Eldritch Horror

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

Overview

Eldritch Horror is a cooperative game of global investigation and horror set in H.P. Lovecraft’s Cthulhu Mythos. Players are investigators traveling the world to solve Mysteries and prevent an Ancient One from awakening. Each round, investigators perform actions, resolve encounters, and face Mythos events that spawn monsters, open gates, and advance the Doom track. Players win by solving three Mysteries before the Ancient One awakens; if Doom reaches zero, investigators face a desperate final battle.

Components

Setup

  1. Place game board centrally. Organize tokens.
  2. Choose an Ancient One (Azathoth recommended for first game).
  3. Create Monster cup with non-epic Monster tokens.
  4. Each player chooses an investigator, places token on starting space, takes starting possessions and Health/Sanity.
  5. Place Doom token per Ancient One sheet. Place Omen on green comet space.
  6. Set up 4 Asset cards in the reserve.
  7. Build the Mythos deck in 3 stages per Ancient One instructions (green, yellow, blue cards in specified quantities).
  8. Spawn starting Gates, Monsters, and Clues per Reference card. Place Active Expedition token. Draw first Mystery card.

Turn Structure

Each round has 3 phases:

1. Action Phase

Starting with the Lead Investigator and proceeding clockwise, each investigator performs up to 2 different actions:

Each action can only be performed once per round.

2. Encounter Phase

Starting with the Lead Investigator, each investigator resolves one encounter:

3. Mythos Phase

The Lead Investigator draws and resolves the top Mythos card:

Actions

Combat Encounters

When fighting a Monster:

  1. Will test: Roll dice equal to your Will skill. Each 5+ is a success. Apply successes to resist Horror (lose Sanity equal to Monster’s Horror value minus successes).
  2. Strength test: Roll dice equal to your Strength skill. Each 5+ is a success. Apply successes as damage to the Monster.
  3. If the Monster is not defeated, it deals its damage to your Health.
  4. Repeat until Monster is defeated or investigator flees/is defeated.

Tests

Roll dice equal to the relevant skill. Each result of 5 or 6 is a success. Improvement tokens on a skill add +1 die. Some effects modify the number of dice rolled or the success threshold.

Clue Tokens

Spend a Clue token to reroll 1 die during any test.

Gates

Spawn from the Gate stack onto indicated spaces with a Monster. Investigators can close Gates by resolving Other World Encounters.

Scoring / Victory Conditions

Investigators Win

Solve 3 Mysteries (as indicated on Mystery cards drawn throughout the game). Mystery requirements vary: defeating specific monsters, spending Clues at locations, closing Gates, etc.

Investigators Lose

Investigator Defeat

If Health or Sanity reaches 0, the investigator is eliminated. Another investigator may take their place from the remaining pool.

Special Rules & Edge Cases

Player Reference

Round: Action Phase (2 actions each) > Encounter Phase (1 encounter each) > Mythos Phase (1 Mythos card)

Actions: Travel, Rest, Trade, Prepare for Travel, Acquire Assets, Component Actions (each once per round)

Tests: Roll dice equal to skill; 5+ = success; spend Clue to reroll 1 die

Win: Solve 3 Mysteries

Lose: Doom reaches 0 (Ancient One awakens)

Combat: Will test (resist Horror) > Strength test (deal damage) > Take damage from Monster