Arkham Horror: The Card Game
Fantasy Flight Games
Cooperative investigation with an agenda and an act deck, chaos-bag tests and reaction windows. The phase structure and timing windows are modelled.
1–4 co-op vs the mythos · cooperative
Four phases on a fixed timing framework: player windows at named points, 'when' effects that interrupt before the impact, forced effects before reactions. Every skill test is its own subflow with a draw from the chaos bag; actions call that subflow.
One scenario, framework following the Rules Reference. The campaign log and trauma follow the same pattern as the Gloomhaven campaign layer.
Goal and end of the game
- Win last act advanced (usually a favourable resolution)
- Loss last agenda advanced (usually an unfavourable resolution)
- Out damage ≥ health or horror ≥ sanity
- Loss all investigators eliminated or resigned
How the game goes
Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.
All steps in words
- Scenario
- 1. Mythos
- 1.2 One doom on the agenda
- 1.3 Check the doom threshold
- 1.4 Encounter card per investigator
- Draw and resolve: treachery, or an enemy spawns
- 2. Investigation
- 2.1 Investigation phase begins
- 2.2 Turns
- 2.2.1 Actions
- Take an action
One of:
- investigate
Allowed if actions_left > 0.
- move
Allowed if actions_left > 0.
- Choose connected locations
- draw card
Allowed if actions_left > 0.
- gain resource
Allowed if actions_left > 0.
- engage
Allowed if actions_left > 0 and an enemy at the location.
- Choose enemies at the location
- fight
Allowed if actions_left > 0 and an enemy at the location.
- Choose enemies at the location
- evade
Allowed if actions_left > 0 and engaged.
- Choose engaged enemies
- play card
Allowed if actions_left > 0 and resources ≥ cost.
- Choose playable cards in hand
- activate
Allowed if actions_left > 0 and a card with an action ability in play.
- Choose action abilities in play
- end turn
- investigate
- Take an action
- 2.2.2 Turn ends, remaining actions are lost
- 2.2.1 Actions
- 3. Enemy
- 3.2 Hunters move toward the nearest investigator
- 3.3 Enemy attacks
- Ready engaged enemies attack and become exhausted
- 4. Upkeep
- 4.1 Upkeep begins
- 4.2 Reset actions
- 4.3 Ready everything
- 4.4 Draw 1 card and gain 1 resource
- 4.5 Hand limit 8
- If more than 8 cards in hand: choose cards in hand
- 1. Mythos
On the table
14 zones and piles
- map open
- player deck per player · face down · shuffled
- hand per player · only its owner sees it
- play area per player · open
- player discard per player · open
- threat area per player · open — engaged enemies and treacheries
- encounter deck face down · shuffled
- encounter revealed open
- encounter discard open
- agenda deck open
- act deck open
- chaos bag face down · shuffled — contents depend on the difficulty level
- chaos revealed open
- committed per player · open
Under the hood
These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:
Fan model of a game by Fantasy Flight Games: only the rules structure is shown, in our own words. Cards, scenarios and play are not published without the publisher's permission. Not affiliated with or endorsed by the publisher.