Vincent van der Zwaag ELDRITCH ARKHAM · Eldritch Arkham is an asymmetrical game for 0 to 6...

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Vincent van der Zwaag ELDRITCH ARKHAM A SYMMETRICAL S TRATEGY G AME Full rules at: VINCENTGAMES. COM/ELDRITCH- ARKHAM 0-6 45m

Transcript of Vincent van der Zwaag ELDRITCH ARKHAM · Eldritch Arkham is an asymmetrical game for 0 to 6...

Page 1: Vincent van der Zwaag ELDRITCH ARKHAM · Eldritch Arkham is an asymmetrical game for 0 to 6 players. The first player to score 20 Omen Points (OP) wins the game. Each player uses

Vincent van der Zwaag

ELDRITCH ARKHAMAsy mmet r ic A l st r At egy gA me

Full rules at:vincentgames.com/eldritch-arkham 0-6 45m

Page 2: Vincent van der Zwaag ELDRITCH ARKHAM · Eldritch Arkham is an asymmetrical game for 0 to 6 players. The first player to score 20 Omen Points (OP) wins the game. Each player uses

Welcome to the 1920’s, a time of bootlegging and corruption. You don’t remember what drew you to this decrepit city on the coast of Massachusetts, but you do know something larger than yourself is at play. You’ve seen the omens; the fortellings of something menacing about to occur. Will you join in the struggle for dominance over the city or ignore these worldly troubles and focus on understanding the esoteric? Find out who you really are...

Designed by Vincent van der Zwaag.

Art used with permission of Sandro Rybak.

leArn to PlAyEldritch Arkham is an asymmetrical game for 0 to 6 players.

The first player to score 20 Omen Points (OP) wins the game.

Each player uses a unique role, with individual components and actions.

Each role belongs to a faction (listed top-left on each role board); either Eldritch or Arkham. Roles belonging to the same faction are allies. A role can also be

Neutral and belong to no faction; Neutral roles are always independent.

When one role has the majority of units at a location (more than all other units combined), they control that location. Units cannot move into locations controlled by units from another faction (ie. Eldritch units may not enter locations controlled by Arkham or Neutral roles, but may enter locations controlled by other Eldritch roles). When the majority of units are Civilians, the location is considered uncontrolled.

When adding a unit, you may only add to locations belonging to your faction. First take your units from your supply, then from Dominance or abducted units.

When removing a unit, add it to the first empty field on your faction’s side of the Dominance track (1 unit per field). Neutral roles abduct instead; moving units to their role board. You may only remove/abduct normal units ( ), not special units ( ) or tokens, and may not choose your own units.

When removing/abducting, you must choose Civilians first at the affected location.

When spreading units, add 1 unit to each location in order, starting at location 1 (one to location 1, one to 2, one to 3, etc.)

The Monster destroys units; player units are returned to their owners, but Civilians are permanently removed from the game. The Monster may never be removed.

When adding a unit on top of the Dominance marker, your faction gains Dominance:- Move the marker 2 steps away from your

faction’s side.- All roles belonging to your faction gain

1 OP.- Return all units to their owners. Civilians

are spread.- Give the Monster Marker to the next

player.

When starting the turn with the Monster Marker, resolve the Monster’s actions (listed on its card) before starting your turn. Afterwards, discard the marker. The first time any role has 5, 10, or 15 OP, give the Monster Marker to the next player.

You may spend Mythos tokens at any time during your turn.

Each side of the game board shows a city with 12 locations, connected via paths. A circle of connected locations forms an area, of which there are 6. Dotted paths are water paths and may not be used unless an ability allows the unit to do so. The Innsmouth board has directional paths; units may only move across it in a single direction.

When told to select a location and there is a tie, choose the lowest number location.

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setuP1. Choose a side of the game board.

2. Add 2 Civilians to each location.

3. Add the Dominance marker to the center of the Dominance track.

4. Draw 1 random Monster card & add the Monster to location 7 (unless otherwise instructed by the card).

5. Each player takes a role (with its components) and performs its setup.

Deep Ones: add 1 Limit marker to each action field.Elder Things: add 1 Limit marker to each sealed ( ) action field.Great Old One: add the Avatar, add a marker to the leftmost field of each ring, draw 3 Ancient cards & choose 1.Nodens: add the Avatar to any area.Cthulhu Cult: add the marker to the first Corruption field, draw 3 cards.Esoteric Order of Dagon: add the marker to top Grand Ritual field, draw 4 cards.Arkham Advertiser: add the Progress marker to the Sanity field.Miskatonic University: add the Progress marker to Expedition field.Police: add the Command Post token to any normal path, draw 3 cards.Feds: draw 3 cards.Randolph Carter: add the Vagrant, add the Dream-self to any Dreamlands location.King Kuranes: add the Vagrant, add the Dream-self to Celephaïs.

6. Each player places a Score marker on space 0 of the Omen track.

7. For each role a faction has less, each role belonging to that faction gains 1 OP (ie. in a game with 2 Eldritch roles and 1 Arkham role, the Arkham role starts with 1 Omen).

8. Each game must have at least one role of each faction (Eldritch & Arkham). If this is not the case, add a Grimoire for the faction without any roles. Grimoires are roles operated by the game.

9. The player with the longest name starts the game. The 3rd player and all players after, gain with 1 Mythos token.

Tip: Have each player share their role’s omen, to give other players a clue of what to expect.

comPonents

126

Dominance marker

White & black dice

Civilians (24)

Mythos (20)

Monster Monster cards (8)

Monster marker

Spawn (3)

grimoires

Eldritchscore marker

Arkhamscore marker

For a zero-player game, add both Grimoires without choosing a role yourself.

DeeP ones / elDer things

Outsiders (8)

Limit markers (5)

Score marker

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greAt olD one / noDens

U l t ima t e

Ga t e

Avatar Ancient cards (10)

Location marker

Harbinger tokens (2) Score marker

Harbinger circle icons:Move the Avatar twice, to any Eldritch location, or to any location.Gain 1 Mythos.

Move any 2 Civilians.Remove 1 unit at the Avatar’s location & gain 1 or 2 OP.

? Perform the special action listed on the Ancient card.The Avatar must be at an Eldritch location, else this field has no effect.

cthulhu cult / esoteric orDer of DAgon

Cultists (8)

Altar tokens (4)

Ritual cards (18)

Progress marker Score marker

Grand Ritual icons:Add 1 or 2 Altars in the same turn.Add X Cultists in the same turn.Remove X units in the same turn.Gain 4 Mythos in the same turn.Be responsible for having the Eldritch faction gain Dominance.

ArkhAm ADvertiser / miskAtonic university

Investigator Investigator cards (10)

Mission marker

Progress marker

Score marker

Expedition icons:

3 Gain 3 Mythos.

Steal 1 Mythos from all other roles.Add all Civilians from the Dominance track.

Police / feDs

Officers (6)

Wagon token Command Post token

Law cards (15)

Order tokens (12)

Score marker

rAnDolPh cArter / king kurAnes

Vagrant Dream-self Dream dice (2)

Vision tokens (6) Score marker