How to Play

Arkham Horror (Third Edition)

1-6 players 120-180 min 7.7 Board Game Geek Rating

In 1926 Arkham, alien Ancient Ones threaten to destroy our world. One to six players cooperatively control investigators battling these Lovecraftian horrors. Players gather clues, fight monsters, and collect tools and allies to prevent otherworldly entities from conquering reality. Victory requires stopping occult rituals before the Ancient Ones complete their invasion.

Published 2018

Arkham Horror (Third Edition)

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Follow standard setup
Complete normal game and scenario card setup with the modifications below
2
Adjust Mythos cup for 2 players
Remove 1 headline and 1 clue token, do not add blank tokens, and only use 7 headline cards
3
Adjust Mythos cup for 3 players
Add 2 blank tokens to the cup
4
Adjust Mythos cup for 4 players
Add 4 blank tokens to the cup
5
Adjust Mythos cup for 5-6 players
Add 5 blank tokens, 1 gate burst token, and 1 monster token
6
Spawn starting clues
Draw the top 3 cards of the event deck to place initial clues
7
Place starting doom
Use the bottom card of the event deck to place 2 doom in the identified space
8
Create monster deck
Assemble according to the scenario sheet instructions
9
Prepare codex and final setup
Complete remaining setup per the scenario sheet

On Your Turn

What you can do during your turn.

1
Take 3 actions per turn
Perform actions in any order, with 1 action reserved for an encounter
2
Example turn combinations
Move, Ward, Encounter OR Encounter, Move, Attack
3
Handle delayed status
Take 1 less action on your turn: lose 1 normal action and 1 encounter action
4
Engaged with monster limitation
Limited to 2 actions per turn and cannot have encounters
5
After defeating/evading monsters
If you successfully evade or kill a monster, use remaining actions for an encounter
6
Bonus action cards
If a card gives an additional action (like Pocket Watch), you have 4 actions total (3 if delayed)
7
Use Determination
Forfeit your encounter action to take another action, including repeating previous actions (not allowed if engaged or in a neighborhood with an anomaly)
8
Apply Teamwork bonus
When sharing a space with another investigator (including via astral projection), add +1 die to each test
9
Move
Move up to X spaces (X equals character speed), spend $1 to move 1 extra space with no maximum
10
Split movement
If not engaged with a monster, split movement to take actions mid-move, then continue to encounter location
11
Gather Resources
Test Influence or Will; if successful gain $2, if failed gain $1
12
Focus
Add 1 skill token to your character sheet; you may have multiple tokens of the same skill up to character focus limit
13
Ward
Test Lore to remove 1 doom from your space per success; if 2+ successes, gain a remnant
14
Attack (Direct)
Test Strength minus monster attack modifiers; deal damage equal to number of successes
15
Attack (Ambush)
When attacking an exhausted monster, add 2 dice to your roll; monster engages you unless you pass an Observation check
16
Evade
Test Observation minus monster observation modifiers; disengage and exhaust monsters equal to test results
17
Bonus for full evasion
If all monsters in your space are evaded, take +1 action (may be an encounter action)
18
Research
Test Observation; if successful, transfer clues equal to number of successes onto the scenario sheet
19
Reveal Arcana
If not engaged with a monster, spend 1 remnant to test Lore; if successful, draw 2 spells, spend 1 sanity to acquire one, place the other at bottom of deck; may cast immediately
20
Rest (Restore Health)
Test Strength to restore 1 Health per success (up to max) to any investigator or ally in your space
21
Rest (Restore Sanity)
Test Will to restore 1 Sanity per success (up to max) to any investigator or ally in your space
22
Cast Spells
Card effects that say "action" count as an action on your turn
23
Prevent spell sanity damage
Before taking sanity damage from spells, test Will to prevent 1 sanity loss per success
24
Ask for a Ride
Test Influence as alternate move action when another player with a vehicle shares your space; if successful, travel up to vehicle's movement limit toward active player's chosen location
25
Spend money for vehicle rides
Spend $1 from your supply to move 1 extra space during a vehicle ride (no max)
26
Offer a Ride
Test Influence to persuade investigators in your space to board your vehicle (motorcycles carry 2 max)
27
Pause vehicle movement
Stop movement to gain or lose passengers; test Influence again when gaining new passengers
28
Portal Together
If the active player rolls +1 more success than required for portal ability, hold gate open for 2+ investigators sharing their space to travel through
29
Alternative portal use
Open a portal that only other players in your space travel through while you stay in current location
30
Trade
Exchange any number of possessions or items (except character-specific cards) with investigators in your space
31
Trading during movement
"In your space" includes locations you pass through during a move action
32
Drop or Pick Up Items
Leave items for another investigator or pick up items left by others
33
Discard 1 Remnant
Negate up to 2 horror when casting spells
34
Discard 2 Remnants
Reveal an available clue card from top 3 of neighborhood deck during encounter action; may activate after drawing standard encounter (place it back on top); reshuffle top 3 if additional clue exists
35
Discard 1 Focus
Re-roll up to 3 dice used during a test this turn (no limit on focus spent)
36
Discard 1 Clue
Add up to 2 successes to your die result
37
Activate ready monsters
Move monsters their labeled speed (hunting, patrolling, or lurking)
38
Monster engagement
Activated monsters stop movement when landing on a space with an investigator and engage them
39
Monster attacks
Engaged monsters attack, dealing labeled damage and horror
40
Exhausted monsters ready
Exhausted monsters become ready, engage any investigator in their space, but do not move or attack this round
41
Draw tokens
Draw 1 token per player from the Mythos cup
42
Resolve Doom tokens
Place 2 doom in each space as indicated on the card drawn
43
Handle Doom Burst
Each doom token drawn causes you to draw 1 more token; resolve in order drawn; only ever draw 1 more token even if second is another doom
44
Resolve Headlines
If you draw a headline, all players are affected
45
Easier game option
Spread 2 doom only for Mythos cup doom tokens; spread only 1 doom for other "spread doom" card effects including double doom symbols
46
Harder game option
Spread 2 doom whenever spreading doom for any card effects; spread 4 doom for cards with double doom symbols
47
Gate Burst
Places only 1 doom in each neighborhood space per normal rules

Winning

How to claim victory.

1
Complete scenario objectives
Transfer clues to the scenario sheet through successful Research actions to advance the scenario
2
Prevent doom accumulation
Remove doom through Ward actions to avoid scenario failure conditions
3
Follow scenario sheet
Victory and loss conditions are determined by the specific scenario being played

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