Arkham Horror (2nd Edition)

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Overview

Arkham Horror (2nd Edition) is a cooperative adventure game set in H.P. Lovecraft’s Arkham, 1926. Players are investigators working together to prevent Ancient Ones from awakening and destroying the world. Investigators explore locations, collect clues, seal gates to other dimensions, fight monsters, and build resources. If the Ancient One awakens, players must fight it in a final battle. The game combines dice-based skill tests with exploration and resource management.

Components

Setup

  1. Place the board. Select an Ancient One and place its sheet nearby.
  2. Each player chooses an investigator, taking their sheet, starting items, and fixed/random possessions.
  3. Set investigator skill sliders to starting positions.
  4. Place initial clue tokens and gate tokens as indicated by setup cards.
  5. Draw the initial Mythos card and resolve it.
  6. Place monsters on the board as directed.

Turn Structure

Each round has 5 phases:

  1. Upkeep Phase: Refresh exhausted cards, adjust skill sliders, perform upkeep effects.
  2. Movement Phase: Each investigator moves (or stays). Movement points are determined by speed skill.
  3. Arkham Encounters Phase: Investigators in Arkham locations draw and resolve encounter cards. Investigators at gates enter Other Worlds.
  4. Other World Encounters Phase: Investigators in Other Worlds draw and resolve Other World encounters.
  5. Mythos Phase: Draw a Mythos card – opens new gates, spawns monsters, moves monsters, places clue tokens, and may trigger special events.

Actions

During Movement:

At Locations:

Skill Tests:

Combat:

Sealing Gates:

Scoring / Victory Conditions

Win Conditions:

Lose Conditions:

Ancient One Awakens When:

Special Rules & Edge Cases

Player Reference

Phase Action
1. Upkeep Refresh, adjust sliders
2. Movement Move up to speed value
3. Arkham Encounters Location cards or enter gates
4. Other World Other World encounter cards
5. Mythos Gate + monster + event
Skill Test Roll
Dice pool Skill value + modifiers
Success 5 or 6 on each die
Clue tokens +1 die each
Victory Condition
Seal victory 6 Elder Signs
Gate victory Close all gates, none remain
Combat victory Defeat awakened Ancient One