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Arkham Travel Guide

Arkham Travel Guide Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
    • City Map
    • Types of City Blocks
  • Gameplay Overview
  • Game Round
    • Phase 1
    • Phase 2
      • Dice Icons
    • Phase 3
    • Phase 4
    • Phase 5
    • Phase 6
  • End of the Game
    • Step 1. Each player determines their Final Route
    • Step 2. Each player counts the Madness level of their Final Route
    • Step 3. Each player confronts the Old One
      • Old One Card
    • Step 4. Each player calculates their VP
    • Personal Objective Cards
  • Starting Rounds
    • 3-Player Game
    • 4-Player Game
  • Other Rules
    • The Miskatonic River
    • Dead-Ends
    • Gates
    • Horrible Places
    • Rounded Roads
    • Miskatonic University
    • Curio Shops
  • Curio Bonuses
    • Gaining Curio Bonuses
    • Using Curio Bonuses
    • Curio Bonuses
  • Effect Cards
  • Old Ones
    • Cthulhu
    • Yog-Sothoth
    • Dagon
    • Shub-Niggurath
  • Solo Game
    • Winning Conditions
    • Game Setup
    • Game Round
    • End of the Game

Components

  • 4 Player boards with city map of Arkham
  • 4 dry-erase markers of different colors
  • 5 dice
  • Rulebook and Reference sheet
  • 5 Effect cards
  • 8 Personal Objective cards
  • 4 Cthulhu's Call cards
  • 4 Old One cards
  • 11 Curio cards
  • Dice Selection card
  • Challenge card (Solo game)

Game Setup

  1. Each player takes a Player board.
  2. Each player takes a dry-erase marker of any color.
  3. Place the Dice Selection card and all 5 dice in the center of the table.
  4. Choose 2 Effect cards for the game (randomly or by agreement). Place the chosen Effect cards near the Dice Selection card, with one card showing the dark icon and the other showing the light icon.
  5. Choose an Old One card for the game (randomly or by agreement). Place it face down near the Dice Selection card. The back of the card depicts Horrible Places. Each player marks them on the city map of their Player board with Horrible Place signs (5a). Then, flip the Old One card face up (5b), and read its special rule for the game. If Cthulhu is chosen as the Old One, each player takes a random Cthulhu's Call card. Do not show it to other players until the end of the game (if Cthulhu is not chosen, place the Cthulhu's Call cards back into the box).
  6. Shuffle all 11 Curio cards to form the Curio deck and place it face down near the Dice Selection card. Remove 1 random card from the game (face down without revealing it). If Cthulhu is chosen as the Old One, first put aside all the Curio cards with bonuses that give additional tourists (see p. 14). Next, as usual, remove 1 random card from the game (face down without revealing it). Then, return the cards you have put aside earlier to the deck and shuffle it.
  7. Shuffle all 8 Personal Objective cards. Each player takes 2 Personal Objective cards, keeps 1 of them face down near their Player board and discards the other one (face down without revealing it).
  8. Randomly choose the first player.

Players may agree to share all the markers to draw tourists in red, green, blue, and purple. Also, use the purple marker for the route sections and other marks.

City Map

The main part of each Player board is the city map of Arkham. The city map consists of 36 city blocks, which form a 6 × 6 grid. Roads, marked by dotted lines, are located between city blocks and around them.

Each city block matches a pair of coordinates: horizontal (X) and vertical (Y), indicated on the two edges of the city map. They are both written as numbers, from 1 to 6.

During the game, players mark tourists (red, green, blue, purple) in the city blocks, and chart route sections along the roads on their city maps.

Types of City Blocks

  • Red city blocks attract tourists who enjoy crowded locations such as busy markets or restaurants. These tourists are represented by the red tourist icon.
  • Green city blocks attract tourists who prefer urban green spaces. These tourists are represented by the green tourist icon.
  • Blue city blocks attract tourists who enjoy cultural attractions like museums and libraries. These tourists are represented by the blue tourist icon.
  • Purple city blocks attract tourists who are interested in places with paranormal information. These tourists are represented by the purple tourist icon.
  • Yellow city blocks are interesting for everybody. Each of these city blocks alongside your Final Route scores you the corresponding VP (indicated on its icon).
  • White city blocks do not score VP. However, tourists in these blocks contribute VP if they are on the Final Route.

There are dead-ends, Horrible Places, Gates, a Miskatonic River, bridges, special Miskatonic University city blocks, Curio Shops, and rounded roads in the corners on the city map. For more details about other city map rules, see pp. 12–13.

Gameplay Overview

The game is played for 10 rounds (until the Curio deck runs out), each consisting of 6 phases. Each round, players choose the city blocks to mark the new tourists there and chart the new route sections along the roads.

When the last round ends, each player determines their Final Route and its Madness level. Next, each player confronts the Old One. After that, players calculate their VP and determine the winner of the game.

Game Round

If you are playing with 3 or 4 players, at the start of the game resolve the Starting Rounds first (see Starting Rounds below). Each round consists of 6 phases:

  • PHASE 1. Revealing a Curio card.
  • PHASE 2. Choosing the Round Dice.
  • PHASE 3. Choosing the city blocks.
  • PHASE 4. Marking the tourists.
  • PHASE 5. Charting the route sections.
  • PHASE 6. End of the round.

Phase 1

The first player reveals a card from the top of the Curio deck to determine the Curio bonus for the current round.

Each round, the revealed Curio card determines the Curio Shop bonus for that round. Once per round, when you draw a route section which touches a Curio Shop, you visit that Curio Shop and gain the bonus from the revealed card. That may be additional route sections, additional tourists, or Tomes for the Confrontation with the Old One at the end of the game. For more details about Curio bonuses, see pp. 13–14.

Phase 2

Players choose 2 Round Dice for the current round.

2.1. The first player rolls all 5 dice and places them in the Available dice zone (to the left of the Dice Selection card).

2.2. The first player chooses 1 available die and places it on the first space on the Dice Selection card.

2.3. The player to the left of the first player chooses 1 of the 4 remaining available dice and moves it to the Unavailable dice zone (to the right of the card). Then, the player to the right of the first player does the same. In a 2-player game, both dice are moved by the second player.

2.4. The first player chooses 1 of the 2 remaining available dice and places it on the second space on the Dice Selection card. Then, the first player moves the last available die to the Unavailable dice zone. The dice on the Dice Selection card are the Round Dice.

Example: Maximilian is the first player. He rolled all 5 dice and chose the die with the "3" (1), which he put on the Dice Selection card. The player to the left of Maximilian is Helen. She chose the die with the "5" (2) and moved it to the right of the card. The player to the right of Maximilian is Daniel. He moved the die with the "1" (3). From the remaining dice with the "4" and "6", Maximilian chose the die with the "6" (4) and put it on the card, and the last die with the "4" (5) he moved to the right of the card. The Round Dice are the "3" and "6".

Dice Icons

  • Numbers from 1 to 6, which represent an X or a Y coordinate on the Player board.
  • Usually 1 or 2 tourist icons. There are 4 types of tourists in the game: red, green, blue, purple.
  • One of the dice has the icon of a light or dark Effect card instead of tourist icons. If this result is chosen as one of the Round Dice, then in phase 4, each player marks 1 additional tourist of the type shown on the other Round Die (each Effect card has a reminder of that at the bottom). If there are two types of tourists on the other Round Die, choose one of them. Moreover, during phases 3–5 of the round in which this result is chosen as a Round Die, the effect of the card with the respective icon (dark or light) is active. For more details about Effect cards, see p. 14.

Phase 3

Each player chooses a city block on their city map according to the coordinates shown on the Round Dice.

Each player must choose an empty city block, meaning one that does not have any tourists yet. This is how to choose a city block:

a) If both Round Dice show the same result (for example, 2 and 2), only one city block with the respective coordinates is available for choosing.

b) If the results on the two Round Dice are different, each player may decide which result to use for the X coordinate and which for the Y coordinate. For example, if the Round Dice show 2 and 1, the player may choose the city block at coordinates either (2, 1) or (1, 2). If one of the two respective city blocks is occupied (already contains tourists), the player must choose the only remaining respective city block.

c) If all city blocks with the respective coordinates are occupied (already contain tourists), then the player must choose any empty city block, and in phase 4, mark only 1 single tourist of any type there.

Phase 4

Each player marks tourists in the chosen city block on their city map.

a) In the chosen city block, the player draws all tourists shown on both Round Dice.

b) If all city blocks with the respective coordinates are occupied, the player must draw 1 single tourist of any type in any empty city block (see Phase 3.c).

Phase 5

Each player charts route sections on their city map. Route sections must be drawn on roads, which are located between city blocks. Roads are marked by dotted lines. Each player must draw route sections in one of the three ways:

a) Two route sections:

  • The first route section must be drawn along any side (left, right, top, or bottom) of the city block where the player just marked the tourists.
  • The second route section must extend from the first one. It may go straight ahead or turn left or right. The second route section is not required to be alongside the city block where a player just marked the tourists.

b) If a player prefers not to draw the route sections near the city block where they just marked the tourists, they may draw 1 single route section alongside any city block instead.

c) If a player marked 1 single tourist according to the Phase 4.b, they must draw just 1 single route section, but alongside any city block.

Phase 6

Once all players have finished charting their route sections, the round is over.

6.1. Discard the revealed Curio card.

6.2. Each player ticks off the leftmost unmarked round number on their Player board.

6.3. The next player in clockwise order becomes the first player.

6.4. Start a new round with Phase 1. The game continues until the Curio deck runs out.

End of the Game

When the last card of the Curio deck is revealed, the final round begins. After the final round is over, the game ends and each player takes the following steps in order:

  • STEP 1. Determines their Final Route.
  • STEP 2. Counts the Madness level of their Final Route.
  • STEP 3. Confronts the Old One.
  • STEP 4. Calculates their VP.

Step 1. Each player determines their Final Route

The Final Route is a line made up of route sections charted during the game, connected to each other directly or using Gates (for more details about Gates, see Gates below). The Final Route must adhere to the following rules:

  • Each section of the Final Route may be counted only once.
  • The Final Route may cross itself.
  • The Final Route may start and end at the same point, forming a loop.

Each player erases from their city map:

a) Route sections that are not connected to the Final Route (A).

b) Branching and/or alternative route sections that are connected to the Final Route, but score fewer VP (B).

c) All tourists that are not in city blocks alongside the Final Route (C).

Step 2. Each player counts the Madness level of their Final Route

After you have determined your Final Route, check its Madness level. Each time the Madness level of your Final Route increases by 1, tick off a Madness icon in the corresponding area on your Player board. The Madness level is increased by Gates and Horrible Places:

  • Each connection of route segments by means of two Gates increases the Madness level of your Final Route by 1. The Madness level does not increase for the Gates you do not use. For more details about Gates, see Gates below.
  • Each Horrible Place on your Final Route increases its Madness level by 1, even if your route passes that Horrible Place more than once. For more details about Horrible Places, see Horrible Places below.

Step 3. Each player confronts the Old One

All players, one by one, confront the Old One, starting with the player whose Final Route has the highest Madness level and proceeding in descending order. If any players have equal Madness level, they confront the Old One in clockwise order, starting with the first player in the last round.

When it is your turn to confront the Old One, take the following steps in order:

  1. Roll any 3 dice.

  2. You may use your Tomes to modify the dice results. If you gained one or more Tomes during the game (and encircled them in the respective area of your Player board), you may use them now. If you use a Tome, cross out its encircled icon. For more details about Tomes, see p. 13.

  3. Count the number of your successes and failures. The result of each die can be a success, a failure, or neutral.

    • Success is a result of 5–6 (or 4–6 if using the Blessing bonus). You gain the reward specified by the Old One card. You overcome the terrors!
    • Failure depends on your Madness level. Look at the failure table on the Old One card and determine your failure range. If your result is within range, you pay the penalty. You are close to insanity!
    • Neutral results are those that are neither successes nor failures. Neutral results do not impose penalty or affect scoring in any way. You manage to escape!

    If a Madness level determines the range of failure as 1–4, then the "4" counts as a failure even if you are blessed.

  4. Consequences of the Confrontation: First, resolve a penalty for each failure. If all three results are failures then you lose the game and do not participate in scoring. Then, gain a reward for each success. You can have up to 3 successful results. Write a total VP for rewards in the corresponding scoring box on your Player board.

Old One Card

  1. Old One's name.
  2. Old One's special rule.
  3. Description of Confrontation with the Old One at the end of the game.
  4. Penalty for each failure.
  5. Reward for each success.
  6. Failure table.

The penalty and the reward for confronting the Old One is shown on its card.

Example: Maximilian's Final Route passes through 3 Horrible Places, while Maximilian does not use any Gates on his route. Thus, the Madness level of his Final Route is 3. Maxim has 2 Tome bonuses gained during the game: Reroll and Blessing.

Maximilian rolls 3 dice. His results are 1, 2, and 6. Maximilian saves the "6" and rolls the 2 remaining dice (by using the Reroll bonus). He rolled 2 and 4. The final set of Maximilian's results is 2, 4, and 6.

According to Dagon's failure table, at the Madness level of 3, the failures are counted for each die with a result from 1 to 2. Thanks to the Blessing bonus, Maximilian's successes are from 4 to 6. In total, Maximilian has 1 failure and 2 successes.

First, Maximilian applies 1 penalty for 1 failure result. According to Dagon card, Maximilian must lose all the tourists of the type that he has the most in the city blocks alongside the river (on either bank). The most numerous type of tourists there is the type shown by the icon in the original example.

Then, Maximilian receives two rewards for his 2 successes. According to Dagon card, each reward is 3 VP for each city block with tourists alongside the river on the Final Route. Maximilian has 4 such city blocks in total (even after erasing those tourists, the number of such city blocks has not decreased). Thus, Maximilian earns 12 VP for each success, that is 24 VP in total. Maximilian writes that result in the corresponding scoring box on his Player board.

Step 4. Each player calculates their VP

Victory points are scored for city blocks alongside your Final Route, completing your Personal Objective, and successes in the Confrontation with the Old One. Remember, if the Final Route touches only a corner of a city block, that block is not considered to be alongside the Final Route. Each player calculates their VP and writes them in the corresponding scoring boxes on their Player board.

  1. Count the number of red tourists alongside your Final Route and write it in the left space of the corresponding scoring box. Count the number of red city blocks alongside your Final Route and write it in the right space of the corresponding scoring box. Multiply these two numbers and write the result in the bottom space of the corresponding scoring box.
  2. Similarly, fill the corresponding scoring boxes for green, blue, and purple tourists.
  3. Count the VP for your Personal Objective (see below) and write the result in the corresponding scoring box.
  4. Count the VP for yellow city blocks alongside your Final Route and write the result in the corresponding scoring box.
  5. Add up all the resulting numbers (including VP for the Confrontation with the Old One, if any) and write the total VP into the corresponding scoring box.

The player with the most victory points wins the game! If there is a tie, the tied player who scored more VP for the Confrontation with the Old One is the winner. If there is still a tie, all tied players win the game.

Personal Objective Cards

During setup, each player takes two Personal Objective cards, chooses one to keep, and discards the other one. Place the chosen card face down near your Player board. Keep it secret until game end (you may look at it any time).

There are crossroads indicated on your Personal Objective card. They are the special spots that your tourists want to visit, and you can try to include at least 2 of those crossroads in your Final Route. At the end of the game, in step 4, choose any 2 crossroads shown on your Personal Objective card which are connected by means of your Final Route. The longer the route is between them, the more VP you will score for your Personal Objective. Each section of your Final Route between the chosen crossroads scores you 1 VP.

If you find it difficult to remember the position of the crossroads shown on your Personal Objective card, you may mark them on your city map. But in this case, other players will know about your plans.

(Example card text: "Connect by means of your Final Route at least 2 of these crossroads. Each route section between the crossroads will score you 1 VP.")

Starting Rounds

During Starting Rounds, all players perform everything simultaneously: choose dice, mark tourists, and chart route sections.

3-Player Game

In a 3-player game, play the first round as follows:

  • PHASE 1. Players reveal a card from the top of the Curio deck.
  • PHASE 2. Starting with the first player chosen during game setup and proceeding clockwise, each player takes any 1 die. Then, all players roll the taken dice. Finally, each player independently chooses any 2 of the 3 rolled dice as their own Round Dice for this round.
  • PHASE 3–5. Each player takes their turn according to the Round Dice they have chosen.
  • PHASE 6. Discard the revealed Curio card. Then, the first player chosen during game setup starts the second round as per the normal rules.

4-Player Game

In a 4-player game, play the first two rounds as follows:

First round

  • PHASE 1. Players reveal a card from the top of the Curio deck.
  • PHASE 2. Starting with the first player chosen during setup and proceeding clockwise, each player takes any die. Then, all players roll the taken dice. Finally, each player independently chooses any 2 of the 4 rolled dice as their own Round Dice for the first round, and the remaining 2 rolled dice as their Round Dice for the second round.
  • PHASE 3–5. Each player takes their turn according to the Round Dice they have chosen for the first round.
  • PHASE 6. Discard the revealed Curio card.

Second round

  • PHASE 1. Players reveal a card from the top of the Curio deck.
  • PHASE 2. Nothing happens. Players have already chosen their Round Dice for the second round.
  • PHASE 3–5. Each player takes their turn according to the Round Dice they have chosen for the second round.
  • PHASE 6. Discard the revealed Curio card. Then, the first player chosen during game setup starts the third round as per the normal rules.

Other Rules

The Miskatonic River

The Miskatonic River breaks the city map into two parts and flows between the city blocks. The river stops city blocks from being adjacent — a road along the embankment is not considered adjacent to the city blocks across the river. It means that:

  • A city block separated from the route by the river is not on the route, so it will not be counted during scoring (A).
  • Tourists in a city block separated from the route by the river are not on the route, so they will leave you at the end of the game (B).
  • If you have chosen a city block on the riverside and you want to chart one of the route sections on the opposite bank, then the first section must be charted along a bridge (C).

Dead-Ends

Some roads on the city map do not lead to crossroads, they are shorter than other roads and reach dead-ends at the riverside. At those dead-ends, you can find Gates and Curio Shops. Both of those help you to chart a more efficient route.

You may chart a usual route section along a dead-end road. However, that road does not allow you to expand your route across the river.

(Illustration labels: A Bridge, B Dead-end.)

Gates

As someone who knows Arkham well, you are much aware of all the Gates to other worlds within the city. They can be found at crossroads on the edges of the city map and in the dead-ends on the banks of the Miskatonic River. You can even guide tourists through them!

At the end of the game, you may create your Final Route by connecting separate route segments. To do that, each of the separate route segments must have a Gate at least on one end. The number of possible connections is unlimited, and you can use each Gate multiple times. However, each connection of the segments by means of two Gates increases the Madness level of your Final Route by 1.

Horrible Places

Horrible Places are crossroads where the fabric of reality is frayed enough to allow otherworldly horrors to pour in. Those places will be located differently depending on the chosen Old One. You marked Horrible Places on your city map during the game setup. Each Horrible Place on your Final Route increases its Madness level by 1, even if your route passes that Horrible Place more than once.

Rounded Roads

The roads in the corners of the city map are rounded. Each rounded road requires only one route section.

Miskatonic University

The Miskatonic University consists of 4 city blocks of different types. There are no roads between those city blocks; therefore, you cannot chart route sections between them.

Curio Shops

Curio Shops can be found at some crossroads and dead-ends in Arkham. During the game, you can visit Curio Shops (chart route sections to them) to gain various bonuses (see below).

Curio Bonuses

Gaining Curio Bonuses

At the start of each round, 1 Curio card is revealed. It determines the Curio Shop bonus for all players for that round. Once per round, when your charted route sections pass or touch the Curio Shop icon, you must visit that Curio Shop: encircle its icon on your city map and gain the bonus shown on the revealed Curio card. Encircle the gained bonus in the corresponding area on your Player board.

If you have charted route sections that reach multiple Curio Shops in the same round, you must choose to visit only 1 of them. You can visit the unvisited Curio Shops in future rounds by charting new route sections to them.

Using Curio Bonuses

Some bonuses are used during the game, and others are used in the Confrontation with the Old One. When you use a Curio bonus, cross out the encircled icon of that bonus in the corresponding area on your Player board.

Curio Bonuses

Curio cards have the following bonuses (Arcane Tome, Additional Tourists, Double Bonus):

Arcane Tome. In the corresponding area on your Player board, choose and encircle any Tome bonus that has not been encircled yet. You may use Tome bonuses during the Confrontation with the Old One at the end of the game to apply the following effects:

  • Reroll: You may reroll any dice.
  • Enhancement: After the dice are rolled, you may add +2 to the result of any single die.
  • Blessing: You may consider the "4" as a success on your dice. The Blessing affects all dice. Use this effect after all other effects.

Additional Tourists. This bonus is instant, you must use it immediately. Add the 3 shown tourists to the city block where you have marked the tourists in the current round.

Double Bonus. Encircle the respective bonuses in the corresponding area of your Player board:

  • Coordinate Change (±1). Use this bonus before choosing a city block to change the result of any one Round Die by 1 in any direction (6 can be turned into 1 and vice versa). This change affects only you. If you have more than one bonus of this type, you may combine them and apply to one or both Round Dice.
  • Additional Route Section. Use this bonus to chart 1 additional route section alongside any city block on your city map. You may use this bonus immediately or at any time during later rounds.
  • Diagonal Route Section. Use this bonus to chart 1 additional route section diagonally through any city block on your city map (except the center of the University unless the Old One is Yog-Sothoth). You cannot chart a diagonal route section through the river, but you can chart it to or from the dead-end. You may use this bonus immediately or at any time during later rounds.

A diagonal route section does not occupy its city block and does not forbid you to mark the tourists there. Such a city block and the tourists in it are considered to be alongside your route.

Effect Cards

  • Repeat. When you mark the tourists in a chosen city block, mark there 1 additional tourist of the type shown on the other Round Die (if there are two types of tourists on that die, choose one of them).

  • Route Correction. At the start of Phase 4, before marking the tourists, you may erase any 1 route section and then draw 1 new route section connected to any other charted route section. Draw this new route section along a road (not diagonally), as usual.

    The Route Correction effect does not allow connecting the separate route segments by means of the Gates, because the Gates are only used at the end of the game.

  • Secret Lane. In Phase 5, you may chart 1 of the route sections diagonally through a city block (follow all other rules for charting route sections). This diagonal route section is charted with the same restrictions as the diagonal route section from the Curio bonus. A city block with a diagonal route section and the tourists in it are considered to be alongside your route.

  • Connecting Ways. In Phase 5, if you chose to chart 1 single route section alongside any city block, you may instead chart an L-shaped route segment consisting of 2 sections, as shown (this shape may be rotated).

  • Triple Crossroads. In Phase 5, instead of 2 route sections near the chosen city block, you may chart a T-shaped route segment consisting of 3 sections, as shown (this shape may be rotated).

Old Ones

Each Old One card has the same Confrontation text: roll 3 dice, check each result separately. See table below: You are close to insanity! (penalty) / 5+: You overcome the terrors! (reward). The failure table gives the failure range by Madness level.

Cthulhu

Card: Setup: Each player takes a random Cthulhu's Call card. Confrontation penalty: Erase half of the tourists according to your Cthulhu's Call card. Reward: Gain 3 VP for every 2 tourists according to your Cthulhu's Call card.

Failure table (Madness level / failure range): 0: —; 1: 1; 2–3: 1–2; 4: 1–3; 5+: 1–4.

If Cthulhu is chosen as the Old One, each player receives a Cthulhu's Call card during game setup (see Game Setup).

After the Confrontation with the Old One, reveal your Cthulhu's Call card.

Penalty: If you have 1 failure, erase half of tourists of the type shown on your Cthulhu's Call card (rounding down). If you have 2 failures, erase all tourists of the type shown on your Cthulhu's Call card.

Reward: For each success, gain 3 VP for every 2 tourists of the type shown on your Cthulhu's Call card.

Yog-Sothoth

Card: You may chart route sections between the city blocks of Miskatonic University. Penalty: Cross 2 University city blocks with the most tourists and erase all tourists there. Do not count those city blocks during scoring. Reward: Gain 4 VP for each Madness level.

Failure table (Madness level / failure range): 0: —; 1: 1; 2–3: 1–2; 4: 1–3; 5+: 1–4.

If Yog-Sothoth is chosen as the Old One, you can chart route sections between the city blocks of the Miskatonic University as if there were roads there.

Penalty: For each failure, choose the 2 city blocks of the Miskatonic University that have the most tourists (if the number is equal, choose any of them). Cross those city blocks and erase all tourists there. Do not count those city blocks during scoring (consider them white city blocks without tourists).

Reward: For each success, gain 4 times more VP than the Madness level of your Final Route.

Dagon

Card: When you determine your Final Route, you may extend the dead-end route sections to cross the river increasing the Madness level by 1 for each of them. Penalty: Erase all tourists of the most numerous type from the city blocks alongside the river (on either bank). Reward: Score 3 VP for each city block with tourists alongside the river (on either bank).

Failure table (Madness level / failure range): 0: —; 1: 1; 2–3: 1–2; 4: 1–3; 5+: 1–4.

If Dagon is chosen as the Old One, during determining your Final Route you can continue dead-end route sections to cross the river without bridges. Each crossing of the river in this way increases the Madness level of your Final Route by 1.

Penalty: Count the number of tourists of each type in the city blocks alongside the river (on either bank). For each failure, erase all tourists of the most numerous type from those city blocks (on either bank).

Reward: For each success, gain 3 VP for each city block with tourists alongside the river (on either bank).

Shub-Niggurath

Card: The Gates do not increase the Madness level of your Final Route. Penalty: Erase 1 tourist of the most numerous type from your Final Route for each connection by means of two Gates. Reward: Gain 4 VP for each connection by means of two Gates.

Failure table (Madness level / failure range): 0: —; 1: 1; 2: 1–2; 3: 1–3; 4+: 1–4.

If Shub-Niggurath is chosen as the Old One, the Gates do not increase the Madness level of your Final Route.

Penalty: For each failure, erase 1 tourist of the most numerous type from your Final Route for each connection of the separate route segments by means of two Gates.

Reward: For each success, gain 4 VP for each connection of the separate route segments by means of two Gates.

Solo Game

Winning Conditions

To win a Solo game, you must score at least as many VP as specified by the chosen space on the Challenge card. You must fulfill both conditions shown there: the total VP (number to the left) and VP for the Confrontation with the Old One (number at the top).

Challenge card: the Confrontation VP columns are 15+, 30+ and 45+. The total VP rows are Beginner Tour Guide 120+, Expert Tour Guide 140+, Epic Tour Guide 160+, Legendary Tour Guide 175+.

Game Setup

  1. Take a random Player board and a dry-erase marker of any color.
  2. Place the Challenge card in the center of the table. Choose any space on that card.
  3. Place the Dice Selection card and all 5 dice near the Challenge card. Roll 3 random dice and place them in the Available dice zone. Roll the remaining 2 dice and place them in the Unavailable dice zone.
  4. – 7. Take these steps as in usual game setup (steps 4 to 7).

Game Round

  • PHASE 1. Reveal 1 card from the top of the Curio deck, as usual.

  • PHASE 2. Choose 2 available dice and place them on the Dice Selection card. These are the Round Dice.

  • PHASE 3–5. Choose a city block, mark tourists, and chart route sections, as usual.

  • PHASE 6. First, resolve the following:

    1. Move the 2 unavailable dice to the Available dice zone. Do not reroll them!
    2. Reroll the 2 dice that are on the Dice Selection card and place them in the Unavailable dice zone.

    Do not reroll the available die that was not chosen during the current round! It remains in the Available dice zone.

    Then, resolve Phase 6 as usual and start the next round.

End of the Game

At the end of the game, follow all the steps according to the normal rules. After that, compare your results with the conditions of the chosen space on the Challenge card. If you fulfill both conditions, you win the game, and can choose more difficult conditions next time!