History TabletopGame / ArkhamHorror

13th Oct '17 6:57:21 PM Matt620
Is there an issue? Send a Message


* ''TabletopGame/EldritchHorror'': Involves investigating sinister happening on a globe-trotting scale, with a definite ''Franchise/IndianaJones''-vibe to it all. Definitely the closest to the original game, but here the focus lies in solving "Mysteries" (though closing gates is still important). While still large and epic, it is more streamlined and fast paced compared to Arkham Horror, with average playtime at 2-4 hours (compared to 4+ hours). Already receiving its first expansion, ''Forsaken Lore'', adding Yig and roughly 200 new cards to the game.

to:

* ''TabletopGame/EldritchHorror'': Involves investigating sinister happening on a globe-trotting scale, with a definite ''Franchise/IndianaJones''-vibe to it all. Definitely the closest to the original game, but here the focus lies in solving "Mysteries" (though closing gates is still important). While still large and epic, it is more streamlined and fast paced compared to Arkham Horror, with average playtime at 2-4 hours (compared to 4+ hours). Already receiving its first expansion, ''Forsaken Lore'', Has received several expansions, adding Yig and roughly 200 new cards to all of the game.
characters from the game.
18th Aug '17 10:41:54 PM ProfessorDetective
Is there an issue? Send a Message


* Tasks and missions: Lengthly side quests may be taken to gain rewards, missions also require sacrifices to complete.

to:

* Tasks and missions: Lengthly Lengthy side quests may be taken to gain rewards, missions also require sacrifices to complete.



* ''TabletopGame/ElderSign'': A Dice-based game where you complete adventures at a MuseumOfTheStrangeAndUnusual to gain the needed amount of Elder Signs to prevent an EldritchAbomination from awakening. Essentially a scaled-back version of Arkham Horror. The shortest of all the games, with average playtime around 45 minutes. Currently has four main expansions and a [=POD=] mini-expansion: ''Unseen Forces'', which brings many new ancient ones and investigators to the game, ''Gate of Arkham'', which has the action spill out into the greater Arkham area, ''Omens in Ice'', which revolves around an expedition to the frozen wastes of Alaska, ''Omens of the Deep'', which involves a trip around the southern pacific, and ''Grave Consequences'', a small Print-On-Demand expansion that adds three new gameplay features: Phobia, Epitaph, and Epic Battle cards.

to:

* ''TabletopGame/ElderSign'': A Dice-based game where you complete adventures at a MuseumOfTheStrangeAndUnusual to gain the needed amount of Elder Signs to prevent an EldritchAbomination from awakening. Essentially a scaled-back version of Arkham Horror. The shortest of all the games, with average playtime around 45 minutes. Currently has four main expansions and a [=POD=] mini-expansion: ''Unseen Forces'', which brings many new ancient ones and investigators to the game, ''Gate of Arkham'', which has the action spill out into the greater Arkham area, ''Omens in Ice'', which revolves around an expedition to the frozen wastes of Alaska, ''Omens of the Deep'', which involves a trip voyage around the southern pacific, South Pacific, and ''Grave Consequences'', a small Print-On-Demand expansion that adds three new gameplay features: Phobia, Epitaph, and Epic Battle cards.



* '''The Dark Waters Trilogy''' by by Creator/GrahamMcNeill

to:

* '''The Dark Waters Trilogy''' by by Creator/GrahamMcNeill



* TheEndOfTheWorldAsWeKnowIt: Lesser Ancient Ones like Yig can probably only destroy Arkham itself. Great Cthulhu ''could'' end the world. Yog-Sothoth and Azathoth are more then capable of destroying the earth, Azathoth to a degree that the game ends with no boss battle if he awakens.

to:

* TheEndOfTheWorldAsWeKnowIt: Lesser Ancient Ones like Yig can probably only destroy Arkham itself. Great Cthulhu ''could'' end the world. Yog-Sothoth and Azathoth are more then than capable of destroying the earth, Azathoth to a degree that the game ends with no boss battle if he awakens.



* {{Homage}}: William Yorick the gravedigger is a homage to ''{{Hamlet}}''. His background is that of a would-be Shakespearean actor turned laborer to make a living and his personal story references lines from the play as titles, in particular his failure being called "Alas, Poor Yorick".

to:

* {{Homage}}: William Yorick the gravedigger Gravedigger is a homage to ''{{Hamlet}}''. His background is that of a would-be Shakespearean actor turned laborer to make a living and his personal story references lines from the play as titles, in particular his failure being called "Alas, Poor Yorick".
8th Jul '17 6:37:15 PM Luigifan
Is there an issue? Send a Message


The game is played on a large board depicting Arkham city ([[VideoGame/BatmanArkhamCity no, not that one]]) and divided into neighborhoods with multiple locations within them. Random encounters can occur at almost any location in the game and the encounters range from paranormal horror to mundane accidents. Some areas provide set beneficial effects that allow the players to shop, heal, or learn new skills. On the long side of the board are the other world locations representing alien dimensions like Yuggoth or lost terrestrial regions like the Plateau of Leng. Investigators must brave the other worlds to seal the portals, while they generally don't encounter monsters doing so they often face other threats to their health and sanity.

Mythos cards control the flow of the game. One is drawn at the start of each turn. A mythos card will open portals, move monsters, reveal clues, and activate other events that can hinder or help the investigators. Portals open in unstable locations and release monsters. Having too many open portals can awaken the Ancient One early. Portals can only be closed after slowly exploring the other world linked to it and in most cases they can be reopened later in the game. Every new portal brings at least one new monster to the city. Monsters move randomly based on a series of black and white arrows on the game board and the mythos card drawn and some also have special movement rules such as being able to fly. While you can attempt to evade monsters with stealth they must ultimately be dealt with, having too many monsters in play is not only dangerous and obstructive but will advance the terror track. The terror track measures the level of fear in Arkham’s residents and the higher the track advances the fewer services and allies will remain in town.

to:

The game is played on a large board depicting Arkham city ([[VideoGame/BatmanArkhamCity no, not that one]]) and divided into neighborhoods with multiple locations within them. Random encounters can occur at almost any location in the game and the encounters range from paranormal horror to mundane accidents. Some areas provide set beneficial effects that allow the players to shop, heal, or learn new skills. On the long side of the board are the other world locations representing alien dimensions like Yuggoth or lost terrestrial regions like the Plateau of Leng. Investigators must brave the other worlds to seal the portals, portals; while they generally don't encounter monsters while doing so so, they often face other threats to their health and sanity.

Mythos cards control the flow of the game. One is drawn at the start of each turn. A mythos card will open portals, move monsters, reveal clues, and activate other events that can hinder or help the investigators. Portals open in unstable locations and release monsters. Having too many open portals can awaken the Ancient One early. Portals can only be closed after slowly exploring the other world linked to it it, and in most cases cases, they can be reopened later in the game. Every new portal brings at least one new monster to the city. Monsters move randomly based on a series of black and white arrows on the game board and the mythos card drawn drawn, and some also have special movement rules such as being able to fly. While you can attempt to evade monsters with stealth stealth, they must ultimately be dealt with, with; having too many monsters in play is not only dangerous and obstructive obstructive, but will advance the terror track. The terror track measures the level of fear in Arkham’s residents residents, and the higher the track advances advances, the fewer services and allies will remain in town.



* Deep One uprising: The Deep One conspiracy in Innsmouth is represented by a new countdown track. If the track fills their efforts have succeeded and the Ancient One awakens independent of the doom track. The investigators can slow the uprising track by alerting the FBI.
* Personal stories: Investigator back stories now come into play with personal goals to meet.

to:

* Deep One uprising: The Deep One conspiracy in Innsmouth is represented by a new countdown track. If the track fills fills, their efforts have succeeded and the Ancient One awakens independent of the doom track. The investigators can slow the uprising track by alerting the FBI.
* Personal stories: Investigator back stories backstories now come into play with personal goals to meet.



* ''TabletopGame/MansionsOfMadness'': Players investigate an OldDarkHouse (one of many possible ones) while one player designated the [[GameMaster Keeper]] controls the opposition. Sort of a lite-version of roleplaying ''TabletopGame/CallOfCthulhu''. Has so far received two large expansions. ''Forbidden Alchemy'' introduces a new puzzle type as well as three new scenarios with a MadScience angle. ''Call of the Wild'' features five new scenarios with an outdoors locale as well as non-linear gameplay. There are also six single scenario expansions: ''Season of the Witch'', ''The Silver Tablet'', ''Til Death Do Us Apart'', ''House of Fears'', ''The Yellow Sign'', and ''The Laboratory'' (the last one requires ''Forbidden Alchemy''). The second edition of the game introduces a mobile device app which, among other things, eliminates the need for a Keeper player.
* ''TabletopGame/ElderSign'': Aa Dice-based game where you complete adventures at a MuseumOfTheStrangeAndUnusual to gain the needed amount of Elder Signs to prevent an EldritchAbomination from awakening. Essentially a scaled-back version of Arkham Horror. The shortest of all the games, with average playtime around 45 minutes. Currently has four main expansions and a [=POD=] mini-expansion: ''Unseen Forces'', which brings many new ancient ones and investigators to the game, ''Gate of Arkham'', which has the action spill out into the greater Arkham area, ''Omens in Ice'', which revolves around an expedition to the frozen wastes of Alaska, ''Omens of the Deep'', which involves a trip around the southern pacific, and ''Grave Consequences'' a small, Print-On-Demand, expansion that adds three new gameplay features: Phobia, Epitaph, and Epic Battle cards.
* ''TabletopGame/EldritchHorror'': Involves investigating sinister happening on a globe-trotting scale, with definite ''Franchise/IndianaJones''-vibe to it all. Definitely the closest to the original game, but here the focus lies in solving "Mysteries" (though closing gates is still important). While still large and epic, it is more streamlined and fast paced compared to Arkham Horror, with average playtime at 2-4 hours (compared to 4+ hours). Already receiving it's first expansion, ''Forsaken Lore'', adding Yig and roughly 200 new cards to the game.

to:

* ''TabletopGame/MansionsOfMadness'': Players investigate an OldDarkHouse (one of many possible ones) while one player designated as the [[GameMaster Keeper]] controls the opposition. Sort of a lite-version of roleplaying ''TabletopGame/CallOfCthulhu''. Has so far received two large expansions. ''Forbidden Alchemy'' introduces a new puzzle type as well as three new scenarios with a MadScience angle. ''Call of the Wild'' features five new scenarios with an outdoors locale as well as non-linear gameplay. There are also six single scenario expansions: ''Season of the Witch'', ''The Silver Tablet'', ''Til Death Do Us Apart'', ''House of Fears'', ''The Yellow Sign'', and ''The Laboratory'' (the last one requires ''Forbidden Alchemy''). The second edition of the game introduces a mobile device app which, among other things, eliminates the need for a Keeper player.
* ''TabletopGame/ElderSign'': Aa A Dice-based game where you complete adventures at a MuseumOfTheStrangeAndUnusual to gain the needed amount of Elder Signs to prevent an EldritchAbomination from awakening. Essentially a scaled-back version of Arkham Horror. The shortest of all the games, with average playtime around 45 minutes. Currently has four main expansions and a [=POD=] mini-expansion: ''Unseen Forces'', which brings many new ancient ones and investigators to the game, ''Gate of Arkham'', which has the action spill out into the greater Arkham area, ''Omens in Ice'', which revolves around an expedition to the frozen wastes of Alaska, ''Omens of the Deep'', which involves a trip around the southern pacific, and ''Grave Consequences'' Consequences'', a small, Print-On-Demand, small Print-On-Demand expansion that adds three new gameplay features: Phobia, Epitaph, and Epic Battle cards.
* ''TabletopGame/EldritchHorror'': Involves investigating sinister happening on a globe-trotting scale, with a definite ''Franchise/IndianaJones''-vibe to it all. Definitely the closest to the original game, but here the focus lies in solving "Mysteries" (though closing gates is still important). While still large and epic, it is more streamlined and fast paced compared to Arkham Horror, with average playtime at 2-4 hours (compared to 4+ hours). Already receiving it's its first expansion, ''Forsaken Lore'', adding Yig and roughly 200 new cards to the game.



* TheAtoner: Diana Stanley, the redeemed Cultist. She's the mole in the Silver Twilight Lodge and is trying to stop them from within, giving her bonuses as the doom and terror tracks increase.
* AxCrazy: Most cultists are after power and favor from their Ancient One. Cultists of Azathoth serve a mindless, universe ending patron and have nothing to actually ''gain'' from it.

to:

* TheAtoner: Diana Stanley, the redeemed Cultist. She's [[ReverseMole the mole mole]] in the Silver Twilight Lodge and is trying to stop them from within, giving her bonuses as the doom and terror tracks increase.
* AxCrazy: Most cultists are after power and favor from their Ancient One. Cultists of Azathoth serve a mindless, universe ending universe-ending patron and have nothing to actually ''gain'' from it.



* {{BFG}}: The elephant gun, a RealLife example, and a powerful physical weapon in the game. Real elephant guns were frequently custom-made firearms, thus in-game you have to pay every time its used to refresh it--even the ''flamethrower'' can be refreshed at will!

to:

* {{BFG}}: The elephant gun, a RealLife example, and a powerful physical weapon in the game. Real elephant guns were frequently custom-made firearms, thus in-game you have to pay every time its it's used to refresh it--even it -- even the ''flamethrower'' can be refreshed at will!



* BossInMookClothing: The titular Dunwich Horror. If you can't prevent its arrival then a seemingly normal monster tile is added to the game. One with a laundry list of special rules. The Dunwich Horror has tons of health, can advance the doom track, and a deck of cards that randomize its combat stats, drawn ''after'' you enter combat with it. On one turn it takes half damage and destroys all your gear, on the next it has no special resistances but instantly kills you. Defeating it gives you any card you wish as a reward.

to:

* BossInMookClothing: The titular Dunwich Horror. If you can't prevent its arrival arrival, then a seemingly normal monster tile is added to the game. One with a laundry list of special rules. The Dunwich Horror has tons of health, can advance the doom track, and a deck of cards that randomize its combat stats, drawn ''after'' you enter combat with it. On one turn turn, [[StoneWall it takes takes]] [[DamageReduction half damage damage]] and [[MooksAteMyEquipment destroys all your gear, gear]]; on the next next, [[GlassCannon it has no special resistances resistances]] but [[OneHitKill instantly kills you.you]]. Defeating it gives you any card you wish as a reward.



* {{Claustrophobia}}: A madness that can afflict an investigator, causing sanity loss if the victim enters locations.
* CombatMedic: Doctor Lee. Subverted if playing with the personal stories-addition from Innsmouth, as killing too many enemies [[HeroicBSOD lowers Lee's maximum sanity.]]
* ContinuingIsPainful: Losing all your Stamina or Sanity points doesn't end the game for your Investigator, it just sends them to the hospital or asylum respectively. However, they lose half of their items and Clue tokens. In later supplements, you can opt to take an Injury or Madness instead, but these cripple them for the rest of the game.
* CoolGate: Portals are more ''horrifying'' then cool though.

to:

* {{Claustrophobia}}: A madness that can afflict an investigator, causing sanity loss if the victim enters certain locations.
* CombatMedic: Doctor Lee. Subverted if playing with the personal stories-addition stories addition from Innsmouth, as killing too many enemies [[HeroicBSOD lowers Lee's maximum sanity.]]
* ContinuingIsPainful: Losing all your Stamina or Sanity points doesn't end the game for your Investigator, it just sends them to the hospital or asylum asylum, respectively. However, they lose half of their items and Clue tokens. In later supplements, you can opt to take an Injury or Madness instead, but these cripple them for the rest of the game.
* CoolGate: Portals are more ''horrifying'' then cool than cool, though.



* DamageReduction: Seen in different forms through the game. The mobster Michael [=McGlen=] features it as his ability, a few spells and unique items allow for it, as well as the common food.

to:

* DamageReduction: Seen in different forms through the game. The mobster Michael [=McGlen=] features it as his ability, and a few spells and unique items allow for it, as well as the common food.



** Being reduced to zero stamina or sanity is a trip to the hospital/sanitarium. You will lose half of your items but you get to choose and you round down. If you somehow lose both, on the other hand, you get ''devoured''...
** With the Dunwich expansion, you can even get around the item/clue loss by accepting, as appropriate, an Injury or a Madness. For many players, the nuisance supplied is more than outweighed by the kept items and clues (''especially'' the clues). Just...be careful about taking multiples, since if you're anyone other than Rita Young, getting a duplicate of an Injury or Madness you already have results in your [[KilledOffForReal devouring]].

to:

** Being reduced to zero stamina or sanity is a trip sends you to the hospital/sanitarium. You will lose half of your items and clue tokens, but you get to choose and you round down. If you somehow lose both, on the other hand, you get ''devoured''...
''[[KilledOffForReal devoured]]''...
** With the Dunwich expansion, you can even get around the item/clue loss by accepting, as appropriate, an Injury or a Madness. For many players, the nuisance supplied is more than outweighed by the kept items and clues (''especially'' the clues). Just... be careful about taking multiples, since if you're anyone other than Rita Young, getting a duplicate of an Injury or Madness you already have results in your [[KilledOffForReal devouring]].



* DidYouJustPunchOutCthulhu: You can literally do it. (To Cthulhu, at least, and to most of the other possible {{Eldritch Abomination}}s as well, with the notable exception of Azathoth.) [[NintendoHard You're gonna have a hell of a time doing it, though.]] One expansion has encounter cards where you fight an Ancient One singlehanded. And yes one of the ones you fight is Cthulhu.

to:

* DidYouJustPunchOutCthulhu: You can literally do it. (To Cthulhu, at least, and to most of the other possible {{Eldritch Abomination}}s as well, with the notable exception of Azathoth.) [[NintendoHard You're gonna have a hell of a time doing it, though.]] One expansion has encounter cards where you fight an Ancient One singlehanded. And yes single-handed. And, yes, one of the ones you fight is Cthulhu.



* DreamLand: The Dreamlands are one of the other worlds you can visit. By most other world standards they're a very nice place.
* DropTheHammer: The sledgehammer, it thoroughly crushes enemies by giving both combat and fight bonuses and reducing their toughness.

to:

* DreamLand: The Dreamlands are one of the other worlds you can visit. By most other world standards standards, they're a very nice place.
* DropTheHammer: The sledgehammer, natch; it thoroughly crushes enemies by giving both combat and fight bonuses and reducing their toughness.



* DumpStat: The dump stat can change during the course of the game but it's always risky. Each stat is inversely linked with another, thus raising your Fight will lower your Will, and you can't kill the monster if just seeing it drives you insane. Luck of the draw and strategy factor heavily in ''Arkham Horror'', having the right items can mitigate the risks of having a dump stat and you can change it as the situation demands.
* DungeonBypass: There are a few methods to skip turns spent exploring the other world, the sooner you escape the better your chances of sealing portals and maybe ''winning'' a game.
* Myth/EgyptianMythology: Bast, the cat goddess, serves as one of the guardians. For a price you can play KindHeartedCatLover and feed strays to receive her blessing. Her blessing regenerates stamina or sanity each turn and protects you from being devoured.

to:

* DumpStat: The dump stat can change during the course of the game game, but it's always risky. Each stat is inversely linked with another, thus another; thus, for instance, raising your Fight will lower your Will, and you can't kill the monster if just seeing it drives you insane. Luck of the draw and strategy factor heavily in ''Arkham Horror'', Horror''; having the right items can mitigate the risks of having a dump stat stat, and you can change it as the situation demands.
* DungeonBypass: There are a few methods to skip turns spent exploring the other world, world; the sooner you escape escape, the better your chances of sealing portals and maybe ''winning'' a game.
* Myth/EgyptianMythology: Bast, the cat goddess, serves as one of the guardians. For a price price, you can play KindHeartedCatLover and feed strays to receive her blessing. Her blessing regenerates stamina or sanity each turn and protects you from being devoured.



-->"It was then that I remembered [[OhCrap a terrible thing]]. Nyarlathotep had a thousand faces with which to battle us - all at once if he so chose."

to:

-->"It was then that I remembered [[OhCrap a terrible thing]]. Nyarlathotep had a thousand faces with which to battle us - -- all at once if he so chose."



* FinalBoss: The Ancient One is this. It's possible to win without having to fight it, but letting it awaken and then kicking its ass is also a victory condition. [[RocksFallEveryoneDies Just don't try that on Azathoth]], and for other Ancient Ones, not only is victory going to be quite unlikely, but even if you do win, it'll be at great cost.



** Leng Spiders, the small ones are pony-sized.
** Atlach-Nacha, the horrifyingly-powerful Ancient One.

to:

** Leng Spiders, Spiders; the small ''small'' ones are pony-sized.
** Atlach-Nacha, the horrifyingly-powerful Ancient One.One and KingMook to the aforementioned Leng Spiders.



* HotLibrarian: Mandy Thompson, the researcher, is quite pretty, shows her cleavage and has some of the nicest investigator art.

to:

* HotLibrarian: Mandy Thompson, the researcher, is quite pretty, shows her cleavage cleavage, and has some of the nicest investigator art.



* KilledOffForReal: Being ''devoured''. Generally, only if you're quite unlucky in an encounter or fighting the Ancient One.

to:

* KilledOffForReal: Being ''devoured''. Generally, this only happens if you're quite unlucky in an encounter or [[FinalBoss fighting the Ancient One.One]].



* LizardFolk: Serpent People are borrowed from Creator/RobertEHoward's Thurian Age, cultists of Yig are actually disguised serpent priests.

to:

* LizardFolk: Serpent People are borrowed from Creator/RobertEHoward's Thurian Age, and cultists of Yig are actually disguised serpent priests.



* LuckManipulationMechanic: "Clue Tokens" represent various bits of Mythos-lore the characters have learned through their combing the city. Spending a clue token after a die roll lets you roll an additional die, and you can continue to roll as long as you have tokens to spend, some Skills even add 2 dice instead of 1 per token to certain kinds of rolls.

to:

* LuckManipulationMechanic: "Clue Tokens" represent various bits of Mythos-lore the characters have learned through their combing the city. Spending a clue token after a die roll lets you roll an additional die, and you can continue to roll as long as you have tokens to spend, some spend. Some Skills even add 2 dice instead of 1 per token to certain kinds of rolls.



* OhCrap: The aptly name mythos card, "No One Can Help You Now" which prevents gates from being sealed.

to:

* OhCrap: The aptly name named mythos card, "No One Can Help You Now" Now", which prevents gates from being sealed.



* PersonaNonGrata: Part of what causes the barred from the neighborhood effect, preventing you from entering the locations in a neighborhood.

to:

* PersonaNonGrata: Part of what causes the barred "barred from the neighborhood neighborhood" effect, preventing you from entering the locations in a neighborhood.



* PlotTriggeringDeath: Many of the characters backstories have this as a motivation. George Barnaby's [[StuffedInTheFridge wife]], Kate Winthrop's professor, Michael [=McGlen=]'s friend

to:

* PlotTriggeringDeath: Many of the characters characters' backstories have this as a motivation. Examples include George Barnaby's [[StuffedInTheFridge wife]], Kate Winthrop's professor, Michael [=McGlen=]'s friend friend.



* PowerCreep: The expansions introduce bigger and badder bosses and monsters, heralds as {{TheDragon}} and more ways for the Ancient One to Awaken. To compensate, stronger investigators, items and skills are introduced.
** In the regular game most investigators have abilities like reducing damage, drawing extra X cards or being able to restore Sanity and Health when in the same neighborhood. Expansions introduce investigators with abilities such as being able to bypass horror checks, letting other investigators use your clue tokens and making it much much easier to seal gates.
** Slightly DownPlayed in that Cthulhu, Mandy Thompson and the Elder Signs (one of the most powerful {{BigBad}}s, investigators and items) are all part of the regular game.

to:

* PowerCreep: The expansions introduce bigger and badder bosses and monsters, heralds as {{TheDragon}} {{TheDragon}}, and more ways for the Ancient One to Awaken. To compensate, stronger investigators, items items, and skills are introduced.
** In the regular game game, most investigators have abilities like reducing damage, drawing extra X cards cards, or being able to restore Sanity and Health when in the same neighborhood. Expansions introduce investigators with abilities such as being able to bypass horror checks, letting other investigators use your clue tokens tokens, and making it much much easier to seal gates.
** Slightly DownPlayed downplayed in that Cthulhu, Mandy Thompson Thompson, and the Elder Signs (one of the most powerful {{BigBad}}s, investigators investigators, and items) are all part of the regular game.



* RaceAgainstTheClock: Trying to seal all the portals before the doom track fills and the Ancient One awakes.
* RagTagBandOfMisfits: Very likely the player's investigative group. It's easy to have a group made up of a crooked Politician, a Federal Agent, a Street Urchin and a Cook.
* RandomNumberGod: Perhaps the real indescribable, eldritch horror in the game. Made more or less forgiving by the "blessed" (successes occur on die rolls of 4, 5 or 6) or "cursed" (successes ''only'' occur on a die roll of 6) statuses; a Cursed adventurer is [[FateWorseThanDeath generally screwed]] until they can shake it off or otherwise buy their way out of it at the church.

to:

* RaceAgainstTheClock: Trying to seal all the portals before the doom track fills and the Ancient One awakes.
awakens.
* RagTagBandOfMisfits: Very likely the player's investigative group. It's easy to have a group made up of a crooked Politician, a Federal Agent, a Street Urchin Urchin, and a Cook.
* RandomNumberGod: Perhaps the real indescribable, eldritch horror in the game. Made more or less forgiving by the "blessed" (successes occur on die rolls of 4, 5 5, or 6) or "cursed" (successes ''only'' occur on a die roll of 6) statuses; a Cursed adventurer is [[FateWorseThanDeath generally screwed]] until they can shake it off or otherwise buy their way out of it at the church.



* {{Socialite}}: Jenny, the dilettante. She was in Paris before coming to Arkham in search of her sister. She starts with a lot of cash and her special ability is getting more each turn from her trust fund.

to:

* {{Socialite}}: Jenny, the dilettante. She was in Paris before coming to Arkham in search of her sister. She starts with a lot of cash cash, and her special ability is getting more each turn from her trust fund.



** Professor Walters. He has decent Speed, Stealth and Luck scores, but he truly shines in that he has one of the highest Lore skills in the game, ties for the highest innate Sanity points, ''and'' his special ability reduces all Sanity losses by 1, saving his Sanity points to allow him to use plenty of [[TomeOfEldritchLore books]] and dual-wield combat spells for extra fun. This is, however, countered by the fact that he has some of the lowest Will, Fight and [[HitPoints physical health]] stats in the game.

to:

** Professor Walters. He has decent Speed, Stealth Stealth, and Luck scores, but he truly shines in that he has one of the highest Lore skills in the game, ties for the highest innate Sanity points, ''and'' his special ability reduces all Sanity losses by 1, saving his Sanity points to allow him to use plenty of [[TomeOfEldritchLore books]] and dual-wield combat spells for extra fun. This is, however, countered by the fact that he has some of the lowest Will, Fight Fight, and [[HitPoints physical health]] stats in the game.



* StrangeBedfellows: It's possible to have a group of investigators containing a federal agent, a gangster, a rookie cop and a bootlegger. And have one of them become deputy of Arkham. Presumably, the threat of the Ancient One dwarfs petty human crime.

to:

* StrangeBedfellows: It's possible to have a group of investigators containing a federal agent, a gangster, a rookie cop cop, and a bootlegger. And have one of them become deputy of Arkham. Presumably, the threat of the Ancient One dwarfs petty human crime.



* TakenForGranite: The petrifying solution is a chemical from ''The King In Yellow'' that serves as a '''powerful''' one-shot weapon with a hefty combat bonus and ignoring the physical resistance and endless abilities. Amusingly, in the original story it was lifted from [[spoiler: the effect is only temporary]].

to:

* TakenForGranite: The petrifying solution is a chemical from ''The King In Yellow'' that serves as a '''powerful''' one-shot weapon with a hefty combat bonus and ignoring the physical resistance and endless abilities. Amusingly, in the original story it was lifted from [[spoiler: the from, [[spoiler:the effect is only temporary]].



* TomeOfEldritchLore: You can find famous Mythos books like the ''Necronomicon'' in game. Reading them gives you a chance to learn spells or skills, at the cost of insanity.
* TownWithADarkSecret: Dunwich and ''especially'' Innsmouth. The difference being in Dunwich everyone is afraid of its secret and in Innsmouth everyone is part of it.
* TurnUndead: The cross is a magical weapon that only provides a combat bonus against undead enemies. It does however always provide a bonus to a horror check. Jim Culver, meanwhile, has a special ability that lets him spend a clue token to auto-defeat ''any'' undead foe.

to:

* TomeOfEldritchLore: You can find famous Mythos books like the ''Necronomicon'' in this game. Reading them gives you a chance to learn spells or skills, at the cost of insanity.
* TownWithADarkSecret: Dunwich and ''especially'' Innsmouth. The difference being that in Dunwich Dunwich, everyone is afraid of its secret secret, and in Innsmouth everyone is part of it.
* TurnUndead: The cross is a magical weapon that only provides a combat bonus against undead enemies. It does however does, however, always provide a bonus to a horror check. Jim Culver, meanwhile, has a special ability that lets him spend a clue token to auto-defeat ''any'' undead foe.



* VerticalKidnapping: Nightgaunts will swoop in from above, overpower you, and drop you in the nearest portal. This can be beneficial, they will do this in other world locations and return you to Arkham then allowing you to close the portal.

to:

* VerticalKidnapping: Nightgaunts will swoop in from above, overpower you, and drop you in the nearest portal. This can be beneficial, beneficial; they will do this in other world locations and return you to Arkham Arkham, then allowing you to close the portal.



* WhipItGood: A whip is available as a weapon, the archaeologist Monterey Jack starts with one.

to:

* WhipItGood: A whip is available as a weapon, and the archaeologist Monterey Jack starts with one.
22nd Jun '17 10:12:01 PM jormis29
Is there an issue? Send a Message


* ''TabletopGame/MansionsOfMadness'': Players investigate an OldDarkHouse (one of many possible ones) while one player designated the [[GameMaster Keeper]] controls the opposition. Sort of a lite-version of roleplaying ''TabletopGame/TheCallOfCthulhu''. Has so far received two large expansions. ''Forbidden Alchemy'' introduces a new puzzle type as well as three new scenarios with a MadScience angle. ''Call of the Wild'' features five new scenarios with an outdoors locale as well as non-linear gameplay. There are also six single scenario expansions: ''Season of the Witch'', ''The Silver Tablet'', ''Til Death Do Us Apart'', ''House of Fears'', ''The Yellow Sign'', and ''The Laboratory'' (the last one requires ''Forbidden Alchemy''). The second edition of the game introduces a mobile device app which, among other things, eliminates the need for a Keeper player.

to:

* ''TabletopGame/MansionsOfMadness'': Players investigate an OldDarkHouse (one of many possible ones) while one player designated the [[GameMaster Keeper]] controls the opposition. Sort of a lite-version of roleplaying ''TabletopGame/TheCallOfCthulhu''.''TabletopGame/CallOfCthulhu''. Has so far received two large expansions. ''Forbidden Alchemy'' introduces a new puzzle type as well as three new scenarios with a MadScience angle. ''Call of the Wild'' features five new scenarios with an outdoors locale as well as non-linear gameplay. There are also six single scenario expansions: ''Season of the Witch'', ''The Silver Tablet'', ''Til Death Do Us Apart'', ''House of Fears'', ''The Yellow Sign'', and ''The Laboratory'' (the last one requires ''Forbidden Alchemy''). The second edition of the game introduces a mobile device app which, among other things, eliminates the need for a Keeper player.
11th Mar '17 3:02:02 AM jormis29
Is there an issue? Send a Message


''Arkham Horror'' is an {{Adventure Board Game|s}} based on Creator/HPLovecraft's Franchise/CthulhuMythos and taking place in the [[TheRoaringTwenties 1920s]]. It was designed by Richard Launius in 1987 for Chaosium and was revamped and re-released by Fantasy Flight Games in 2005. The players must cooperate as a handful of investigators trying to prevent the awakening of an [[EldritchAbomination Ancient One]] with the fate of the city of Arkham, and sometimes the whole world, in the balance. The investigators will collect ordinary and magical items, explore forgotten or forbidden regions of the town, battle monsters, enter alien worlds, and (per the setting) go gibbering insane in the process.

to:

''Arkham Horror'' is an {{Adventure Board Game|s}} based on Creator/HPLovecraft's Franchise/CthulhuMythos and taking place in the [[TheRoaringTwenties 1920s]]. It was designed by Richard Launius in 1987 for Chaosium Creator/{{Chaosium}} and was revamped and re-released by Fantasy Flight Games in 2005. The players must cooperate as a handful of investigators trying to prevent the awakening of an [[EldritchAbomination Ancient One]] with the fate of the city of Arkham, and sometimes the whole world, in the balance. The investigators will collect ordinary and magical items, explore forgotten or forbidden regions of the town, battle monsters, enter alien worlds, and (per the setting) go gibbering insane in the process.
4th Mar '17 2:10:12 AM Morgenthaler
Is there an issue? Send a Message


* HouseRules: The Fantasy Flight site includes semi-official house rules from the game's creator Richard Launius. In addition, there are investigator sheets for Gabe and Tycho from ''PennyArcadeAdventures'', with Annarchy as an ally.

to:

* HouseRules: The Fantasy Flight site includes semi-official house rules from the game's creator Richard Launius. In addition, there are investigator sheets for Gabe and Tycho from ''PennyArcadeAdventures'', ''VideoGame/PennyArcadeAdventures'', with Annarchy as an ally.
24th Feb '17 9:54:05 PM Gatomon41
Is there an issue? Send a Message

Added DiffLines:

* SoloTabletopGame: Listed for 1-8 player, solo play is made possible since monsters generate and events happen according to the Mythos deck. Also, the Ancient One has its own character template.
22nd Feb '17 6:04:58 AM morenohijazo
Is there an issue? Send a Message

Added DiffLines:

* CastFromSanity: Many spells have a sanity cost to play, as does the use of Elder Signs to close and seal planar gates; in the Franchise/CthulhuMythos, that sort of thing draws on higher orders of reality than the human mind can comfortably process -- like the ones the {{Eldritch Abomination}}s come from.
19th Jan '17 11:13:14 AM KujakuDM
Is there an issue? Send a Message


In late 2016, a [[CollectibleCardGame living card game]] was released using many of the same characters and concepts. Unlike the usual LCG format, the game is cooperative with players building decks to defeat a scenario where threats come from an "Encounter Deck." Multiple expansions have been announced.

to:

In late 2016, a [[CollectibleCardGame living card game]] using the same name was released released, using many of the same characters and concepts. Unlike the usual LCG format, the game is cooperative with players building decks to defeat a scenario where threats come from an "Encounter Deck." Multiple expansions have been announced.
19th Jan '17 11:12:41 AM KujakuDM
Is there an issue? Send a Message

Added DiffLines:

In late 2016, a [[CollectibleCardGame living card game]] was released using many of the same characters and concepts. Unlike the usual LCG format, the game is cooperative with players building decks to defeat a scenario where threats come from an "Encounter Deck." Multiple expansions have been announced.
This list shows the last 10 events of 102. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.ArkhamHorror