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Trope was cut/disambiguated due to cleanup


* DropTheHammer: The sledgehammer, natch; it thoroughly crushes enemies by giving both combat and Fight bonuses and reducing their toughness.
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* ClockOfPower: In the 3rd Edition, The Pocket Watch is an equippable item with the SimpleYetAwesome effect of granting the owner [[ExtraTurn an extra action every turn]].
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* AntiFrustrationFeatures: If an Investigator uses an Elder Sign to seal a gate, which costs them 1 stamina and 1 sanity, the Elder Sign still seals the gate even if the Investigator is knocked unconscious (0 stamina) or driven insane (0 sanity).
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* WhipItGood: A whip is available as a weapon.
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Crosswicking from new trope Sealed Evil In Another World.

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* SealedEvilInAnotherWorld: 3rd Edition includes this as a way to defeat several Great Old Ones:
** Azathoth is [[LordBritishPostulate utterly impossible]] to fight directly, but the investigators can perform a ritual to lure it into a [[AlternateTimeline lifeless alternate future Earth]] before it can end the world.
** [[MultipleEndings One way]] for the Investigators to defeat Ithaqua is to perform a BanishingRitual to relocate him to an uninhabited planet, depriving him of both [[ApocalypseCult cultists]] and victims.

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* ContinuingIsPainful: In "Knocking on the Gates", whenever investigator gets driven insane, a Blight enters play for the rest of the game, making it significantly harder for everyone.



* DeathIsASlapOnTheWrist: Averted in "Knocking on the Gates"; whenever investigator gets driven insane, a Blight enters play for the rest of the game, making it significantly harder for everyone.



* MindRape: In "Miscreants and Miscreation", whenever investigators defeats a Child of Abhoth, Abhoth himself speaks in their mind, forcing them to pass a Will check or lost 2 Sanity.

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* MindRape: In "Miscreants and Miscreation", whenever investigators defeats a Child of Abhoth, Abhoth himself speaks in their mind, forcing them to pass a Will check or lost lose 2 Sanity.
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Chained Sinkholes.


''Arkham Horror'' is an [[AmeritrashGames American-style]] {{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 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.

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''Arkham Horror'' is an [[AmeritrashGames American-style]] American-style {{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 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.



* BedlamHouse: The infamous Arkham Asylum. The original Arkham, [[Franchise/{{Batman}} not that]] [[VideoGame/BatmanArkhamAsylum other one]]. Investigators actually may receive treatment here to restore lost Sanity (and automatically do so if (or when) they are driven insane), or search here for some valuable clues.

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* BedlamHouse: The infamous Arkham Asylum. The original Arkham, [[Franchise/{{Batman}} not that]] that [[VideoGame/BatmanArkhamAsylum other one]]. Investigators actually may receive treatment here to restore lost Sanity (and automatically do so if (or when) they are driven insane), or search here for some valuable clues.



** The entire boss fight with Yibb-Tstll is this. When she attacks, each investigator must roll as many dice as they have Focus; if they roll no successes, they die; if they roll at least two, they get Blessed (making it easier to fight her). So, depending on your luck, you may either curb-stomp her, or [[TotalPartyKill be completely slaughtered]] [[RocksFallEveryoneDies on the first round]].

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** The entire boss fight with Yibb-Tstll is this. When she attacks, each investigator must roll as many dice as they have Focus; if they roll no successes, they die; if they roll at least two, they get Blessed (making it easier to fight her). So, depending on your luck, you may either curb-stomp her, or [[TotalPartyKill be completely slaughtered]] [[RocksFallEveryoneDies be completely slaughtered on the first round]].



* MiniBoss: 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 has a deck of cards that randomizes its combat stats, drawn ''after'' you enter combat with it. On one turn, [[StoneWall it takes]] [[DamageReduction half damage]] and [[MooksAteMyEquipment destroys all your gear]]; on the next, [[GlassCannon it has no special resistances]] but [[OneHitKill instantly kills you]]. Defeating it gives you any card you wish as a reward.

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* MiniBoss: 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 has a deck of cards that randomizes its combat stats, drawn ''after'' you enter combat with it. On one turn, [[StoneWall it takes]] [[DamageReduction it takes half damage]] and [[MooksAteMyEquipment destroys all your gear]]; on the next, [[GlassCannon it has no special resistances]] but [[OneHitKill instantly kills you]]. Defeating it gives you any card you wish as a reward.



*** [[Literature/TheCallOfCthulhu John Legrasse]] [[InvertedTrope also allows you to ignore]] the ''Endless'' effect on monsters (which prevents them from being taken as trophies).

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*** [[Literature/TheCallOfCthulhu John Legrasse]] [[InvertedTrope also allows you to ignore]] ignore the ''Endless'' effect on monsters (which prevents them from being taken as trophies).
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''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 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.

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''Arkham Horror'' is an [[AmeritrashGames American-style]] {{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 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.
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* OneCurseLimit: The [[StatusEffects conditions]] "Cursed" and "Blessed" cancel each other out and can't stack with themselves, so if a Cursed character would get another Curse, they ignore it. All Curses are the same -- only rolls of 6 count as successes.

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House Rules is IUEO


* 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 ''VideoGame/PennyArcadeAdventures'', with Annarchy as an ally.


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* OfficialGameVariant: 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 ''VideoGame/PennyArcadeAdventures'', with Annarchy as an ally.
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Asskicking Equals Authority has been renamed.


* AsskickingEqualsAuthority: If you kill enough monsters and/or seal enough gates, you can be appointed deputy of Arkham.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: If you kill enough monsters and/or seal enough gates, you can be appointed deputy of Arkham.

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* ''Wrath of N'Kai'' by Josh Reynolds
* ''The Last Ritual'' by SA Sidor
* ''Mask of Silver'' by Rosemary Jones
* ''Litany of Dreams'' by Ari Marmell
* ''The Devourer Below'' (anthology)
* ''Cult of the Spider Queen'' by SA Sidor
* ''The Deadly Grimoire'' by Rosemary Jones
* ''Lair of the Crystal Fang'' by SA Sidor


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* ''Wrath of N'Kai'' by Josh Reynolds
* ''The Last Ritual'' by SA Sidor
* ''Mask of Silver'' by Rosemary Jones
* ''Litany of Dreams'' by Ari Marmell
* ''The Devourer Below'' (anthology)
* ''Cult of the Spider Queen'' by SA Sidor
* ''The Deadly Grimoire'' by Rosemary Jones
* ''Lair of the Crystal Fang'' by SA Sidor
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* ''Lair of the Crystal Fang'' by SA Sidor
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* ''Wrath of N'Kai'' by Josh Reynolds
* ''The Last Ritual'' by SA Sidor
* ''Mask of Silver'' by Rosemary Jones
* ''Litany of Dreams'' by Ari Marmell
* ''The Devourer Below'' (anthology)
* ''Cult of the Spider Queen'' by SA Sidor
* ''The Deadly Grimoire'' by Rosemary Jones
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* EvilTakesANap: The investigators are trying to prevent an EldritchAbomination from awakening and ending the world. The Ancient One's ongoing effects on the game world are merely it "stirring in its slumber", and if it does start to wake up, they face [[BrokeYourArmPunchingOutCthulhu a hellish fight]] to knock it back out before it can regain its full power.
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** In one 3rd Edition scenario from "Secrets of the Order", the investigators may be offered the choice to seal away the Ancient One in the usual way or improvise their own method by [[DealWithTheDevil studying from dark powers]]. The latter ending [[spoiler:strongly implies that the investigators have [[AndThenJohnWasAZombie become thralls of Yog-Sothoth]] and specifically ''excludes'' from the victory anyone who hasn't made a Dark Pact.]]

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** Jenny Barnes is searching for her sister Isabelle, abducted in Paris by a cult, and will ''always'' find her. The only difference is whether she will be alive and in one piece...[[FingerInTheMail or several]].

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** Jenny Barnes is searching for her sister Isabelle, abducted in Paris by a cult, and will ''always'' find her. The only difference is whether she will be alive and in one piece... [[FingerInTheMail or several]].several]].
** Wendy Adams wants to find her DisappearedDad. She finds him alive if she passes her personal story.
** Hank Samson is looking for his Pa. He successfully finds him if he passes his personal story, otherwise his fate remains unknown.

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* SearchingForTheLostRelative: Several characters searching for lost relatives, in the midst of a town invaded by the Chaos.
** Jenny Barnes is searching for her sister Isabelle, abducted in Paris by a cult, and will ''always'' find her. The only difference is whether she will be alive and in one piece...[[FingerInTheMail or several]].
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* FiveFingerDiscount: One street encounter in 3[[superscript:rd]] edition has an unattended display of apples for sale. If you [[HyperactiveMetabolism eat some]] without leaving money, you need to pass a Will test or literally be {{Curse}}d by your own guilty conscience.

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* DiceRollDeath:
** Many encounters forces investigators to pass skill checks or suffer various penalties; in some cases (mainly in the Other Worlds), consequence of a failure is immediate death.
** While imprisoned in Innsmouth, some encounters outright kills investigator (they gets fed to a shoggoth). As encounters are always random, you can never know wether you'd survive another night here.



* DiceRollDeath: In "Feeding Time", investigators who ends their movement in the Black Cave must pass a Fight check, or they would die. The modifiers scales with Doom, so it goes from relatively easy to borderline impossible as the game goes on.



** In "It's Good to be the King", several locations gains additional rule: if the clues spawns there for any reason, there also spawns a Yellow Sign token; if investigator gathers those clues, he also gains the Yellow Sign, and has to either put into play a Blight card and suffer from its permanent debuffs, or put that Yellow Sign on the Doom track.

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** In "It's Good to be the King", several locations gains additional rule: if the clues spawns there for any reason, there also spawns a Yellow Sign token; if investigator gathers those clues, he they also gains the Yellow Sign, and has have to either put into play a Blight card and suffer from its permanent debuffs, or put that Yellow Sign on the Doom track.



** In "The Beginning of the End", as Walter may potentially move too fast for investigators to catch up, he's not guaranteed to succeed when sacrificing an Ally for the final task; investigators throws certain number of dices (depends on Terror level), and only if none of dices gives success, the game ends in failure.



* DiscOneFinalBoss: Walter Gilman (or whoever passed themselves for him) gets deal with in penultimate scenario. The one after that deals with the fallout of chaos which Walter started.

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* DiscOneFinalBoss: Walter Gilman (or whoever passed themselves for him) gets deal dealt with in penultimate scenario. The one after that deals with the fallout of chaos which Walter started.



* InstantWinCondition: In "The Dreams in the Witch House", investigators wins if they either seal 6 Gates, or close the number of Gates equal number of players, plus four (regardless of other factors).

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* InstantWinCondition: In "The Dreams in the Witch House", investigators wins if they either seal 6 Gates, or close the number of Gates equal to number of players, plus four (regardless of other factors).



*** He only gains Allies on Terror level increase.

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*** He only gains Allies on Terror level increase. Terror level by itself is hard to manage, due to many random factors affecting it.



*** Even when Walter Gilman tries to do the final sacrifice, the first player throw a dice certain amount of times, which depends on Terror level (the lower it is, the less dices gets thrown); if at least one gives 5-6 result, it's game over, otherwise, Gilman goes forward.

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*** Even when Walter Gilman tries to do the final sacrifice, the first player throw a dice certain amount of times, which depends on Terror level (the lower it is, the less dices gets thrown); [[DiceRollDeath if at least one gives 5-6 result, it's game over, over]], otherwise, Gilman goes forward.on another circle.



** In "Welcome, Mr. Whateley", if Abhoth awakes before Walter Gilman gets found in Dunwich, the game ens in failure immediately.
** In "The Three Armies of the King", failing to recover Walter Gilman before Hastur awakes ends the game in failure.

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** In "Welcome, Mr. Whateley", if Abhoth awakes before Walter Gilman gets found in Dunwich, the game ens ends in a failure immediately.
** In "The Three Armies of the King", failing to recover Walter Gilman before Hastur awakes ends the game in failure.a failure. Same happens if his owner gets eliminated, as investigators can't win without him, and he can't be recovered once lost.



** In "The End of the Beginnings", while defeating Nyarlathotep or Yog-Sothoth if they awakes wouldn't win the game, losing to them in battle still ends the game in failure.

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** In "The End of the Beginnings", while defeating Nyarlathotep or Yog-Sothoth if they awakes wouldn't win the game, losing to them in battle still ends the game in failure.cause investigators to lose.



* NonstandardGameOver: In "Twilight in Arkham", allowing Cthulhu to destroy all unstable locations leads to gave over, unless investigators manages to defeat him in one round of battle (as the actual battle happens before the game checks for that condition).

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* NonstandardGameOver: In "Twilight in Arkham", allowing Cthulhu to destroy all unstable locations leads to gave game over, unless investigators manages to defeat him in one round of battle (as the actual battle happens before the game checks for that condition).



** The seventh scenario makes it that each time the Outskirts gets filled with monsters, Terror level rises by 2 and two monsters moves to Innsmouth Factory District. It's now explained in any way, and has little to do with Eihort (it's one of the three scenarios with fixed Ancient One).

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** The seventh scenario makes it that each time the Outskirts gets filled with monsters, Terror level rises by 2 and two monsters moves to Innsmouth Factory District. It's now not explained in any way, and has little to do with Eihort (it's one of the three scenarios with fixed Ancient One).
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* AdvancingBossOfDoom: In the 3rd edition Tsathoggua scenario, the Ancient One starts to consume the game board from one end to the other. He can be defeated before he finishes, but any investigators in a neighbourhood when it's devoured are automatically killed for good.

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