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).
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).
| Action | Points |
|---|---|
| Sealed gate | Progress toward win condition |
| Defeated monster | Contain threats + earn clues |
| Doom track | Fills = Ancient One awakens |
| Ancient One awakens | Usually 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
Start with ELDER SIGN ($30) — dice game version
Same theme; 30-45 min; teaches setting.
- 2
Or MANSIONS OF MADNESS 2E ($100) — app-driven
App handles rules; easier to learn.
- 3
3rd EDITION Arkham Horror ($60) more accessible than 2E
Scenario-based; 2-3 hours.
intermediate
- 1
2nd Edition Arkham Horror (out of print but available)
Deeper experience; 4-8 hours.
- 2
Eldritch Horror ($60) — global scale, cleaner rules
Considered by many superior to 2E Arkham.
advanced
- 1
Arkham Horror LCG (Living Card Game)
Deckbuilding cooperative narrative campaigns.
- 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
- Wikipedia — Arkham Horror— Wikipedia
- BoardGameGeek — Arkham Horror— BGG