Sunday, November 15, 2009

The Setting



The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the War to end all Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined dominion.
- from the Arkham Horror rulebook

The daily summary I will use based on a 1-player game:
Gates open: x/8 (Ancient One awakens if 8 gates are open at once)

Monsters in Arkham: x/4 (max # of monsters in Arkham is 4, extras go to Outskirts)
Monsters in Outskirts: x/7 (max # of monsters in Outskirts is 7, the next one causes Terror Level to increase by 1)
Terror Level: x/10 (if 10 is reached, there's no monster limit and add one to Doom Track)
AO Doom Track: x/13 (if 13 is reached, the Ancient One awakens)

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