Part Four: What do I do?How do you win?
- Close All Gates: When a gate is closed (or sealed), if the players have a total number of gate trophies that is greater than or equal to the number of players, they win.
- Seal All Gates: If six locations are sealed, the players win.
- Punch Out the Ancient One: If the Ancient One awakens, but the players defeat it, they win.
How do you lose?
- When all the investigators are devoured while the Ancient One is awake.
That sounds pretty simple, but beating the Ancient One is hard, and Azathoth can't even be fought: if he wakes up, you just plain lose. If you avoid that somehow, then every time he attacks, you lose... again.
Here's how an Ancient One can awaken:
- Doom Track: when the last doom token is placed on the Ancient One's doom track, it wakes up immediately. Doom tokens are normally added whenever a gate opens.
- Too Many Gates: if a certain number of gates are open at once, the Ancient One immediately awakens. (number decreases with more players)
- Out of Something: if a gate or monster is to be placed, but none are left in the pile/cup/bag/whatever, the Ancient One wakes up.
- Monster Apocalypse: if the terror level is 10, and there are a certain number of monsters out (number decreases with more players), the Ancient One joins the party. (wakes up)
In any case, if the Ancient One wakes up with a doom track that isn't full, fill it up. You really don't want the Ancient One to wake up.
More stuff to worry about:
- Terror: if a certain number of monsters are in town, all future monsters go to the outskirts. If a certain number of monsters are in the outskirts, increase the terror level and return the monsters to the cup. Also, the top ally from the ally deck packs up and leaves. Return it to the box.
- Monster Surges: normally, when a gate opens, two monsters come out. If a gate would open where another gate already is, a monster surge occurs instead. A bunch of monsters come out of all the gates.
- Item Loss: Whenever you run out of sanity or stamina and have to get whisked to the hospital or asylum (or, if in an Other World, become lost in time and space), you lose half your items. (Items in this case means [])
Turn Structure:So, all that sounds nice, but it's not really a
game, just some
parts of a game. Here's how the actual gameplay goes:
There is a 'first player' marker. One person has it at a time, and is considered the first player. Each player acts during each turn, but during each phase, the first player's actions resolve first, and then the person who will be first player next, and then...
Turn Phases:
- Upkeep: Stuff is managed
- Movement: Players move around, maybe fight some monsters
- Arkham Encounters: Stuff happens in Arkham
- Other World Encounters: Stuff happens on the planes
- Mythos: Spooky things happen
What happens during each phase:Upkeep:
- Refresh (all) exhausted cards (untap)
- Do upkeep stuff
- Change skills; each investigator may move his or her skill sliders a total number of stops equal to his or her focus
Movement has two types: Arkham movement and Otherworldly movement; which one you do should be self-evident from where you are. Otherworldly movement is not optional.
Arkham movement:
- You get a number of movement points equal to your speed
- You can move around or perform movement phase actions, which generally cost movement points. you can move along the little lines connecting locations.
- If a monster is in a location you are in, you have to evade it or fight it; you can't just move past it. If you fight it, or fail to evade, you lose the rest of your movement. Either way, you have to defeat or evade each monster in the location you are in.
- Get clues! If you end your movement in a location with clue tokens, you can grab any number of them. Usually you grab all of them.
Otherworldly movement: If you're in an Other World do these things:
- If you're in the second space of an Other World, return to Arkham through any gate leading to the world you're in. If you can't, you're lost in time and space.
- If you're in the first space of an Other World, move to the second space of that world.
Arkham Encounter: Only do this if you are in an Arkham location that can actually have encounters
- If there is an explored gate at your location, you may try to close it. Roll a Fight or Lore check with the modifier indicated on the gate marker. If you get a success (as with most things, you just need to roll one success to succeed). Once you have succeeded, you may spend 5 clue tokens to seal the gate. If so, put an elder sign marker on the (Arkham) location to indicate that the location is sealed; otherwise it's just closed. Either way, take the gate marker as a trophy. Also, return all monsters with that gate's dimensional symbol to the cup.
- If there is an unexplored gate at your location, you are sucked through. Turn it over; you are moved to the first space of that Other World
- If you are in a location with an alternate encounter (such as the Police Station), you may have that encounter
- Otherwise, shuffle the encounter deck for the neighborhood you are in, draw the top card, and have the encounter listed for the location you are in.
Other World Encounters: Only do this if you are in an Other World
- Draw the top card of the 'Other World Encounter' deck. If its color doesn't match one of the colors of the Other World you are in (e.g.: R'lyeh is Red and Yellow), discard it and draw the next one. Repeat this until you have a matching color.
- Have the encounter matching your Other World. If your world isn't mentioned, you have the 'Other' encounter.
Mythos: (Mythos cards aren't as simple as some other cards)
- The first player draws a Mythos card.
- Open Gate: See explanation below.
- Place a clue token at the indicated location.
- Move monsters as indicated in the bottom right; monsters with a dimensional symbol that appears on the card move on the arrows of the color that their dimensional symbol appears on.
- Mythos Ability: Do whatever else the Mythos Card says. Environments replace the previous environment and stick around. Rumors stick around until resolved; if there's already a rumor, other rumors can't happen.
Gate Check: Look at the bottom left of the card; it will (usually) indicate a location. Sometimes
- If it says something special, do that; otherwise, do the following:
- If a gate is open at the indicated location, there is a monster surge
- If the location is sealed, nothing happens.
- If neither is the case, a gate opens there
Actually placing the gate, when one opens:
- Put a doom token on the Ancient One's doom track
- Draw a gate marker and put it at the location indicated. All clue tokens at the location are sucked through the gate and are gone.
- Draw one or two monsters (depending on the number of players) from the cup and place it/them on the gate.
- If an investigator is at the location, that investigator is sucked through the gate and delayed (won't move during the next movement phase).
Now pass the first player marker and start the next turn.
There's also scoring and whatnot at the end, but let me put it this way: you just beat a Great Old One. Keeping track of points is
beneath you.