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Arkham Horror: The Card Game – In Too Deep: Mythos Pack

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

Arkham Horror: The Card Game – In Too Deep: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario III: In Too Deep
  • Scenario Setup
  • Location Placement
  • Location Adjacency in Innsmouth
  • Barriers
  • Keys
  • Standalone Mode
  • Flashbacks
    • Flashback V
    • Flashback VI
    • Flashback VII
    • Flashback VIII
  • Resolutions
    • If no resolution was reached
    • Resolution 1

Scenario III: In Too Deep

Narrative introduction omitted (see the booklet). Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: In Too Deep, Creatures of the Deep, Rising Tides, Syzygy, The Locals, and Agents of Cthulhu. These sets are indicated by the following icons (the six set icons, in the order the sets are listed above):
  • Put all 15 locations into play (see Location Placement below).
    • Place 24 barriers (using resource tokens) between these locations, as shown (see Location Placement below).
    • Each investigator begins play at the Desolate Coastline.
  • Place each key as follows:
    • Check the "Possible Hideouts" section of the Campaign Log for the location that is circled. Place the black key on that location. (If no location is circled, skip this step.)
    • Set each other key aside, facedown. Shuffle them so you don't know which is which.
  • Check the Campaign Log for each Suspect enemy that is out for blood and trigger each of their revelation abilities without placing clues on them.
  • Set the following cards aside, out of play: 2 copies of the Ravager from the Deep enemy, 2 copies of the Young Deep One enemy, the Joe Sargent story asset, the Teachings of the Order story asset, and the Innsmouth Shoggoth enemy.
  • Search the collection for Angry Mob (The Innsmouth Conspiracy card #62b) and set it aside, out of play. (This card is on the reverse side of the "Finding Agent Harper" story card.)
  • Add the flood tokens to the token pool.
    • Increase the flood level of each of the following locations: The House on Water Street, Innsmouth Harbour, and Desolate Coastline.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.

Location Placement

Locations are arranged in a 5-by-3 grid. Read from north to south (rows) and west to east (columns). Barriers are shown as the number of resource tokens placed between two adjacent locations.

North row (west to east): Railroad Station – Esoteric Order of Dagon – New Church Green – Marsh Refinery – The House on Water Street

Middle row (west to east): The Little Bookshop – First National Grocery – Innsmouth Square – Fish Street Bridge – Innsmouth Harbour

South row (west to east): Sawbone Alley – Gilman House – Innsmouth Jail – Shoreward Slums – Desolate Coastline

Barrier placement (24 barriers total):

  • Railroad Station – Esoteric Order of Dagon: 4
  • Esoteric Order of Dagon – New Church Green: 1
  • New Church Green – Marsh Refinery: 3
  • Marsh Refinery – The House on Water Street: 1
  • Railroad Station – The Little Bookshop (vertical, between the north and middle rows): 1
  • The Little Bookshop – First National Grocery: 2
  • First National Grocery – Innsmouth Square: 2
  • Innsmouth Square – Fish Street Bridge: 2
  • Fish Street Bridge – Innsmouth Harbour: 1
  • Sawbone Alley – Gilman House: 1
  • Gilman House – Innsmouth Jail: 3
  • Innsmouth Jail – Shoreward Slums: 1
  • Shoreward Slums – Desolate Coastline: 2

No barriers are placed between the middle and south rows.

Location Adjacency in Innsmouth

During this scenario, locations are arranged in a set pattern, with each location adjacent to one or more other locations.

  • During this scenario, adjacent locations are considered to be connected to one another.
  • Locations are only adjacent orthogonally (north, east, south, or west); they are not adjacent diagonally.

Barriers

In this scenario, barriers have been set up around the various streets of Innsmouth. Each barrier is represented by a resource token placed between two locations. Barriers block the movement of investigators along that path.

  • If there are 1 or more barriers placed directly between two locations, investigators cannot move from one of those locations to the other, even if they are connected.
  • Barriers can be removed using some location abilities, or the ability on act 1a. The more barriers placed between two locations, the more times such an ability must be used in order to clear the path.
  • When a hunter enemy moves, after determining which investigator it moves toward, it follows the shortest path not blocked by barriers. If no such path exists, it ignores barriers. All other enemy movement ignores barriers.

Keys

During this scenario, keys represent the following:

  • Red / Blue / Green / Yellow / Purple / White: Information from the still-human citizens of Innsmouth regarding the state of the town.
  • Black: Information regarding the suspect who kidnapped Agent Harper.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setups or 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, −1, −2, −2, −3, −4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, elder sign, and auto-fail. (The printed symbols are shown in the booklet's icon order; the names given are identified from the icons.)
  • Nobody is out for blood.
  • Choose a random location from the "Possible Hideouts" section of the Campaign Log to be the location that is circled.

Flashbacks

Flashback text is read only when instructed. The narrative paragraphs are omitted here; the instructions are reproduced.

Flashback V

Do not read unless you are instructed.

  • In your Campaign Log, under "Memories Recovered," record a deal with Joe Sargent.
  • Put the set-aside Joe Sargent asset into play under the control of an investigator at Innsmouth Square.

Flashback VI

Do not read unless you are instructed.

  • In your Campaign Log, under "Memories Recovered," record a followed lead.
  • Any one investigator at The Little Bookshop may choose to add Teachings of the Order to their deck, immediately putting it into play under their control.

Flashback VII

Do not read unless you are instructed.

  • In your Campaign Log, under "Memories Recovered," record an intervention.
  • Add a +1 token to the chaos bag for the remainder of the campaign.

Flashback VIII

Do not read unless you are instructed.

  • In your Campaign Log, under "Memories Recovered," record a jailbreak.
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, tablet, or elder thing).

Resolutions

If no resolution was reached

Do not read until the end of the scenario. If no resolution was reached because each investigator was defeated, the booklet's closing narrative is read (omitted here) and then:

  • Proceed to Resolution 1.

Resolution 1

Narrative omitted. Instructions:

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Check Campaign Log. If the investigators made it safely to their vehicles, each investigator records 2 additional experience under "Unspent Experience."
  • Proceed to Scenario IV: Devil Reef.

To Be Continued… The story continues in the next Mythos Pack of The Innsmouth Conspiracy cycle – Devil Reef.