Arkham Horror teaching scenario · Rules and setup
Collect 4 clues and return to the foyer to advance Act 1, then defeat Act 2's boss to win. Lose if health or sanity reaches 0, or doom reaches 9.
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
Winning and ending the game
Collect 4 clues and return to the foyer to advance Act 1, then defeat Act 2's boss to win. Lose if health or sanity reaches 0, or doom reaches 9.
Setup
Arkham Horror · Letters from the Fog · Basic Setup
Center of the table
- Five locations, Acts/Agendas, enemies, and chaos bag
Each player
- Investigator health/sanity, 3 actions, resources, and teaching hand
This site's Letters in the Mist: five locations, two acts, nine doom; not a full LCG campaign
Turn sequence
3 actions per round: move, investigate, fight, evade, resource, draw, or play a card → after deciding committed cards and assets, draw a chaos token, then compare modified skill and difficulty → ready, engaged enemies attack according to their effects → upkeep restores, refills cards and resources, and handles hand limit; next round mythos adds doom and handles encounters
Investigation Phase
3 actions per round: move, investigate, fight, evade, gain a resource, draw, or play a card
Most actions cost 1 action; check enemy engagement first
Skill test
Decide card commitments and tools, draw a chaos token, then compare modified skill with difficulty
You cannot commit cards after seeing the token
Enemy Phase
Ready, engaged enemies attack according to their effects
Evading exhausts an enemy, temporarily preventing its attack
Upkeep and Mythos
During Upkeep, ready cards, draw a card, gain a resource, and check your hand limit. In the next round's Mythos Phase, add doom and resolve encounters.
Lose at 9 doom; refresh to 3 actions each round
Lose at 9 doom; refresh to 3 actions each round
Scoring and settlement
Site strategies discuss tradeoffs in the shown position and do not promise any route always wins.
Ending and victory
Collect 4 clues and return to the foyer to advance Act 1, then defeat Act 2's boss to win. Lose if health or sanity reaches 0, or doom reaches 9.
- Collect 4 clues and return to the foyer to advance Act 1, then defeat Act 2's boss to win. Lose if health or sanity reaches 0, or doom reaches 9.
Common rules and exceptions
Does a successful investigation always gain every clue?
In this tutorial, a successful ordinary investigation gains 1 clue from your current location. Track location clues and collected clues separately; you cannot keep investigating when there are no clues left.
Can I commit more cards after revealing the chaos token?
No. Decide your commitments and tools before revealing the chaos token. This tutorial allows committing at most one card from hand.
Is drawing cards freely safe while engaged?
While engaged with a ready enemy, actions other than Fight, Evade, and other exempt actions may trigger attacks of opportunity. Deal with the enemy before safely investigating or gaining resources.
Does evading count as defeating an enemy?
No. A successful evade exhausts and disengages the enemy. It remains at its location and may threaten you again after readying.
When do you win or lose?
Return to the Foyer and spend 4 clues to advance; you cannot win directly from any location. Defeat the Act II Boss to win. Health/sanity reaching 0 or doom reaching 9 causes immediate defeat.
Is this a full campaign?
No. This teaches core turns and skill tests using an original story, teaching cards, and a reduced deck. Consult FFG rules separately for full campaigns and deckbuilding.
Follow a real sequence
Teaching location: shroud 3, intellect 3, 1 clue remaining, no enemies
Confirm investigation
Teaching location: shroud 3, intellect 3, 1 clue remaining, no enemies
Spend 1 action to investigate
Decide what to commit before the test
Commit, then reveal
Commit a matching icon for +1; this teaching example reveals a fixed −1
Skill 3 +1 −1 = 3
The fixed result is only for practice, not a preview of the real chaos bag
Gain a clue
Modified skill meets shroud 3
Location clues −1; held clues +1
Success gains only 1 clue and does not automatically advance the story
Remember for your first game
- Use Roland or Daisy with original teaching cards. No deckbuilding, weaknesses, experience, trauma, remote co-op, or full encounter deck.
- 3 actions per round: move, investigate, fight, evade, gain a resource, draw, or play a card
- In this tutorial, a successful ordinary investigation gains 1 clue from your current location. Track location clues and collected clues separately; you cannot keep investigating when there are no clues left.
Use Roland or Daisy with original teaching cards. No deckbuilding, weaknesses, experience, trauma, remote co-op, or full encounter deck.
Getting started: questions and answers
Who is Arkham Horror teaching scenario for?
Committed cards and items improve this test's success chance, without guaranteeing success
What should first-time Arkham Horror teaching scenario players remember?
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.