Arkham Horror Revised Details

Arkham Horror Revised Details

Upon request, here follows a more detailed list of the revisions.


Phases There are only 4 phases. The Rest phase equal the Upkeep phase minus the Adjust Skills. The Move phase remains unchanged. The Encounter phase is a merging of the Arkham Encounters phase and the Other World Encounters phase – because of the exclusion of actually moving the investigator marker to the Other World (and instead remaining in town). The Mythos phase phase remains unchanged.
Skills Investigator skills remain but have added icons as reference. Additionally, specially names skills have clearer names, relating to the skill used; Evade check becomes Combat Sneak test; Combat check becomes Combat Fight test; Horror check becomes Combat Will test; and Spell check becomes Spell Lore test. Also, the amount of steps investigators may take each turn has been dubbed Walk Speed.
Evading Following Richard Launius’ House Rules, evading monsters have become easier. After failing a Combat Sneak test, combat starts but no damage is dealt (yet). Additionally, after failing a Combat Fight test, combat may freely end.
Monster Symbols The 9 dimensional symbols have been reduced to 6 more contrasting icons; dash, star, and triangle have been merged, as well as diamond and square.
Gates Gates spawn on the location listed on the token, instead of the named location of a text effect. This also removes the specific Other World(s) the gate connects to, and the Fight/Lore test required to close the gate has also been removed (both have been moved to the Other World Encounter card). From a terminology perspective: players are in town when on the board, except when standing on a gate token or lost in time and space.
Limits Monster and gate limits have been removed, which includes the Outskirts. Gate limits were not needed because of the limited amount of tokens (due to their redesign) and the monster limit and Outskirts were replaced with vortices. Each vortex works the same as the base game’s expansions.
Final Battle The final battle no only allows the Lead Investigator (first player) to rest and attack, whilst the Ancient One always attacks all investigators. However, for each success Doom is retreated, thus keeping the total amount of required successes equal.
Expansions All the base game’s expansions have been reshaped into 6 scenarios, each following unique setup and mechanics. Scenarios were written to clearly present the additional content they provide.
Item Names When a specific card is mentioned in a text effect, it always matches the colour of the deck it is from.
Skill Cards The entire Skill deck has been removed, in favour for Skill tokens. When such a token is awarded it is called “improving a skill.”

Town Boards

Arkha, Dunwich, Innsmouth, and Kingsport.

Locations The Newspaper, Velma’s Diner, and Library locations have been removed. Likewise, all Other Worlds have been removed (as mentioned before), and the Outskirts (also mentioned before) and Sky (see Monster section).
Vortex Vortices were added to the Arkham board, which required a remapping of monster movement (arrows).
Areas Neighbourhoods were merged into areas. Arkham has 5 areas, and other towns have 2 each. Each area has its own Encounter deck.
Abilities Location abilities have been streamlined and/or simplified. Primarily, the use of a trophy point icon replaced a lot of text.

  • The First National Grocery in Innsmouth no instead allows $1 to be traded for 1 clue;
  • The Rope and Anchor in Kingsport instead allows for the recovery of 1 sanity or health;
  • Neil’s Curiosity Shop simply allows 1 item to be sold.
Location Types Locations have icons only for when they are unstable (and not for being stable). Additionally, depot locations and locations that close when terror advances have been marked. Also, aquatic locations have a wavy border.
Tracks A Doom track has been added, to replace the individual Doom tracks on the Ancient One sheets. This track, along with other tracks on the 4 town boards all “advance” or “retreat”.
Expansions Each expansion town has an icon signifying that scenario. Towns added by scenarios have a checkered outline that fits the matching Encounter deck.

  • The Uprising track in Innsmouth now has space for Clues underneath (matching the areas), instead of naming it as a specific (Feds Raid Innsmouth) track.
  • Martial Law in Innsmouth has its own marker, that is flipped when at half Doom to signify martial law is active.
  • The dimensional symbols next to the Rifts of Kingsport have been changed to a single icon (instead of the symbol-patterns). The odds of a Rift Progress token being added have stayed the exact same.

Ancient Ones

There are many different Ancient One cards to fight against.

Awaken Instead of an individual Doom track there is the Awaken-value which indicates to what number Doom must advance for the Ancient One to awaken.Each Ancient One has a (lore correct) sub title, to match the Investigators, Guardians, and Heralds that already had one.
Abilities All abilities have been streamlined, and the Attack ability has been highlighted at the bottom. All Worshiper abilities have been removed.

  • Atlach-Nacha no longer discards Mystic Environment Mythos cards;
  • Cthugha removes a maximum of 1 health for moving too much;
  • Cthulhu does not keep on reducing maximum sanity/health;
  • Eihort grants tokens when defeating a Key monster, instead of Cultist and sealing gates;
  • Hastur requires sanity/health to be reduced to 1 instead of the receiving -1 to its maximum;
  • Ithaqua no longer discards Weather Environment Mythos cards;
  • Tsathoggua no longer discards Urban Environment Mythos cards;
  • Yibb-Tstll does not reduce Combat Sneak tests;
  • Yig advanced doom when defeating a Key monster, instead of a Cultist;
  • Yog-Sothoth does not increase the difficulty of closing gates, but instead requires a cost of 1 sanity.
Battle Actions The backside of the card now holds the 2 best Battle actions. This does mean the Battle actions happen in order (the Battle card will called for Battle Action 1, for example).
Tag The backside holds a tag to distinguish the Ancient One from the Investigators, Heralds, and Guardians.
New Ancient one I added a 26th Ancient One, the Army of Mi-Go, Fungi from Yuggoth,  that is used for introducing new players to the game; it provides a shorter and slimmer game.


Each of the 48 investigators is unique.

Skills Skill slides have been completely removed. Instead, each investigator has a fixed value, determined by the average of the two skills’ maximums, leaning towards the higher one. In other words, the chosen value is equal to a skill slider setting of one of the center two options (with a preference towards the skill with the highest possible value). However, the Speed skill is always at least 3, except for Carolyn Fern and Wilson Richards. This also means that the Focus attribute has been removed.
Setup All information that is not needed beyond setup has been moved to the backside of the card. Additionally, setup has been summed up in a single sentence. Personal Story cards have been removed.
Abilities All abilities have been refined.

  • Agnss Baker gains a bonus of 2, instead of it being based on the number of hands of the spell;
  • Akachi Onyele gains a bonus to Fight and Lore during Other World Encounters, instead of only applying to closing gates;
  • Amanda Sharpe may instead improve each skill twice;
  • Charlie Kane may spend 1 clue to gain a discarded Ally, instead of being able to claim those removed from the game;
  • Finn Edwards may move if at a location without monsters, instead of moving only on a specific dimensional symbol;
  • George Barnaby may reroll 2 dice instead of add +1 to a die;
  • Jim Culver gains +1 Sneak, Will, and Luck in Other World Encounters instead of redrawing cards;
  • Lily Chen’s starting Martial Arts skill is now an ability;
  • Marie Lambeau increases the Ancient One’s Awaken-value instead of retreating Doom;
  • Minh Thi Phan does not have the Team Player ability;
  • Monterey Jack gains a clue when gaining an Artifact, instead of drawing more cards;
  • Silas Marsh only uses 1 step of movement to move between aquatic locations;
  • Tony Morgan’s Blood Money ability always gives $3;
  • Trish Scarborough has a Special Skill token that shows different values on each side, which she may flip each turn or by spending 1 sanity or health (the values are 2-5-3-2-2-3 versus 4-3-2-3-4-1);
  • Ursula Downs does not have her Adventurer ability;
  • William Yorick does not have his Bury Them Deep ability;
  • Zoey Samaras instead ignore Overwhelming and Resistance.


The Heralds may be added to make the game more difficult.

Setup The Herald’s setup and flavour texts have been moved to the backside.
Abilities All abilities have been streamlined.

  • Father Dagon does not affect Cthulhu’s combat rating;
  • Ghroth only advances Doom (on a 1) or Terror (on a 2);
  • Lurker at the Threshold does not allow for making pacts but instead grants a Power token when successfully casting a spell (and takes it away when failing to cast one) – Power tokens allow the player to use sanity and health as clues, but make them susceptible to Reckoning cards;
  • Mother Hydra does not affect Cthulhu’s combat rating;
  • The Black Goat of the Woods does not add Hex monsters during a monster surge;
  • The Dark Pharaoh does not affect Nyarlathotep’s combat rating or mask monsters’ toughness;
  • The Dunwich Horror does not affect Yog-Sothoth’s combat rating;
  • The King in Yellow instantly requires the reveal of a Blight or advancing doom (instead of placing a yellow sign token first), and Blight cards to not affect encounters;
  • Tulzscha affects Key monsters instead of Cultists.
New Herald Since the alternative gates from the base game’s expansion are not included, I added a new Herald to replace them: Ubbo-sathla, the Unbegotten Source.


The multiple Guardians can be added to alter the game.

Institutions Institutions have been renamed to Guardians. Like the Heralds, all setup and flavour has been moved to the backside.
Abilities All abilities have been streamlined.

  • Bureau of Investigations does not add Agent tokens but instead investigators to directly spend clues equal to double the toughness of a monster to defeat it;
  • Hypnos adds a Hypnos token to the location(s) named in the Vision of Hypnos card as a reminder;
  • Miskatonic University only allows getting the Miskatonic Student card at Expedition tokens (costs for gaining the Alumnus card is listed on the Student card), and the Advanced Classes and The Restricted Section abilities have been removed;
  • Nodens does not increase the Outskirt limit but instead adds a token to each vortex, which is removed with the first monster to enter it (without additional effects);
  • Organized Crime does not have the Black Market ability.
New Guardian The base game expansion’s Relationship cards were optional, but were not big enough for its of scenario, and thus a Guardian was created to house this addition; the Investigators Society, Social Institution. It adds a Relationship card to each player (instead of between players), which holds an effect only applicable to other investigators. Additionally, it allows the players to automatically pass a test (limited amount of times).


Each Encounter card holds up to 6 individual encounters.

Locations Because of the merging of neighbourhoods into areas, and the removing of certain locations, each Encounter cards holds 5 or 6 individual encounters. The yellow area in Arkham which holds only 3 locations shares its Encounter card with the Cult encounters and Exhibit encounters. The smallest areas in Dunwich (3 locations) and Innsmouth (2 locations plus the Jail Cell) also share a single Encounter deck.
Scenarios Icons in front of individual encounters mark if the encounter is specific to a scenario. When encountered, but not playing with the matching scenario, a new card is drawn.
Shuffle All Encounter decks hold a The Story Continues… card that instructs the players to reshuffle the deck.
Allies Encounter no longer instruct the drawing of a specific ally, but instead refer to the deck.
Cards Only the top 29 encounters of each location have been used, with notice to the balance of requires skill tests (average for all, except Luck that is more frequently asked for).

Other World Encounters

Each card shows a different Other World to explore.

Locations Because Other Worlds have been removed from the board and gate tokens no longer show the Other Worlds, each Other World Encounter card shows a single Other World. This means having multiple encounters at a single gate could lead to multiple Other Worlds.
The first encounter at a gate requires the Gateway encounter to be read. This will most likely instruct the player to place a Mystery token on the gate. Next turn the Mystery encounter is read, which in turn flips the token to its Explored side. The turn after, the Explored encounter is read, which will instruct the player to make a test to close the gate.
Closing Gates The test for closing a gate is based on the scenario and no longer fixed to only Fight and Lore test. Likewise, the effects of failing the test are also based on the encounter.
Shuffle Like normal Encounter cards, this deck too has a The Story Continues… card.


The clear design of Mythos cards makes using them much easier.

Usage Each Mythos card is divided into 2 sides. One side is only used when playing with a specific scenario, else the other side is used. Whichever side is unused is completely ignored. The balance between scenarios, as well as their effects (both in gates, clues, monsters, and effects) have been balanced to show the individual alterations the base game’s expansions provided.
All actions that must be undertaken have been placed in normal order (left-to-right, top-to-bottom), and icons are used instead. Because gate tokens show individual locations and there for a gate can never open on an already open gate, a monster surge action has been added to the Mythos cards. The frequency of this happening is equal to that of the base game’s mechanics.
Types Headline Mythos cards have been renamed to Events, and all sub types of Environment cards have been removed and renamed Conditions. Additionally, each of the 3 types of Mythos cards has its own colour. The division between these types is the same as the base game’s, including the influences of its expansions.
Monster Movement Because the base game’s dimensional symbols always appeared in the same pattern, the removal/replacement of some of those symbols has no affect on monster movement (hence there being less symbols on each card now).

Investigator Cards

There are 406 of these cards, too many to show.

Decks Cards have been renamed; the decks now include Asset (common item), Artifact (unique item) Spell, Ally, Special, Madness, Injury, Blight, Corruption, and Exhibit (exhibit item). Additionally, the base game’s unique cards have been incorporated in the same style, including the following decks: Act, Battle, Blessing of Nodens, Dunwich Horror, Innsmouth Look, Reckoning, Relationship, Vision of Hypnos.
Tags Each card has tags in the top-right corner to allow for identification (without having to turn the card over, in addition to providing more tags). Artifacts are no longer called for in text effects, but instead ask for Magical items.
Effects Some card types had their general rules/setup changes.

  • Spells no longer have a sanity cost for casting, but instead only cost sanity when failing the test;
  • Madness and Injury cards are no longer double, and thus investigators cannot be devoured by unlucky draws;
  • Blessing of Nodens cards that do not have lasting effects allow the card to be discarded when used for its one-time ability (instead of waiting for the Blessing to be removed);
  • Corruption cards are no longer double, but instead only trigger when the dimensional symbol appears on black (on a Mythos card). This also makes the deck smaller, and thus the rule change is that drawing from an empty Corruption deck advances Doom (instead of awakening the Ancient One);
  • Reckoning cards now affect players with a Power token (mostly);
  • Relationship cards are individual to the player, but all hold abilities that can only benefit other players.

Investigator Tokens

These tokens are used by the investigators.

Sides All tokens are double-sided, with the backside being worth double the amount. The 6 skill improvements are divided amongst 3 types of double-sided tokens.
New Token The purple Counter tokens are added to replace any unique tokens (like Eihort’s Brood or the Bureau of Investigation’s Agent tokens), and are also used to keep track of variables, like the progress of a task or the increasing difficulty of the Ancient One’s Attack test.

Track Markers

Special shapes for special markers.

Tracks Each town board’s track has its own track marker. Additionally, the Innsmouth board has space for a Martial Law marker, which has two sides – the backside shows that it must be flipped at half Doom and the front side shows that Martial Law is active in Innsmouth.

Town Tokens

Closed, Elder Sign, Mystery, Explored, Hypnos, and Expedition.

New Tokens The only new tokens are the Hypnos tokens (used to indicate the 1 or 2 locations where Hypnos grants his bonus) and the Mystery/Explored tokens, which are used for the new mechanics of encounter Other Worlds.

Special Tokens

Special tokens gained only when playing against a certain evil.

New Tokens Most tokens simply received a redesign, though the Bast, Visage, and Zhar tokens now have their effects listed on the token itself. Additionally, the Being of Ib tokens replace the monsters of the same name, and the Dust deck from the base game is replaced with Dust tokens (each showing either a 1, 2, or 3 on their backside).

Gates and Rifts

Both tokens are used to show dimensional bariers within Arkham.

Gates Each gate now shows its own location (where the gate opens). When placed, the backside (icon-side) is facing up. Gates that open on other town boards have the matching scenario icon to indicate it.
Rifts Rifts no longer have coloured borders, and the rules for advancing Doom have been removed. Additionally, the icon on the rift token matches that of the icon on the Kingsport town board.


No monster is double.

Abilities The amount of monster abilities has been reduced (This also applies to the Ancient Ones and the Dunwich Horror special cards).

  • Ambush has been removed;
  • Elusive simply states that the monster may be freely evaded;
  • Physical/Magical/Weapon Resistance/Immunity have all been replaced with Resistance, which ignores all bonuses received from non-Magical items;
  • Endless, Nightmarish, and Overwhelming are the same, though the latter two now list their specific cost next to the normal costs for failing a test.
Movement Some monster movement types have been altered.

  • Normal (black) remains the same
  • Stationary remains the same but turns white;
  • Fast remains the same;
  • Unique remains the same but turns purple;
  • Flying turns green and no longer moves monsters to the Sky, but instead allows Flying monsters to consider all streets as adjacent;
  • Stalker movement has been absorbed into Fast movement;
  • Aquatic movement turns blue and instead allows Aquatic monster to consider all aquatic locations as adjacent.
Mask Mask monsters have yellow text to identify them as such.

Epic Monsters

The tokens are more special because they have pointy bits :)

Spawn These Epic monsters replace the Spawn monsters, and, additionally, other tokens that acted like monsters in the base game. These include the Ancient Whisper and Patrol tokens.


The Mythos and Other World symbols to highlight the two types of boxes.

Shapes The game comes in one big box, with an additional smaller box to the side. This small box can be opened to form two individual pools – one for monsters and one for gates.