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Arkham Horror: The Card Game – For the Greater Good: Mythos Pack thumbnail

Arkham Horror: The Card Game – For the Greater Good: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Circle Undone: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – For the Greater Good: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario V: For the Greater Good
    • Intro 1
    • Intro 2
    • Intro 3
    • Intro 4
    • Intro 5
  • Standalone Mode
  • Setup
  • Keys

Scenario V: For the Greater Good

Intro 1

Ever since your brush with death at Hangman's Hill, the situation in Arkham has only worsened. In the days since, there have been more reports of "ghost sightings" and even several more disappearances. A thin layer of grey mist lingers over the streets at all hours, day and night. As soon as the sun begins to set each evening, doors are shut and locked. Without truly realizing why, very few people dare venture out at night. Some businesses have even closed their doors to customers during the day, citing "poor weather." Things are getting out of hand.

Check Campaign Log.

  • If the investigators are members of the Lodge, proceed to Intro 2.
  • If the investigators are enemies of the Lodge, skip to Intro 3.
  • If the investigators learned nothing of the Lodge's schemes, skip to Intro 4.
  • If the investigators are never seen or heard from again, skip to Intro 5.

Intro 2

The creature that appeared at the Lodge's charity gala is clearly not bound to Josef Meiger's manor, which means the horrors you've experienced could be just the start of something much worse. It is time to report your findings to the Silver Twilight Lodge. Perhaps they can help interpret the knowledge you've gathered, and inform you as to what your next step should be. With their help, you may be able to save Arkham…

Check Campaign Log. If the investigators are deceiving the Lodge, read the sidebar below. Otherwise, skip this sidebar.

…though you suspect the Lodge has other interests.

The Lodge clearly knows more about what is happening than they care to admit. There is a sinister purpose that lurks beneath the surface of the Lodge, and you intend to discover what that purpose is.

Skip to Setup.

Intro 3

The creature that appeared at the Lodge's charity gala is clearly not bound to Josef Meiger's manor, which means the horrors you've experienced could be just the start of something much worse. You're not sure why just yet, but you know the Silver Twilight Lodge is connected to the creature in some way. Perhaps it's time to pay the Lodge a visit—with or without their permission.

Skip to Setup.

Intro 4

You can't help but wonder if you missed something important in the home of Josef Meiger. The four disappearances that occurred at the Lodge's charity gala could not have been a coincidence. If those victims encountered a creature like the one you saw at the graveyard, the horrors you've experienced could be just the start of something much worse. You're not sure why just yet, but you are sure that the Silver Twilight Lodge is connected to these events in some way. Perhaps it's time to pay the Lodge a visit—with or without their permission.

Skip to Setup.

Intro 5

Too many disappearances have occurred at Josef Meiger's estate for it to be a coincidence: first, the four victims at the charity gala, then the ones who attended the benefit dinner one week later. If they encountered a creature like the one you saw at the graveyard, the horrors you've experienced could be just the start of something much worse. You're not sure why just yet, but you are sure that the Silver Twilight Lodge is connected to these events in some way. Perhaps it's time to pay the Lodge a visit—with or without their permission.

Proceed to Setup.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –2, –2, –3, –4, skull, skull, cultist, tablet, elder thing, elder sign, auto-fail.
  • The investigators must decide (choose one):
    • The investigators are members of the Lodge.
    • The investigators are not members of the Lodge.

Setup

  • Gather all cards from the following encounter sets: For the Greater Good, City of Sins, Silver Twilight Lodge, Ancient Evils, Dark Cult, and Locked Doors. These sets are indicated by the following icons (pictured in the printed guide, not reproduced here).
  • Check Campaign Log. If the investigators are members of the Lodge, perform the following:
    • When constructing the act deck, use Act 1a—"Warm Welcome" and remove Act 1a—"Infiltrating the Lodge" from the game.
    • Put the versions of Lodge Gates, Lobby, and Lodge Cellar with the (We've Been Expecting You) subtitle into play. Remove the other versions of those locations from the game.
    • Search the gathered encounter sets for the following cards, and remove them from the game: 3 copies of Acolyte, 1 copy of Wizard of the Order, 2 copies of Knight of the Inner Circle, and 1 copy of Cell Keeper.
  • Otherwise, perform the following, instead:
    • When constructing the act deck, use Act 1a—"Infiltrating the Lodge" and remove Act 1a—"Warm Welcome" from the game.
    • Put the versions of Lodge Gates, Lobby, and Lodge Cellar with the (Members Only) subtitle into play. Remove the other versions of those locations from the game.
    • Search the gathered encounter sets for the following cards, and remove them from the game: 3 copies of Lodge Neophyte, 1 copy of Keeper of Secrets, 2 copies of Knight of the Outer Void, and 1 copy of Lodge Jailor.
  • Put the Lodge Catacombs and the Lounge into play. Each investigator begins play at the Lodge Gates. (See suggested location placement on next page.) Set each other remaining location aside, out of play (Library, Vault, Inner Sanctum, and the 2 Sanctum Doorway locations).
  • Set the following cards aside, out of play: the Puzzle Box asset, the Summoned Beast enemy, the August Lindquist asset, and the double-sided Nathan Wick enemy.
  • Set 1 skull token, 1 cultist token, 1 tablet token, and 1 elder thing token aside, out of play. These tokens should be taken from your collection, not from your chaos bag. These tokens are keys. (See "Keys" on next page.)

Keys

The setup of this scenario instructs the players to set aside 1 skull token, 1 cultist token, 1 tablet token, and 1 elder thing token, as keys. These keys are never placed in the chaos bag and do not act as traditional chaos tokens. Instead, they represent keys which investigators can recover and use throughout the scenario.

Keys can enter play via several different card effects, and are usually placed on an enemy, location, or story asset. Keys can be acquired in one of three ways:

  • If a location with a key on it has no clues, an investigator can take control of its key as an Action trigger ability.
  • If an enemy with a key on it leaves play, the investigator who caused that enemy to leave play must take control of its key. (If the enemy leaves play through some other means, place its key on its location.)
  • Some card effects may allow investigators to take control of keys in other ways.

When an investigator takes control of a key, he or she places that key on his or her investigator card. If an investigator who controls 1 or more keys is eliminated, place each of those keys on his or her location. As a Free trigger ability, an investigator may give any number of his or her keys to another investigator at the same location.

  • Shuffle the remainder of the encounter cards to build the encounter deck.