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Mythos Tales

Mythos Tales Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Game Overview
  • Components
    • Rules and Ally Sheet
    • Investigation Book
    • Arkham Address Book
    • 8 Newspapers
    • 12 Access Cards
    • Time Tracker and Two Tokens
    • Map of Arkham
  • Setup
  • Game Turn
    • Investigation Phase
      • Travel Step
      • Contact Step
    • Resolution Phase
      • Questions and Answers Step
      • Scoring Step
  • Taking Notes
  • Allies
    • Armitage's Office (U23A)

Objective of the Game

Playing Mythos Tales, the players investigate a series of strange events taking place in the fictional town of Arkham, Massachusetts. The Investigation Book describes the adventures that Professor Henry Armitage — who guards the forbidden grimoires kept in the Restricted Section of the Orne Library — has set you on. You conduct your investigation independently of Armitage. You receive your first clues for solving the case by reading its introduction in the Investigation Book. To correctly answer the questions at the end of the investigation, the players must work together: check leads, discuss theories, and take notes on various subjects. To win, it is enough to answer the most important questions while avoiding too large a penalty. The game is full of surprises, so be ready for anything.

Game Overview

The Investigation Book consists of eight cases. Each one begins with a title illustration, followed by a description of the case's special rules and an introduction from Professor Armitage that sets the general course of the investigation. Next come the contact texts, arranged in alphabetical order of address: you read the corresponding text only when you travel to that address during the game. If a case has additional contacts, the spreads containing them follow the contacts section and are printed on a yellow background. At the end of each case there are two spreads headed "Questions," "Scoring," and "Resolution" (these pages are also printed on yellow). Do not open them until your investigation has ended.

After reading the case's introduction aloud, the players begin their investigation. The lead player, chosen by common agreement, names an address (a combination of a letter and a number) that, in their opinion, is relevant to the case. The whole group then "travels" to the chosen location. Mythos Tales has no game board and no character pawns. Everything you encounter along the way is described in the Investigation Book and the newspapers (each case has a newspaper matching its date). If the chosen address is mentioned in the Investigation Book, the players read the corresponding contact text and study it for clues and leads. The role of lead player then passes to another player, who names a new address to travel to, and so on.

Once they have made good progress in the investigation, the players may decide to stop searching and begin answering the questions for the chosen case. The content of these questions is not known in advance, so the players should make the best possible use of the time allotted for searching out clues. The days that pass are marked on the time tracker. When time runs out, the players can no longer investigate the town and must move on to the questions. While answering them, players are not allowed to re-read texts from the Investigation Book or the newspapers. Incorrect answers carry no penalty.

You can find out the correct answers by reading the "Scoring" section. The players add up victory points for correct answers and subtract penalty points from them. The "Case Solved!" section states how many points are needed to win. The players may then study Armitage's route, review the professor's conclusions, and, if they wish, move on to the next investigation (even if they did not win).

Components

Rules and Ally Sheet

The rules contain the essential information for traveling around Arkham. Pages 7–8 list the allies who can be visited during any investigation. This information is also duplicated on a separate Ally Sheet.

Investigation Book

The Investigation Book is the game's central component. Because of the high difficulty of some cases, it is recommended to conduct your investigations in chronological order, from the first case to the eighth.

Arkham Address Book

The Arkham Address Book lists the addresses of all the houses, establishments, and public places the players may visit. If you are looking for a specific person or place, this directory is the place to look.

8 Newspapers

Eight newspapers are printed on four double-sided sheets. The current issue of the Arkham Advertiser will come in handy in every investigation. First of all, study the newspaper for the relevant date, although clues can also be found in older issues. Most of the notices are simply flavor text, but some of them will help you move your investigation forward. Sometimes the hints in the newspapers are vague and only become clear once your investigation is well underway.

12 Access Cards

Access Cards represent information and items you may find at one address and use elsewhere. You receive these cards according to the instructions in the Investigation Book.

Time Tracker and Two Tokens

The Time Tracker is used to track the passage of time and also shows the deadline by which the investigation must end. Before play, the "X" marker is placed on the space indicated in the case's description in the Investigation Book. When the players visit the first address of the current case, the hourglass token is placed on the "Day 1, Dawn" space. The remaining tokens and the reverse side of the tracker are not used in this game, but may be needed for future expansions.

Map of Arkham

The map of Arkham, Massachusetts, shows the town's nine districts. It's important to note that each case only makes use of some addresses; the remaining locations on the map have no contacts written for them. The Arkham Address Book, the map of the town, and the Investigation Book complement one another: the players should use them together.

Setup

The players may start with any case, but it is recommended to conduct your investigations in chronological order, beginning with "Seeds of Evil."

  1. Choose a case and open the Investigation Book to the first page of its description, right after the illustration.
  2. Unfold the map of Arkham and place it in the center of the table so that all the players can consult it.
  3. Next to the map of Arkham, place the stack of Access Cards, if they are needed for the chosen case (this is indicated in the case's description).
  4. Place the Time Tracker next to the Access Cards. Place the red time marker on the space indicated in the case's description, and leave the hourglass token next to the Time Tracker. Once the players move to the first address, place the hourglass token on the "Day 1, Dawn" space.
  5. Place the matching newspaper next to the map. Its publication date should match the date the investigation begins. It's a good idea to place the newspapers from previous days nearby as well — they may also contain clues.
  6. Choose a lead player (by agreement or at random). This player takes the Investigation Book, the Arkham Address Book, and the Ally Sheet.

You are ready to begin the game!

Game Turn

This section describes the game's procedure. If you are playing solo, you will be the lead player at all times; the rest of the rules do not change.

IMPORTANT: some cases introduce additional rules (for example, rules for being delayed, for chases, and for searches in the Dreamlands). You can learn more about them in the Investigation Book.

The game consists of two phases:

  • Investigation Phase
  • Resolution Phase

The game ends when the players complete the Resolution Phase.

Investigation Phase

During the Investigation Phase, the players may check leads that they believe will help solve the mystery. Some leads are found directly in the game texts, others require deduction. The lead player goes through the following two steps:

  1. Travel Step
  2. Contact Step

If the Contact Step has ended and it is not yet time to move to the Resolution Phase, the next player in turn order becomes the lead player and also goes through both steps. The Investigation Phase continues.

IMPORTANT: the players may end the investigation at any moment before the hourglass token reaches the "X" marker on the Time Tracker. This lets them avoid penalties for visiting too many addresses.

Travel Step

In this step, the players decide which address they should visit. The players discuss together where they should go, but the final decision is made by the lead player, even if their opinion differs from the majority's.

You can find the address you need (usually a combination of a letter and a number) using the map and the Arkham Address Book. The Ally Sheet may also come in handy. You can find the address of a suspect, witness, or business using the Arkham Address Book. An address is defined by a combination of a letter and a number. Some leads do not point directly to a specific establishment or name from the address book, but the map of Arkham can help you determine the address you need. The list of allies includes experts in various fields. They are always ready to offer valuable remarks (contacts with each of them are provided for in most cases). Try to make use of the services only of those whose specialty relates to the case you are investigating. If you visit your mentor Armitage, you risk uncovering clues you already know and receiving a curt remark about wasting time.

Having chosen an address to travel to, move the hourglass token forward one space: to midday of the current day if it is currently dawn; to dusk of the current day if it is currently midday; to dawn of the next day if it is currently dusk. In this way, the players can make 3 moves per day (morning, afternoon, and night), after which the next day begins. If this is the players' first move, place the hourglass token on the "Day 1, Dawn" space instead.

The hourglass token advances after every trip to a new address, even if the players have already visited that address before. The token also moves in cases where the book has no contact text for the chosen address. Moving around the town takes time, even if you end up finding nothing of interest. The movement of the hourglass token reflects the time spent traveling, not the time spent on contacts, so even if the token has reached the "X" marker on the Time Tracker, you can still read the text associated with the chosen address — this is the final Contact Step of your investigation. You cannot, on your own initiative, move the hourglass token past the "X" marker during the Travel Step, but your final contact may cause it to move past that mark (for example, if your character was knocked unconscious and woke up later). Such an event will cost you several points during the Resolution Phase.

Contact Step

Once you have determined the address and advanced the hourglass token, one of the players reads aloud the contact text associated with the chosen address. The letter of the address denotes an Arkham district; the number denotes a plot, building, or room within it. It's worth noting that the addresses of the town's residents and businesses do not change from investigation to investigation. The players should record the addresses they visit (the number of them is counted when scoring victory points) and may keep detailed notes to help answer the questions at the end of the investigation.

On hobbyworld.ru, on the Mythos Tales game page, you'll find a handy notepad for recording addresses that can be printed out and used during play.

If the book has no contact text for the address the lead player chose, there are no clues or new leads at that location. In that case, the same player may choose a new address to travel to. The hourglass token then advances one space on the Time Tracker as usual.

Address not mentioned in the book: an important point — if the players travel to an address for which there is no contact in the current case, it is not counted when determining the penalty for visiting too many addresses at the end of the investigation. Place the hourglass token on the "Day 1, Dawn" space when you read the introduction and move to the first address.

Example: this investigation, as marked on the Time Tracker, will end after the Contact Step at dusk on Day 5.

When reading the contact text for the chosen address, the lead player should not pay attention to any other text on the same page.

Some contacts may require the lead player to do something not described in the rules. Follow the instructions in the text: if it tells you to stop reading or to read another text (for example, the text of an additional contact), do so. Contacts may also cause the players to lose more time than usual. If, as a result of a contact, the hourglass token moves onto or past the "X" space, the players can no longer choose addresses to travel to, and once the current contact ends, the investigation moves to the Resolution Phase.

A contact's text may require the players to be in possession of a particular Access Card. If the players have already obtained that card (Access Cards do not belong to any one player and are common property), the condition is considered met. Usually, in that case, a new additional contact — unavailable otherwise — is opened up to the players.

Resolution Phase

The Resolution Phase begins after the Contact Step ends, in one of three cases: either when the hourglass token is on or past the "X" space, or when the players have jointly decided to stop the investigation, or when the text of the Investigation Book instructs the players to move to the Resolution Phase. The players together go through the following steps:

  1. Questions and Answers Step
  2. Scoring Step

Questions and Answers Step

At the end of each case is a list of questions that the players must answer after considering the clues and evidence they have found. If the players have several possible answers, they must choose the single best one, doing so from memory. Re-reading texts from the Investigation Book and the newspapers is forbidden during this phase, but you may look at your own notes.

Normally, the players answer the questions together, arriving at a shared opinion. However, before the investigation begins, they may agree to give their answers and tally their scores separately from one another.

Scoring Step

In this step, the players determine the outcome of the investigation by comparing their answers with the correct ones in the corresponding section. Points are then subtracted for loss of sanity, for being too late, and for visiting too many addresses (if the players were not as efficient as Professor Armitage). The "Armitage's Path" section describes a short route that allows the case to be solved and most of the questions to be answered. The players check their guesses by opening the "Answers" section. Correct answers earn victory points, and the players should record their total.

Loss of Sanity: visiting dangerous and eerie places can affect the outcome of the investigation. Follow the instructions in the "Loss of Sanity" section at the end of the case. You cannot simply forget the horrors you have seen, so be careful!

Too Late: if a contact causes the hourglass token to move past the "X" marker on the Time Tracker, the players subtract 1 victory point from their result for every extra space the token passed.

Too Long a Route: the "Addresses Visited" section states the number of addresses visited by Armitage. If the players visited more addresses than the professor, each address beyond that number subtracts 1 victory point from the result. It is not necessary to visit the same addresses as Armitage — only to stay within the same total. For example, if Armitage visited 8 addresses and you visited 12 (repeat visits and addresses with no contact are not counted), you must subtract 4 victory points from your result. Suppose the players visited address C67, but that letter-and-number combination has no contact in the current investigation — then that address is not counted toward the penalty. But if address C67 is mentioned in the Investigation Book, and for some reason the contact text does not let you read it in full, that address is counted toward the penalty.

Repeat Visits: visiting an address again does not increase the total number of addresses visited, but the hourglass token still advances one space on the Time Tracker as usual.

If you are satisfied with your result and do not wish to play through this investigation again, read the "Resolution" section, which describes Armitage's route. Keep in mind that Armitage's goal is not to answer every question — he strives to act efficiently and get as many answers as possible in a short amount of time. You can do better than the professor, but it won't be easy!

Taking Notes

The rules of the game require you to record only the addresses the players have visited, but for success in the investigation it is recommended to keep other notes as well. For example, you could record:

  • The turn on which a lead was checked.
  • Important witness testimony.
  • Directions for further searching for clues (the address book is usually helpful here).
  • Observations about riddles and other information.

Allies

Professor Henry Armitage says firmly: "Before you take on your first case, I'll give you a list of indispensable people. The allies I've listed will undoubtedly help you find clues and pick up the right trail, even if your investigation has hit a dead end. But be prudent — don't waste time; consult them only when it's relevant to the case."

Armitage's Office (U23A)

Armitage's office is located in the library (U23). During an investigation, the professor can rarely be found at his desk. Nevertheless, if you have visited the library, you may visit Armitage without moving the hourglass token on the Time Tracker (since the office is inside the library). This rule does not apply to any other address. When determining the penalty for the number of addresses visited, Armitage's office counts as a separate address.

Dr. Vincent Sutton (U11) — a trauma surgeon and the chief pathologist at St. Mary's Hospital. If the case you're investigating involves victims, whether wounded or killed, you should pay him a visit.

Professor Leonora Robinson (U17), of Miskatonic University, is a great expert in historical studies. She specializes in the oral traditions of the Miskatonic Valley and has a thorough knowledge of folklore.

Emilia Sargent (U23) works at the Orne Library and will help you with any research work. She has access to the Restricted Section, which houses books and writings too dangerous for the unprepared.

William Coffin is a shady character, but if your investigation leads you into unsavory places, his knowledge may come in handy. He can be found at Fleetwood's Diner (D2) so often that you might think he lives there. Coffin always keeps his ear to the ground and is willing to share information for a decent price.

Nicholas Saltonstall is one of the busiest officials in civil service. A great many documents pass through his hands: birth, death, and marriage certificates, as well as local real-estate transactions. He can be found at City Hall (D21).

Many good detectives work at the Arkham Police Department (D32) under the command of Inspector Morris Harrison.

Herbert Corbett (D45) is an unmatched forensic specialist. No detail escapes his notice — so long as you bring him samples to examine.

Arlo Hoppin, a charming chatterbox, works as a dispatcher and driver for Arkham Cabs (D34). There's no telling who he's seen from behind the wheel! Incidentally, he's also a decent musician, and he'll no doubt tell you all about his hobby himself.

Dorothy Davis, of the Arkham Historical Society (S1), knows more about family history than Professor Robinson. The genealogical records she has gathered can reveal unexpected family connections.

If the library doesn't have the information you need about occult practices, turn to Pascal Fenton (S4), our occultist and spiritualist. Pascal toys with forces best left alone. His knowledge of the so-called Great Old Ones is astonishing, and it may happen that you'll need to join forces with him — much to my regret.

Sebastian Layman is my "mole" inside the Silver Twilight Lodge (S18). He diligently plays the part of a cultist, gathering information for me about the Lodge and its mysterious Grandmaster, Carl Sanford.

The Arkham Advertiser (N28) keeps its finger on the pulse of this town, and Donnie Clark is its finest reporter. His articles never fail to catch the whole town's attention. He throws himself into the search for the truth, wherever it may lead, with tremendous zeal.

If you need an informant close to the privileged class and the world of entertainment, you should get acquainted with Ambrose Checkley (A18). He's a big shot, and he'll gladly share the latest gossip.

Armitage raises his pipe to his lips and takes a puff. "There are two more notable places where you can get information. Arkham Asylum (D1) will help you look at a case from an unusual angle. If you're attentive enough, you can pick out the words you need from the patients' ramblings." Armitage leans forward and continues conspiratorially: "Not that I approve of such establishments — I'd even be glad if they didn't exist. But a visit to the speakeasy (N4) may prove useful. Secrets attract secrets, someone always overhears something, and drink always loosens tongues." Armitage knocks the tobacco out of his pipe and rises from his chair. "Of course, you can always come back to me if the investigation stalls. If this office (U23A) is closed, look for me at home (A8). I wish you all the best of luck. I'll let you know when I need your help."