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Eldritch Horror · Reference sheet

Eldritch Horror reference sheet

Overview

  • Cooperative game for 1–8 players; all win or lose together [p.6 — Object of the Game]
  • An Ancient One is awakening; investigators must solve 3 Mysteries to banish it [p.6 — Object of the Game]
  • Lose if: Doom reaches 0, all investigators eliminated, Mythos deck runs out, or a card says so [p.11 — Winning the Game]
  • Core loop: Act → Encounter → Mythos Phase, repeat [p.6 — Playing the Game]
  • Recommended first Ancient One: Azathoth [p.4 — Determine Ancient One]

Setup

  1. Place game board in reach of all players [p.4]
  2. Organize tokens: Gate stack (facedown), Clue pool (facedown), general token pool [p.4]
  3. Lead Investigator chosen; each player picks an investigator clockwise, place token on starting space [p.4]
  4. Each investigator takes starting possessions, Health tokens, and Sanity tokens from sheet [p.4]
  5. Choose Ancient One sheet; resolve its setup effects [p.4]
  6. Fill Monster cup with all non-epic Monster tokens; randomize [p.4]
  7. Remove Mystery, Research, and Special cards not matching chosen Ancient One; shuffle remaining decks [p.4]
  8. Build Mythos deck in 3 stages per Ancient One sheet instructions [p.6]
  9. Place Reference card (matching player count), set Doom token, place Omen on green space, fill 4-card Asset reserve, spawn starting Gates + Monsters + Clues, place Active Expedition token, draw first Mystery card [p.5]

Turn structure

Each round resolves three phases in order:

  1. Action Phase — Each investigator performs up to 2 actions (Lead Investigator first, then clockwise) [p.7]
  2. Encounter Phase — Each investigator resolves 1 encounter; must fight all Monsters on space first [p.9]
  3. Mythos Phase — Lead Investigator draws top Mythos card; resolves effects left-to-right, top-to-bottom [p.10]

After Mythos Phase, Lead Investigator token may be passed to any player [p.6]

Actions

Each action may be taken only once per round. [p.7]

Action Requirement Effect
Travel Move to adjacent space; spend travel tickets for extra spaces
Rest No Monster on space Recover 1 Health + 1 Sanity
Trade Another investigator on space Exchange Assets, Artifacts, Clues, Spells, tickets
Prepare for Travel City space Gain 1 travel ticket (Train or Ship); max 2 tickets total
Acquire Assets City space, no Monster Test Influence (☞); gain Assets from reserve with total value ≤ successes
Component Action Per card/sheet text Resolve bold 'Action' ability on a component; one per component per round

Combat

Triggered when an investigator shares a space with a Monster during Encounter Phase. [p.14]

  1. Flip Monster token facedown; read back for stats and effects [p.14]
  2. Will Test (🔒): Roll dice vs. Monster's modifier; if Horror > successes, lose Sanity equal to difference [p.15]
  3. Strength Test (🔊): Roll dice vs. Monster's modifier; if Damage > successes, lose Health equal to difference [p.15]
  4. Monster loses Health equal to successes rolled; place Health tokens on it [p.15]
  5. If Monster Health lost ≥ Toughness → defeated, return to Monster cup [p.15]
  6. If not defeated, Monster stays on space with its Health tokens [p.15]
  • Spend 1 Clue to reroll 1 die immediately after any roll [p.12]
  • Epic Monsters: cannot be moved/discarded; returned to game box (not cup) when defeated [p.15]

End of game

Win: Solve 3 Mysteries before the Ancient One awakens; if it has awakened, also solve the Final Mystery [p.16]

Lose if any of:

  • Doom token reaches '0' (Ancient One awakens; back of sheet describes loss condition) [p.16]
  • All investigators eliminated [p.11]
  • Mythos deck is empty when a card must be drawn [p.11]
  • A card effect says investigators lose [p.11]

After Awakening: Defeated/devoured investigators are eliminated permanently; no new investigator chosen [p.16]

Glossary

  • Doom Track: countdown to Ancient One awakening; Doom token moves toward '0' when Doom advances [p.10 — Doom and Omen Tracks]
  • Omen Track: each Mythos Phase, Omen advances 1 space; Doom advances 1 per Gate matching current Omen symbol [p.10 — Doom and Omen Tracks]
  • Gate: tear in reality on a board space; spawns a Monster when placed; main driver of Doom advancing [p.10 — What are Gates?]
  • Clue: token collectible via Research Encounters; used to solve Mysteries/Rumors and reroll dice [p.11 — What are Clues?]
  • Mystery: task investigators must complete; solve 3 to win [p.16 — Mysteries]
  • Rumor: ONGOING Mythos card with a Rumor token on the board; can cause instant loss if unsolved [p.16 — Rumors]
  • Defeated: investigator at 0 Health or Sanity; Doom advances 1, token moves to nearest City, player picks new investigator after Mythos Phase [p.14 — Defeated Investigators]
  • Devoured: investigator removed entirely from game (steps 1 & 4 of defeat only); all possessions discarded [p.14 — Devoured Investigators]
  • Delayed: investigator cannot act; spends Action Phase standing token back up to remove Delayed status [p.13 — Delayed Investigators]
  • Toughness: Monster stat; Monster is defeated when Health lost ≥ Toughness [p.15 — Strength Test]
  • Test Result: number of successes (5s or 6s) rolled; minimum 1 die always rolled [p.12 — Tests]
  • Reckoning (⊖): icon triggering effects during Mythos Phase; resolved in order: Monsters → Ancient One → ONGOING cards → possessions/Conditions [p.10 — Resolve Reckoning Effects]

FAQ

  • Q: What if I have multiple card effects giving a skill bonus for the same test? — A: Use only the highest bonus [p.12 — Tests]
  • Q: Can I perform the same action twice in one round? — A: No; each action may be taken only once per round [p.7 — Action Phase]
  • Q: Can I rest if a Monster is on my space? — A: No; Rest and Acquire Assets are both blocked by Monsters on your space [p.7 — Rest Action]
  • Q: What happens if there are no Gates matching the Omen during Monster Surge? — A: Spawn one Gate instead [p.10 — Monster Surge]
  • Q: When calculating half a number, do I round up or down? — A: Always round up [p.16 — What Now?]
  • Q: Who resolves disputes? — A: The Lead Investigator decides all disputes [p.16 — What Now?]

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