumulation of doom on the board, as this causes doom to be put on the scenario sheet, which makes the cards in the codex progress negatively. Players also lose if all available investigators have retired, or have been defeated or devoured. If there are no more investigators available to the players, the game ends in defeat.
MORE INFORMATION
Ad
All Arkham Horror files like manual and game screenshots can be found here. The game already has the expansions Arkham Horror : Hora Final and Arkham Horror: Calada da Noite.
— Comentários0
Seja o primeiro a comentar