Arkham Horror teaching scenario · Strategy and opening plans

Use Roland or Daisy with original teaching cards. No deckbuilding, weaknesses, experience, trauma, remote co-op, or full encounter deck.

Arkham Horror teaching scenario · 2016

1–1 players · Solo tutorial: about 20–30 minutes

This site's Letters in the Mist: five locations, two acts, nine doom; not a full LCG campaign

FFG Revised Core Set rules; this site's original solo scenario

Opening plans and decisions

Use Roland or Daisy with original teaching cards. No deckbuilding, weaknesses, experience, trauma, remote co-op, or full encounter deck.

Use Roland or Daisy with original teaching cards. No deckbuilding, weaknesses, experience, trauma, remote co-op, or full encounter deck.

Start here if you are new

Make investigations reliable first

The Study still has clues, and you are not engaged;Compare the action cost of equipping a Flashlight with the benefit of reduced difficulty;Committed cards and items improve this test's success chance, without guaranteeing success;Equipping also costs resources and 1 action;If only one safe investigation remains and time is short, try it directly

Deal with engaged enemies first

A ready enemy is engaged with you;Compare defeating it with evading and leaving;Reduce extra attacks of opportunity and preserve health and sanity;Evading offers only temporary safety; the enemy remains;Defeat it if you can deal enough damage; consider evading if you must move quickly

Turn clues into progress

You have 4 clues but are outside the Foyer;Plan your return to the Foyer, then deal with the Boss that advancement brings;Carrying clues does not automatically open Act II;Returning costs actions and may bring enemy encounters;If resources or condition are insufficient, make one necessary preparation first

Details that are easy to miss

This site's Letters in the Fog: five locations, two acts, nine doom; not a complete LCG campaign; the player count and duration on this page are shown according to this site's trial-play mode.

A decision example

The teaching location has shroud 3, intellect 3, 1 clue remaining, and no enemies; spend one action to begin investigating. Commit one card with a matching icon for +1, and the teaching fixed draw is −1; skill 3+1−1=3. The modified skill reaches the shroud value of 3; location clues −1, held clues +1.

Can you decide to commit a hand card now?

Commit first, reveal next, then resolve.

How rules shape tradeoffs

Committed cards and items improve this test's success chance, without guaranteeing success

Site hypothetical analysis: removing this constraint would remove the original waiting or resource cost for the same opportunity. This is not an official variant.

Learn the rules · Strategy and opening plans