Arkham Horror First Edition

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Arkham Horror is a cooperative adventure board game designed by Richard Launius and published by Chaosium in 1987. Set in H.P. Lovecraft’s fictional town of Arkham, Massachusetts in 1926, players take on the roles of investigators trying to prevent an Ancient One from breaking through into our world. The game is based on Chaosium’s Call of Cthulhu roleplaying game and takes place in the Cthulhu Mythos universe. It won the Origins Award for “Best Fantasy or Science Fiction Boardgame of 1987.”

Components

Setup

  1. Place the Arkham board map in the center of the table.
  2. Each player selects one of the 8 investigator cards, taking the corresponding pawn.
  3. Set each investigator’s starting Strength Points and Sanity Points as indicated on their card.
  4. Equip investigators with any starting items, spells, or abilities listed on their cards.
  5. Set the Doom Track to its starting position.
  6. Shuffle the card decks and place them in their designated areas.
  7. Place initial gate and monster markers as specified.
  8. Place investigator pawns at their starting locations in Arkham.

Turn Structure

Each turn represents a period of investigation in Arkham:

  1. Movement phase: Players roll dice to determine how far they can move their investigator across the Arkham board.
  2. Encounter phase: Investigators at locations draw encounter cards or interact with the location’s features (shops, institutions, etc.).
  3. Mythos phase: A new gate opens at a random location, and a new monster appears. The Doom Track advances by one.
  4. Monster movement: Monsters on the board may move toward investigators.
  5. Combat/Evasion: Investigators in the same location as monsters must fight or evade them.

Actions

Investigation

Combat

Gate Exploration

Using Items and Spells

Scoring / Victory Conditions

Victory: Players win cooperatively by closing all gates currently on the board. Sealing gates permanently prevents new gates from opening at that location.

Defeat: If the Doom Track reaches its end, the Ancient One awakens and breaks through into Arkham. In the 1987 first edition, this immediately ends the game — all players lose. (Note: the later 2005 Fantasy Flight Games edition added a final battle mechanic; the original Chaosium edition does not have this.)

Special Rules & Edge Cases

Player Reference

Investigator Stat Type Description
Fast Talk Static Social interaction skill
Fight Static Combat ability
Knowledge Static Lore and research skill
Sneak Static Evasion and stealth
Strength Points Variable Physical health (0 = hospitalized)
Sanity Points Variable Mental health (0 = asylum)

Win condition: Close all open gates on the board Lose condition: Doom Track reaches its end (Ancient One awakens) Key strategy: Balance between acquiring equipment and closing gates before doom advances too far