Eldritch Horror

The official rulebook is still the recommended way to learn the game. This document is intended as a definitive resource combining all official rules for all expansions, reference guides, FAQs, and errata, such that all questions can be clarified by searching one document.

Game Overview

Eldritch Horror is a cooperative game of investigation and horror inspired by the writings of H. P. Lovecraft. In each game, one of the Ancient Ones, a being of unimaginable power that predates time itself, is awakening. Players take on the roles of investigators who are attempting to solve mysteries, defend humanity from unimaginable horrors, and ultimately banish the Ancient One from this world. If investigators fail at their task, the Ancient One awakens, and mankind is doomed.

Players and Investigators

When playing Eldritch Horror, each player controls an investigator. The word “investigator” refers to a player, the in-game character he controls, and that character’s Investigator sheet and Investigator token.

The Golden Rules

Effects on components (such as cards) sometimes contradict this rulebook. In this situation, the component’s effect overrules this rulebook.

Restrictive effects on cards are absolute. For example, an investigator’s Detained Condition says, “You cannot move.” That investigator cannot move or be moved by any action or effect.

Using Expansions

When playing with expansions, add all expansion components to their respective decks or pools of Eldritch Horror components. Unless otherwise instructed, use all components when playing with expansions.

Setup

Before playing each game, perform the following steps in order.

0. Personal Stories

Personal stories represent the continuing stories your investigator faces as the game progresses. Personal stories can be used during any game.

Players decide if they would like to play with personal stories or not. Either all players play with personal stories or all players play without.

0.5. Determine Prelude

Draw one random Prelude card before setting up the game. These cards alter game setup and make each game feel unique. The card’s effect is resolved immediately after drawing the card, unless it specifies different timing, such as “after resolving setup.”

Some expansions include duplicate Preludes which originally appeared in previous expansions. If playing with those expansions, do not include the duplicate Preludes in the Prelude deck.

1. Place Game Board

Unfold the game board and place it in the center of the play area within easy reach of all players.

1.5 Side Board Setup

Side boards are only set up when specifically mentioned by game components such as the Ancient One sheet or Prelude card.

  1. Place side board: Unfold the side board and place it near the main board within reach of all players.
  2. Add clues and gates: Add the Clues and Gates that correspond to spaces on the side board when constructing the Clue pool and Gate stack, respectively, and randomize the Clue pool and Gate stack.
  3. Set aside monsters:Set aside Monsters from the Monster cup as indicated on the side board.
  4. Separate and place decks: Separate all Encounter cards related to the side board into decks and shuffle each deck. Place these decks near the side board.
  5. Spawn Dream Portals: When setting up the Dreamlands side board, spawn all three Dream Portals.

While side boards are in play, “game board” refers to both the main board included in Eldritch Horror and the side boards. “Side board” always refers to a side board and not the main board.

2. Organize Tokens

Organize the following tokens as listed below:

  1. Create the Gate stack by randomizing the Gate tokens, and placing them facedown (common side up) in a stack within reach of all players.
  2. Create the Clue pool by placing the Clue tokens facedown (common side up) in a pile within reach of all players and randomize them.
  3. Create the general token pool by taking all Health, Sanity, Improvement, Impairment, Travel Ticket, Eldritch, Mystery, Rumor, Adventure, Devastation , Focus , and Resource tokens and place them in piles within reach of all players. These tokens are always available. If the general token pool has no remaining tokens of any one type, track those tokens on paper or with a small object such as a coin.

3. Choose and Place Investigators

Players agree upon one player to receive the Lead Investigator token. If they cannot decide, players assign this token to a random player as they see fit (for example, by rolling a die). Starting with the Lead Investigator and proceeding clockwise, each player chooses one investigator. He takes the corresponding Investigator sheet, then places the matching Investigator token on the game board space listed on the back of his Investigator sheet.

4. Receive Starting Possessions, Health, and Sanity

Each investigator receives the starting possessions listed on the back of his Investigator sheet. He gains any Assets or Spells listed by taking the matching card from the game box. Then he takes a number of Health and Sanity tokens equal to his investigator’s maximum Health and Sanity listed on the front of his Investigator sheet. He places these tokens near his Investigator sheet.

If playing with personal stories, each investigator also receives the Personal Mission card that corresponds to their chosen investigator, placing it near their Investigator sheet with their possessions.

Your Personal Mission includes additional narrative text as well as an effect that causes you to gain your Reward or Consequence.

When you gain your Reward or Consequence, place it near your Investigator sheet with your possessions. You can gain your Reward or Consequence, but not both. Once you gain your Reward or Consequence, you keep it until the end of the game. Personal Missions, Rewards, and Consequences cannot be discarded by other game effects.

Although Reward/Consequence cards act similarly to Assets or Conditions, they are not possessions or Conditions and are not affected by effects that affect other card types.

5. Determine Ancient One

6. Create Monster Cup

Take all non-epic, non-set-aside Monster tokens and place them in an opaque container such as a bowl, mug, or the cover of the game box (not shown in setup diagram). Then shake this container to randomize the Monster tokens.

Do not place the Epic Monster tokens in the Monster cup. Epic Monster tokens are marked by their red color and clipped lower-left corner.

7. Separate and Place Decks

Take all Research Encounter cards, Special Encounter cards, and Mystery cards that do not correspond to the chosen Ancient One and return them to the game box. Those cards will not be used for this game.

Ancient One Specific Cards

Each Ancient One has at least two unique decks of cards: the Mystery deck and the Research deck. Some Ancient Ones also have Special Encounter decks called out in their setup effect.

The illustrations on the back of each Special Encounter indicates the Ancient One and the Mystery or Final Mystery it corresponds to. Special Encounter cards also share their title with the Mystery or Final Mystery they correspond to.

The instructions for resolving Special Encounters are defined by the Ancient One sheet or Mystery cards.

Then separate all other cards as listed below and place them near the game board.

8. Build Mythos Deck

The Mythos deck is built differently each game, based on the instructions on the bottom of the Ancient One sheet. To build this deck, perform the following steps:

  1. Separate all Mythos cards into three piles, based upon the color on the front of the card (green, yellow, and blue). Shuffle each separately, and place them facedown.
  2. Build stage I of the Mythos deck by taking random cards of the denoted colors and quantities (listed at the bottom of the Ancient One sheet) and shuffling them together. Do not look at the cards at this time.
  3. Then build stage II of the Mythos deck (following the same steps as stage I) and place it under the stage I deck.
  4. Finally, build stage III of the Mythos deck and place it under the stage II deck to create a single Mythos deck. Once created, do not shuffle this deck. Place the deck near the Ancient One sheet. Return all remaining Mythos cards to the game box without looking at them.

9. Resolve Starting Effects

Resolve the following effects to complete setup:

  1. Place the Reference card that corresponds to the number of players near the Mythos deck. Players use the Reference card when resolving Mythos effects. Return all other Reference cards to the game box.
  2. Place the Doom token on the space of the Doom track listed on the upper-left corner of the Ancient One sheet. For example, the Azathoth sheet denotes that the Doom token starts on the “15” space of the Doom track.
  3. Place the Omen token on the green (comet) space of the Omen track.
  4. Place the top four cards of the Asset deck faceup in the four slots of the reserve (at the bottom-left of the game board). Whenever a card is gained or discarded from the reserve, the active investigator places the top card from the Asset deck faceup in its place except during an Acquire Assets action.
  5. Spawn the number of Gates indicated on the Reference card. To spawn a Gate, take the top Gate token from the Gate stack and place it faceup on the space indicated on the Gate token. Then draw one random Monster token from the Monster cup and place it on the same space.
  6. Place the Active Expedition token on the space that corresponds to the illustration on the back of the top card of the Expedition Encounter deck. If the top card of the Expedition Encounter deck changes for any reason, move the token to the appropriate space.
  7. Spawn the number of Clues indicated on the Reference card. To spawn a Clue, take one random Clue token from the Clue pool and place it facedown on the space indicated on the face of the Clue token.
  8. Finally, draw one Mystery card and place it near the Ancient One sheet. Then resolve any “When this card enters play” effects on that card.

Hidden Information

Some information is intentionally hidden from players. The following cannot be examined by players unless they are instructed by some effect:

Information that is not hidden includes the following.

Although players may legally look at this information, they may find the game more exciting if they do not look at this information unless instructed by some effect.

Set Aside

During setup, some components might be set aside. Keep these components near the Ancient One sheet.

Object of the Game

Eldritch Horror is a cooperative game. All players are on the same team and win or lose the game together. The investigators’ ultimate goal is to banish the Ancient One from this world by solving Mysteries.

In addition, investigators need to deal with many threats and crises facing the world. These appear in the form of Gates (which spawn Monsters and can awaken the Ancient One) and Rumor Mythos cards (which harm investigators and can end the game prematurely).

Playing the Game

Eldritch Horror is played over a series of game rounds. Each round consists of three phases that are resolved in the following order:

  1. Action Phase: Investigators perform actions to move about the game board and prepare for the tasks ahead.
  2. Encounter Phase: Investigators fight Monsters or resolve encounter cards on their current space.
  3. Mythos Phase: The Lead Investigator resolves one Mythos card. These cards often advance the Doom token, spawn Gates, or raise other challenges that investigators will need to overcome.

The player who has the Lead Investigator token is referred to as the “Lead Investigator” by cards and effects. At the end of each Mythos Phase, the Lead Investigator may pass the Lead Investigator token to any player of his choice. Investigators then start a new game round beginning with the Action Phase. Players continue resolving game rounds until they have won or lost the game.

Active investigator refers to the investigator currently performing actions or resolving an encounter. During the Mythos Phase, the Lead Investigator is the active investigator.

If multiple effects would be resolved at the same time during the game, the active investigator decides the order in which they are resolved.

When investigators make a decision as a group, the Lead Investigator makes the final decision.

Phase 1: Action Phase

Performing actions is the main way in which investigators move about the game board and acquire beneficial cards and tokens (such as Asset cards and travel tickets).

During the Action Phase, each investigator may perform up to two actions. The Lead Investigator performs his two actions first, then proceeding clockwise around the play area, each other investigator performs his two actions.

During the Action Phase, investigators may perform the following actions. The detailed rules for these actions are explained in the following sections.

Travel Action

As an action, an investigator moves to any space adjacent to his current space. Then he may spend any number of travel tickets, moving one additional space along a Train path or Ship path for each Train Ticket token or Ship Ticket token spent, respectively. The Action Phase Example includes an example of a Travel action.

What are Spaces and Paths?

The different types of spaces and paths are shown on the “Legend” on the game board.

Tokens are often placed on spaces of the game board. Spaces include named locations (such as “Arkham”), as well as numbered locations.

Each space is connected to at least one other space by lines known as paths . Two spaces are adjacent if they are connected by a single unbroken path.

Train and Ship paths each correspond to a type of travel ticket.

Local Paths

When playing with a side board, Local paths connect some spaces with dashed green lines. Spaces connected by Local paths are so close to each other that moving between them does not require an action.

During the Action Phase, an investigator may move along any number of interconnected Local paths.

Rest Action

The investigator recovers 1 Health and 1 Sanity. Then he may spend any number of Resources to recover 1 additional Health or 1 additional Sanity for each Resource spent.

An investigator cannot perform this action if there is a Monster on his space.

Trade Action

As an action, an investigator can trade any number of possessions with another investigator on his space. The two investigators may freely give any number of possessions to the other, as long as both investigators agree to this trade.

Prepare for Travel Action

If the investigator is on a City space, he gains one travel ticket of his choice. The investigator cannot gain a Train Ticket unless there is at least one Train path connected to his space. Likewise, he cannot gain a Ship Ticket unless there is at least one Ship path connected to his space.

An investigator cannot have more than two travel tickets. If he already has two travel tickets when he would gain a new one, he may discard one travel ticket before gaining the new travel ticket.

Acquire Assets Action

Bank Loan

After completely resolving an Acquire Assets action, replace any cards discarded or gained from the reserve by drawing replacement cards from the Asset deck.

Focus Action

As an action, an investigator on any space gains one Focus token. An investigator cannot have more than two Focus tokens. Focus tokens can be spent when resolving a test.

Gather Resources Action

As an action, an investigator on any space gains one Resource token.

Component Actions

The investigator may perform an action listed on one of his components (such as Investigator sheets, Conditions, and possessions). These actions are preceded by the word “Action” in bold.

Like all actions, each component action can only be performed once per round. Although an investigator cannot perform a component action from a single component more than once each round, he can perform component actions of different components. Multiple investigators cannot perform the same action on one component during a single round, except for local actions. For example, if an investigator uses a component action on an Asset and then trades it to another investigator, the new owner cannot use the component action that round.

Example: Lily Chen uses the action ability printed on her Investigator sheet. Then, for her second action, she could perform an action printed on an Asset card she has.

Action Phase Example

  1. Silas Marsh is on San Francisco at the start of the Action Phase. Since he has the Lead Investigator token, Silas resolves his two actions first.
  2. For Silas’s first action, he performs a Travel action. He moves from San Francisco to space 5.
  3. During his Travel action, he decides to spend his Train Ticket to move one additional space along the Train path to Arkham.
  4. For Silas’s second action, he decides to perform a Rest action to recover 1 Health and 1 Sanity. Since he already has Sanity tokens equal to his maximum Sanity, he only recovers the 1 Health. He takes 1 Health from the token pool and places it by his Investigator sheet.

Silas has performed his two actions. The investigator to his left may now perform two actions.

Phase 2: Encounter Phase

During this phase, each investigator must resolve one encounter. Encounters often involve reading a short narrative on an encounter card which can have positive and/or negative effects. We recommend a player other than the active investigator reads encounter cards and does not reveal the results of passing or failing a test that has not yet been resolved.

The investigators resolve encounters in turn order starting with the Lead Investigator and proceeding clockwise around the play area.

During the Encounter Phase, if an investigator is on a space containing one or more Monsters, he must resolve a single Combat Encounter against each Monster on that space, one at a time, in the order of his choice. If there are zero Monsters on an investigator’s space, he instead resolves a location encounter or a token encounter of his choice as described in the sections below. If an investigator has the option of multiple encounters, he chooses one.

If an investigator has a Detained Condition card, he resolves the back of his Condition card instead of resolving an encounter. He does this even if there is a Monster on his space.

Combat Encounters

If an investigator is on a space containing one or more Monsters, he must resolve a single Combat Encounter against each Monster on that space.

After an investigator resolves all Combat Encounters, if there are no Monsters in his space, he may resolve another encounter.

Location Encounters

The investigator draws an encounter card matching his space’s artwork or from the General Encounter deck. He resolves the effect that matches his current space, then discards the card. When an encounter deck is empty, immediately shuffle its discard pile to form a new deck.

If an investigator has multiple types of encounter cards that he could draw, he chooses which deck to draw from.

Example: An investigator is on Arkham. He can choose to draw a card from either the General Encounter deck or the America Encounter deck. If he chooses to draw a General Encounter card, he then resolves the “City” portion of the card.

The text below some named spaces on the game board lists the most common effects found in those specific encounters.

Token Encounters

Some tokens are placed on spaces of the game board and provide additional encounter options for investigators on that space.