RulesPal
Chat
Rulebook
Alice in Wonderland (fan expansion for Arkham Horror: The Card Game) thumbnail

Alice in Wonderland (fan expansion for Arkham Horror: The Card Game)

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game (Revised Core Set)

Alice in Wonderland (fan expansion for Arkham Horror: The Card Game) Rulebook

Table of Contents

Table of Contents

  • Campaign Setup
  • Expansion Icon
  • Scenario I: Arkham in Wonderland
    • Setup
    • Resolutions
      • Investigator Defeat
      • Resolution 1 (each defeated investigator should resolve Investigator Defeat first)
      • Resolution 2 (each defeated investigator should resolve Investigator Defeat first)
      • Resolution 3
  • Interlude: The Dodo
    • Seeking Entrance
    • Seeking Escape
    • The Caucus Race
    • Resting on Laurels
    • A Dead Heat
    • Guidance from Alice
  • Scenario II-A: A Sea of Troubles
    • Setup
    • Resolutions
      • Resolution 1
      • Resolution 2
      • Resolution 3
      • Resolution 4
      • Resolution 5
  • Interlude: The Caterpillar
    • Metamorphosis
    • Mutation
    • Guidance from Alice
  • Scenario II-B: Tempest in a Teapot
    • Setup
    • Chair Locations
    • Resolutions
      • Resolution 1
      • Resolution 2
      • Resolution 3
      • Resolution 4
      • Resolution 5
      • Resolution 6
  • Interlude: The Duchess
    • Shaken Up
    • Hog Wild
    • Guidance from Alice
  • Scenario II-C: Bleeding Hearts
    • Setup
    • Resolutions
      • Investigator Defeat
      • Resolution 1
      • Resolution 2
      • Resolution 3
      • Resolution 4
      • Resolution 5
      • Resolution 6
      • Resolution 7
  • Interlude: Gryphon and the Mock Turtle
    • Shadows Wane
    • Shadows Loom
    • Shadows Churn
    • The Lobster Quadrille
    • Sadder but Wiser
    • Ignorance is Bliss
    • Guidance from Alice
  • Scenario II-D: Wild Snark Chase
    • Setup
    • Resolutions
      • Investigator Defeat
      • Left it Dead
      • Burbling Into the Night
      • Resolution 1
      • Resolution 2
      • Resolution 3
  • Interlude: Humpty Dumpty
    • Unpredictability
    • Inevitability
    • Guidance from Alice
  • Scenario II-E: Sibling Rivalry
    • Setup
    • Resolutions
      • Resolution 1
      • Resolution 2
      • Resolution 3
      • Resolution 4
      • Resolution 5
      • Resolution 6
  • Interlude: The Lion and the Unicorn
    • All for One, One for All
    • Every Man for Himself
    • Guidance from Alice
  • Scenario II-F: Fool's Mate
    • Setup
    • Chess Movement
    • Resolutions
      • Pawn Takes Queen
      • Queen's Castle
      • Resolution 1
      • Resolution 2
  • Interlude: The White Queen
    • Seeking Entrance
    • Seeking Escape
    • Future Memories
    • Forewarned
    • Foreshadowed
    • Guidance from Alice
  • Scenario III: Lucid Nightmare
    • Out the Looking-Glass
    • Out the Rabbit Hole
    • Arkham Unraveling
      • Shattered Dreams
      • Broken Dreams
      • Insidious Dreams
      • Pervasive Dreams
      • Consuming Dreams
    • Alice Awakens
      • Absent Minded
      • Half a Mind
      • Presence of Mind
  • Epilogue
    • Death of a Dream
    • Scattered Thoughts
    • Half-Formed Visions
    • Dreams Made Real
    • Wonders Never Cease
    • Alice's Fate
  • Campaign Log
  • Additional Rules
    • Hidden
    • Story Cards
    • Alert
    • Seal
    • Explore
    • Haunted
    • Veiled
    • Swarming X
    • Patrol
    • Keys
    • Flood Tokens

Campaign Setup

To set up the Alice in Wonderland campaign, perform the following steps in order.

  1. Choose investigator(s).
  2. Each player assembles his or her player deck.
  3. Choose difficulty level.
  4. Assemble the chaos bag.
  • Easy (I want to be sane): +1, +1, 0, 0, 0, -1, -1, -1, -2, -2, skull, skull, elder thing, tablet, elder sign.
  • Standard (I want to be mad as a march hare): +1, 0, 0, -1, -1, -1, -2, -2, -3, -4, skull, skull, elder thing, tablet, elder sign.
  • Hard (I want to be mad as a hatter): +1, 0, -1, -1, -2, -2, -3, -4, -5, -6, skull, skull, elder thing, tablet, elder sign.
  • Expert (I want to be mad beyond human comprehension): 0, -1, -1, -2, -3, -4, -5, -6, -7, -8, skull, skull, elder thing, tablet, elder sign.

You are now ready to begin at the Prologue.

Expansion Icon

The cards in the Alice in Wonderland campaign can be identified by this symbol before each card's collector number.

Scenario I: Arkham in Wonderland

Setup

  • Gather all cards from the Arkham in Wonderland, Warped Reality and Gurathnaka's Shadows encounter sets. These sets are indicated by the following icons.
  • Set the Cheshire Cat encounter set aside, out of play. This set is indicated by the following icon.
  • Set the following cards aside, out of play: Abandoned House, The White Rabbit, The Looking-Glass, Strange Refreshments, and Looking-Glass Book.
  • Put the Arkham Asylum, Bank of Arkham, Independence Square, Newspaper Office, Curiositie Shoppe, and Train Station locations into play with their non-Wonderland sides revealed. Each investigator begins play at Arkham Asylum.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram): Train Station and Arkham Asylum in the top row; Curiositie Shoppe, Newspaper Office, Bank of Arkham, and Independence Square in the bottom row.

Resolutions

Do not read until the end of the scenario.

Before resolving any other resolution, if at least one investigator was defeated: the defeated investigators read Investigator Defeat first.

Investigator Defeat

  • If no investigators resigned: If no resolution was reached, go to Resolution 1.
  • If at least one investigator resigned: If no resolution was reached, go to Resolution 2.

Resolution 1 (each defeated investigator should resolve Investigator Defeat first)

  • In your Campaign Log, record that the investigators went down the rabbit hole.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Skip to Resolution 3.

Resolution 2 (each defeated investigator should resolve Investigator Defeat first)

  • In your Campaign Log, record that the investigators went through the looking-glass.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Resolution 3.

Resolution 3

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Dodo.
    • If the investigators went through the looking-glass: Skip to Interlude: The White Queen. (This interlude will be on page 41.)

Interlude: The Dodo

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Seeking Entrance.
    • If the investigators went through the looking-glass: Skip to Seeking Escape.

Seeking Entrance

  • Any one investigator may choose to add Strange Refreshments to his or her deck. This card does not count toward that investigator's deck size.
  • Skip to The Caucus Race.

Seeking Escape

  • Proceed to The Caucus Race.

The Caucus Race

  • The investigators must decide (choose one):
    • "We have to stop them from hurting themselves." Proceed to Resting on Laurels.
    • "We want nothing to do with this nonsense." Skip to A Dead Heat.

Resting on Laurels

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The Dodo.
  • Add 1 skull token to the chaos bag for the remainder of the campaign.

Skip to Guidance from Alice.

A Dead Heat

  • In your Campaign Log under "Wonderland Banes," record The Dodo.
  • Each investigator earns 1 bonus experience as he or she gains insight into Wonderland's stability from the creatures' deaths.
  • Add 1 skull token to the chaos bag for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-A: A Sea of Troubles.
    • If the investigators went through the looking-glass: Skip to Scenario III: Lucid Nightmare. (This scenario will be on page 43.)

Scenario II-A: A Sea of Troubles

Setup

  • Gather all cards from the A Sea of Troubles, Gurathnaka's Shadows, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Set the Walrus and Carpenter encounter set aside, out of play. This set is indicated by the following icon.
  • Set the following cards aside, out of play: The Eldest Oyster, both copies of Deep Lurker.
  • Put the White Rabbit's House, Sandy Strand, Tidal Pools, Sheltered Shallows, Twining Reef, and Rocky Outcropping locations into play. Each investigator begins play at White Rabbit's House.
  • Put Bill the Lizard into play at White Rabbit's House.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram): White Rabbit's House at the top; Tidal Pools, Sandy Strand, and Rocky Outcropping in the middle row; Sheltered Shallows and Twining Reef in the bottom row.

Resolutions

Do not read until the end of the scenario.

  • If no resolution was reached (each investigator resigned or was defeated): Read Resolution 1.

Resolution 1

  • In your Campaign Log, record that the Walrus and the Carpenter were completely obliterated.
  • In your Campaign Log, record that the White Rabbit was consumed by shadows.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Caterpillar.
    • If the investigators went through the looking-glass: Go back to Interlude: The Dodo. (This interlude will be on page 6.)

Resolution 2

Source note: the printed guide does not state the condition for reaching Resolution 2 on the scenario pages; the text of this resolution is transcribed as printed.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Count the number of oysters on locations at the end of the scenario. If there are 2 or more oysters on locations, each investigator earns 2 bonus experience.
  • The investigators must decide:
    • "They're no further threat to anyone like that." Proceed to Resolution 3.
    • "We've taken enough risks. Let's finish them." Skip to Resolution 4.

Resolution 3

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the Walrus and the Carpenter have lost their appetites.
  • Each investigator earns 1 bonus experience as the Walrus and the Carpenter tell you about their corruption.
  • Skip to Resolution 5.

Resolution 4

  • In your Campaign Log, record that the Walrus and the Carpenter ate their last meal.
  • Each investigator earns 2 bonus experience.
  • Proceed to Resolution 5.

Resolution 5

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the White Rabbit survived the monster's attack.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Caterpillar.
    • If the investigators went through the looking-glass: Go back to Interlude: The Dodo. (This interlude will be on page 6.)

Interlude: The Caterpillar

  • The investigators must decide (choose one):
    • "Alright. It wouldn't be the weirdest thing I've done today." Proceed to Metamorphosis.
    • "No way in hell am I smoking whatever crazy hash you've got." Skip to Mutation.

Metamorphosis

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The Caterpillar.
  • Each investigator searches the collection for a random basic Madness weakness and adds it to his or her deck for the remainder of the campaign.

Skip to Guidance from Alice.

Mutation

  • In your Campaign Log under "Wonderland Banes," record The Caterpillar.
  • Each investigator earns 1 bonus experience as you discover how quickly the shadows can infect Wonderland's citizens.
  • Each investigator searches the collection for a random basic Injury, Curse, or Omen weakness and adds it to his or her deck for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-B: Tempest in a Teapot.
    • If the investigators went through the looking-glass: Go back to Scenario II-A: A Sea of Troubles. (This scenario will be on page 8.)

Scenario II-B: Tempest in a Teapot

Setup

  • Gather all cards from the Tempest in a Teapot, Warped Reality, Riddles & Games, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Set The Dormouse card aside, out of play.
  • Create the Seat Deck. This is done by taking the sixteen Empty Seat locations and shuffling them together.
  • Put the Center of the Table and Head of the Table locations into play. Draw a number of locations from the Seat Deck dependent on the number of players and put them into play revealed (see Suggested Location Placement on the next page):
    • For 1 player, put five Empty Seat locations into play.
    • For 2 players, put seven Empty Seat locations into play.
    • For 3 players, put nine Empty Seat locations into play.
    • For 4 players, put eleven Empty Seat locations into play.
  • Put The Hare (Harebrained Host) into play at Head of the Table. Put The Hatter (Mercurial Milliner) into play at the Empty Seat across from Head of the Table. The Hatter and The Hare begin the game exhausted. Each investigator begins play at a different unoccupied Empty Seat location. Ignore all forced effects on locations during setup.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Put the 'c' agenda deck into play above the 'a' agenda deck. Doom cannot be placed on the 'c' agenda, and the 'c' agenda cannot advance through doom in play.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram): Head of the Table at the top and Center of the Table in the middle, with Empty Seat locations arranged in pairs on either side. Pairs are added by player count: "Add these for 1+ Players," "Add these for 2+ Players," "Add these for 3+ Players," and "Add these for 4 Players." One Empty Seat location sits at the bottom of the diagram.

Chair Locations

For this scenario, most locations are much smaller than average. Only one investigator or enemy can occupy a Chair location at once. Investigators cannot enter Chair locations that are occupied by another investigator or enemy. Investigators at Chair locations may swap positions with other investigators and enemies using the abilities listed below. Swapping positions occurs simultaneously in all cases and does not provoke attacks of opportunity.

Because of these restrictions, investigators at Chair locations are considered to be engaged with each non-aloof enemy at each connecting Chair location. Players may engage, attack, evade, parley, and activate effects as if those enemies were at their location. Enemies may also attack and activate effects as if they were at the engaged investigators' locations. After an enemy enters a Chair location, it engages all investigators at all connecting Chair locations. Failed attacks against enemies engaged with multiple investigators do not deal damage to other investigators. If an investigator moves while engaged with any amount of enemies at Chair locations, those enemies make attacks of opportunity normally, but do not move after attacking. If an investigator or enemy would move to an investigator's location via a card effect, move them to the nearest empty Chair location instead.

When an enemy would move between two Chair locations, but its path is blocked by another enemy or an investigator who did not trigger this movement, swap its position with that other enemy or investigator. Swapping positions occurs simultaneously in all cases and does not provoke attacks of opportunity.

Investigators at Chair locations may commit cards to skill tests performed by investigators at connecting Chair locations. Card effects or abilities that target or trigger from investigators or enemies at your location may target investigators or enemies at connecting Chair locations instead. Card effects or abilities that target or trigger from investigators or enemies at connecting or other locations are unchanged. Investigators at Chair locations may interact with cards in the threat areas of investigators at connecting Chair locations.

Investigators may take the following two actions at any time during the scenario:

  • Action: If you are at a Chair location: Move. Swap positions with an investigator at a connecting Chair location. This action does not provoke attacks of opportunity for the other investigator.
  • Action: If you are at a Chair location: Parley. Swap positions with an enemy at a connecting Chair location.

Resolutions

Do not read until the end of the scenario.

  • If no resolution was reached (each investigator resigned or was defeated): The invading shadows engulf the tea party. Go to Resolution 1.

Source note: the printed guide does not state the conditions for Resolutions 2 through 5 on the scenario pages; each resolution is transcribed as printed.

Resolution 1

  • In your Campaign Log, record that the Hare, Hatter, and Dormouse were consumed by shadows.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Duchess.
    • If the investigators went through the looking-glass: Go back to Interlude: The Caterpillar. (This interlude will be on page 11.)

Resolution 2

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the Hare and the Hatter thoroughly enjoyed your company.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Each investigator earns 5 bonus experience from the Hare and the Hatter's information about the shadows.
  • Skip to Resolution 6.

Resolution 3

  • In your Campaign Log, record that the Hare couldn't cope with the Hatter's death.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Skip to Resolution 6.

Resolution 4

  • In your Campaign Log, record that the Hatter couldn't cope with the Hare's death.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Skip to Resolution 6.

Resolution 5

  • In your Campaign Log, record that the Hare and the Hatter were cast into the shadows.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Resolution 6.

Resolution 6

  • Any one investigator may choose to add The Dormouse to his or her deck. This card does not count toward that investigator's deck size.
  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Duchess.
    • If the investigators went through the looking-glass: Go back to Interlude: The Caterpillar. (This interlude will be on page 11.)

Interlude: The Duchess

  • The investigators must decide (choose one):
    • "Pepper the pig? I mean… sure, might as well try it." Proceed to Shaken Up.
    • "Pepper won't do a damn thing against this monster." Skip to Hog Wild.

Shaken Up

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The Duchess.
  • Add 1 cultist token to the chaos bag for the remainder of the campaign.

Skip to Guidance from Alice.

Hog Wild

  • In your Campaign Log under "Wonderland Banes," record The Duchess.
  • Each investigator earns 1 bonus experience as you see how the shadows can mutate something to such an unrecognizable state.
  • Add 1 cultist token to the chaos bag for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-C: Bleeding Hearts.
    • If the investigators went through the looking-glass: Go back to Scenario II-B: Tempest in a Teapot. (This scenario will be on page 13.)

Scenario II-C: Bleeding Hearts

Setup

  • Gather all cards from the Bleeding Hearts, Card Guards, Riddles & Games, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Set The Knave of Hearts & Executioner's Axe aside, out of play.
  • Put the Rose Garden, Croquet Grounds, Hedge Maze, Throne Room, Courtroom, Dungeons, Kitchens, and Guard Barracks locations into play. Each investigator begins play at Rose Garden.
  • Put The Queen of Hearts and The King of Hearts into play at Throne Room.
  • Put a copy of Royal Suspicion into each investigator's threat area with 3 resources on each from the token pool, as blame. Set the remaining copies aside, out of play.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement (diagram): Courtroom and Kitchens in the top row; Dungeons, Throne Room, and Guard Barracks in the middle row; Croquet Grounds and Hedge Maze in the next row; Rose Garden at the bottom.

Resolutions

Do not read until the end of the scenario.

Before resolving any other resolution, if no resolution was reached and at least one investigator was defeated: the defeated investigators read Investigator Defeat first.

Investigator Defeat

  • Each investigator who was defeated is killed. If there are not enough investigators to continue the campaign, the campaign is over and the players lose.
  • If at least one investigator resigned: Go to Resolution 1.

Source note: the printed guide does not state the condition for reaching Resolution 2 on the scenario pages; each resolution is transcribed as printed.

Resolution 1

  • In your Campaign Log, record that the Queen's castle was consumed by the shadows.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: Gryphon and the Mock Turtle.
    • If the investigators went through the looking-glass: Go back to Interlude: The Duchess. (This interlude will be on page 17.)

Resolution 2

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the Queen destroyed the shadows in a fit of rage.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Count the amount of blame in play at the end of the scenario. If there are 3 or more total blame among all copies of Royal Suspicion: Proceed to Resolution 3. Otherwise, skip to Resolution 6.

Resolution 3

  • The investigators must decide:
    • "We did it for your own good, your majesty." Proceed to Resolution 4.
    • "This was all the Knave's idea, and he stole the tarts." Skip to Resolution 5.

Resolution 4

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • Any one investigator may choose to add The Knave of Hearts to his or her deck. This card does not count toward that investigator's deck size.

Skip to Resolution 7.

Resolution 5

  • Any one investigator may choose to add Executioner's Axe to his or her deck. This card does not count toward that investigator's deck size.

Skip to Resolution 7.

Resolution 6

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • Any one investigator may choose to add The Knave of Hearts to his or her deck. This card does not count toward that investigator's deck size.
  • Any one investigator may choose to add Executioner's Axe to his or her deck. This card does not count toward that investigator's deck size.

Proceed to Resolution 7.

Resolution 7

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: Gryphon and the Mock Turtle.
    • If the investigators went through the looking-glass: Go back to Interlude: The Duchess. (This interlude will be on page 17.)

Interlude: Gryphon and the Mock Turtle

Check the Campaign Log.

  • If there are 3 or fewer tally marks under "Strength of Wonderland": Proceed to Shadows Wane.
  • If there are between 4 to 6 tally marks under "Strength of Wonderland": Skip to Shadows Loom.
  • If there are 7 or more tally marks under "Strength of Wonderland": Skip to Shadows Churn.

Shadows Wane

  • In your Campaign Log, record that the shadows have been weakened by Wonderland's instability.
  • Based on the difficulty level, add the following chaos token(s) to the chaos bag for the remainder of the campaign.
    • Easy: -2.
    • Standard: -3.
    • Hard: -4.
    • Expert: -5.

Skip to The Lobster Quadrille.

Shadows Loom

  • In your Campaign Log, record that the shadows maintain their grip on Alice's dreams.
  • Based on the difficulty level, add the following chaos token(s) to the chaos bag for the remainder of the campaign.
    • Easy: -3.
    • Standard: -4.
    • Hard: -5.
    • Expert: -6.

Skip to The Lobster Quadrille.

Shadows Churn

  • In your Campaign Log, record that the shadows grow stronger with each passing moment.
  • Based on the difficulty level, add the following chaos token(s) to the chaos bag for the remainder of the campaign.
    • Easy: -4.
    • Standard: -5.
    • Hard: -6.
    • Expert: -7.

Proceed to The Lobster Quadrille.

The Lobster Quadrille

  • The investigators must decide (choose one):
    • "Get up! This is your chance to make a difference." Proceed to Sadder but Wiser.
    • "Fine. When your world falls apart, don't come crying to me." Skip to Ignorance is Bliss.

Sadder but Wiser

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The Gryphon and the Mock Turtle.

Skip to Guidance from Alice.

Ignorance is Bliss

  • In your Campaign Log under "Wonderland Banes," record The Gryphon and the Mock Turtle.
  • Each investigator earns 1 bonus experience as the investigators have witnessed a shadow transformation firsthand.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-D: Wild Snark Chase.
    • If the investigators went through the looking-glass: Go back to Scenario II-C: Bleeding Hearts. (This scenario will be on page 19.)

Scenario II-D: Wild Snark Chase

Setup

  • Gather all cards from the Wild Snark Chase, Warped Reality, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Place The Jabberwock next to the agenda deck, out of play. Set the rest of the Jabberwocky encounter set aside, out of play. This set is indicated by the following icon.
  • Set The Vorpal Blade card aside, out of play.
  • Create the Trail Deck. From the nine story cards, start with The Baker's Trail, story side up. Then, choose two of the following four cards at random and add them on top, story side up: The Butcher's Trail, The Beaver's Trail, The Barrister's Trail, The Banker's Trail. Then, choose two of the following four cards at random and add them on top, story side up: The Broker's Trail, The Billard-Maker's Trail, The Bonnet-Maker's Trail, The Boots' Trail. Set the remaining story cards aside, out of play. Do not shuffle the Trail Deck. The top card of the Trail Deck is considered to be in play for resolving its forced effect.
  • Put the Tumtum Tree, Field of Chasms, Mound of Crags, Narrow Valley, and The Wabe locations into play. Each investigator begins play at Tumtum Tree.
  • Put The Bellman into play at Tumtum Tree.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Resolutions

Do not read until the end of the scenario.

Before resolving any other resolution, if no resolution was reached and at least one investigator was defeated: the defeated investigators read Investigator Defeat first.

Investigator Defeat

  • Each investigator who was defeated is killed. If there are not enough investigators to continue the campaign, the campaign is over and the players lose.
  • If at least one investigator resigned:
    • If The Jabberwock is in the victory display: Proceed to Left it Dead.
    • If The Jabberwock is not in the victory display: Skip to Burbling Into the Night.

Before resolving any other resolution: If The Jabberwock is in the victory display, read Left it Dead. Otherwise, read Burbling Into the Night.

Left it Dead

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the investigators took the Jabberwock's head.
  • Any one investigator may choose to add The Vorpal Blade to his or her deck. This card does not count toward that investigator's deck size.
  • If the investigators reached a resolution, proceed to that resolution. Otherwise, go to Resolution 1.

Burbling Into the Night

  • In your Campaign Log, record that the Jabberwock still haunts the Tulgey Wood.
  • If the investigators reached a resolution, proceed to that resolution. Otherwise, go to Resolution 1.

Resolution 1

  • In your Campaign Log, record that the Snark and its hunters were never met with again.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: Humpty Dumpty.
    • If the investigators went through the looking-glass: Go back to Interlude: Gryphon and the Mock Turtle. (This interlude will be on page 23.)

Source note: the printed guide does not state the conditions for Resolutions 2 and 3 on the scenario pages; each resolution is transcribed as printed.

Resolution 2

  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Resolve whichever of the following is true (choose one):
    • If there is more than 1 horror on The Snark, in your Campaign Log, record that the investigators controlled the Snark. Each investigator earns 1 bonus experience.
    • If there are more than 1 clues on The Snark, in your Campaign Log, record that the investigators puzzled the Snark. Each investigator earns 1 bonus experience.
    • If there is more than 1 damage on The Snark, in your Campaign Log, record that the investigators intimidated the Snark. Each investigator earns 1 bonus experience.
    • If there are more than 1 resources on The Snark, in your Campaign Log, record that the investigators tricked the Snark. Each investigator earns 1 bonus experience.
    • If no other option is true, in your Campaign Log, record that the investigators intrigued the Snark. Each investigator earns 2 bonus experience.
  • Continue to Resolution 3.

Resolution 3

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • Any one investigator may choose to add The Bellman to his or her deck. This card does not count toward that investigator's deck size.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: Humpty Dumpty.
    • If the investigators went through the looking-glass: Go back to Interlude: Gryphon and the Mock Turtle. (This interlude will be on page 23.)

Interlude: Humpty Dumpty

  • The investigators must decide (choose one):
    • "You're only locked into fate if you choose to accept it." Proceed to Unpredictability.
    • "Your fussing is only making it worse for yourself." Skip to Inevitability.

Unpredictability

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record Humpty Dumpty.
  • Add 1 [chaos token: icon not identified with certainty in the scan] token to the chaos bag for the remainder of the campaign.

Source note: the chaos token icon printed for this instruction could not be identified with certainty from the scan. It is left unnamed here rather than guessed; check the printed guide before applying it.

Skip to Guidance from Alice.

Inevitability

  • In your Campaign Log under "Wonderland Banes," record Humpty Dumpty.
  • Each investigator earns 1 bonus experience as he or she has gained some insight into the psyche of Wonderland's citizens.
  • Add 1 [chaos token: icon not identified with certainty in the scan] token to the chaos bag for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-E: Sibling Rivalry.
    • If the investigators went through the looking-glass: Go back to Scenario II-D: Wild Snark Chase. (This scenario will be on page 26.)

Scenario II-E: Sibling Rivalry

Setup

  • Gather all cards from the Sibling Rivalry, Card Guards, Chessmen, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Set the Monstrous Crow and Tweedles' Rattle aside, out of play.
  • Choose one of the two Northeast Slope, Northwest Slope, Southeast Slope, and Southwest Slope locations at random and put them into play. Remove the other versions of Northeast Slope, Northwest Slope, Southeast Slope, and Southwest Slope from the game. Then, put the Overgrown Dell, West Hill, and East Hill locations into play. Each investigator begins play at Overgrown Dell.
  • Put Tweedledum (Troublesome Twin) into play at West Hill and Tweedledee (Troublesome Twin) into play at East Hill.
  • Search the collected cards for 1 Soldier enemy (2 Soldier enemies instead if there are 3 or 4 players) and put each one into play at a different Slope location. Pawn enemies cannot be chosen.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Resolutions

Do not read until the end of the scenario.

  • If no resolution was reached (each investigator resigned or was defeated): The investigators are completely overwhelmed by the chaotic fighting. Read Resolution 1.

Source note: the printed guide does not state the condition for reaching Resolution 5 on the scenario pages; each resolution is transcribed as printed.

Resolution 1

  • In your Campaign Log, record that the Tweedles perished in their bloody battle.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Lion and the Unicorn.
    • If the investigators went through the looking-glass: Go back to Interlude: Humpty Dumpty. (This interlude will be on page 30.)

Resolution 2

  • The investigators must decide:
    • "Hand over that rattle piece or I'll take it by force." Proceed to Resolution 3.
    • "Alright, you win. I hope you're satisfied." Skip to Resolution 4.

Resolution 3

  • Each investigator suffers 1 physical trauma as they face both armies combined while claiming the rattle piece.
  • In your Campaign Log, record that the Tweedles' war was brought to an end.

Skip to Resolution 6.

Resolution 4

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that one of the Tweedles learned about the cost of war.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Lion and the Unicorn.
    • If the investigators went through the looking-glass: Go back to Interlude: Humpty Dumpty.

Resolution 5

  • In your Campaign Log, record 2 tally marks under "Strength of Wonderland."
  • In your Campaign Log, record that the Tweedles learned that there are worse things than fighting each other.

Proceed to Resolution 6.

Resolution 6

  • Any one investigator may choose to add Tweedles' Rattle to his or her deck. This card does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The Lion and the Unicorn.
    • If the investigators went through the looking-glass: Go back to Interlude: Humpty Dumpty. (This interlude will be on page 30.)

Interlude: The Lion and the Unicorn

  • The investigators must decide (choose one):
    • "If we don't settle this for them, they're dead meat." Proceed to All for One, One for All.
    • "We're not about to risk our necks for these blundering idiots." Skip to Every Man for Himself.

All for One, One for All

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The Lion and the Unicorn.
  • Each investigator searches the collection for a random basic Injury, Curse, or Omen weakness and adds it to his or her deck for the remainder of the campaign.

Skip to Guidance from Alice.

Every Man for Himself

  • In your Campaign Log under "Wonderland Banes," record The Lion and the Unicorn.
  • Each investigator earns 1 bonus experience as he or she has witnessed the capabilities of corrupted Wonderland creatures.
  • Each investigator searches the collection for a random basic Madness weakness and adds it to his or her deck for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario II-F: Fool's Mate.
    • If the investigators went through the looking-glass: Go back to Scenario II-E: Sibling Rivalry. (This scenario will be on page 32.)

Scenario II-F: Fool's Mate

Setup

  • Gather all cards from the Fool's Mate, Chessmen, Gurathnaka's Shadows, and Cheshire Cat encounter sets. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Set the following cards aside, out of play: The Red Queen, The White Knight, both copies of Absent-Minded, both copies of The Red King.
  • Put the First Row, Second Row, Third Row, Fourth Row, Fifth Row, Sixth Row, Seventh Row, Eighth Row, and Distant Square locations into play. Each investigator begins play at Second Row.
  • Put The White King into play at First Row.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Chess Movement

For this scenario, when resolving the hunter keyword, all Chess enemies behave differently depending on which piece they are:

  • Pawn: Resolve the hunter keyword as normal.
  • Knight: If the Knight is at a Row location, move it to Distant Square. If the Knight is at Distant Square, it hunts directly to any investigator.
  • Bishop: If the Bishop is at an odd-numbered Row location, it hunts directly only to an investigator at any other odd-numbered Row location. If the Bishop is at an even-numbered Row location, it hunts directly only to an investigator at any other even-numbered Row location. If neither are true, cancel the effects of the hunter keyword.
  • Rook: Move one location at a time until it engages an investigator. If it moved more than once, it does not attack.
  • Queen: Resolve the hunter effect as if the Queen were a Bishop. If the Queen would not hunt as a result, resolve the hunter effect as if the Queen were a Rook instead.
  • King: The King does not move. Heal 1 damage from all Chess enemies in play instead.

Resolutions

Do not read until the end of the scenario.

Before resolving any other resolution: If the Red Queen is in the victory display, read Pawn Takes Queen. Otherwise, read Queen's Castle.

Pawn Takes Queen

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log, record that the White Knight revels in your victory over the Red Queen.
  • If the investigators reached a resolution, proceed to that resolution. Otherwise, go to Resolution 1.

Queen's Castle

  • In your Campaign Log, record that the White Knight has fallen in battle to the Red Queen.
  • If the investigators reached a resolution, proceed to that resolution. Otherwise, go to Resolution 1.

Resolution 1

  • In your Campaign Log, record that the White King was slain by the red pieces.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The White Queen.
    • If the investigators went through the looking-glass: Go back to Interlude: The Lion and the Unicorn. (This interlude will be on page 35.)

Resolution 2

Source note: the printed guide does not state the condition for reaching Resolution 2 on the scenario pages; the text is transcribed as printed.

  • In your Campaign Log, record that the White King celebrates a grand victory.
  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Interlude: The White Queen.
    • If the investigators went through the looking-glass: Go back to Interlude: The Lion and the Unicorn. (This interlude will be on page 35.)

Interlude: The White Queen

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Skip to Seeking Escape.
    • If the investigators went through the looking-glass: Proceed to Seeking Entrance.

Seeking Entrance

  • Any one investigator may choose to add Looking-Glass Book to his or her deck. This card does not count toward that investigator's deck size.

Skip to Future Memories.

Seeking Escape

Proceed to Future Memories.

Future Memories

  • The investigators must decide (choose one):
    • "If you know what dangers lie ahead, please tell everything." Proceed to Forewarned.
    • "This place is weird enough without your crackpot ramblings." Skip to Foreshadowed.

Forewarned

  • In your Campaign Log, record 1 tally mark under "Strength of Wonderland."
  • In your Campaign Log under "Wonderland Boons," record The White Queen.
  • Add 1 elder thing token to the chaos bag for the remainder of the campaign.

Skip to Guidance from Alice.

Foreshadowed

  • In your Campaign Log under "Wonderland Banes," record The White Queen.
  • Each investigator earns 1 bonus experience as he or she glimpses the true potential of Gurathnaka's power.
  • Add 1 elder thing token to the chaos bag for the remainder of the campaign.

Proceed to Guidance from Alice.

Guidance from Alice

  • Check the Campaign Log.
    • If the investigators went down the rabbit hole: Proceed to Scenario III: Lucid Nightmare.
    • If the investigators went through the looking-glass: Go back to Scenario II-F: Fool's Mate. (This scenario will be on page 37.)

Scenario III: Lucid Nightmare

Check the Campaign Log.

  • If the investigators went down the rabbit hole: Read Out the Looking-Glass.
  • If the investigators went through the looking-glass: Read Out the Rabbit Hole.

Out the Looking-Glass

Skip to Arkham Unraveling.

Out the Rabbit Hole

Proceed to Arkham Unraveling.

Arkham Unraveling

Check the Campaign Log under "Strength of Wonderland:"

  • If there are 0 tally marks, proceed to Shattered Dreams.
  • If there are between 1 and 6 tally marks, skip to Broken Dreams.
  • If there are between 7 and 12 tally marks, skip to Insidious Dreams.
  • If there are between 13 and 18 tally marks, skip to Pervasive Dreams.
  • If there are 19 tally marks, skip to Consuming Dreams.

Shattered Dreams

Skip to Alice Awakens.

Broken Dreams

Skip to Alice Awakens.

Insidious Dreams

Skip to Alice Awakens.

Pervasive Dreams

Skip to Alice Awakens.

Consuming Dreams

Proceed to Alice Awakens.

Alice Awakens

Check the Campaign Log under "Fragments of Alice:"

  • If there are between 0 and 1 fragments listed, proceed to Absent Minded.
  • If there are between 2 and 4 fragments listed, skip to Half a Mind.
  • If there are between 5 and 6 fragments listed, skip to Presence of Mind.

Absent Minded

  • Skip to Setup.

Half a Mind

  • Skip to Setup.

Presence of Mind

  • Proceed to Setup.

Setup

  • Gather all cards from the Lucid Nightmare, Alice in Arkham, Gurathnaka's Shadows, and Warped Reality encounter sets, and the Cheshire Cat encounter set. These sets are indicated by the following icons.
  • Check the Campaign Log. Gather the cards from the Wonderland Boons encounter set whose names are listed under "Wonderland Boons" and the cards from the Wonderland Banes encounter set whose names are listed under "Wonderland Banes." These sets are indicated by the following icons.
  • Put the Alice Liddell investigator into play next to the act deck. Build Alice's deck (see Alice's Assistance on the next page). Shuffle Alice's deck and put it into play next to the act deck. Lay out the top three cards of the deck as Alice's hand.
  • Set the following locations aside, out of play: Northside, Downtown, Easttown, and Vacuous Void.
  • Put the Merchant District, Rivertown, Miskatonic University, French Hill, Uptown, and Southside locations into play Wonderland side revealed. Each investigator (including Alice) begins play at Merchant District.
  • Check the Campaign Log, under "Strength of Wonderland:"
    • If there are 0 tally marks, put Gurathnaka (Atrophied Eater of Dreams) into play at Rivertown.
    • If there are between 1 and 6 tally marks, put Gurathnaka (Haggard Eater of Dreams) into play at Rivertown.
    • If there are between 7 and 12 tally marks, put Gurathnaka (Ravenous Eater of Dreams) into play at Rivertown.
    • If there are between 13 and 18 tally marks, put Gurathnaka (Satiated Eater of Dreams) into play at Rivertown.
    • If there are 19 tally marks, put Gurathnaka (Gorged Eater of Dreams) into play at Rivertown.
    • Remove all other versions of Gurathnaka from the game.
  • Put The Cheshire Cat (Grinning Guide) into play in the lead investigator's play area.

Alice's Assistance

In this scenario, Alice joins as an additional investigator, with some differences. She does not count as an investigator for anything that uses the per-investigator multiplier. Alice cannot take actions or gain resources, but draws during each upkeep phase until she has three cards in her hand. Enemies cannot engage or attack Alice, and she does not draw an encounter card during the mythos phase.

Alice has a unique deck of 24 cards that is built according to your choices, successes, and failures in your path through Wonderland. First, add all three copies of Shadow Strain to Alice's deck.

  • Check the Campaign Log:
    • If the White Rabbit survived the monster's attack, add Still Ticking to Alice's deck. Otherwise, add Running Out of Time to Alice's deck.
    • If the Walrus and Carpenter have lost their appetites, add Talk of Many Things to Alice's deck. Otherwise, add Shed a Bitter Tear to Alice's deck.
    • If the Hare and Hatter thoroughly enjoyed your company, add The Best Butter to Alice's deck. If the Hare couldn't cope with the Hatter's death or the Hatter couldn't cope with the Hare's death, add Wasn't Very Civil to Alice's deck. Otherwise, add Empty Table to Alice's deck.
    • If the Queen destroyed the shadows in a fit of rage, add The Queen's Justice to Alice's deck. Otherwise, add Broke Her Crown to Alice's deck.
    • If the Snark and its hunters were never met with again, add Softly and Suddenly Vanished to Alice's deck. Otherwise, add Qualities of a Snark to Alice's deck.
    • If the investigators took the Jabberwock's head, add Galumphing Back to Alice's deck. Otherwise, add Jaws that Bite to Alice's deck.
    • If the Tweedles learned that there are worse things than fighting each other, add Brothers in Arms to Alice's deck. If one of the Tweedles learned about the cost of war, add Sole Survivor to Alice's deck. Otherwise, add No Survivors to Alice's deck.
    • If the White King celebrates a grand victory, add Royal Decree to Alice's deck. Otherwise, add For Want of a Nail to Alice's deck.
    • If the White Knight revels in your victory over the Red Queen, add Glory and Honor to Alice's deck. Otherwise, add The Better Part of Valor to Alice's deck.
  • Check the Campaign Log under "Fragments of Alice:"
    • If Intuition is listed, add both copies of Alice's Intuition to Alice's deck. Otherwise, add both copies of Lack of Intuition to Alice's deck.
    • If Patience is listed, add both copies of Alice's Patience to Alice's deck. Otherwise, add both copies of Lack of Patience to Alice's deck.

After you have constructed Alice's deck, remove all other cards from the Alice in Arkham encounter set from the game.

Suggested Location Placement (diagram): Merchant District, Rivertown, Miskatonic University, French Hill, Uptown, and Southside.

Resolutions

Do not read until the end of the scenario.

  • If no resolution was reached (each investigator resigned or was defeated): The investigators cannot hold back the ravenous shadows. If at least one investigator resigned, read Resolution 1. Otherwise, skip to Resolution 4.

Resolution 1

  • The investigators must decide:
    • "We have to kill Alice. It's her or the world." Proceed to Resolution 2.
    • "We can't kill Alice, not after all this." Skip to Resolution 3.

Resolution 2

  • In your Campaign Log, record that Alice perished and Wonderland has been lost forever.
  • In your Campaign Log, record that Gurathnaka and its shadows were banished from Arkham.
  • Each investigator suffers 2 physical trauma and 2 mental trauma as the journey through Wonderland and the burden of Alice's death have seriously affected them.
  • Remove each card with the Wonderland trait from all investigators' decks. Each investigator must add the Tenebrous Nightmares weakness to his or her deck.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • The investigators have survived, but Gurathnaka now hungers for their dreams instead.

Resolution 3

  • Proceed to Resolution 4.

Resolution 4

  • In your Campaign Log, record that Gurathnaka and its shadows consumed the earth.
  • Each surviving investigator is killed.
  • The investigators lose.

Resolution 5

  • In your Campaign Log, record that the investigators separated Alice's dreams from the real world.
  • In your Campaign Log, record that Gurathnaka and its shadows were banished from Arkham.
  • Each investigator suffers 1 physical trauma and 1 mental trauma as the journey through Wonderland has seriously affected them.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • The investigators win!

Epilogue

Read the following only if the investigators won the campaign.

  • Check the Campaign Log, under "Strength of Wonderland:"
    • If there are 0 tally marks, proceed to Death of a Dream.
    • If there are between 1 and 6 tally marks, skip to Scattered Thoughts.
    • If there are between 7 and 12 tally marks, skip to Half-Formed Visions.
    • If there are between 13 and 18 tally marks, skip to Dreams Made Real.
    • If there are 19 tally marks, skip to Wonders Never Cease.

Death of a Dream

  • Skip to Alice's Fate.

Scattered Thoughts

  • Each investigator earns 2 bonus experience.
  • Skip to Alice's Fate.

Half-Formed Visions

  • Each investigator earns 4 bonus experience.
  • Skip to Alice's Fate.

Dreams Made Real

  • Each investigator earns 6 bonus experience.
  • Skip to Alice's Fate.

Wonders Never Cease

  • Each investigator earns 8 bonus experience.
  • Proceed to Alice's Fate.

Alice's Fate

  • Alice joins the investigators of Arkham! Use the Seeker version of her investigator card to play as Alice in other campaigns.

Campaign Log

The Campaign Log form tracks the following for each investigator and for the campaign as a whole: player name, investigator, unspent experience, trauma (physical and mental), and earned story assets and weaknesses. It also has space for campaign notes, a list of killed and insane investigators, and the following tallies and lists, which the scenario and interlude instructions above refer to by name: "Fragments of Alice," "Strength of Wonderland" (tally marks), "Wonderland Boons," and "Wonderland Banes."

Additional Rules

Hidden

An encounter card or weakness with the hidden keyword has a revelation ability that secretly adds that card to your hand. This should be done without revealing that card or its text to the other investigators.

  • While a hidden treachery is in your hand, treat it as if it were in your threat area. Its constant abilities are active, and abilities on it can be triggered, but only by you.
  • While a hidden enemy is in your hand, it is not considered to be engaged with you or in your threat area, and it does not attack unless otherwise specified. However, its constant abilities are active, and abilities on it can be triggered, but only by you.
  • A hidden card counts toward your hand size, but it cannot be discarded from your hand by any means except those described on the card. When discarded, a hidden card is placed in its appropriate discard pile.

For the best experience, players are encouraged to stay "in character" and not share information about hidden cards in their hand.

Story Cards

Story cards are a new cardtype. These cards serve as an avenue for additional narrative and typically appear as the reverse side of another scenario card. When you are instructed to resolve a story card, simply read its story text and resolve its game text, if any.

Alert

Each time an investigator fails a skill test while attempting to evade an enemy with the alert keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator. An enemy does not exhaust after performing an alert attack. This attack occurs whether the enemy is engaged with the evading investigator or not.

Seal

As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it. If there is a choice of which token to seal, the card's controller chooses. If the specified token is not in the chaos bag, the card cannot enter play.

A sealed chaos token is not considered to be in the chaos bag, and therefore cannot be revealed from the chaos bag as part of a skill test or ability.

When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.

Some cards (with or without the seal keyword) may also have abilities that seal one or more chaos tokens as part of their effect. This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card. If the specified token is not in the chaos bag, the effect fails.

Explore

Some abilities are identified with an Explore action designator. Such abilities are generally used to find new locations to put into play, and are initiated using the "activate" action.

Explore abilities instruct you to draw the top card of the "exploration deck," which is a separate deck that is constructed during the setup of some scenarios. This deck consists of several single-sided locations and treachery cards.

  • Each Explore ability indicates a particular type of location that you are seeking to draw. If a location of that type is drawn, it is put into play, and you move to that location. This is considered a "successful" exploration.
  • If any other location is drawn, place it next to the exploration deck, and draw the next card from the exploration deck. Repeat this process until a location of the indicated type is drawn, or a treachery is drawn. After this action has ended, shuffle each location next to the exploration deck back into the exploration deck.
  • If a treachery card is drawn, it is resolved as normal. If it is discarded, place it in the encounter discard pile as you would normally. There is no discard pile for the exploration deck. This is considered an "unsuccessful" exploration.
  • As a single-sided location is put into play from the exploration deck, place clues on that location equal to its clue value.

Haunted

Haunted is an ability that appears on some locations. Each time an investigator fails a skill test while investigating a location, after applying all results for that skill test, that investigator must resolve all "Haunted –" abilities on that location.

A location is "haunted" for the purposes of other card effects if it has at least one "Haunted –" ability (printed or otherwise).

Veiled

Some locations have the veiled keyword. This keyword represents that a location contains unknown lore or assistance that must be sought out by the investigators before it can be of use to them.

As a fast ability, an investigator at a veiled location with no clues on it may flip that location over, resolving the text on its other side.

Swarming X

An enemy with the swarming X keyword is actually a pack of enemies operating in unison. After you put an enemy with the swarming X keyword into play, place the top X cards of your deck facedown underneath the enemy as swarm cards, without looking at them. The enemy they are underneath is called the "host enemy." Some scenario card effects may also instruct a player to add swarm cards to an enemy. This is done using the same process.

  • If it is ever unclear which investigator should add swarm cards, the lead investigator does so.
  • Each swarm card underneath the host enemy acts as a separate instance of that enemy for most purposes. Each swarm card has the same values and text as its host card.
  • Each swarm card attacks separately when enemies attack during the enemy phase. Once the host enemy and all of its swarm cards have attacked during this step, exhaust all of them.
  • Each swarm card can be attacked or dealt damage separately, but the host enemy cannot be defeated while it still has swarm cards underneath it. When a swarm card is defeated, any excess damage may be dealt to another swarm card underneath the same host enemy or to the host enemy itself.
  • Anytime a swarm card leaves play, place it on the bottom of its owner's deck. If you are unsure of the owner of the swarm card, you may look at it to determine its owner.
  • The host enemy and all of its swarm cards move, engage, and exhaust as a single entity.

Patrol

Some enemies have the patrol keyword. During the enemy phase (in framework step 3.2), each ready, unengaged enemy with the patrol keyword moves to a connecting location along the shortest path toward the designated location (as described in parentheses next to the word patrol).

  • If there are multiple locations that qualify as the designated location, the lead investigator may choose which location the enemy moves toward.
  • If an enemy with patrol would be compelled to move to a location which is blocked by a card ability, the enemy does not move.

Keys

Key tokens represent important objects or pieces of information that can be claimed and used during scenarios.

Key tokens have two sides. When facedown, all seven keys have the same universal key symbol, so they can be randomized without the investigators knowing which is which. When faceup, each key is color coded with a unique color.

The seven colored keys are red, blue, green, yellow, purple, black, and white. The unknown key is the facedown side.

If a scenario uses one or more keys, the setup of that scenario indicates how many are set aside and whether they should be faceup or randomized facedown. Keys can enter play via several different card effects, and they are usually placed on an enemy, location, or story asset. Keys can be acquired in any of three ways:

  • If a location with a key on it has no clues, an investigator may take control of each of the location's keys as a fast ability.
  • If an investigator causes an enemy with a key on it to leave play, that investigator must take control of each of the keys that were on that enemy. (If it leaves play through some other means, place its keys on its location.)
  • Some card effects may allow an investigator to take control of keys in other ways.

When an investigator takes control of a key, they flip it faceup (if it is facedown) and place it on their investigator card. If an investigator who controls one or more keys is eliminated, place each of their keys on their location. As an action ability, an investigator may give any number of their keys to another investigator at the same location.

Keys have no inherent game effect. However, some card effects may change depending on which keys an investigator controls. Additionally, keys may sometimes be required in order to progress during a scenario.

Flood Tokens

Some scenario card effects can flood locations. Each location has one of three different flood levels: it is either unflooded, partially flooded, or fully flooded. A location's flood level can be tracked using the double-sided flood tokens. A location's flood level has no inherent game effect. However, some card effects may change or become stronger while you are at a flooded location, particularly if that location is fully flooded.

  • A location with no flood token is unflooded.
  • If a location becomes partially flooded, place a flood token on it with the partially flooded side faceup to designate this.
  • If a location becomes fully flooded, place a flood token on it with the fully flooded side faceup (or if it is already partially flooded, flip its flood token over) to designate this.
  • If a location's flood level is "increased," it changes from unflooded to partially flooded, or from partially flooded to fully flooded. A fully flooded location cannot have its flood level increased.
  • If a location's flood level is "decreased," it changes from fully flooded to partially flooded, or from partially flooded to unflooded. If a location becomes unflooded, remove its flood token.
  • For the purposes of card effects, both partially flooded locations and fully flooded locations are considered to be "flooded."
  • Setup
  • Alice's Assistance
  • Resolutions
    • Resolution 1
    • Resolution 2
    • Resolution 3
    • Resolution 4
    • Resolution 5
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • If Compassion is listed, add both copies of Alice's Compassion to Alice's deck. Otherwise, add both copies of Lack of Compassion to Alice's deck.
  • If Courage is listed, add both copies of Alice's Courage to Alice's deck. Otherwise, add both copies of Lack of Courage to Alice's deck.
  • If Reason is listed, add both copies of Alice's Reason to Alice's deck. Otherwise, add both copies of Lack of Reason to Alice's deck.
  • If Curiosity is listed, add both copies of Alice's Curiosity to Alice's deck. Otherwise, add both copies of Lack of Curiosity to Alice's deck.