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MoM - Update 1-2 To 1-3

The document summarizes parts of a scenario from the board game Arkham Horror: The Card Game. It provides narrative text and rules for 5 different sections (I-V) that advance the scenario. Strange events are occurring at a school, with flickering lights, silhouettes in the hallway, a furnace erupting in flames, and a freezer plunging to extreme cold. Strange creatures called Mi-Go and Hounds of Tindalos begin appearing on the game board. The scenario involves investigators exploring the school and discovering clues while dangerous conditions and monsters emerge.

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Uwol Sanchez
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0% found this document useful (0 votes)
43 views2 pages

MoM - Update 1-2 To 1-3

The document summarizes parts of a scenario from the board game Arkham Horror: The Card Game. It provides narrative text and rules for 5 different sections (I-V) that advance the scenario. Strange events are occurring at a school, with flickering lights, silhouettes in the hallway, a furnace erupting in flames, and a freezer plunging to extreme cold. Strange creatures called Mi-Go and Hounds of Tindalos begin appearing on the game board. The scenario involves investigators exploring the school and discovering clues while dangerous conditions and monsters emerge.

Uploaded by

Uwol Sanchez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SUNRISE BAD STUDENTS OUT OF ORDER

Blood Ties Classroom Curses Classroom Curses

V I II
1A: Artimus attempts the ritual without The lights continue to flicker and In the ever-increasing darkness you
the proper blood offering. dim. At the end of the hallway you can just make out that the pipes and
At the end of each round, if Artimus is in can just about make out a pair wiring in this part of the building
a space with an altar, the keeper may test of silhouettes - a couple of the glow with an unnatural light.
the number of samples on the altar: schoolgirls... Suddenly...
Pass: The keeper wins. 4A: ...fire shoots out from the furnace,
The keeper places two witches
1B: Sunlight shines down on the walking engulfing the room in flames.
and a darkness token in Hallway
cadavers, dulling the blazing inferno. Place 2 fire tokens in the Furnace
3. Each witch has +2 health per
At the end of each turn, test the number investigator. Room.
of clues found so far:
4B: ...the temperature in the freezer
Pass: Place 1 Time token on this card. plummets at an alarming rate.
The keeper receives 1 fewer threat each
turn for each token on this card. For the rest of the game, investigators
1C: You can feel your uncle’s curse who end their turn in the Freezer
beginning to drain your life force away. gain a stun token and investigators
in the Freezer during the Investigator
At the end of each round, the blood
relative gains 1 horror or 1 damage
Trading Step do not discard stun
(keeper’s choice). tokens.

LIGHTS OUT BAD TO WORSE CURIOSITY KILLS


Classroom Curses Classroom Curses Classroom Curses

III IV V
From the switches and fixtures 1A, 1C: Through the gloom you can begin 1A: Parts of the school begin to fade away.
throughout the building, sparks fly to perceive the vague outline of strange The horrors start screeching “Yuggoooth!”
and loud popping noises can be creatures, like shadows, making changes Reveal Objective. At the end of each round,
to the electrical wiring and installing their remove 2 tiles from the board containing
heard. A distinct odour of ozone and own alien equipment.
burnt wiring invades your senses as rooms in the following order: Tower Room
The keeper places 1 mi-go on the board for & Attic Loft; Study & Hallway 3; Furnace
the occult energies that fill the air
each altar that has at least 1 sample token on Room & Hallway 1; Laboratory & Hallway
suddenly intensify, making your hair it. He may place these mi-go in the Tower 4; Corner Hall & Gallery. Any figure on a
stand on end and sending the school Room and/or the Operating Room (1 per removed tile is killed.
around you into chaos! room). 1B: Fog pours out of the angles of the room.
For each sample token on an altar, 1B: The feeling of magical energy in the More of the hellish creatures have arrived!
the keeper may perform one of the air reaches a crescendo, then fades, leaving The keeper may place up to 2 Hounds of
following: nothing but an unsettling calm... Tindalos, each with +1 health per sample on
Reveal Objective. The keeper places a an altar, in the Attic Storage.
• Add or remove a darkness token on
Hound of Tindalos (with +2 health per 1C: “Puny mortals!”
the board.
sample on an altar) in the Tower Room and Reveal Objective. Instead of attacking,
• Remove a fire token from the board. discards all Lock cards. He may then move Helena may cast any spell as if she were
the Hound of Tindalos up to 2 spaces for an investigator with a Lore of 6, treating
• Gain 1 threat. each unrevealed clue still on the board. investigators as if they were humanoid
monsters and ignoring Sanity losses.

1 PYROMANIA
2 DARKNESS Classroom Curses
Objective 1B

When this objective is revealed, remove


all Hounds of Tindalos from the board and
discard the Darkness action card.

The keeper wins if a Hound of


Tindalos escapes from the Gallery
after Event 4 has been resolved.
The sight of the creature escaping into
the night haunts you for the rest of
Diminishing Action: Choose one:
your tragically short life.
• Place a fire token in a room already on fire, Action: Place a darkness token in any room.
The investigators win if Event 4 has been
or containing a campfire or flaming zombie. Then, if there are at least 3 darkness tokens
resolved and there are no Hounds of
• Place a fire token in a room adjacent to a and no Hounds of Tindalos on the board,
you may pay threat equal to the number Tindalos on the board.
room that is already on fire. Then test the
number of rooms on fire: of darkness tokens on the board to place a After the hideous creature lets out its final
Hound of Tindalos in the same room. dying howls, you drag its body into the
Pass: Choose an investigator to remove a freezer to preserve it for future scientific
fire token from any other room. Action: Move one Hound of Tindalos
from one room in darkness to any space in study.
A room may not hold more fire tokens another room in darkness.
than the number of spaces it contains.
CLASSROOM CLASSROOM CLASSROOM CLASSROOM
3B CURSES
The only object
1A CURSES
Lying in a corner
1B CURSES
As you explore
1C CURSES
You find two metal
that seems out of motionlessly, the dusty room, cylinders, each
place in this room is you discover the you suddenly get containing a brain.
a small bag of toiletries you mauled remains of one of a strong sense of déjà vu One is labelled “Jessica”
find sitting on a shelf. Inside the schoolgirls. On the floor coupled with a vision of and the other “Amelia.”
is a note: “Those girls were near her is an unfinished two girls near an altar. You Helena Detaigne’s voice calls
talking about using this place message: “Amelia, those can’t tell if it is the past or out from the darkness, “The
as a conductor of magic. I witches have brought these the future, but the girls are Mi-Go offered power, and in
think that might explain beings here so that they can reciting unspeakable words gaining it my students have
what’s been happening!” use the power contained in from a dusty tome as a portal assisted me well; Agatha and
Suddenly, the door to this this place against us! I’ll try to another place slowly opens Tabitha in service, Amelia
room slams shut. to hide-” before them... and Jessica in sacrifice.”
Place the “Padlocked Door” Reveal Objective. Reveal Objective. Reveal Objective.
Lock card in this room.

CLASSROOM CLASSROOM CLASSROOM


3A CURSES
Tucked into the
2A CURSES
You find another
2B CURSES
Scribbled on the
pocket of a white note: “Those girls back of a map of
coat you find a are trying to bring the old part of the
crumpled note: “I overheard something here, I’m sure building you find another
Agatha and Tabitha talking; of it. I’ve been feeling like message: “Those girls are
they’re up to something something has been stalking trying to summon something
demonic, and it’s seeping into me these past days, Amelia - otherworldly, I can feel it.

killed in your room, test

Pass: Gain 1 skill point


Whenever a monster is
the walls of this old school. it’s everywhere, hiding in the Something evil this way
Can’t you feel it?” shadows. I can feel it looking comes, Amelia; I can see the

Autopsy
Suddenly, the door to this at me, especially when I’m eyes in the dark!”

or heal 2 horror.
room slams shut. near the old books.” The message is signed off
Place the “Padlocked Door” The note is signed off “Jessica.”

Intellect:
Lock card in this room. “Jessica.”

FIRE EXTINGUISHER LANTERN

2
Blunt Melee Weapon, Equipment.
Equipment. Investigators may ignore darkness
Action: Attack a monster in in your room.
your space or discard this Action: Discard this card and
card to discard all fire tokens place a fire token in your room.
You may then deal 3 damage to a
from your room. monster within 1 range.

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