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Arkham Horror: The Card Game – The Unspeakable Oath: Mythos Pack thumbnail

Arkham Horror: The Card Game – The Unspeakable Oath: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Path to Carcosa: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – The Unspeakable Oath: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario IV: The Unspeakable Oath
    • Intro 1
    • Intro 2
    • Intro 3
    • Constance's Information
    • Setup
    • Suggested Location Placement for The Unspeakable Oath
    • Standalone Mode
    • Do Not Read Until the End of the Scenario

Scenario IV: The Unspeakable Oath

Check Campaign Log. If the followers of the sign have found the way forward: Read Intro 1.

Otherwise, skip to Intro 2.

Intro 1

Intro 1: Read-aloud text is omitted.

Continue to Intro 3.

Intro 2

Intro 2: Read-aloud text is omitted.

Continue to Intro 3.

Intro 3

Intro 3: Read-aloud text is omitted.

Check Campaign Log. If Constance Dumaine is listed under VIPs Interviewed: Proceed to Constance's Information.

Otherwise, skip to Setup.

Constance's Information

Constance's Information: Read-aloud text is omitted.

  • Each investigator places the top card of their deck facedown in their play area, without looking at it. Treat this card as a Courage asset with 0 cost, no icons, and 2 sanity. Discard this card if it leaves play for any reason.

Proceed to Setup.

Setup

  • Gather all cards from the following encounter sets: The Unspeakable Oath, Hastur's Gift, Inhabitants of Carcosa, Delusions, Decay & Filth, and Agents of Hastur. These sets are indicated by the following icons (see Encounter Set Icons at the end of this guide).
  • Set each Monster enemy among the gathered encounter sets aside, in a separate pile. (There should be 7 Monster enemies, in total.)
  • Set each Possessed enemy among the gathered encounter sets aside, in a separate pile. (There should be 7 Possessed enemies, in total.)
  • Randomly choose 1 copy of Asylum Halls (Eastern Patient Wing) and 1 copy of Asylum Halls (Western Patient Wing). Remove those copies from the game. Put the remaining Asylum Halls into play. Each investigator begins play at an Asylum Halls of their choice.
  • Set the following cards aside, out of play: Daniel Chesterfield, and each copy of Patient Confinement.
  • Put the following locations into play: Mess Hall, Kitchen, Yard, Garden, Infirmary, and Basement Hall. (See suggested location placement.)
  • Based on your difficulty level, add the following chaos token to the chaos bag, for the remainder of the campaign:
    • Easy: –2.
    • Standard: –3.
    • Hard: –4.
    • Expert: –5.
  • Check Campaign Log. Depending on the following circumstances, a different version of Act 2 should be used in this scenario. Each other version of Act 2 is removed from the game.
    • If you took the onyx clasp, use Act 2—"The Really Bad Ones" (v. I).
    • Otherwise, use Act 2—"The Really Bad Ones" (v. II).

Suggested Location Placement for The Unspeakable Oath

The printed guide shows a placement diagram of eight locations: Garden, Yard, Kitchen, Mess Hall, Asylum Halls (Eastern Patient Wing), Asylum Halls (Western Patient Wing), Infirmary, and Basement Hall. The diagram is a placement guide; the location cards are the printed cards from the encounter sets.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setup 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, –3, –4, skull, skull, skull, [swirl-2 token], [eye-star token].
  • Randomly choose one of the following tokens: Cultist, Tablet, or Elder Thing. Add 2 of the chosen token to the chaos bag.
  • Constance Dumaine is not listed under VIPs Interviewed or VIPs Slain.
  • You did not take the onyx clasp.
  • Do not read Interlude II—Lost Soul.

Do Not Read Until the End of the Scenario

Before resolving any other resolution, if at least 1 investigator was defeated: The defeated investigators read Investigator Defeat first.

Investigator Defeat: Read-aloud text is omitted.

  • Each investigator who was defeated is driven insane. If there are not enough investigators to continue the campaign, the campaign is over and the players lose.
  • If another resolution was reached, the remaining investigators proceed to that resolution.
  • If no resolution was reached (each investigator was defeated): Go to Resolution 1.

Resolution 1: Read-aloud text is omitted.

  • In your Campaign Log, record that the King claimed its victims.
  • If there are not enough investigators to continue the campaign, the campaign is over and the players lose. Otherwise, the campaign continues. (Each player whose investigator has been driven insane must choose a new investigator from the pool of available investigators.)
  • Check Campaign Log. If you took the onyx clasp, choose a new investigator to take the clasp. That investigator must include the Clasp of Black Onyx weakness in their 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.
  • If Constance Dumaine (A Little Too Sociable) is in the victory display, record her name in your Campaign Log, under "VIPs Slain."
  • Remove all [Cultist], [Tablet], and [Elder Thing] tokens from the chaos bag. Then, add 2 [Cultist] tokens to the chaos bag.
  • Skip Interlude II: Lost Soul and proceed directly to Scenario V: A Phantom of Truth.

Resolution 2 (each defeated investigator should resolve Investigator Defeat first): Read-aloud text is omitted.

  • In your Campaign Log, record that the investigators were attacked as they escaped the Asylum.
  • Each investigator suffers 1 physical trauma as they are assaulted by the Asylum's guards.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • If Constance Dumaine (A Little Too Sociable) is in the victory display, record her name in your Campaign Log, under "VIPs Slain."
  • Remove all [Cultist], [Tablet], and [Elder Thing] tokens from the chaos bag. Then, add 2 [Tablet] tokens to the chaos bag.
  • Proceed to Interlude II: Lost Soul.

Resolution 3 (each defeated investigator should resolve Investigator Defeat first): Read-aloud text is omitted.

  • In your Campaign Log, record that the investigators escaped the Asylum.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • If Constance Dumaine (A Little Too Sociable) is in the victory display, record her name in your Campaign Log, under "VIPs Slain."
  • Remove all [Cultist], [Tablet], and [Elder Thing] tokens from the chaos bag. Then, add 2 [Elder Thing] tokens to the chaos bag.
  • Proceed to Interlude II: Lost Soul.
  • Shuffle the remainder of the encounter cards to build the encounter deck.