Arkham Horror

Cooperative Lovecraftian horror board game. First edition 1987 Chaosium; second edition 2005 Fantasy Flight Games; third edition 2018. Set in H.P. Lovecraft's fictional 1920s Arkham, Massachusetts. 1-8 investigators battle to prevent Ancient One from awakening. Extensive expansions + spinoffs (Eldritch Horror, Arkham Horror LCG, Mansions of Madness).

📐Arkham map board~240 min🌤indoor
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What is Arkham Horror?

Arkham Horror is COOPERATIVE HORROR BOARD GAME set in H.P. LOVECRAFT's fictional 1920s ARKHAM, MASSACHUSETTS. FIRST EDITION 1987 by CHAOSIUM (creators of Call of Cthulhu RPG). SECOND EDITION 2005 by FANTASY FLIGHT GAMES (much better known) — massive box with 6-8 hour gameplay, considered epic experience. THIRD EDITION 2018 — streamlined, modular, 2-3 hours, more scenario-driven. 1-8 INVESTIGATORS explore Arkham stopping ANCIENT ONE from AWAKENING (Cthulhu, Yig, Azathoth, Nyarlathotep, etc.). Each investigator has UNIQUE ABILITIES + BACKSTORY. GAMEPLAY: move between locations, encounter events, close/seal OTHER-WORLD GATES, defeat monsters. Random events + monster surge threaten to overwhelm. Ancient One's DOOM TRACK advances — if fills, Ancient One awakens = usually lose. Win by SEALING 6+ GATES or DEFEATING AWAKENED ANCIENT ONE. EXTENSIVE EXPANSIONS (2E had 8 expansions). SPINOFFS: ELDRITCH HORROR (2013) — global scale sequel, more approachable. ARKHAM HORROR LCG (Living Card Game, 2016) — deckbuilding co-op card game version. MANSIONS OF MADNESS (2011, 2E 2016) — app-driven investigation with tile map. Considered PINNACLE Lovecraft board game experience.

Quick facts

Category

Board Games

Type

Team sport

Players

1–8

Duration

~240 min

Where played

indoor

Field / court

Arkham map board

Country of origin

🇺🇸 United States

Estimated origin

1st Edition 1987 Chaosium; 2nd Edition 2005 FFG (seminal); 3rd Edition 2018 FFG

Olympic

No

Popularity

major

How it works

Objective

Prevent Ancient One from awakening by sealing gates OR defeat awakened Ancient One in final combat.

Rules

Basic rules

  • Each round: Upkeep → Movement → Encounters → Mythos

    Investigators act; then Mythos card draws advance horror.

  • Move around Arkham map or explore Other Worlds

    Gates open to Other Worlds; travel through to seal from other side.

  • Encounters use encounter deck per location

    Random events — skill tests, items, allies, horror.

  • Skill tests roll dice: 5+ = success (Blessed 4+; Cursed 6 only)

    Number of dice = investigator's skill in that area.

  • Gates spawn monsters + advance doom

    Too many open gates + doom = Ancient One awakens.

  • Win by sealing 6+ gates OR defeating awakened Ancient One

    Losing = usually catastrophic (unless Ancient One-specific defeat in awakened phase).

Scoring

Cooperative win/lose. Ancient One-specific defeat conditions (variety adds replayability).

ActionPoints
Sealed gateProgress toward win condition
Defeated monsterContain threats + earn clues
Doom trackFills = Ancient One awakens
Ancient One awakensUsually catastrophic loss; some Ancient Ones have specific defeat mechanics

Win condition · Cooperative — seal 6+ gates OR defeat Ancient One in awakened combat.

Playing area

Called

Arkham map board

Dimensions

large board depicting Arkham locations

Downtown, French Hill, Miskatonic University, Rivertown, Northside, Uptown, Merchant District, Southside, Easttown neighborhoods + Other Worlds.

Equipment

  • Massive box (2E) or streamlined (3E)

    €80-120 base game

  • 16 investigator character cards + minis

    Each with unique abilities + skills

  • 8 Ancient Ones (2E) with unique defeat conditions

    Cthulhu, Yig, Ithaqua, etc.

  • Location + gate + monster tokens

    500+ pieces in 2E

  • Encounter card decks (per location)

    Randomized narrative events

  • Mythos deck (drives events)

    Drawn each turn advancing horror

  • Doom track

    Fills = Ancient One awakens

  • Skill dice (d6 pool)

    Roll 5+ for success (Blessed = 4+; Cursed = 6 only)

Strategies

  • Close gates > seal gates initially

    Sealing costs clues; closing is free + prevents monster surge.

  • Skill items > weapons often

    Skill bonuses more consistent than combat rolls.

  • Blessing/Cursing matters

    Blessed = 4+ success; Cursed = 6 only; huge swing.

  • Investigator roles: fighter / researcher / support

    Balance party for gate closing + monster combat.

Terminology

Investigator
Player character; 16+ available.
Ancient One
Big-bad villain; 8+ available (Cthulhu, Azathoth, etc.).
Gate
Portal to Other World; must close/seal to win.
Doom track
Fills as gates open; full = Ancient One wakes.
Mythos card
Drawn each turn advancing horror events.
Clue token
Currency for sealing gates + rerolling dice.
Sanity + Stamina
Investigator health (mental + physical).
Blessed / Cursed
Modifiers to dice success threshold.
Other World
Alternate dimension travelled through gates.

Major competitions

  • Not competitive — cooperative

    n/a · worldwide

  • BGG top-100 ranking

    ongoing · worldwide · since 2005

  • Origins Award nominations

    annual · USA · since 2006

Where it is played

Governing bodies

  • Chaosium (original 1987)

    Founded 1975 · USA

  • Fantasy Flight Games (publisher 2E + 3E)

    Founded 1995 · USA

  • Asmodee (owner of FFG)

    Founded 1995 · France

Famous names & records

Famous athletes

  • Richard Launius (USA) — Original 1987 designer
  • Kevin Wilson (USA) — 2nd Edition (2005) designer with Launius
  • H.P. Lovecraft (USA, 1890-1937) — Author of Cthulhu Mythos underlying setting
  • Nikki Valens (USA) — 3rd Edition designer

Learn this sport

beginner

  1. 1

    Start with ELDER SIGN ($30) — dice game version

    Same theme; 30-45 min; teaches setting.

  2. 2

    Or MANSIONS OF MADNESS 2E ($100) — app-driven

    App handles rules; easier to learn.

  3. 3

    3rd EDITION Arkham Horror ($60) more accessible than 2E

    Scenario-based; 2-3 hours.

intermediate

  1. 1

    2nd Edition Arkham Horror (out of print but available)

    Deeper experience; 4-8 hours.

  2. 2

    Eldritch Horror ($60) — global scale, cleaner rules

    Considered by many superior to 2E Arkham.

advanced

  1. 1

    Arkham Horror LCG (Living Card Game)

    Deckbuilding cooperative narrative campaigns.

  2. 2

    Full 2E with 8 expansions (10,000+ cards, massive experience)

    Cult classic.

Frequently asked

What is Arkham Horror?+

COOPERATIVE LOVECRAFTIAN HORROR BOARD GAME set in H.P. LOVECRAFT's 1920s ARKHAM, MASSACHUSETTS. 1-8 investigators battle to prevent ANCIENT ONE (Cthulhu, Yig, etc.) from awakening. Multiple editions: 1E 1987 Chaosium; 2E 2005 Fantasy Flight (epic, 4-8 hours); 3E 2018 (streamlined, 2-3 hours). Extensive spinoffs: Eldritch Horror (2013), Arkham Horror LCG (2016), Mansions of Madness (2011). Considered PINNACLE Lovecraft board game experience.

Which edition of Arkham Horror should I buy?+

3RD EDITION (2018) if you want APPROACHABLE, MODERN, 2-3 HOUR play. 2ND EDITION (2005) if you want EPIC 4-8 HOUR experience — out of print but available secondhand $80-150. ELDRITCH HORROR (2013) considered SPIRITUAL SUCCESSOR to 2E — global scale, cleaner rules, in print ($60). ARKHAM HORROR LCG (2016) for CAMPAIGN NARRATIVE lovers. MANSIONS OF MADNESS 2E (2016) for APP-DRIVEN INVESTIGATION play. All good; depends on preference. Most players recommend ELDRITCH HORROR for first Lovecraft board game experience.

How is Arkham Horror different from Call of Cthulhu RPG?+

ARKHAM HORROR = BOARD GAME with fixed rules, tokens, dice, ~4 hours per session. CALL OF CTHULHU = TABLETOP ROLE-PLAYING GAME (RPG) with GAME MASTER + character sheets + open-ended narrative, campaigns lasting MONTHS or YEARS. Both from CHAOSIUM originally (1E of Arkham Horror). Both Lovecraft setting. RPG offers infinitely more flexibility + storytelling; Board Game offers structured mechanical experience. Complementary — many CoC RPG players also enjoy Arkham Horror board game.

Sources & provenance

Last verified 2026-08-25.verified