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Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented

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Page 1: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 2: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented

Arkham Horror Villain Expansion Rules Thugs Each villain has a maximum number of thugs they can have at a time. Each thug is represented by a glass drop (or other appropriate marker.) Each thug adds +1 combat die. Villains start with no thugs. Thugs cannot be exchanged like items. Discarding thugs. A thug can be discarded to: • Evade 1 monster (before or after rolling an attempt.) • Ignore one encounter card effect (before rolling dice.) • Ignore all Sanity or Stamina damage from a single source for a single exchange (like one combat round, one

otherworldly encounter, and so on.) • Avoid arrest if scooped up in a police raid. (See “Law and Order” section.) Gaining thugs. A thug can be gained by spending $2 at an unstable location instead of having an encounter. Up to the maximum number of thugs may be purchased at once. • Allies. Villains do not use the Ally system. They use thugs instead. If the encounters indicate they could get an ally,

they can have a thug. Law and Order At the end of each round, during the Mythos phase, each villain may need to make an Evade test. If the test is failed, either the villain must go to the Arkham jail, or a thug is lost. The roll is -1 for each heist that occurred that round (whether it succeeded or failed). • Terror Track is 1-3: Test in stable locations. • Terror Track is 4-6: Test in all locations. • Terror Track is 7-9: Test in all streets and locations. Each villain notes whether they are taken to the asylum or the police station. In either case, a villain can only escape by successfully pulling a heist, or by another player pulling a heist to rescue them. Villains cannot become deputies. Heists During the encounter phase a villain can attempt to rob a location instead of having an encounter. The villain can test Fight or Lore, +1 die per thug. • If the roll fails, the villain loses a thug. If the villain does not have a thug, the villain is sent to jail or to Arkham

Asylum. o The villain is delayed for one round, and then can only succeed with a successful heist. o One villain can pull a heist to rescue another villain instead of gaining other rewards.

• If the roll succeeds, the villain can spend 1 success to get $2 or a common item. The villain can spend 2 successes to draw from the unique items.

o A heist at a jail location can gather up to 1 thug per success. If multiple villains are on the location, freed thugs can be divided between them as the players wish (with the First Player as the final word.)

o A heist at a location that sells things can act as though shopping, drawing three cards. However, the villain pays no money and keeps all three cards.

After a heist, roll 3 dice. Each one that comes up a success is 1 free move the villain may use to escape. If any villains are in a location that hosted a heist during the encounter phase, they must test Evade during the Mythos phase or be arrested. The first heist raises the Terror Rating by 1. For each subsequent heist, the First Player rolls 1d6 per current rating. If the roll has even one success, the Terror Rating increases by one.

Page 3: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 4: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 5: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 6: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 7: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 8: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 9: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 10: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 11: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 12: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 13: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented
Page 14: Arkham Horror Villain Expansion Rules · Arkham Horror Villain Expansion Rules Thugs . Each villain has a maximum number of thugs they can have at a time. Each thug is represented