Mythos Tales Game Rules
Welcome to the captivating world of Mythos Tales! Prepare yourself for an immersive adventure where you become an investigator, venturing into the mystifying realm of the unknown. In this game, you will encounter enigmatic cases and unravel intricate mysteries, challenging your wit and intellect.
Let’s start by exploring the rules of the game and discovering how you can navigate through these perplexing tales.
Contents
Investigating the Cases
Once you select a case, you will receive a location card that reveals where your investigation begins. This card provides crucial information on the surroundings and people you encounter. You can interact with them by selecting conversation or examination cards, delving deeper into the case and collecting essential clues.
As you progress through the investigation, remember to take notes in your casebook. Writing down significant information is vital for connecting the dots and solving each case.
Managing Your Time
Time management is crucial in Mythos Tales. You have a limited number of hours representing your investigation’s duration. Be mindful of how you spend your time as it can ultimately impact your success. You must choose wisely which leads to pursue and which locations to visit.
Don’t forget to consult the map regularly! It can be your guide, helping you navigate the fictional town of Arkham and discover new leads.
Using Your Skills
Each investigator possesses unique skills, such as deduction, investigation, and research. These skills can aid you in various situations, offering advantages in uncovering the truth behind the mysteries.
Whenever you encounter skill checks during the game, don’t hesitate to rely on your abilities. They might just be the key to cracking the case wide open.
Solving the Mystery
Your primary objective is to solve the case before time runs out. Once you believe you have all the necessary clues, review your casebook and formulate a conclusion. Your conclusion should identify the culprit, the motive, and any other important factors relevant to the case.
When you feel confident in your deduction, answer the final question in the case and consult the solution booklet to validate your conclusion. If your answer aligns with the solution, congratulations! You have cracked the case.
Ready for the Challenge?
Embark on this enigmatic journey and explore the intricate tales hidden within Mythos Tales. Sharpen your investigative skills, trust your intuition, and immerse yourself in the world of mysteries. Get ready to unlock the secrets that lie beyond the veil of the familiar.


- 176 pages Investigation Book
- 19 Requirement Cards
- Arkham Directory
- 8 Newspapers
- Map of Arkham
- Time-tracker and Markers
- Rulebook
What’s in the Box?
So, the Mythos Tales game comes with a bunch of interesting stuff. Let me tell you exactly what you’ll find inside the box:
First off, you’ve got this 176-page Investigation Book. Inside, you’ll find all the clues, puzzles, and stories that you need to solve the mysteries in the game.
Next, there are 19 Requirement Cards. These cards represent the tasks that you need to fulfill in order to progress in the game. Follow them closely!
The Arkham Directory is another useful item. It’s like a phone book for the town of Arkham, Massachusetts. It will help you keep track of all the people and places you encounter during your investigations.
Then, there are 8 Newspapers. These are like your sources of information. They contain articles and reports that might hold crucial clues for your cases. Don’t forget to read them carefully!
To help you navigate the town, there’s a Map of Arkham. Use it to find your way around and locate the different locations related to your investigations.
The Time-tracker and Markers are important tools. They will keep track of the time passing in the game and help you keep organized. Time is of the essence, so use them wisely!
And finally, there’s the Rulebook. This is your guide to playing the game. It explains all the rules and mechanics you need to know. Make sure to read it thoroughly before diving into your first mystery.
What’s the Goal?
So, in Mythos Tales, you’re going to be investigating some really weird stuff. It all takes place in this made-up town called Arkham, Massachusetts.
But here’s the interesting part: you’re not just randomly solving mysteries. You’re actually working for this guy named Professor Henry Armitage. He’s the one in charge of the dangerous books at the Orne Library.
Now, don’t worry, you won’t be working under his direct supervision. You’ll be doing your own thing. Each mystery starts with an introduction that gives you all the background information you need, and then you’re off on your own.
So, get ready to dive into these investigations. Professor Armitage is counting on you to solve the mysteries and protect the world from the unknown.
When playing this game, we all work together and talk out loud as we go along. We follow clues and write down anything important, so we can answer the questions at the end of each mystery. The goal is to get as many answers right as we can, without getting too many penalties.
Get ready for some unexpected surprises while playing this game!
Exploring the Investigation
Hey there! So, here’s the deal: we’re gonna dive into this thrilling investigation together, step by step. Ready to get started?
First things first, let’s take turns being the lead detective. It’s your call on who goes first. Once we’ve settled on that, the lead detective chooses a letter and a number to represent the location they want to explore next.
Now, hold on tight because we’re going on a virtual journey! There’s no need for game pieces or a board here. We’ll rely on our imagination and teamwork. Pretty cool, right? We’ll read aloud from the Investigation Book and newspapers, visualizing the scenes vividly in our minds.
If the location we picked matches one in the Investigation Book, that’s where the real fun begins. We dig deep into the text, examining it carefully for any valuable clues or leads. Who knows what secrets we might uncover?
When we play this game, we take turns being the lead player. It’s up to each lead player to decide where we’ll go next on our journey. If a lead player doesn’t feel like reading aloud from the book, someone else can read for them.
As a group, we decide when it’s time to turn to the questions at the end of each investigation. But here’s the catch: we won’t know what the questions are before we turn to them. So we have to do a really thorough investigation within the given time.
There’s a Time-Tracker that might make us stop our investigation and move on to answering the questions. We answer the questions as a group, without going back to read anything in the book or newspapers (each case has a newspaper with the same date as the case). And usually, there aren’t any penalties for getting the answers wrong.
Once you’ve completed the investigation, you’ll uncover the “Solution” section which holds all the answers. Then, you can grade your own answers and tally up any penalties. To “win” the investigation, you’ll need to reach a minimum score. You can also compare your progress with Armitage’s path to see how well you did.
Extra Tokens: You might notice that there are some extra tokens on the punchboard in Mythos Tales that you don’t use in this game.
One possible way to use the magnifying glass tokens in any investigation is to place them on the map to mark important areas. You also won’t be using the other side of the Time-Tracker in this set of investigations.
Setting Up the Game
So you want to get ready for a Mythos Tales investigation? Well, I’ve got you covered. Just follow these steps. Now, keep in mind that you can choose any investigation you want and play them in any order, but it’s recommended to start with A Grain of Evil and proceed from there.
- Pick an investigation that you want to play and open the book to the page right after the cover illustration.
- Take out the map of Arkham, Massachusetts, and unfold it. Put it in the middle of the play area so that all players can refer to it.
- Grab the Requirement cards and make a stack next to the map. The investigation you chose will let you know if you need to use these cards.
I’ll give you a breakdown of the steps to get started with the game. Here’s what you need to do:
1. First, grab the Time-Tracker and place it next to the Requirement cards. Make sure to put the Time Limit X marker on the correct space according to the investigation you’ve chosen. Then, put the Progress marker close to the Time-Tracker. It will start at Day 1, Morning once you travel to the first location.
2. Next, find the newspaper that matches the date of the investigation you’ve chosen. Put it near the map. Don’t forget to also place any newspapers from previous investigations near the map as well. Those newspapers might have clues related to your current investigation.
3. Now, it’s time to choose the first player. If you can’t decide, you can randomly determine who goes first. The chosen player will receive the Investigation Book, the directory, and the list of allies found at the back of this Game Manual.
That’s it! You’re all set to begin the game. Have fun!
How to Play the Game
Let me explain how the game is played. If you’re playing alone, don’t worry – the gameplay stays the same, but you’ll always be the lead player.
Remember: Some Investigations will introduce new rules that aren’t covered here. Rules like Delay, Pursuit, and Dreaming will be thoroughly explained in the Investigation Book.
The game is divided into two main phases:
- Investigation Phase
- Solution Phase
The game ends once the players complete the Solution Phase.
Phase I: Investigation
During the Investigation Phase, I get to choose which leads I want to pursue. These leads can be found in the text or can be deduced by using my detective skills. Each player takes turns following these steps until it’s time for the Solution Phase:
1. Travel Step: I decide where I want to go next. This could be a location mentioned in the text or a place I deduce based on the clues.
2. Encounter Step: Once I arrive at the chosen location, I have an encounter. This could be meeting a person, finding an object, or uncovering a piece of information.
If the Encounter Step ends and we haven’t moved on to the Solution Phase, the next player takes their turn and starts with the Travel Step. This continues until we’re ready to move on.
It’s important to note that I can choose to end my investigation at any time before the Progress marker reaches the ‘X’ space on the Time-Tracker. Ending early can help me avoid penalties for visiting too many locations.
Now, let’s move on to the first step of the Investigation Phase: the Travel Step.
When it’s time to decide where to go next, we all gather around and have a chat. We talk about our favorite places and try to agree on the next spot to visit. But here’s the twist: we don’t always have to go with the majority vote. The player who’s currently in charge gets to pick any location they want, regardless of what everyone else thinks. It’s their call! So, where shall we go next?

If you’re looking for a location coordinate, you have a few options to help you out. The first is the map of Arkham, which shows all the different locations. Each location has a coordinate that consists of a single letter followed by a number.
You can also use the directory, which is like a phone book for Arkham. It has listings for all the locations and people of interest. Each listing has an “address” that is represented by a letter and a number.
Lastly, there’s the ally list on the back of this game manual. These are people who are known for their expertise in specific areas. They can provide valuable information for your investigations. However, not all entries are relevant to every investigation, so only rely on the ones that can help you with your current case.
When you visit Armitage, don’t expect any new information or a warm welcome. Instead, you might just hear the same clues you already know and receive some grumpy comments about wasting your time.
Once you’ve decided where to go, move the Progress marker on the Time-Tracker. If it’s morning or afternoon, move it down one space. If it’s evening, move it to the next morning on the following day.
Important: If this is your first turn, the grey Progress marker isn’t on the Time-Tracker yet. In that case, put the marker on Morning of Day 1.
Whenever you visit a location for a new turn, remember to move the Progress marker on the Time-Tracker, even if you’ve been there before.
When playing the game, it’s important to remember that you always advance the Time-Tracker, even if there is no designated location for you to go to. This is because it takes time to travel, even if there is nothing of importance at the destination.
Advancing the Time-Tracker represents the time spent moving, not the time spent at the location. So even if you reach the ‘X’ space on the Time-Tracker, you still have to read the encounter at that location. This will be the last encounter you read.
Once you reach the ‘X’, you cannot voluntarily move again. However, the current encounter may require you to advance the Time-Tracker due to circumstances beyond your control, like being knocked out and waking up at a later time. This may result in a penalty in the scoring.
2. Encounter Step
When I’m playing the game, the first thing I do is choose a place for my group to go. Then, I move the Time-Tracker forward and we’re ready to encounter something exciting. The encounters are different depending on which district we’re in. This is indicated by a letter. The number tells us which specific building or room we’re in. It’s cool to know that the references to locations stay the same no matter which investigation we’re playing.
As we play, it’s really important to keep track of where we’ve been. We should write down the places we’ve visited. This helps us answer questions later on in our investigation.

For your convenience, here’s an example: I used this Time-Tracker to determine when my investigation would end. It told me to read the encounter at the location I traveled to on Day 5, Evening.
Tracking Time: Every time you go to a location, you move the Progress marker (Hourglass Token) one space. But there’s an exception! The first time you go to a location during an investigation, you start on Day 1, Morning instead.
If you’re on the same day, your marker moves down to the row below. But if you’re moving from the previous evening, your marker moves to the next ‘Day’ column. This way, you go through Morning, Afternoon, and Evening before moving on to the next day.
Once you move the Time-Tracker forward, you will need to look for the matching coordinates in the Investigation Book. Just read out what you find there. If there’s nothing for that location, that means there are no relevant clues there. Don’t worry, though. You can pick another spot and try again. Remember to move the Progress marker on the Time-Tracker up one notch.
No Entry for that Location
Here’s an important thing to keep in mind: if you go to a location and there’s nothing there, don’t count that spot when you’re tallying up your scores at the end of the investigation. It’s easy to forget, so make a note of it!
And another thing to remember is that when you’re reading about a location, just focus on the entry for that location. Try not to sneak a peek at the other entries on the same page. It’s all about staying focused and not giving away any surprises!
Hey there! I’ve got something interesting to tell you. Sometimes, when you’re playing a game, there can be surprises along the way. You know, things that make you stop and go, “Wait, what just happened?” Well, this game is no different!
Get ready for unexpected twists and turns. Sometimes, you’ll come across entries that tell you to do something different. And guess what? You have to do it! Don’t worry, though. Just follow the instructions, and you’ll be good to go.
Oh, and here’s another thing. You might encounter a special kind of entry called a Supplemental Encounter. These encounters are unique because they can redirect you to a different entry. So, if you see one, jump right into it! No time to waste.
Lastly, keep an eye on the Time-Tracker. In some encounters, you might have to move it forward, using up some precious time. But remember, if you reach the very last space with an ‘X’, that’s it. The investigation comes to an end. You won’t be able to visit any more locations. So make every move count!
Let’s talk about a neat trick you can use in a game. Sometimes, you might come across a requirement card. You might wonder, “Do I have this card?” Well, here’s the cool part: if anyone has the card, it’s like everyone has it!
So, let’s say you need to fulfill a certain condition. You can just check if someone in the group has the required card. You don’t have to worry about finding it yourself. Isn’t that handy?
II. Solving the Puzzle
Now it’s time to work together and unravel the mysteries of this strange case. Let’s go step by step:
- Question and Answer Step
- Scoring Step
1. Question and Answer Step
You’ll find a list of questions in the Questions section. These questions can be answered based on the information you’ve gathered during your investigation. Take a moment to review your notes and recall any crucial details that might help you find the right answers. The Encounters and Newspapers cannot be revisited at this point, so rely on your memory.
Usually, we answer the questions as a group, coming to a consensus. However, if you agree before starting the investigation, you can answer the questions independently and privately. This can be a fun way to compare scores later on.
Keeping Track
- Note down the turn you decide to follow up on a lead
- Evidence related to the investigation
- References for further research (typically obtained from the Arkham Directory)
- General notes about cryptic elements or other information
Step Two: Scoring
In this step, you determine your score by comparing your answers to the ones provided in the Answers section.
You also calculate sanity penalties, as well as penalties for not being as efficient as Armitage, as outlined in the “Path of Armitage”.
Please note that Armitage’s path does not always include all the answers, and sometimes represents an efficient route that players could have taken in order to answer most questions.
So here’s how it goes: I answer some questions and then check my answers against the ones listed in the Answers section. If my answers match, I get points based on how many correct ones I got. Make sure to keep track of how many points I earn for each correct answer!

A Test of Sanity
Now it’s time to see how well you’ve kept your wits about you. This is the Sanity Penalties section, where you’ll adjust your score based on any dangerous or haunting places you’ve visited. Remember, once you’ve seen something, you can’t unsee it, so be cautious about where you choose to go!
Running Out of Time
In the rare event that an encounter forces you to push the Progress marker past the ‘X’ marker on the Time-Tracker, you’ll lose points for each space you go beyond. Deduct 1 point for each space you advance beyond that ‘X’ marker.
Exploring New Places
The Locations Visited section keeps track of how many locations Armitage explored during his investigation. You don’t have to visit the same places as Armitage, but the number of locations you travel to is important.
If you visit more locations than Armitage did, you’ll be penalized 1 point for each extra location you visited.
Let’s say you and your friend, Armitage, decided to venture out and explore. During your journey, you both visited different locations. But here’s the catch – not all locations are created equal. Some have encounters that count towards your final location count, while others don’t.
For example, let’s say you visited 12 total locations, but only 8 of them had encounters that counted. In this case, you would deduct 4 points from your score. It’s important to keep track of the locations with encounters, as those are the ones that matter.
Now, let’s look at a scenario where the book mentions a location coordinate, like L67, but there is no encounter printed for that specific location. In this situation, L67 doesn’t count towards your final location count. It’s as if you never visited it.
On the other hand, if there is a location coordinate printed in the book, but the encounter text states that you can’t read it, this still counts as a location traveled. So, even if you can’t fully experience the encounter, it still contributes to your final score.
Now, what about revisiting locations? Well, revisits to the same locations don’t count towards your final location count. So make sure to explore new places and discover new encounters to boost your score.
In conclusion, keep track of the locations with encounters, disregard locations without encounters, and remember that revisiting the same location won’t earn you any extra points. By following these guidelines, you can accurately calculate your final location count and compare it to Armitage’s. Good luck on your adventure!
When I return to the same place more than once, it still only counts as one location in my final count. But each time I go back, I have to move the Time-Tracker forward, tracking the passing of time.
If I’m happy with my score and don’t want to play the investigation again, I can read the Solution section, where the Path of Armitage is explained.
But here’s what I should know: Armitage might not have an answer for every question. He likes to keep things efficient and focus on the main questions of the investigation. So, I might be able to beat Armitage’s score, but it won’t be easy!

Allies
“Listen up,” Professor Henry Armitage says. “I need to let you in on some important information before you dive into your first case. There are people and places that can help you along the way, and I believe they’ll be crucial to your success.”
Meeting these allies could be the key to uncovering new clues and getting your investigation back on course if you find yourself stuck. But be cautious about who you choose to visit. Each investigation has limits, and you don’t want to waste time unnecessarily.”
Special Location: Armitage’s Office can be found inside the Library (C23). Once an investigation is underway, you’ll rarely, if ever, find him in his office.
But don’t worry, you can still visit his office from the Library without it counting as a new location. This is the only place where you get that benefit. However, it will still be counted as a unique location in your final count.
- Dr. Vincent Sutton is the Chief Pathologist at St. Mary’s Teaching Hospital (C11) and a trauma surgeon. If you need information on injuries or victims, he’s the person to go to.
- Professor Leonore Robinson (C17) at Miskatonic is an incredible resource when it comes to historical matters. She’s an expert on the oral history of the Miskatonic Valley and knows a lot about folklore as well.
Meet Emilia Sergant, the helpful librarian at the Orne Library (C23). She’s your go-to person for any research you need. But she’s not just any librarian; she has a secret. Emilia has access to the library’s Restricted Section, a hidden treasure trove of forbidden knowledge that the public is not allowed to see. It’s like having a key to a locked door that leads to a world of dangerous secrets.
Now let’s talk about William Coffin, the shady character you might need to interact with during your investigations. You can usually find him at the Fleetwood Diner (D2), as if he practically lives there. Coffin is a man who knows things, especially about the darker side of town. He’s involved in all sorts of dubious activities and has connections you wouldn’t believe. Just remember, information comes at a price, and Coffin’s knowledge doesn’t come cheap.
Lastly, we have Nicolas Staltonstall, a civil servant who’s always buried under piles of paperwork. He’s responsible for housing all sorts of important legal documents, including birth, marriage, and death certificates, as well as property deeds for the local area. You can find him at the Arkham Town Hall (D21), drowning in paperwork. If you need any official documents or information, he’s your guy.
My fellow detectives, welcome to the Arkham Police Station (D32), where we have some of the finest minds in the field, led by the remarkable Inspector Morris Garrison.
Over at (D45), we have Herbert Corbett, our brilliant local criminologist. When he gets his hands on the evidence, there’s no one better at examining it forensically. His expertise is simply unmatched.
Now, let me introduce you to Arlo Hoppin, the friendly and talkative dispatcher and cabbie at the Arkham Yellow Cab Company (D34). You wouldn’t believe the interesting people he encounters during his day-to-day work. And guess what? He’s also an incredibly talented musician. He might even play you a tune if you ask.
Lastly, we have Dorothy Davis from the Arkham Historical Society (L1). She possesses a wealth of knowledge about family history that even Professor Robinson lacks. With her extensive genealogical records, she can uncover surprising family connections that may astonish you.
These individuals form an integral part of our team, each bringing unique skills to the table. Feel free to reach out to any of them for assistance in your investigations. They are always willing to lend a helping hand.
If you’re looking for information on the occult and the Great Old Ones but can’t find what you need at the library, you should meet Pasquale Fenton. He’s Arkham’s resident occultist and spiritualist, with a deep knowledge of the subject. However, Pasquale can be a risky ally, as he often dabbles in dangerous forces. Sometimes, though, you might have to team up with him, much to the annoyance of Armitage.
Now, let’s talk about Sebastian Lyman. He’s a member of the Order of the Silver Twilight, but that doesn’t mean he’s entirely loyal. In fact, he secretly works for Armitage, providing information about the Order and its mysterious leader, Carl Sandford. Sebastian is like a hidden spy within the cult.
If you want to stay up to date with the happenings in Arkham, look no further than the Arkham Advertiser. Donnie Clarke, their star reporter, always knows what’s going on in town. He’s passionate about getting people’s attention and finding the truth, or at least whatever can be found. The Arkham Advertiser is a great source for staying in the know.
So, whether you need occult information, inside knowledge about a cult, or just want to be in the loop about Arkham, Pasquale Fenton, Sebastian Lyman, and Donnie Clarke are the people you should turn to. They may have their quirks, but they have the knowledge and connections to help you out.
If you ever need some juicy gossip about the upper class or the world of entertainment, you should definitely pay a visit to Ambrose Checkley (U18). He’s quite the chatterbox and he loves sharing scandalous stories he comes across.
Armitage takes a puff from his pipe and continues, “There are also a couple of notable places in town where you can gather valuable information. Arkham Sanatorium (D1) is one of them. You might get some interesting perspectives on your cases if you listen to what the patients have to say.”
“And if you have the right ears, you might uncover some valuable insights by eavesdropping at the Speak-easy (N4),” Armitage leans in, speaking in a hushed tone. “I wouldn’t admit to going there myself, especially in these times, but I’ve heard it can be quite informative.”
So, here’s the thing – this place I’m about to tell you about is like a secret spot where people of all kinds hang out. And let me tell you, if there’s something going on, someone there is bound to know about it. Plus, the effect of the drinks they serve makes people more open and willing to spill the beans, if you catch my drift.”
Armitage takes a final puff from his pipe and gets up from his cozy armchair. “Hey, listen, if you ever get stuck during an investigation, feel free to come to me for help. You can find me either at my home (U8) or at my office (C23A). I wish you the best of luck with your investigations, and if I ever need your assistance, I’ll be sure to call you right away.”