Arkham Horror: The Card Game
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Arkham Horror: The Card Game is a cooperative card game in which players take on the roles of investigators, exploring the unknown and confronting cults and supernatural threats in a Lovecraftian Cthulhu horror setting. The game employs a Living Card Game (LCG) mechanic, with each investigator possessing a unique deck and abilities.
- Number of Players: 1–2 investigators (the core set supports 1–4 players)
- Duration: Approximately 60–120 minutes per scenario
- Objective: Complete the storyline goals of the "Act Deck" within the scenario, advancing the narrative toward a favorable resolution. If the "Agenda Deck" advances to its end first, the investigators lose.
Core Mechanisms: Deck-building, cooperative storytelling, skill checks (with token draws from the Chaos Bag for modifiers), an action-point system, and ongoing campaign storylines.
Difficulty Levels: Easy, Standard, Hard, Expert. After selecting a difficulty, consult the scenario setup instructions to determine which tokens to place in the Chaos Bag.
1. Game Components
| Component | Description |
|---|---|
| Investigator Cards | Each player has 1 card, with attributes/abilities on the front and deck-building rules on the back |
| Investigator Miniatures | Mark the investigator's current location |
| Player Deck | Consists of support cards, event cards, skill cards, and weakness cards |
| Act Deck | Represents the progression of the storyline for the investigators |
| Agenda Deck | Tracks the progress of the dark forces; reaching the end results in failure |
| Location Tiles | Represent places the investigators explore, featuring concealment values and clue values |
| Encounter Deck | Composed of enemy cards, trick cards, etc., drawn at each mythic phase |
| Chaos Bag/Tokens | Contains numeric modifier tokens and special symbol tokens used for skill checks |
| Resource Tokens | Used to pay card costs and track resource pools |
| Clue/Doom Tokens | Clues advance the scene, while doom tokens advance the agenda |
| Damage/Fear Tokens | Track physical damage and mental fear inflicted on investigators and cards |
| Scenario Reference Cards | Indicate the effects of various special symbol tokens |
2. Core Concepts
2.1 Investigators
Each investigator has four attributes: Willpower, Intellect, Combat, and Agility, as well as Health and Sanity. Health represents physical endurance, while Sanity reflects mental resilience. When damage reaches the Health threshold, the investigator is defeated (physical trauma); when fear reaches the Sanity threshold, they are defeated (mental trauma).
The back of each investigator card lists Deckbuilding Options, specifying the available card categories and levels.
2.2 Card Types
| Type | Description |
|---|---|
| Asset | Persistent cards placed on the board, occupying equipment slots (hand, body, accessories, allies, arcane, etc.) |
| Event | Instant‑effect cards that go to the discard pile after play; those with the "Fast" keyword do not consume an action |
| Skill | Cannot be played directly; instead, players commit them from their hand during a skill check, granting icon bonuses |
| Weakness | Negative cards in the investigator's deck; must be resolved immediately upon drawing |
| Enemy | Encounter cards representing monsters and cultists |
| Treachery | Encounter cards representing curses, disasters, and other adverse events |
| Location | Represent places that can be explored |
| Scenario/Conspiracy Cards | Advance the storyline and track apocalyptic progress |
2.3 Resources
Resources represent materials, money, magical ingredients, and other supplies available to investigators. Playing Assets and Events requires paying the resource cost shown in the upper left corner.
- Acquisition: Investigators can spend 1 action to gain 1 resource; during the upkeep phase, each investigator automatically receives 1 resource.
- At the start of the game, each investigator begins with 5 resources.
2.4 Equipment Slots
Each investigator starts with the following slots, limiting the number of Assets that can be active at once:
- Accessory slot ×1, Body slot ×1, Ally slot ×1
- Two Hand slots ×2, Two Arcane slots ×2
- Tarot slot ×1 (introduced in the "Shadow Over Arkham" expansion)
Assets without a slot symbol do not occupy any slots and have no limit on quantity. If a newly played Asset exceeds the maximum number of slots allowed, the player must immediately discard other Assets of the same type occupying those slots.
2.5 The Chaos Bag and Skill Checks
Skill checks are the core mechanic of this game. The process is as follows:
- Determine the relevant attribute (Willpower, Intellect, Combat, or Agility).
- Commit Skill Cards—discard cards with matching icons from your hand, gaining +1 modifier per card; other investigators at the same location may each commit 1 card.
- Draw 1 token from the Chaos Bag.
- Resolve the token's effect—the outcomes of skull, cultist, tablet, and Elder Sign symbols are determined by scenario reference cards.
- Calculate the final modifier: Base attribute + Icon modifiers + Token adjustments + Effects from other cards.
- Judge success or failure: If the modifier is greater than or equal to the difficulty, the check succeeds; otherwise, it fails.
- Apply the result of the check.
Special Tokens:
- Auto-fail: Regardless of the modifier, the check always fails.
- Elder Sign: Activates the Elder Sign ability on the investigator's card.
- Blessing/Curse Tokens: Added to or removed from the Chaos Bag dynamically based on card effects.
3. Setup
Set up the game as follows:
- Choose Investigators—each player selects a different investigator and places them on the game board.
- Suffer Trauma—in campaign mode, place damage/fear tokens according to the recorded life/spiritual trauma (each trauma equals 1 point).
- Designate the Lead Investigator—used to break ties and make decisions.
- Build and Shuffle the Investigator Deck.
- Set Up the Token Pool—place damage, fear, clue/doom, and resource tokens within easy reach.
- Assemble the Chaos Bag—fill it with the appropriate tokens as specified in the campaign setup instructions.
- Collect Starting Resources—each investigator receives 5 resources.
- Draw the Initial Hand—draw 5 cards; players may perform one mulligan in player order.
- Any drawn weakness cards are set aside and later shuffled back into the deck. - Read the Scenario Introduction—follow the campaign guide to execute scene setup instructions, including placing location tiles, collecting encounter sets, shuffling and cutting the encounter deck, and placing investigator miniatures.
- Set Up the Conspiracy/Scenario Deck—stack the cards in numerical order, face-up (with 1a on top), and read the story text.
- Place the Scenario Reference Cards.
There are no action windows during setup, unless a card explicitly requires an action at this stage.
4. Gameplay
The game proceeds in rounds, each divided into four phases:
4.1 Mythos Phase
This phase is skipped in the first round.
- Place 1 Doom token on the current Conspiracy card.
- Check the Doom threshold—if the total number of Doom tokens on the board is greater than or equal to the threshold on the current Conspiracy card, advance the Conspiracy deck (remove all Doom tokens and reveal the next Conspiracy card).
- Each investigator draws 1 Encounter card—in player order, draw from the top of the Encounter deck and resolve:
- Enemy cards: Place according to their generation instructions (if no instructions, engage with the drawer and place in the Threat zone).
- Trick cards: Resolve and then place in the Encounter discard pile.
- If a card has the "Surge" keyword, draw another Encounter card after resolving.
4.2 Investigation Phase
Investigators determine their own action order (no fixed sequence), and each player performs 3 actions per round. Available actions include:
| Action | Description |
|---|---|
| Investigate | Perform an Intelligence check at the current location; difficulty equals the location's cover value. Success grants 1 clue. |
| Move | Move to an adjacent location; if entering an unrevealed location, flip it over and place a clue. |
| Draw | Draw 1 card from the deck. |
| Resource | Gain 1 resource. |
| Play | Spend resources to play 1 Support or Event card. |
| Activate | Use abilities marked by action icons on cards. |
| Fight | Conduct a Strength check against enemies at the same location; difficulty equals the enemy's Strength value. Success deals damage (default 1 point). |
| Engage | Establish combat with enemies at the same location (place in the Threat zone). |
| Evade | Perform an Agility check against engaged enemies; difficulty equals the enemy's Agility value. Success leaves the enemy fatigued and out of combat. |
Attack of Opportunity: When an investigator engages with a ready enemy, performing any action other than Combat, Evade, Parley, or Resign triggers that enemy to attack the investigator once.
4.3 Enemy Phase
- Hunter enemies move—ready but unengaged Hunter enemies travel along the shortest path to the nearest investigator, moving 1 location.
- Resolve attacks from engaged enemies—in player order, each player resolves all attacks from ready enemies they are currently engaged with (dealing both damage and fear), leaving the enemies fatigued afterward.
- Massive enemies: Treated as engaging with all investigators at the same location, attacking each one individually (the lead investigator determines the order) until all attacks are resolved before becoming fatigued.
4.4 Upkeep Phase
- Reset actions—flip investigator miniatures back to their colored side.
- Restore readiness—all fatigued cards simultaneously return to the ready state.
- Draw 1 card and gain 1 resource for each player.
- Check hand limit—investigators with more than 8 cards in hand must discard down to 8.
- End of round—all effects lasting "until end of round" expire.
5. Detailed Explanation of Combat and Checks
5.1 Combat Procedure
- Choose an enemy in the same location as your target (you may attack enemies who are already engaged, unengaged, or engaged with another investigator).
- Perform a Combat Check, with difficulty equal to the enemy's combat value.
- If the check succeeds → deal damage to the enemy (default 1 point; weapons or spells can increase this).
- If the check fails → if you attacked an enemy engaged with another investigator, the damage is transferred to that investigator.
- Retaliate: When attacking an enemy that has been successfully countered, the enemy immediately strikes back once (without becoming fatigued).
5.2 Evasion
- You can only evade enemies you are currently engaged with.
- Perform an Agility Check, with difficulty equal to the enemy's evasion value.
- If successful → the enemy becomes fatigued and disengages (removes from the threat zone).
- Note: Evasion is the primary way to make enemies fatigued; fatigued enemies will neither automatically engage nor attack during the enemy phase.
5.3 Damage and Horror
- Damage: Physical harm; when it reaches the investigator's maximum health → the investigator is defeated (physical trauma +1).
- Horror: Mental harm; when it reaches the investigator's maximum sanity → the investigator is defeated (mental trauma +1).
- Damage/horror can be allocated to support cards under your control that have health/sanity values.
- Direct Damage/Horror: Must be assigned to a specific card and cannot be redirected.
5.4 Enemy Keywords
| Keyword | Effect |
|---|---|
| Hunter | When unengaged, moves toward the nearest investigator during the enemy phase. |
| Massive | Treated as engaged with all investigators in the same location. |
| Retaliate | Strikes back when an attack fails. |
| Alert | Strikes back when an investigation fails. |
| Aloof | Does not automatically engage; requires an action to actively engage. |
| Surge | Draws one additional encounter card after resolution. |
| Peril | Cannot negotiate with other players during resolution, nor can other players provide assistance. |
(4 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
What are some beginner tips for Arkham Horror: The Card Game?
Here are some introductory tips for newcomers to Arkham Horror: The Card Game. These suggestions are partly drawn from the original core rules and partly from seasoned players' common experiences; it's recommended to read them in order.
I. First, Understand What the Game Really Is
Arkham Horror: The Card Game isn't a head-to-head card game—it's a cooperative narrative adventure card game.
In this game, you and your teammates each take on the role of an investigator, following a scripted storyline driven by "Conspiracy cards + Action cards." You explore locations, gather clues, fight monsters, or evade them, ultimately trying to survive until the end of the scenario and achieve your objectives.
Newcomers often mistakenly think it's a "whoever has the strongest combat power wins" game, but it's more like a horror survival story involving resource management and luck control.
II. Three Key Mindsets
-
Don't Try to Fight Every Enemy Head-On.
If you can't beat them, run or hide—sometimes "keeping yourself alive while advancing the plot" is more important than "killing every enemy." -
Dead Investigators Don't Contribute Anything.
Prioritize staying alive, especially if you're a Wizard or a Support-type Investigator. -
Losing Your First Game Is Normal.
This game is inherently hard to win completely, and experiencing the oppressive feeling of being gradually pushed into a corner is part of its appeal.
III. Four Essential Rules New Players Should Know
-
The Golden Rule:
Whatever is written on the card takes precedence over what's in the rulebook. If there's a conflict between the two, follow the card. -
The Cruel (Dark) Rule:
If you truly can't find an answer in the rulebook, proceed with whatever outcome is most unfavorable to the investigators at that moment.
Note: This rule is not meant to "force difficulties"—it's a fallback option used when rule conflicts cannot be resolved, allowing the game to continue.
… (condensed here; full text on the cunleme Chinese page)
What does "insight" mean?
"What does 'Insight' mean?"
I. Clarifying the Conclusion
"Insight" is not a keyword, but rather a "trait."
In Arkham Horror: The Card Game, those words printed in bold italics at the top of a card's text box—such as "Insight," "Strategy," "Science," "Spell," "Courage," and so on—are traits. They are distinct from keywords like "Aloof" or "Hunter":
- Keywords: Come with an entire set of specific rules (e.g., Hunters move, and Counterattacks strike back).
- Traits: Have no inherent game effects themselves, serving purely as labels attached to cards. A trait only becomes relevant when another card's ability explicitly references it.
The rulebook defines traits as follows: Traits have no intrinsic impact on gameplay; instead, certain card abilities may reference cards possessing particular traits.
II. Which Cards Feature the "Insight" Trait?
According to the card data, "Insight" primarily appears on event cards, for example:
- Many event cards list
Insight,Insight: Strategy,Insight: Science,Insight: Courage,Insight: Skill, and other combinations in their "Traits" section. - A few support cards, skill cards, and investigator cards also bear this trait.
In other words, "Insight" often coexists alongside traits like "Strategy," "Science," "Courage," and "Skill," meaning a single card can possess multiple traits simultaneously.
III. How Is the "Insight" Trait Actually Used? (That's Its Real Function)
Since traits themselves carry no direct effect, their value lies entirely in being explicitly referenced by other cards. Rulebook data reveals numerous such references, including:
… (condensed here; full text on the cunleme Chinese page)
What is the Cold Lands Sea?
Conclusion
In the rulebook, no entry, card, or location named "Cold Plains Sea" was found—this name does not appear in the game's rules; it may be a translation mix-up or typographical error.
The actual objects related to "Cold Plains" fall into the following categories. You can cross-reference them to confirm which one you're asking about:
- Plateau of Leng — a location card
There are two cards with the same name, "Plateau of Leng," in the rulebook:
- Card Code 06295: Feature "Cold Plains." Effect: Forced — If an enemy attempts to spawn on an unoccupied location and there are no unoccupied locations on the board, that enemy is instead spawned here.
- Card Code 04336: Feature "Shattered·Modern." Effect: Forced — During a skill check performed on the Plateau of Leng, if you reveal an [elder_thing] symbol, you suffer 1 point of Fear.
-
Monastery of Leng — a location card (06297)
Feature: "Cold Plains." Effect: [free] Investigators located on the Monastery of Leng collectively spend 1[per_investigator] clue to remember that the investigator "has approached the priest." Its reverse side states: "The monastery's door is sealed—you cannot enter the Monastery of Leng." -
Corsair of Leng — an enemy card (06105)
Feature: "Humanoid·Monster," with 4 hit points. Spawns on the nearest [[City]] or [[Lunar Surface]] location; has "Vigilance"; Forced — After attacking via its Vigilance keyword, the Corsair of Leng gains a -3 dodge until the end of this phase. -
Spider of Leng — an enemy card (06101)
Feature: "Monster·Spider," with 4 hit points. Forced — At the end of the Enemy Phase, add 1 Swarm card to each spider swarm enemy on the board; if there are no spider swarm enemies present, search both the Encounter Deck and the Encounter Discard Pile for a spider swarm enemy and spawn it (without a Swarm card) at the location where the Spider of Leng resides. -
"Cold Plains" as a location feature
Several locations bear the "Cold Plains" feature, such as Cold Wastes (06296), as well as the Plateau of Leng, the Monastery of Leng, and others.
… (condensed here; full text on the cunleme Chinese page)
What is the effect of the "Fire!" card?
According to the rulebook data, you're likely referring to "Fire!" (English name: Fire!). The rulebook lists two cards with the same name, each with slightly different effects—be sure to distinguish which cycle they come from.
- "Fire!" (Card Code: 10743, from the "Hemlock Grotto Feast" cycle/product)
- Type: Trick (Mythos)
- Traits: Danger
- Effect Text:
- Manifest: Attach "Fire!" to the nearest location that does not already have "Fire!" attached (if possible, connect it to a location already attached to "Fire!").
- Obligatory: At the end of the round: Each card on this location with hit points takes 1 direct damage.
- [Action]: Make an Agility check (Difficulty 4). If successful, discard "Fire!"
- "Fire!" (Card Code: 12129, from the Core Set Second Edition/Revised Core)
- Type: Trick (Mythos)
- Traits: Danger
- Effect Text:
- Manifest: Attach "Fire!" to the nearest location that does not already have "Fire!" attached.
- Obligatory: At the end of the Investigation Phase: Each non‑Elite card on this location with hit points takes 1 direct damage.
- [Action]: Make an Agility check (Difficulty 3). If successful, discard "Fire!"
Summary of Key Differences
| 10743 (Hemlock Grotto Feast) | 12129 (Core Set Second Edition) | |
|---|---|---|
| Obligatory Trigger Timing | End of the round | End of the Investigation Phase |
| Damage Target | Every card on this location with hit points | Every non‑Elite card on this location with hit points |
| Action Check Difficulty | Agility (4) | Agility (3) |
| Manifest Connection Rules | Connects to adjacent locations already on fire if possible | No additional connection rules specified |
If you're consulting the Core Set or a common Arkham Horror deck, in most cases you're referring to 12129; if it appears in a scenario related to "Hemlock Grotto Feast," then it's 10743.
"Fire!" doesn't have a direct corresponding card name in the rulebook—its closest match is the aforementioned "Fire!". When using these cards, always refer to the specific card code printed in the upper-left corner.
… (condensed here; full text on the cunleme Chinese page)
Arkham Horror: The Card Game round settlement?
Arkham Horror: The Card Game — Round Resolution Process
A "game round" consists of four phases in a fixed sequence: Mythos Phase → Investigation Phase → Enemy Phase → Upkeep Phase. Once the Upkeep Phase ends, the current round concludes and immediately transitions into the Mythos Phase of the next round.
I. Mythos Phase
> Note: The Mythos Phase is skipped during the first round of the game.
- 1.1 Mythos Phase Begins — As this is the first framework event of the round, it also marks the start of a new game round.
- 1.2 Place Doom Tokens — Take one doom token from the token pool and place it on the current conspiracy card.
- 1.3 Check Doom Threshold — Compare the total number of doom tokens on the board (on the current conspiracy card plus any other cards) with the current conspiracy card's doom threshold. If the total is equal to or exceeds the threshold, advance the conspiracy deck: remove all doom tokens from the board and return them to the token pool, flip the current conspiracy card, read the storyline text, and follow the advancement instructions. Unless otherwise specified on the card, this is the only time a conspiracy can advance.
- 1.4 Each Investigator Draws One Encounter Card — In player order, each draws the top card from the encounter deck and resolves its "Revelation" ability:
- Check for the keyword peril (if present, no further negotiation with other players; other players cannot play cards, activate abilities, or contribute resources);
- Resolve the Revelation ability;
- If it's an enemy, generate it according to the spawn instructions; if there are no spawn instructions, engage the drawn card in combat and place it in the threat zone;
- If it's a scheme, unless otherwise directed, place it in the encounter discard pile;
- If it has the keyword surge, draw another card and restart from step 1. - 1.5 Mythos Phase Ends → Proceed to the Investigation Phase.
… (condensed here; full text on the cunleme Chinese page)
How many phases are there?
Arkham Horror: The Card Game Beginner's Guide
〇. First, the conclusion: Regarding the number of "phases/steps"
The "determination"-related quantities you're asking about need to be distinguished between two separate processes, which are clearly delineated in the rulebook:
| Process | Number of Phases/Steps | Basis |
|---|---|---|
| One game round | 4 phases | Phase Sequence timing chart |
| One skill test | 8 steps (ST.1–ST.8) | Skill Test Timing |
Conditions and Exceptions
The 4 phases of a round proceed as follows:
1. Mythos phase
2. Investigation phase
3. Enemy phase
4. Upkeep phase
- Exception: During the first round of the game, skip the mythos phase.
- Original text basis: Section 4.6 of the Phase Sequence chart explicitly states, "The upkeep phase is the final phase of the round; this step also formally marks the end of the round, after which the next round begins with the mythos phase."
The 8 steps of a skill test (original text ST.1–ST.8):
- ST.1: Determine the type of skill being tested; the test begins.
- ST.2: Submit cards from your hand for the test.
- ST.3: Reveal chaos tokens.
- ST.4: Resolve effects of chaos symbols.
- ST.5: Calculate the investigator's adjusted skill value.
- ST.6: Determine whether the test succeeds or fails.
- ST.7: Resolve the outcome of the test.
- ST.8: End the test.
Key points from the original text:
- ST.6: If the skill value is equal to or greater than the difficulty, the test succeeds; otherwise, it fails. If the test automatically succeeds due to card abilities, the difficulty is considered 0; if it automatically fails or reveals [auto_fail], the skill value is considered 0.
- ST.8: Discard all cards submitted for this test, and return any revealed chaos tokens to the chaos bag.
> ⚠️ Additional note: In the rulebook texts we've reviewed, there is no provision regarding how many basic actions can be performed per turn. Although the rule index mentions "two actions per turn," this does not align with the actual wording of the rules. Please refer only to the physical rulebook in your possession—do not rely on the action count provided here.
… (condensed here; full text on the cunleme Chinese page)
Which cards are involved in your turn?
Cards Involving "Your Turn"
First, let's clarify what "your turn" means.
The Chinese edition of Arkham Horror: The Card Game translates two distinct concepts as "turn," so you must distinguish between them when reading the cards:
- Round (the entire round): The complete process consisting of four phases—Mythos, Investigation, Enemies, and Maintenance.
- Turn (your personal turn): Occurs only during the Investigation Phase, and each investigator has exactly one turn per round.
When a card states "your turn," "at the start of your turn," "during your turn," or "at the end of your turn," in most cases it refers to the turn—the period when you take your own actions—not the entire round. Below is a classification by trigger timing.
I. Triggering at the Start of Your Turn
| Card | Effect Direction |
|---|---|
| "The Demon" | Mandatory: Transfer 1 damage from an Investigator to yourself |
| Alexei Saburov | Reaction: Heal 1 damage or fear from yourself |
| Time Borrowing | Mandatory: Remove all ticks; gain an additional action equal to the number of ticks removed this turn |
| (Various Negative Supports) | Mandatory: Suffer 1 damage or fear at the start of your turn |
| Cards Related to "Essence of Dreams" | Reaction: Find "Essence of Dreams" from your bound cards and add it to your hand |
| Blessing of Shirotaf | Mandatory: Spend 1 charge or discard this card |
| Reliable Support | Reaction: Heal 1 damage or fear from yourself |
| Beyond the Veil | Mandatory: Attach the top card of your soul deck |
| Divine Ink | At the start of each turn, remove 1 charge; if no charges remain, discard the card |
| Pocket Dimensional Gate | Discard this card at the start of your turn and move back to the revealed location |
| Red‑Clothed Lady | At the start of your turn, return yourself to your previous location |
| Lone Wolf | Reaction: If no other Investigators are present at your location, gain 1 resource |
| (Supports with Curse Themes) | Reaction: Add 1 curse token and draw 1 card |
| (Supports with Market Themes) | Reaction: Reveal the top 2 cards of the market deck; spend 1 resource to draw 1 |
| Various supports |
… (condensed here; full text on the cunleme Chinese page)
Could you explain the combat in detail?
Key Words/Actions: Detailed Explanation of "Engage"
I. Clear Conclusion
In Arkham Horror: The Card Game, enemies have two possible states on the board:
- Engaged: An enemy is placed in a specific investigator's threat area.
- Unengaged: An enemy is placed on a location.
"Engage" is both an automatically triggered state (when an enemy and an investigator share the same location) and an action that investigators can actively perform.
II. Automatic Engagement (Enemy Engagement)
Trigger Condition: As long as a ready but unengaged enemy shares the same location as an investigator, it will immediately engage with that investigator and be moved into the investigator's threat area.
- If multiple investigators are present at the same location, the enemy will engage with the investigator designated as its prey.
- There is no limit to the number of enemies an investigator can engage simultaneously.
- Exhausted but unengaged enemies will not automatically engage; however, if such an enemy becomes ready while an investigator is present at the location, it will engage immediately upon becoming ready.
- Aloof enemies are not subject to the automatic engagement rules above—they must be engaged manually.
Post-Engagement Effects:
- Enemies in the threat area are considered to be sharing the same location as the investigator; when the investigator moves, the enemy remains engaged and moves to the new location accordingly.
- After engaging a ready enemy, if the investigator takes any action other than combat, evasion, parley, or resignation, that enemy will launch a surprise attack.
- Engaged enemies attack during the enemy phase.
III. Engage Action
"Engage" is an action that investigators can perform during their own turn in the investigation phase.
How to Perform: Select an enemy located at the same spot and place it in your threat area—this instantly engages you with that enemy.
… (condensed here; full text on the cunleme Chinese page)
Arkham Horror: The Card Game – What does the "manifestation of weakness" effect mean?
Conclusion
"Revelation" is not an "effect type," but rather a type of card ability, marked in bold on the card as "Revelation –" (English: Revelation –), and it appears only on Encounter cards or Weakness cards. Its meaning is: an ability that must be resolved immediately upon drawing this card (or otherwise coming into your hand)—not an ability you actively activate by spending an action.
The rulebook defines it as follows:
> A revelation ability, indicated by a bold "Revelation – " command on an encounter card or weakness, initiates as that card is drawn by an investigator.
> (A revelation ability, marked with a bold "Revelation –" on an encounter card or weakness, triggers the moment that card is drawn by an investigator.)
So what you're asking about—the "revelation effect of a Weakness"—refers to the text on the Weakness card that reads "Revelation –," which forces resolution when you draw or acquire that Weakness card.
When exactly does it resolve?
Depending on the main card type of the Weakness, the handling differs.
1. Encounter-type Weaknesses (Enemy Weaknesses, Trick Weaknesses)
- Resolve just as if the card had been drawn from the Encounter deck (i.e., follow the standard "Revelation → Enter/Go to Discard Pile" process).
- Before resolution, it counts as a player card; during resolution and after entering play, it becomes an Encounter card.
- Revelation occurs before the card enters the field; for Trick cards, it happens before they are placed in the discard pile.
2. Player-card-type Weaknesses (Support Weaknesses, Event Weaknesses, Skill Weaknesses)
- First resolve the Revelation effect, then add the card to the investigator's hand, after which it can be used like any other player card.
3. Entering Your Hand by Means Other Than Drawing
- If a Weakness enters your hand through methods other than drawing, you must still resolve it as if you had just drawn it—including its Revelation ability.
4. Who Does "You/Your" Refer To?
- In Revelation abilities, "you/your" refers to the investigator who drew the card and is currently resolving its ability.
Exceptions and Edge Cases
… (condensed here; full text on the cunleme Chinese page)
Can each major round freely decide which investigator goes first?
Yes, during the Investigation Phase of each Game Round, the order in which Investigators take their actions is completely free.
The specific rules are as follows:
- Free Order Determination: At the start of the Investigation Phase, all Investigators may take turns in any order they choose. Players should negotiate among themselves to decide who goes first.
- Current Active Investigator: Once an Investigator begins their turn, they become the "Current Active Investigator." Until they finish that turn, no other Investigators may act.
- Repeating Cycle: After an Investigator completes their turn, the remaining inactive Investigators once again freely determine the order of the next player to act. This process repeats until every Investigator has completed at least one turn during the current Game Round.
Exceptions and Notes:
- Enemy Phase and Preparation Phase: Although the action order during the Investigation Phase is free, the subsequent "Enemy Phase" (handling attacks from entangled enemies) and the "Preparation Phase" (drawing cards, acquiring resources, checking hand limits) generally follow a fixed Player Order—determined during setup, either clockwise or counterclockwise—unless otherwise specified by card effects.
- Order of Opportunistic Attacks: If, during the Investigation Phase, an Investigator is entangled by multiple enemies and performs an action other than combat, evasion, or negotiation, they have the right to decide the sequence in which those enemies launch their "Opportunistic Attacks."
This information is for reference only; in case of conflict, please refer to the rulebook and consult experienced players.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.