Arkham horror innsmouth rules pdf
The Main Page seems to me to be the right place to put a link Can the admins add a link to the Innsmouth Horror rulebook? It's been up for a while and it should make the front page. I can't currently find a decent strategy guide for Arkham on the web, so I'm going to add strategy stubs to the wiki.
Any objections? A strategy section would make sense. That would make this place "All things Arkham Horror" - perhaps a good slogan? Sidebar: Wikipedia. I'd like to add another vote for a strategy guide, at least a basic one for newbies to the game. I read discussions various places saying "The base game is too easy", but while I understand the goals for winning, after a couple games I'm not finding it that easy yet. Just played a solo game for practice, with 3 investigators, and while I didn't lose, it just dragged on and on for 6 hours or so, until I had to clean up and put it away.
I still don't see how the strategy section would be visible for anyone who didn't actually type the search term strategy. Is there any way to make it visible on the front page? Also, the French Wiki has a custom creations section, could we make one as well, or should that just be a subcategory in Variants?
Since "Lurker" is out and the rules are available for download, it'd be nice to include the link along the other rules links on the main page! With Kingsport Horror, you have the exact opposite situation: How do you do that you ask?
It would be really handy for getting to the information. I already have some collection from over at the FFG forum and would like to post it here. And knowing that there were more of them just off shore was even worse. This plays out with the new additions the game offers, which, aside from the story quests, breaks down into three areas:.
If this is the case, follow the instructions on the card. Innsmouth Horror is much like the story of the 3 bears. When this happens, the investigator may have to pass an evasion check in streets or locations to avoid being jailed. It certainly says something after all this that you still find yourself making such statements.
It can happen with the Innsmouth Look. Is there a reason for this, or should we be looking into getting these images replaced? With Innsmouth, this is through the Deep One Rising track. What makes them unique, however, is they have the choice to use both. Is there any way to make it visible on the front page? A game is a series of decisions; a good game is a series of interesting decisions. A strategy section would make sense. You tear through all of it for the tiny note Armitage had handed to you before you were separated.
Some card abilities can "cancel" other card or game effects. Cancel abilities interrupt the initiation of an effect, and prevent the effect from initiating. Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the results of the skill test.
If a revealed chaos token or the effect referenced by a chaos token has a numerical modifier, that modifier is applied to the investigator's skill value for this test. If an investigator is instructed to "resolve" multiple revealed chaos tokens, any game or card effects which refer to "the revealed chaos token" in the singular should be construed to apply to each of the revealed chaos tokens.
For example: An investigator plays Premonition, which reads: "Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition. Likewise, when Premonition instructs that investigator to "Resolve the token sealed here as if it were just revealed from the chaos bag," the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed - such as the text "If the named chaos token is revealed during this skill test Such an effect will not trigger twice if two of the designated tokens are resolved.
Note that this entry only applies when multiple chaos tokens are "resolved. The first time an investigator enters a location, that location is revealed turned face-up and a number of clues equal to that location's clue value are placed on that location from the token pool. This may occur during setup. A clue at a location can be discovered by successfully investigating the location see " Investigate Action " on page 13 , or by a card ability.
If an investigator discovers a clue, he or she takes the clue from the location and places it on his or her investigator card, under his or her control. If there are no " Objective — " requirements for advancing the current act, during any investigator's turn the investigators may, as a group, spend the requisite number of clues usually conveyed as a "per investigator" value from their investigator cards to advance the act deck.
This is normally done as a [free] player ability. Any or all investigators may contribute any number of clues towards the total number of clues required to advance the act. A card ability that refers to clues "at a location" is referring to the undiscovered clues that are currently on that location.
If an ability refers to a player's collection for example, "search the collection" , the collection of cards from which that player's deck was assembled is used. Example: Sean and Etienne are each using a deck built from Sean's collection.
If Etienne is instructed to "search the collection," he searches Sean's collection. A copy of a card is defined by title. A second copy of a card is any other card that shares the same title, regardless of cardtype, text, artwork, or any other differing characteristics between the cards. A card's resource cost is the numerical value that must be paid in resources to play the card from hand. To pay a resource cost, an investigator takes the specified number of resources from his or her resource pool and places them in the token pool.
Some triggered card abilities are presented in a "cost: effect" construct. In such a construct, the aspect preceding the colon indicates the ability costs that must be paid and any triggering conditions that must be met to trigger the ability. The aspect following the colon is the effect. There are two types of afflictions that may beset an investigator in the game: damage and horror. Damage afflicts an investigator's health, and horror afflicts an investigator's sanity.
When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached. Most player cards, including investigators, belong to one of 5 classes.
Each class has its own distinct flavor and identity, as described below. Guardians [guardian] feel compelled to defend humanity, and thus go out of their way to combat the forces of the Mythos. They have a strong sense of duty and selflessness that drives them to protect others, and to hunt monsters down. Mystics [mystic] are drawn to and influenced by the arcane forces of the Mythos. Many have spell-casting abilities, able to manipulate the forces of the universe through magical talent.
Rogues [rogue] are self-serving and out for themselves. Wily and opportunistic, they are always eager for a way to exploit their current situation. Seekers [seeker] are primarily concerned with learning more about the world and about the Mythos. They wish to research forgotten lore, map out uncharted areas, and study strange creatures.
Survivors [survivor] are everyday people in the wrong place at the wrong time, simply trying to survive. Ill-prepared and ill-equipped, Survivors are the underdogs, who rise to the occasion when their lives are threatened.
Some cards are not affiliated with any class; these cards are neutral. Generally, investigators only have access to cards from their class. Some investigators have access to cards from other classes. Refer to the "Deckbuilding Options" on the back of an investigator card to view which cards an investigator has access to.
Some abilities create delayed effects. Such abilities specify a future timing point, or indicate a future condition that may arise, and dictate an effect that will happen at that time. At the beginning of a campaign or standalone scenario, the players choose which difficulty level to use. The campaign setup section of that campaign or scenario's Campaign Guide indicates which chaos tokens should be placed into the chaos bag when playing on each difficulty level.
The difficulty of a skill test is the target number an investigator is trying to equal or exceed with his or her modified skill value to pass that test.
See " Skill Test Timing " on page 26 for the full rules on skill tests. If an ability causes a card to take direct damage or direct horror, that damage or horror must be assigned directly to the specified card, and cannot be assigned or re-assigned elsewhere.
Any time a card is discarded, it is placed faceup on top of its owner's discard pile. Encounter cards are owned by the encounter deck. This is done by filling in one of the boxes next to " Doubt " or " Conviction at the bottom of the Campaign Log. Later in the campaign, some scenarios may be changed or altered depending on whether the investigators "have more Doubt than Conviction " or "have more Conviction than Doubt. Doubt and Conviction are shared among all of the investigators, and they are not tied to any specific investigator.
Doubt and Conviction have no game effect except when explicitly referenced by the Campaign Guide or by a card effect. When a player is instructed to draw one or more cards, those cards are drawn from the top of his or her investigator deck and added to his or her hand.
When a player is instructed to draw one or more encounter cards, those cards are drawn from the top of the encounter deck, and resolved following the rules for drawing encounter cards under framework step " 1. A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a card. A framework effect is any effect that arises from the resolution of a framework event see " Framework Event Details " on page A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she resigns.
The only manner in which eliminated investigators interact with the game is when establishing "per investigator" values see " Per Investigator " on page Any time a player is eliminated:.
The encounter deck contains the encounter cards enemy, treachery, and story asset cards the investigators may encounter during a scenario. An encounter set is a collection of encounter cards, denoted by a common encounter set symbol near each card's cardtype.
Enemies represent villains, cultists, ne'er-do-wells, terrible monsters, and unfathomable entities from alternate dimensions or the cosmos beyond. When an enemy card is drawn by an investigator, that investigator must spawn it following any spawn direction the card bears see " Spawn " on page If the encountered enemy has no spawn direction, the enemy spawns engaged with the investigator encountering the card and is placed in that investigator's threat area.
While an enemy card is in play, it is either engaged with an investigator and placed in that investigator's threat area , or it is unengaged and at a location and placed at that location. Each enemy in an investigator's threat area is considered to be at the same location as that investigator, and should the investigator move, the enemy remains engaged and moves to the new location simultaneously with the investigator.
Any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator, and is placed in that investigator's threat area. If there are multiple investigators at the same location as a ready unengaged enemy, follow the enemy's prey instructions to determine which investigator is engaged. There is no limit on the number of enemies that can be engaged with a single investigator. An exhausted unengaged enemy does not engage, but if an exhausted enemy at the same location as an investigator becomes ready, it engages as soon as it is readied.
To engage an enemy at the same location for example, this could be done to engage an exhausted enemy, an aloof enemy, or an enemy engaged with another investigator , an investigator places the chosen enemy in his or her threat area. The investigator and the enemy are now engaged.
There is no difference between engaging an enemy and being engaged by an enemy. Effects that trigger "after an enemy engages you" will trigger at the same time as effects that trigger "after you engage an enemy. The phrase "enters play" refers to any time a card makes a transition from an out-of-play area into a play area see " In Play and Out of Play " on page To evade an enemy engaged with an investigator, that investigator makes an agility test against the enemy's evade value see " Skill Tests " on page If the test is successful, the investigator successfully evades the enemy see below.
This occurs during step 7 of the skill test, per " ST. If the test fails, the investigator does not evade the enemy, and it remains engaged with him or her. Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at a player's disposal. Occasionally, a card ability or game step will cause a card to exhaust to indicate it has been used to perform a function.
When a card exhausts, it is rotated 90 degrees. A card in this state is said to be exhausted. Some player cards in The Dunwich Legacy cycle must be exiled when they are used. When a card is exiled, it is removed from the game and returned to your collection.
During campaign play, a card that has been exiled must be purchased again with experience points between scenarios if you wish to re-include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached.
Some abilities in this campaign and others are identified with an "Explore" action designator. Such abilities are generally used to find new locations to put into play, and are initiated using the "activate" action. This deck consists of several single-sided locations and treachery cards. Draw the top card of the exploration deck.
If it is a connecting location, put it into play and move to it. She spends her first action to explore, drawing the top card of the exploration deck. The card she draws is Circuitous Trail. Because Circuitous Trail is a location that is not connected to the Expedition Camp, it is placed next to the exploration deck, and Ursula draws the next card in the exploration deck. This time, she draws the Low on Supplies treachery card, which she resolves as normal and places in the encounter discard pile.
Her exploration is unsuccessful, and she must shuffle the Circuitous Trail that she drew previously back into the exploration deck. Ursula decides to explore one more time, spending a second action. This time, she draws Path of Thorns, which is connected to the Expedition Camp.
Her exploration is successful. Path of Thorns is put into play with clues on it equal to its clue value, and Ursula immediately moves from the Expedition Camp to the Path of Thorns. Fast is a keyword ability. A fast card does not cost an action to be played and is not played using the "Play" action. To fight an enemy at his or her location, an investigator resolves an attack against that enemy by making a combat test against the enemy's fight value see " Skill Tests " on page If the test is successful, the attack succeeds and damage is dealt to the attacked enemy.
The default damage dealt by an attack is 1. Some weapons, spells, or other special attacks may modify this damage. If the test fails, no damage is dealt to the attacked enemy. However, if an investigator fails this test against an enemy that is engaged with another single investigator, the damage of the attack is dealt to the investigator engaged with that enemy.
Flavor text does not interact with the game in any manner. Throughout this campaign, scenario card effects can flood locations. Each location has one of three different flood levels: it is either unflooded, partially flooded, or fully flooded. A location's flood level has no inherent game effect. However, some card effects may change or become stronger while you are at a flooded location, particularly if that location is fully flooded.
A 'game' consists of a single scenario, not an entire campaign. In a campaign, the beginning of a new scenario marks the start of a new game.
Haunted is a new ability that appears on some locations. Each time an investigator fails a skill test while investigating a location, after applying all results for that skill test, that investigator must resolve all " Haunted —" abilities on that location.
A location is "haunted" for the purposes of other card effects if it has at least one " Haunted —" ability printed or otherwise. Health represents a card's physical fortitude. Damage tracks the physical harm that has been done to a card during a scenario. An encounter card or weakness with the hidden keyword has a revelation ability that secretly adds that card to your hand. This should be done without revealing that card or its text to the other investigators.
For the best experience, players are encouraged to stay "in character" and not share information about hidden cards in their hand. When an investigator is eliminated, each encounter card in their hand with the hidden keyword should be placed in the encounter discard pile, in the same way as encounter cards in their threat area. During the enemy phase in framework step 3. Enemies at a location with one or more investigators do not move. Some abilities have triggering conditions that use the words "at" or "if" instead of specifying "when" or "after," such as "at the end of the round," or "if the Ghoul Priest is defeated.
If a card is immune to a specified set of effects for example, "immune to treachery card effects," or "immune to player card effects" , it cannot be affected by or chosen to be affected by effects belonging to that set. Only the card itself is protected, and peripheral entities associated with an immune card such as attached assets, tokens placed on, or abilities originating from an immune card are not themselves immune.
The current act, the current agenda, each location in the play area, and each encounter card in a investigator's threat area or at a location, are all considered in play. If the players are instructed to perform a sequence "in player order," the lead investigator performs his or her part of the sequence first, followed by the other players in clockwise order.
The phrase "the next player" is used in this context to refer to the next player clockwise to act in player order. The word "instead" is indicative of a replacement effect.
A replacement effect is an effect that replaces the resolution of a triggering condition with an alternate means of resolution. Each time an investigator takes this action, he or she makes an intellect test against the shroud value of that location see " Skill Tests " on page If the test is successful, the investigator has succeeded in investigating the location, he or she discovers one clue at the location.
Any time an investigator discovers a clue from a location, that player takes the clue from the location and places it on his or her investigator card, under his or her control. If the test is failed, the investigator has failed in investigating the location.
No clues are discovered during step 7 of the skill test. A player's "investigator deck" is the deck that contains that player's asset, event, skill, and weakness cards.
A reference to "your deck" refers to the investigator deck under your control. As a private eye, Joe Diamond has learned to follow his instincts, and therefore he has a separate hunch deck, which is constructed during step 4 of the setup of each scenario.
The cards in this hunch deck are chosen from Joe's card deck and therefore count toward his total deck size. With the exception of these setup instructions, all references to Joe's "deck" refer to Joe's standard investigator deck and not his hunch deck. Joe's hunch deck has no discard pile; cards from your hunch deck are discarded to your standard discard pile when played.
This expansion introduces key tokens that represent important objects or pieces of information that can be claimed and used during scenarios. Key tokens have two sides. When facedown, all seven keys have the same universal key symbol, so they can be randomized without the investigators knowing which is which.
When faceup, each key is color coded with a unique color red , blue , green , yellow , purple , black , white. If a scenario uses one or more keys, the setup of that scenario indicates how many are set aside and whether they should be faceup or randomized facedown. Keys can enter play via several different card effects, and they are usually placed on an enemy, location, or story asset. Keys can be acquired in any of three ways:. When an investigator takes control of a key, they flip it faceup if it is facedown and place it on their investigator card.
If an investigator who controls one or more keys is eliminated, place each of their keys on their location. As an [action] ability, an investigator may give any number of their keys to another investigator at the same location.
Keys have no inherent game effect. However, some card effects may change depending on which keys an investigator controls. Additionally, keys may sometimes be required in order to progress during a scenario.
A keyword is a card ability which conveys specific rules to its card. Each keyword has its own rules which can be found in the keyword's own section of the glossary. The keywords in this game are: aloof , fast , hunter , massive , peril , retaliate , surge , uses. During campaign play, investigators who are killed or driven insane must be recorded in your campaign log and cannot be used for the remainder of the campaign. Some card abilities create conditions that affect the game state for a specified duration for example, "until the end of the phase" or " for this skill test".
Such effects are known as lasting effects. The lead investigator is sometimes required to make important scenario decisions. At the beginning of a scenario, the investigators choose a lead investigator. If they cannot agree on a choice, a lead investigator is chosen at random. The phrase "leaves play" refers to any time a card makes a transition from an in-play state to an out-of-play state see " In Play and Out of Play " on page If a card leaves play, the following consequences occur simultaneously with the card leaving play:.
Each instance of an ability with such a limit may be initiated X times during the designated period. If a card leaves play and re-enters play during the same period, the card is considered to be bringing a new instance of the ability to the game. Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period.
If a maximum includes the word "committed" For example, "Max 1 committed per skill test" , it imposes a maximum number of copies of that card that can be committed to skill tests during the designated period. If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies by title of cards bearing that ability including itself , during the designated period.
Some limits may pertain to a particular play area, such as "Limit 1 per deck," "Limit 1 in the victory display," or "Limit 1 in play. Another copy of that card cannot enter the specified play area if this limit has already been reached. Remember that limits are player specific unless otherwise noted. For example, a card with "Limit 1 per deck" can exist in two different investigator decks. Unless explicitly specified by game text, enemies and investigators must always be at a location during gameplay.
If an effect such as a "cannot move" effect would cause an investigator or enemy to not be at a location, ignore that effect. As a renowned actress, Lola Hayes can play many different roles.
At the beginning of each scenario, after investigators draw opening hands, Lola Hayes must choose a role Neutral, Guardian, Seeker, Rogue, Mystic, or Survivor. Lola can only play cards, commit cards to skill tests, or trigger [action], [fast], or [reaction] abilities on Neutral cards or cards whose class matches her role. This restriction only applies to player cards, not to encounter cards or weaknesses. Note that Constant and Forced abilities remain active on cards whose class does not match Lola's role.
Massive is a keyword ability. A ready enemy with the massive keyword is considered to be engaged with each investigator at the same location as it.
The word "may" indicates that a specified player has the option to do that which follows. If no player is specified, the option is granted to the controller of the card with the ability in question. Some abilities cause values or quantities of characteristics to be modified. The game state constantly checks and if necessary updates the count of any variable value or quantity that is being modified.
Any time a new modifier is applied or removed , the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers. Any time an entity an investigator or enemy moves, transfer that enemy card or investigator's mini card from its current location to a different location.
When an investigator takes this action, move that investigator using his or her mini card to any other location that is marked as a connecting location on his or her current location see " Move " on page After a player draws a starting hand during setup, that player has a single opportunity to declare a mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting hand.
These cards are set aside, and an equivalent number of cards are drawn and added to the player's starting hand. The set-aside cards are then shuffled back into the player's deck. A multi-class card is a card which bears multiple class icons instead of one, and is a card of each of those classes. For example, a card with both a Rogue [rogue] and a Guardian [guardian] icon is both a Rogue card and a Guardian card for all purposes. If an investigator is instructed that he or she "must" choose among multiple options, the investigator is compelled to choose an option that has the potential to change the game state.
An investigator may include up to three copies of a player card with the myriad keyword in their deck by title , instead of the normal limit of two copies. Additionally, when you purchase a myriad card for your deck, you may purchase up to two additional copies of that card at the same level at no experience cost. Some card abilities reference the "nearest" entity.
Nearest refers to the entity of the specified kind at a location that can be reached in the fewest number of connections, even if one or more of those connections are blocked by another card ability. The path to the nearest entity is the "shortest" path to that entity. This is called a nested sequence. It is possible that a nested sequence generates further triggering conditions and hence more nested sequences.
There is no limit to the number of nested sequences that may occur, but each nested sequence must complete before returning to the sequence that spawned it. For example: Roland and Agnes are embroiled in a fierce battle.
Roland has a Guard Dog in his play area, and is engaged with a Goat Spawn with 2 damage on it. Agnes is engaged with a Ghoul Minion. Roland wishes to play a. Finally, the players return to the original triggering condition, and Roland is able to put his. A skill test cannot initiate during another skill test. If during the resolution of a skill test another skill test would initiate, instead the second skill test does not initiate until the first skill test has finished resolving.
If the first skill test was part of an action, the second skill test does not initiate until that action has finished resolving. For example: Ursula performing an investigate action. As part of this investigate action, she must perform an [intellect] test. During the resolution of that skill test, she plays Expose Weakness, a fast event which initiates another [intellect] test. Instead of resolving the second [intellect] test during the first one, the initiation of the second [intellect] test is delayed until after the first skill test and therefore the investigate action has finished resolving.
A player controls the cards located in his or her out-of-play game areas such as the hand, deck, discard pile. The scenario controls the cards in its out-of-play game areas such as the encounter, act, and agenda decks, and the encounter discard pile.
Some abilities are identified with a Parley action designator. Such abilities are initiated using the "Activate" action see " Activate Action " on page 4.
While resolving the drawing of an encounter card with the peril keyword, an investigator cannot confer with the other players. Those players cannot play cards, trigger abilities, or commit cards to that investigator's skill test s while the peril encounter is resolving. To play a card, an investigator must pay the card's resource cost and meet any applicable play restrictions and conditions. Most cards can only be played by taking a play action see " Play Action " on page A card with the fast keyword is not played during a play action.
Such a card may be played any time its specified triggering condition is met or, if it has no triggering condition, during an appropriate player window see " Fast " on page Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.
Any time an asset is played, it is placed in the investigator's play area and remains in play until an ability or game effect causes it to leave play. Skill cards are not "played. When an investigator takes this action, that investigator selects an asset or event card in his or her hand, pays its resource cost, and plays it see " Play " on page Many cards and abilities contain specific instructions pertaining to when or how they may or may not be used, or to specific conditions that must be true in order to use them.
In order to use such an ability or to play such a card, its play restrictions must be observed. A permission allows a player to play a card or use an ability outside the timing specifications provided by the game rules.
Given the opportunity, some enemies will pursue a defined investigator. These enemies are identified with the bold word " Prey " in their text box, followed by instructions on whom they should engage. The word "printed" refers to the text, characteristic, icon, or value that is physically printed on the card. If an effect affects multiple players simultaneously, but the players must individually make choices to resolve the effect, these choices are made in player order.
Once all necessary choices have been made, the effect resolves simultaneously upon all affected entities. They cannot be used in other scenarios. Keep them with the rest of the scenario cards for Disappearance at the Twilight Estate , and do not integrate them into your collection of player cards.
Some card abilities cause a card to be "put into play. If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in the list. For example, in the phrase "each unique ally and item," the word "unique" is a qualifier that applies both to "ally" and to "item.
When a triggering condition resolves, investigators are granted the opportunity to resolve [reaction] abilities in response to that triggering condition. It is only after all investigators have passed their reaction opportunity that the game moves forward.
Using a [reaction] ability in response to a triggering condition does not prevent other [reaction] abilities from being used in response to that same triggering condition. He may then play Evidence! A card that is in an upright state so that its controller can read its text from left to right is considered ready. Often the players will be instructed to record a key phrase in the Campaign Log.
Because the players may be instructed to check the Campaign Log for this phrase at a later time in the campaign, the indicated phrase should be recorded as it appears, without alteration.
This phrase may come up later during that scenario, and may trigger additional or different effects. A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal.
If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game. For example, the ability on Sefina Rousseau reads: "When you would draw your opening hand: Draw 13 cards,instead.
Choose up to 5 events to place beneath this card and keep 8 cards as your opening hand. Discard the rest. Some abilities are identified with a Resign action designator. When an investigator takes this action, that investigator gains one resource by taking it from the token pool and adding it to his or her resource pool.
Resources represent the various means of acquiring new cards at an investigator's disposal — supplies, money, tools, knowledge, spell components, etc. Resources on other cards that investigator controls do not count toward this total unless explicitly stated. Each time an investigator fails a skill test while attacking a ready enemy with the retaliate keyword, after applying all results for that skill test, that enemy performs an attack against the attacking investigator.
An enemy does not exhaust after performing a retaliate attack. Sanity represents a card's mental and emotional fortitude. Horror tracks the harm that has been done to a card's psyche by exposure to the Mythos. As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it.
If there is a choice of which token to seal, the card's controller chooses. If the specified token is not in the chaos bag, the card cannot enter play. A sealed chaos token is not considered to be in the chaos bag, and therefore cannot be revealed from the chaos bag as part of a skill test or ability. When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.
Some cards with or without the seal keyword may also have abilities that seal one or more chaos tokens as part of their effect. This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card. If the specified token is not in the chaos bag, the effect fails. When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.
When a card's ability text refers to its own title, it is referring to itself only, and not to other copies by title of the card. Self-referential abilities using the word "this" e. Some scenarios instruct the players to set aside specific cards. Set-aside cards have no interaction with the game until they are referenced by instructions within the scenario or by a card ability. Skill cards represent innate or learned attributes or character traits that improve an investigator's skill tests.
Skill cards are not played from a player's hand.
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