Contents
- 1 Welcome to the Elder Sign Game Rules
- 1.1 Objective
- 1.2 Game Setup
- 1.3 Gameplay
- 1.4 Winning the Game
- 1.5 Conclusion
- 1.6 What’s the Goal?
- 1.7 Playing the Game
- 1.8 Step 1: Move
- 1.9 Step 2: Attempt to Resolve an Adventure
- 1.10 II.b Wait at the Entrance
- 1.11 III. Moving the Clock Forward
Welcome to the Elder Sign Game Rules
Glad you’re here! If you’re curious about the popular Elder Sign game and how to play, you’ve come to the right place. I’ll walk you through the rules and help you get started on your adventure. So, let’s dive right in!
Objective
The main objective of the Elder Sign game is to prevent the awakening of an Ancient One, a powerful and ancient evil creature. To achieve this, you and your fellow investigators must work together to gather a specific number of Elder Signs before time runs out.
Game Setup
At the beginning of the game, each player chooses an investigator character to play as. Each investigator has unique abilities and attributes that will help them in their quest. A game board is set up with a deck of Ancient One cards, a clock indicating the game’s progress, a deck of Mythos cards, and a collection of Adventure cards.
Gameplay
The game is played over a series of rounds, and each round is divided into three phases: the Midnight phase, the Investigation phase, and the Mythos phase.
During the Midnight phase, Elder Signs are placed on various locations on the game board. These locations represent different areas within the mysterious museum where the game is set.
In the Investigation phase, each player takes turns performing actions such as exploring new areas, collecting items, or battling monsters. These actions are carried out by rolling a set of custom dice and matching the symbols on the dice to the requirements of the tasks.
In the Mythos phase, the top card of the Mythos deck is revealed, causing various effects that can aid or hinder the investigators. This phase keeps the game unpredictable and exciting.
Winning the Game
Victory is achieved by collecting the required number of Elder Signs before the game clock reaches midnight a certain number of times. Remember, teamwork and strategic decision-making are key to success.
Conclusion
Now that you’re familiar with the Elder Sign game rules, you’re ready to embark on your own thrilling adventure. Whether you’re a seasoned tabletop gamer or new to the world of board games, Elder Sign offers a captivating and challenging experience. So gather your friends, grab your investigator character, and start uncovering the mysteries of the Ancient Ones!

In Elder Sign, I’m an investigator fighting against one of the Ancient Ones. These ancient creatures are incredibly powerful and exist in the space between dimensions.
Right now, the museum is in chaos because the Ancient One is about to return. This has triggered all sorts of strange and bizarre events that I have to deal with.
As I go on different adventures, I can earn rewards. The best reward of all is an Elder Sign. It’s crucial because it’s used to seal away the Ancient One and win the game.
But time is always running out. Every night at midnight, the Ancient One edges closer to waking up and destroying humanity.
To play this game, I need a few things:
– Elder Sign game board
– Investigator cards
– Ancient One card
– Adventure cards
– Mythos cards
– Other tokens and markers
Together, me and my fellow investigators must work as a team, using our individual skills and abilities to collect enough Elder Signs and prevent the Ancient One from waking up. It’s a challenging task, but we’re up for it!
Elder Sign is an exciting and thrilling game that keeps you on the edge of your seat. It’s a race against the clock to save the world from impending doom. So gather your friends, grab your investigator cards, and let’s stop the Ancient One!

- Clock
- Cardboard Clock Hand
- 1 Plastic Connector (for the clock hand)
- 6 Green Dice
- 1 Yellow Die
- 1 Red Die
- 1 Entrance Reference Sheet
- 80 Oversized Cards
- 76 Small Cards
- 104 Cardboard Tokens and
- 43 Cardboard Markers
- This Rulebook
What’s the Goal?
The goal of Elder Sign is to put the Ancient One away before it wakes up, or if all else fails, to send the creature back to where it came from in one last, desperate battle.
To put the Ancient One away, I need to collect the number of Elder Signs shown on its card before the Doom track fills up and it wakes up.
If the Ancient One wakes up, you have a final opportunity to escape from its clutches. But hold on, don’t get your hopes up too high. When it comes to fighting the Ancient One, the odds are heavily against you, and you’re more likely to meet a grim fate.
So, let’s talk about how to get ready for the game of Elder Sign. Here’s what you need to do:

- Get Ready: First, place the Clock in the middle of the table and set the time to midnight (that’s XII). Next, put the Entrance reference sheet right next to the Clock. And don’t forget to grab those six green dice, the red die, and the yellow die and place them near the Clock. They’ll come in handy later.
- Pick an Ancient One: Now it’s time to choose an Ancient One. You can either pick one randomly or all players can agree on one. Whichever way you decide, just place the Ancient One card next to the Clock.
- Prepare the Monster Cup: Take the Monster markers and put them in a box lid or any other container that you can’t see through. This container is called the monster cup. If the Ancient One is Nyarlathotep, make sure to add the Mask Monster markers (those are the ones with a mask symbol) to the monster cup. But if it’s a different Ancient One, set the Mask Monster markers aside and don’t use them during the game.
- Choose First Player: To determine who goes first, we can either choose someone at random or agree on a method that works for everyone.
- Start with the Mythos deck: To get the game going, I will shuffle the Mythos deck and put it next to the Ancient One card. Then, I will draw one card and see what it has in store for us. If we happen to come across a card with a locked die icon, we’ll need to place the corresponding die on it.
Set Up Adventures: To start, we need to get things ready for our exciting adventures. First, let’s take the Adventure deck and give it a good shuffle. This is the deck that contains all the thrilling challenges we’ll face along the way! Once shuffled, we’ll deal six cards faceup below the Clock and Entrance reference sheet. It’s important to arrange these cards in two rows of three, so we can easily see what adventures await us. Now, it’s time to shuffle the Other World Adventure deck and place both decks next to the rows of faceup adventures. But wait, if any Adventure card with a locked die icon shows up during the set up, we need to put the appropriate die on that card. This will add an extra layer of mystery and excitement to our journey! Set Up Items and Clues: Great! We’re almost ready to dive into our adventures. Now, let’s grab all the Clue tokens and keep them together on the side. These tokens will come in handy as we unravel the mysteries that lie ahead. Next, we’ll shuffle the Common Item, Unique Item, Spell, and Ally cards into their own individual decks. Once shuffled, we’ll place these decks next to the Clue tokens. These cards will provide us with valuable tools, magical abilities, and helpful friends to aid us on our quest. With everything set up, we’re now fully prepared to embark on our thrilling journey! Distribute Investigators: When we start the game, we have two options for choosing our Investigators. We can either each pick an Investigator card, or we can randomly assign them. Once we have our Investigator cards, we get our Investigator markers, Stamina and Sanity tokens, and any item cards and Clue tokens listed on our cards. Our Investigator markers will start at the Entrance reference sheet, but we can move them on our first turn if we want.
Playing the Game
When I play Elder Sign, the game proceeds in turns, starting with the first player and moving around the table in a clockwise direction. I’m referred to as the active player when it’s my turn. Here’s what I do during my turn:
- Moving: First, I move my Investigator marker to either an Adventure card or the Entrance reference sheet.
- Completing Adventures or Waiting: Next, I have two options. If I’m on an Adventure card, I can roll dice to complete the tasks on the card. On the other hand, if I’m on the Entrance reference sheet, I can choose an activity from the options listed there.
- Advancing the Clock: After completing my tasks, I move the clock hand on the Clock. When the Clock returns to midnight, I draw and deal with a Mythos card.
The following sections will show you exactly what to do:
Step 1: Move
First, I take my Investigator marker and place it on either one of the faceup Adventure cards or on the Entrance reference sheet.
If I place my marker on an Adventure card, I move on to Step 2. If I place it on the Entrance reference sheet, I go to Step 3 instead.
Step 2: Attempt to Resolve an Adventure
If my Investigator marker is on an Adventure card, I have to roll the 6 green dice. The goal is to complete one of the tasks on that Adventure card.
Remember, I can also add a yellow die, a red die, or both to my roll if the game tells me to, like when I use a Common Item or a Unique Item.
If a die is locked, you can’t use it to try to complete an Adventure card. This might mean that you end up rolling fewer than 6 green dice.
Things to Do
Every Adventure card has horizontal rows of symbols. Each row is a task that you have to finish to complete the Adventure card.
Hey there! I’m going to give you an example of a task, and explain the symbols you’ll see. Exciting, right?
An example of a task:
- Task: Clean the room
- Time: 30 minutes
- Tools: Vacuum, dust cloth, trash bag
- Details: Pick up toys, vacuum the floor, dust surfaces, throw away trash
Each symbol represents a requirement necessary to complete the task:
- The * symbol indicates the task
- The + symbol indicates the time required for the task
- The # symbol indicates the tools needed for the task
- The ! symbol provides additional details about the task
So, if you see a * symbol, it means there’s a task at hand. If you see a + symbol, it means you need to consider how much time it will take. If you see a # symbol, it means you’ll need specific tools. And if you see a ! symbol, it means there are more details to be aware of.
That’s it! Now you know how to interpret the symbols in a task. Time to get things done!
Have you ever heard of something called a “number of investigation die results”? Me neither! But apparently, it’s a thing. Here’s what I found out: when you see a certain number on a symbol, it means that there are that many investigation die results that are either equal to or greater than that number. Sounds confusing, right? I thought so too. But let me break it down for you.
So here’s the thing: I’m going to rewrite this text using my own unique style, but I’ll keep everything you need in there – all the tags and formatting. It’s important to make sure we cover the same topics, but I’ll put a fresh twist on it. Ready? Let’s get started!
When someone mentions the Internet, what comes to mind? For me, it’s a fascinating portal to a world of endless possibilities. I can connect with friends and family, discover new information, and even publish my own ideas. The Internet has truly transformed the way we live, bringing people from different corners of the globe together and granting us access to an incredible amount of knowledge. It’s an amazing tool that has revolutionized communication, education, and so much more.
But with all its advantages, the Internet can also be a perilous place. It’s important to understand the risks and take precautions to stay safe online. One of the key challenges is protecting our personal information. We need to be cautious about what we share and who we share it with. There are hackers and cybercriminals out there who are constantly looking for vulnerable targets, aiming to steal our identities or financial information.
Another concern is the abundance of misinformation that spreads like wildfire on the Internet. We must learn to distinguish reliable sources from unreliable ones, to avoid being misled or falling victim to scams. The Internet can be a valuable resource, but it requires critical thinking and careful discernment when it comes to the information we consume and share.
Additionally, the Internet has the power to amplify both positive and negative voices. It provides a platform for anyone to express their thoughts and opinions, which is incredible. However, this freedom comes with responsibility. We should be mindful of the impact our words can have and use the Internet as a tool for constructive dialogue, rather than spreading hate or negativity.
Overall, the Internet is a double-edged sword—a powerful tool that can elevate our lives and empower us, but also a potential breeding ground for danger and deception. It’s crucial to approach the digital world with caution and awareness, understanding the risks and making informed choices. By following these guidelines and staying vigilant, we can navigate the online realm confidently and enjoy all the benefits it has to offer.
A terror die result.
If you use a split die, you will get one of two possible outcomes. Both of these outcomes will satisfy your needs.
So, here’s the deal. When it’s time to wrap things up, and you’ve done everything you need to do to finish the task at hand, there’s one final step you have to take – advancing the Clock. It might sound a bit mysterious, but trust me, it’s not as complicated as it seems. In fact, it’s pretty straightforward.
Hey there! Let’s talk about something interesting. You know, when you need to complete a task, it’s important to take into account all the requirements. And guess what? The same goes for a game! In this game, we have a symbol called Sanity, and it plays a crucial role in completing tasks.
Now, let me explain it to you in simpler terms. When you’re playing this game, and it’s your turn to act, you have to look at the requirements for that specific task. And here’s where Sanity comes into play. You see, there’s a symbol connected to Sanity, and you have to modify your Sanity according to that symbol to complete the task.
It might sound a bit puzzling at first, but don’t worry, I’ll break it down for you. Let’s say the symbol next to Sanity is a number, like 3. This means you modify your Sanity by adding or subtracting 3. So, if your Sanity level was 10 and you had to add 3, your new level would be 13. And if you had to subtract 3, your new level would be 7.
Overall, the meaning of this symbol is to regulate your Sanity level while you complete the task. It adds a cool twist to the game, don’t you think? So, next time you play, keep an eye on the Sanity symbol and adjust your Sanity accordingly. Good luck!
When you meet all the requirements to complete this task, you will need to modify your Stamina by the number on the symbol.
When this condition comes into play on a Monster marker, Adventure card, or Mythos card, it locks a die of the matching color.
Rolling The Dice
Unless another game effect tells you otherwise, you roll 6 green dice at the beginning of the Resolve an Adventure step. The green dice have different sides:

When you use a Common Item, you’ll need to roll the yellow die. It’s similar to the green die but with a slight difference. Instead of a terror side, the yellow die has a 4 investigation side.

When you spend a Unique Item in the game, you will usually roll the red die. The red die is similar to the yellow die, but it has a wildcard side instead of a 1 investigation side. This means that a wildcard result can be used as a 1 investigation, a lore, a peril, or a terror result.
Once you roll the dice, you need to compare the results to the requirements listed for each task on the Adventure card where your Investigator marker is located. If you are able and willing to meet all of the requirements for a single task, you can complete that task.
However, if you are unable or choose not to meet the requirements for at least one of the tasks on the Adventure card, you will fail to complete a task.
How to Complete a Task
When I finish a task, I have to see if the result matches any requirements. If it does, I can place a matching die on that requirement.
Once I put a die on a requirement, I can’t roll it again during this step. If the task tells me to move the Clock forward, lose Sanity, or lose Stamina, I have to do that now.
For some tasks, I may need to place more than one die on the card to finish it. I just put the extra dice next to the ones I already used.
Just so you know, I can only finish one task with each roll of the dice. Even if the results let me finish multiple tasks, I can only pick one. I can’t finish a task if the requirements will make my Sanity or Stamina lower than 0.
So, here’s the deal: when I finish a task in this game, if there are still more tasks on the Adventure card for me to do, I get to grab all the dice that I haven’t used and roll them again. It’s like getting a second chance to complete another task!
But here’s where things get really interesting. Once I finish all the tasks on the Adventure card, it means I’ve successfully completed it. And guess what? There are a few things I get to do next:
- I get to receive the rewards that are listed at the bottom of the card. So, all my hard work pays off!
- I move all my Investigator markers from the card to the Entrance reference sheet. It’s like clearing the path for the next adventure!
- I remove all the dice from the Adventure card that I just finished. And you know what? I can keep the card as a Trophy. Pretty cool, right?
- After resolving the current Adventure card, I need to draw a new one to continue my adventure. Once I have the new card, it’s time to move on to the Advance the Clock step of my turn.
What Happens When I Fail a Task?
If I fail to complete a task and any of the dice I rolled result in terror, I must face the consequences. I need to resolve all Terror effects on the Adventure card I was working on, as well as any Terror effects on the Mythos card that is currently in play.

Here’s what I need to do next:
Whether or not I resolved any Terror effects, I have a couple of options:
- I can try again to complete a task.
- I can choose not to resolve the Adventure card.
If I decide to try again, I need to choose one of the dice I used in my previous attempt and set it aside. I can’t roll that die again during this step of resolving the Adventure card.
If I want to, I can also choose one other die from my previous attempt to either focus on my own Investigator marker or assist another player by placing it on their Investigator marker, as long as we’re on the same Adventure card.
Lastly, I take all the remaining dice from my previous attempt and roll them again, hoping to succeed in completing a task.
If I can’t complete any of the remaining tasks on the Adventure card with the dice I have, I automatically fail to resolve the card.
When I fail an Adventure card, I have to face the penalties listed on the card. I also have to remove all the dice from the card, except for the ones on a locked die icon. After that, I move on to the Advance the Clock step of my turn.
Now let’s talk about the rewards and penalties. If I successfully resolve an Adventure card, I get the rewards shown in the lower right green area of the card. But if I fail, I have to deal with the penalties shown in the lower left red area of the card.
It’s important to note that sometimes a reward may not actually be beneficial or a penalty might actually help me. Rewards and penalties can include various things, so it’s always a surprise!


Hey there! Let’s talk about this cool stuff called Common Items!
So, did you know that Common Items are these awesome things you can find in a game? They are like little treasures you stumble upon while you’re on your cool adventure. And guess what? I’m gonna tell you all about them!
Now, when you’re playing this game, you’ve got these special icons, right? Well, let me tell you, each of these icons has a surprise waiting for you. You just draw one Common Item from the deck, and boom! You got yourself a neat little reward!
But wait, there’s more! Common Items are like that magical boost you didn’t even know you needed. They can really make a difference in your game. They might give you some extra health or maybe a handy tool to help you out on your quest. It’s like getting a little extra oomph to help you overcome challenges and reach your goals. How awesome is that?
So, next time you’re playing and you come across one of those icons, remember this: drawing a Common Item could be the ticket to success. You never know what you might find, and it could be just what you need to turn the tide in your favor.
And there you have it! Common Items are like these hidden gems that can really make your game shine. They’re like little surprises waiting to be found. So go out there, explore, and see what kind of amazing Common Items you can discover!

Something special: Now let me tell you about these icons. You get to pick 1 truly special item from the special deck for each icon.

Magical Powers: So, let’s talk about these amazing icons called Spells. They are like a secret weapon that can make all your magical dreams come true. When you see one of these icons, get ready to draw a Spell card from the deck. It’s like opening a treasure chest full of endless possibilities.

Note: When you see these symbols, you will receive 1 Clue token for each of them.

Mate: Let’s start by drawing one Ally card from the deck for each of these icons.

Elder Sign: I’ll tell you about Elder Sign and what it means. This game is full of special icons that you need to keep track of. For each of these icons, you need to put 1 Elder Sign token next to the Ancient One card. But what’s the Ancient One card? That’s the card you’re trying to beat in the game. It’s like a big boss that you have to defeat. Now, back to the Elder Sign tokens. If you have enough tokens next to the Ancient One card, you win the game! How many tokens do you need? Well, it depends on the Ancient One’s Elder Sign Limit. That’s the number of tokens you need to have. If you meet or exceed that number, victory is yours! So, keep an eye on those Elder Signs and make sure you gather enough to win the game!

Gate: Let’s take a look at this cool feature called the Gate. When you come across any of these icons, something exciting happens! It’s like going on an adventure in another world. To make it even more fun, draw one card from the Other World Adventure deck and put it below the six regular Adventure cards. This way, you get to experience something completely different and unexpected. Get ready to explore new dimensions and have a blast!

Sanity: Whenever you encounter one of these icons, it will cause you to lose 1 Sanity.
Have you ever come across a symbol known as the Sanity icon in a game? It’s an emblem that can have a significant impact on your mental state, and it’s important to understand its importance. In today’s article, I will explain the meaning behind the Sanity icon and why it’s crucial to take it into account when playing games.
When someone sees the Sanity icon, their initial response might be confusion or curiosity. It’s a symbol that can be quite perplexing, but once you understand its significance, it adds depth to your gaming experience. If you’re unfamiliar with the meaning of the icon, don’t worry. I’m here to shed some light on the subject.
The Sanity icon is a double-edged sword in the world of gaming. On one hand, it can elevate the level of challenge and excitement in a game. It adds an element of unpredictability, forcing you to think and react quickly. On the other hand, the Sanity icon can also be quite unsettling. It represents the fragility of the human mind, reminding us that our sanity can easily waver in the face of the unknown.
When encountering the Sanity icon, it’s important to be prepared for its potential consequences. The loss of Sanity can have various effects on your character, such as impairing their abilities or causing them to make irrational decisions. This makes it essential to carefully consider your actions and strategies when confronted with the Sanity icon.
Understanding the meaning behind the Sanity icon opens up a world of possibilities in gaming. It adds an additional layer of challenge and immersion to the overall experience. By embracing the uncertainty and facing the potential loss of Sanity head-on, you’ll be able to fully appreciate the intricacies and depth that this symbol brings to the table.
So, next time you come across the Sanity icon in a game, remember that it holds a significant meaning. It’s not just a mere symbol; it represents the delicate balance between stability and insanity. By embracing its presence and navigating the challenges it presents, you’ll be able to unlock a whole new level of gaming enjoyment.
With these factors in mind, you’ll be better equipped to navigate the intricacies of the Sanity icon and make informed decisions in your gaming endeavors. So, embrace the unknown, face your fears, and let the games begin!

Stamina: Whenever you see one of these icons, you’ll lose 1 Stamina.
When I come across these little icons, they seem to drain my energy. It’s like they’re sapping away my stamina, little by little. It’s a strange feeling, almost like a weight being lifted off me. I wonder why they have such an effect on me. Maybe it’s because they represent something that requires effort or concentration. Whatever the reason, it’s important to pay attention to these icons and the impact they have on me. Losing stamina can be a double-edged sword. On one hand, it can be tiring and exhausting. But on the other hand, it can also be invigorating and exhilarating. It all depends on how I perceive it and how I choose to react. If I see it as a challenge, as an opportunity to push myself and grow, then it’s a positive thing. But if I see it as a burden, as something that’s holding me back, then it becomes a negative thing. Understanding the concept of stamina and how it affects me is key to interpreting the meaning behind these icons. It’s not just about the physical energy I have, but also the mental and emotional energy. It’s about how much I can sustain and endure before I start feeling worn out. And if I like pushing myself and challenging my limits, then I’ll love these icons. They’re a reminder that I’m capable of more than I think. It’s like they’re saying, “Hey, you’ve got this! Keep going!” So next time I see one of these icons, I’ll take a moment to reflect on my stamina and how it’s being tested. I’ll embrace the challenge and let it fuel me, rather than drain me. Because ultimately, it’s not about how much stamina I have, but how I choose to use it.

Monster: When you see any of these symbols, a monster will show up.

The Doom Tokens: Whenever you see one of these icons, you’ll need to add a Doom token to the Doom track.
Other “Worlds”
Other World Adventure cards are special adventures that are both challenging and rewarding. They only come into play when you receive a gate reward.
When an Other World Adventure card is played, it goes under the six regular Adventure cards. You can have as many Other World Adventure cards as you like on the table, but once you resolve them, they aren’t replaced.
Order of Tasks
Usually, you can complete the tasks on Adventure cards in any order you like. However, there is one exception: when an Adventure card has an arrow on the left side.
This arrow means that you have to complete the tasks in a specific order. Start at the top and work your way down. You can’t do a task from this adventure unless you’ve finished the one before it.
In this picture, we can see an example of an arrow on an Adventure card.
II.b Wait at the Entrance
If I’m standing at the Entrance after moving, I get to pick one of three activities from the Entrance reference sheet. These activities are: receiving first aid, searching the lost & found, or buying a souvenir. Whichever one I choose, I get to do that activity.
If I choose to receive first aid, I have a few options. I can regain 1 Stamina and 1 Sanity for free. I can also pay 2 trophies to regain all of my Stamina or all of my Sanity. And if I want to go all out, I can pay 4 trophies to regain both my Stamina and Sanity.
If I decide to search the Lost & Found, I roll a green die and look at the chart on the Entrance. Depending on what the die shows, I then get to do something cool or interesting based on the chart.
Get Yourself a Souvenir: Choose the item you want to buy. You can only buy one item, and you need to use your trophies to pay for it. (Look at “Spending and Losing Trophies” below for more information).
Spending and Losing Trophies
After completing tasks or resolving Adventure cards, you may receive these cards or markers. You can later use them as trophies or spend them. For example, you can spend trophies when you want to buy a souvenir using the ability on the Entrance reference sheet. Each Adventure card or Monster marker has a specific value of trophies printed on it.
Let’s talk about a situation that could happen during an investigation. Sometimes, I might want to or have to give up only 1 trophy, but I don’t have a card or marker that’s worth less than 2 trophies.
The same goes for when I need to give up 2 trophies, but I don’t have a card or marker that’s worth less than 3 trophies. In cases like these, I can spend more trophies than necessary to meet the requirement or make a purchase. However, I won’t get any extra benefits for the additional trophies I spent or lost.
III. Moving the Clock Forward
After that, it’s time to move the clock forward. To do this, I need to turn the clock hand clockwise by 3 hours. For example, if the hand was pointing at XII, I would turn it until it reached III. Keep in mind that the clock hand will only ever be on III, VI, K, or XII.
If you move the Clock to XII (midnight) as the active player, or if you did it at any time during your turn, you must now resolve all game effects that say “At Midnight”.
Next, you draw a new Mythos card and resolve it. Put the card next to the Mythos deck, on top of any previous Mythos cards. Remember, you only draw and resolve Mythos cards when the Clock reaches midnight.
Resolving Mythos Cards
Each Mythos card has two parts: the immediate effect and the lingering effect. The immediate effect is on the top half of the card and happens right away when the card is drawn. Usually, you’ll have to add a Doom token to the Doom track or draw a Monster marker.
So here’s the thing about the lingering effect. It’s this special rule written on the lower half of the card that does something pretty cool. Basically, it either sticks around for the whole game until the next Mythos card is drawn, or it waits until the clock strikes midnight and other At Midnight effects happen.
After I move the Clock to midnight, I have to do a few things. First, I resolve any effects that happen “At Midnight,” then I draw the Mythos card. On the top half of the card, there’s an immediate effect that I have to do right away. Sometimes I have to draw a Monster marker and put it somewhere.
The other half of the card has a lingering effect that happens later. It won’t happen right now, but the next time we resolve At Midnight effects, something bad will happen. All of us investigators will lose 2 Stamina.
Once I’ve finished the steps for advancing the Clock, it’s the next player’s turn.
There are some other important rules to remember. They’re explained in the following sections.
When I want to use an item or a spell, there are specific rules for that.
When I’m playing the game, I have the option to use Common Items, Unique Items, or Spells before I roll, as long as my Investigator marker is on an Adventure card. If I decide to use an item, I have to place it facedown at the bottom of its deck.
Common Items, Unique Items, and Spells are similar to other cards of the same type, but some have special abilities that are explained on their individual cards.
Common Item
Most Common Items let me spend the item so I can add the yellow die to my dice pool. You’ll see this icon to know which ones do:
A Special Find:
There’s something truly special about Unique Items. When you have one, you can use it to bring an extra red die into your dice pool. Just look out for the icon below:

When you add a die to the dice pool using either a Common or Unique Item, it stays there until it’s either set aside due to a failed task or used to complete a task. Regardless, the die is always removed from the pool at the end of the active player’s turn.
Spell:
Most Spells give you the option to put the spell card next to the play area right before you roll the dice. After you roll, you get to choose one of the dice and, without changing its result, place it on the Spell card on the corresponding icon.

When a die is placed on a Spell card, you don’t have to roll it again if you try to finish a task. However, you can still use the number rolled on the die to meet the requirements of a task. Each Spell card can only have one die on it, unless the card specifies otherwise. Once a die is placed on a Spell card, it stays there until it is used to complete a task.
You can keep a die on a Spell card for as long as you want before using it. It doesn’t matter who played the Spell, the active player can always use a die on a Spell card to finish a task.
Once all the dice on the card have been used to finish tasks, the Spell card is returned face down to the bottom of the Spell deck.
Using Allies
Allies have different abilities, which are explained on their respective cards. Check the individual Ally cards for more information.
Using Clues
When I’m trying to complete a task, I can use one of my Clue tokens to re-roll the dice in my dice pool. This gives me another chance to complete the tasks on the Adventure card.
I can use my Clue tokens to re-roll as many times as I want. Once I spend a Clue token, it goes back into the pool of tokens.
Getting Focused and Getting Help
If I fail a task after rolling the dice, I have two options. I can either focus or get assistance from another investigator on the same Adventure card.
In either case, I choose one die from my roll and place it on an Investigator marker without changing the result of the die.
When you’re focusing, you place the die on your own Investigator marker. But if you’re assisting, you put the die on an Investigator marker that’s on the same Adventure card. Just remember, if you fail to complete a task, you still need to set aside a different die.
Once you place the die, it stays there for the rest of your turn. You don’t get to roll it again when you try to complete another task. However, the result of the die can still be used to meet the requirements of a task. Keep in mind that each investigator marker can only have one die placed on it. And you can’t place a die on an Investigator marker that already has one on it.
When playing the game, you are only allowed to use one die per roll on an Investigator marker, regardless of whether you are focusing or assisting. If you can’t or don’t want to complete the tasks on your Adventure card, any investigators who were assisting (meaning they had a die on their Investigator marker but weren’t the active player) have to choose between losing 1 Sanity or losing 1 Stamina.
Monsters
Whenever the game says “a monster appears,” you, as the active player, need to take a Monster marker at random from the monster cup and place it on top of a monster task. A monster task is a task on an Adventure card that’s surrounded completely or partially by a white border.
When you come across a monster task with a white border but no requirements, it is called an empty monster task. You can think of it as a blank canvas waiting to be filled. If a Monster marker is placed on this empty monster task, it becomes the new task on the Adventure card. It’s like the monster is taking over and you have to defeat it to resolve the Adventure card.
Remember: If there is no Monster marker on an empty monster task, it doesn’t count towards resolving the Adventure card. It’s as if it doesn’t exist.

Imagine a big, challenging task that stands out from the rest. It’s called a total monster task, and you can recognize it because it’s surrounded by a white border. When you see a total monster task, it means that you have to focus on it and give it your all. In fact, when you place a Monster marker on a total monster task, it becomes the main focus of the Adventure card. You have to complete this task in order to move forward and resolve the Adventure card. It’s like an additional challenge within the challenge itself!

Have you ever come across a partial monster task? It’s a tricky one! You see, a partial monster task is a little different from the rest. Instead of being surrounded by a white border, it has some requirements that are not covered. But don’t worry, there’s a way to tackle this monster!
When you encounter a partial monster task, you’ll notice that the monster marker is placed on top of only those requirements that are within the border. These requirements are added to the ones that are not covered by the marker, which helps you complete the task.
It may sound confusing at first, but once you understand how it works, you’ll be able to conquer any partial monster task that comes your way. So don’t be afraid, embrace the challenge, and show that partial monster who’s boss!
When I have multiple monster tasks in play, I get to decide which one I want to place the Monster marker on. If there aren’t any monster tasks left, I can choose any Adventure card and put the Monster marker under the bottom task, adding another task to the card.
After an investigator solves an Adventure card with a Monster marker on it, they remove all dice from the marker. Then, they take the marker itself, along with the Adventure card, and collect any rewards mentioned on the back of the marker.
If I manage to complete one or more tasks on a Monster marker, or a task that involves a Monster marker, before I fail to resolve the Adventure card I’m on, I still get the Monster marker. All the dice are removed from the marker, I take it, and I receive any mentioned rewards on the back of the marker. I do this before facing the penalties for not resolving the Adventure card.
Cards and Markers with a Locked Die Icon
Some Adventure cards, Mythos cards, and Monster markers have a locked die icon. Whenever I encounter one of these icons, I have to place one die of the matching color on top of it right away.
When it comes to green dice, you get to decide which die goes on the locked die icon. You have to put the die there, even if it was on a Spell card or Investigator marker. However, you can’t move a die that is already locked on another card or marker.
Until the Adventure card is resolved, the Mythos card is no longer in effect, or the task on the Monster marker is finished, you can’t include that die in your rolls or use its result to complete tasks.
The Ferocious Fate
If my Sanity, Stamina, or both hit rock bottom and go below 0, I’m in for a gruesome fate – being devoured. When this happens, a chilling Doom token is added to the Doom track, signaling impending doom. My Investigator card and marker are cruelly taken away, sent back to the box.
All my precious items, trusty Allies, and any Adventure cards I had triumphantly claimed as trophies are snatched from me and returned face-down to the depths of their respective decks. Even the Monster markers I had earned as my spoils of victory are heartlessly returned to the monster cup. And to add insult to injury, my hard-earned Clue tokens are stripped away and placed back into the pool.
But there is a glimmer of hope amidst the darkness. I am granted a fresh start with a new investigator, someone who has not yet been devoured in this twisted game of horrors. This replacement investigator arrives, complete with their own starting items and everything else they need, ready to face the insidious challenges ahead.
When a new investigator joins the game, they start with full Sanity and Stamina, giving the player a fresh character to control on their next turn. But don’t worry, if your investigator gets devoured, you still have to Advance the Clock on your turn.
If all the investigators have been chosen and there are none left to pick from, don’t despair. You may be out of the game, but you can still win by collecting enough elder signs or defeating the ancient one after it has awakened.
The Doom Track
Whenever you’re told to add a Doom token to the Doom track, you place it on the next empty space from left to right, starting at the top left corner. Fill up each row before moving to the next.
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So, here’s what happens: when a Doom token is put on a space with a monster icon, guess what? Yep, a monster shows up. And when that last space on the Doom track gets a token, something big is about to go down. The Ancient One wakes up, and we have to face it head-on. It’s not gonna be pretty, that’s for sure.
Getting in the Battle
As soon as that Doom token lands on the last spot of the Doom track, you better believe the Ancient One is waking up. (And if that last token got there because we did something good or bad, we gotta take the rewards or penalties first before the Ancient One gets all up in our business).
If anything happens to awaken the Ancient One before the Doom track is full, we gotta put Doom tokens on all the empty spaces left on the track. No slacking off.
Hey there! So, right after the Ancient One wakes up (and fills up its Doom track), all the Investigator markers are moved to the Ancient One card. From that point on, you can’t move your Investigator marker anywhere else for the rest of the game, unless your investigator gets devoured. (By the way, once the Ancient One wakes up, forget about the lingering effect of the most recent Mythos card).
If the Ancient One woke up at any other time during the active player’s turn, except for the Advance the Clock step, the active player immediately moves on to the Advance the Clock step.
Once the Ancient One is awake, the steps in each player’s turn change. Instead, each player follows the following order:
During the game, there are two important steps that involve the Ancient One: Attack the Ancient One and Advance the Clock.
In the Attack the Ancient One step, you, as the active player, will roll dice to complete the Ancient One’s combat task. This will remove a Doom token from the Doom track. Each Ancient One has a specific Combat Task printed on its card. Every time you successfully complete this task, you’ll remove a Doom token.
The other step, Advance the Clock, involves moving the clock hand on the Clock. When the Clock returns to midnight, all players must resolve the Ancient One’s attack.
During the Attack the Ancient One step, you’ll roll dice just like you did during the Resolve an Adventure Card step. This time, though, you’re trying to complete the Ancient One’s combat task. Remember, you can complete the task multiple times during this step, as long as you roll the dice only once each time. This will give you the chance to remove multiple Doom tokens.
So, in summary, when you’re facing the Ancient One, you’ll need to Attack the Ancient One by completing their combat task and removing Doom tokens. You’ll also need to keep an eye on the Clock and make sure to advance it to avoid the Ancient One’s attack. Good luck!
So, here’s the deal. Let’s say I’m an investigator, and I’ve got this important task to complete. But sometimes, you know, things just don’t go according to plan. If I can’t finish the task, I’ve got a couple of options. I can either keep trying, using one of my dice, or I can admit defeat and let a Doom token stay where it is.
Now, when I’m battling an Ancient One, there are a few rules I have to follow. I can’t ask for any help or focus on the task. But hey, at least I can use my Common Items, Unique Items, and Spells to give myself a fighting chance. If I fail to remove a Doom token, I don’t get any punishment. I just move on to the next step of my turn.
Speaking of turns, the Clock keeps ticking while I’m battling the Ancient One. Yup, just like in real life. But here’s the twist – when midnight strikes, instead of drawing a Mythos card, we’ve got to deal with the Ancient One’s attack. Talk about a double-edged sword, right?
Now, if one of us gets devoured by the Ancient One during the battle, that investigator is out of the game. Bummer, I know. But here’s the silver lining – even if I’m out, if the rest of my team manages to defeat the Ancient One, we can still win. On the flip side, if all of us get devoured, well, then we lose the game.

During the mythical period of time known as the Advance the Clock step, after our sleeping friend the Ancient One has woken up, it’s my job as the active player to shift the Clock forward to midnight.
Here’s where things get tricky. Each investigator, including myself, must make a tough decision. We have to lower either our maximum Sanity or our maximum Stamina by 1. It’s a tough sacrifice, but it’s necessary to keep moving forward. After I make this sacrifice, I have to add a Doom token to the Doom track. However, if the Doom track is already full, I don’t add any additional Doom tokens.
Now, let’s talk about the End of the Game. This is where things really heat up. If all investigators, including those unfortunate enough to have been devoured in the final battle, manage to meet one of two conditions, we win the game. The first condition is that we have collected a number of Elder Signs equal to or greater than the Elder Sign Limit printed on the Ancient One card. The other condition is that we have successfully removed the final Doom token from the Doom track while fighting against the Ancient One.
But, and this is a big “but,” if all investigators are devoured during the Battle against the Ancient One, we lose the game. And nobody wants that, right? So, let’s make wise choices, stick together, and show that Ancient One who’s boss!