Mythos Tales
Overview
Mythos Tales is a cooperative mystery investigation game set in H.P. Lovecraft’s Arkham, Massachusetts during the 1920s-30s. Players work together to investigate supernatural mysteries at the behest of Professor Henry Armitage. Each investigation, players travel to locations, read narrative encounters, gather clues, and then answer questions. Performance is measured by correct answers minus penalties for wasting time or visiting too many locations, compared against Armitage’s efficient path.
Components
- Investigation Book (8 investigations)
- Arkham Directory
- Map of Arkham, Massachusetts
- 8 Newspapers (one per investigation)
- 19 Requirement Cards
- Time-Tracker board with Progress marker (hourglass token)
- Time Limit marker (X token)
- Additional bonus tokens (for future expansions)
Setup
- Choose an investigation (recommended: play in order, starting with “A Grain of Evil”).
- Unfold the map of Arkham and place in center.
- Place Requirement Cards in a stack near the map.
- Place the Time-Tracker; set the Time Limit X marker per investigation instructions.
- Place the Progress marker nearby (moves to Day 1, Morning when players first travel).
- Find the newspaper matching the investigation date; also place any previous newspapers nearby.
- Select a first player; give them the Investigation Book, Directory, and Ally list.
Turn Structure
The game has two phases:
Investigation Phase
Players take turns as lead player, following these steps:
- Travel Step: Discuss as a group, then the lead player selects a location coordinate (letter + number) using the map, directory, or ally list. Advance the Progress marker one space on the Time-Tracker. (First travel places it on Day 1, Morning.)
- Encounter Step: Look up the coordinate in the Investigation Book and read the entry aloud. Follow any instructions in the text.
Solution Phase
- Question and Answer Step: Answer questions based on notes and memory. Do not re-read materials.
- Scoring Step: Compare answers to solutions. Calculate points, apply penalties.
Actions
Traveling
- Each location visit advances the Time-Tracker one space (Morning to Afternoon to Evening to next Day).
- Even visiting a location with no entry in the book advances the tracker.
- If the Progress marker reaches the X marker, read the current encounter but take no more turns.
- Exception: Armitage’s Office (C23A) inside the Library (C23) does not advance the Time-Tracker.
Encounters
- Read entries aloud; follow all instructions.
- Some entries grant Requirement Cards (equipment/information for use at other locations).
- Some entries may advance the Time-Tracker further or redirect to different entries.
- Requirement Cards are shared by all players.
Allies
Key contacts who almost always have an entry: Prof. Armitage (U8/C23A), Dr. Vincent Sutton (C11), Prof. Leonore Robinson (C17), Emilia Sergant (C23), William Coffin (D2), Nicolas Staltonstall (D21), Inspector Garrison (D32), Herbert Corbett (D45), Arlo Hoppin (D34), Dorothy Davis (L1), Pasquale Fenton (L4), Sebastian Lyman (L18), Donnie Clarke (N28), Ambrose Checkley (U18), Arkham Sanitarium (D1), Speakeasy (N4).
Scoring / Victory Conditions
- Correct answers: Score points as indicated per question.
- Sanity penalties: Deduct points for visiting dangerous locations (specified per investigation).
- Excess time: -1 point for each space the Progress marker goes beyond the X marker (if forced by encounters).
- Excess locations: -1 point for each unique location visited beyond the number Armitage visited. Revisits and empty locations (no entry in book) do not count.
- Compare total score to the minimum threshold to “win” the investigation.
Special Rules & Edge Cases
- Empty locations: If no entry exists for a chosen coordinate, the lead player may choose another location, but the Time-Tracker advances again.
- Revisiting locations: Revisits still advance the Time-Tracker but only count as 1 location in the final tally.
- Voluntary ending: Players may end the investigation early to avoid location penalties.
- Solo play: Same rules; you are always the lead player.
- Some investigations introduce special rules (Delay, Pursuit, Dreaming) described in the Investigation Book.
- Newspapers: May contain clues; older newspapers from prior investigations may be relevant.
Player Reference
| Time-Tracker Flow |
Sequence |
| Day progression |
Morning -> Afternoon -> Evening -> Next Day Morning |
| Progress marker |
Advances 1 space per location visit |
| X marker |
Investigation ends when reached |
| Scoring |
Points |
| Correct answers |
As indicated |
| Sanity penalties |
Per investigation |
| Excess time |
-1 per space past X |
| Excess locations |
-1 per location beyond Armitage’s count |