RuleSage cited table rulings
← Arkham Horror

You asked

How do I play?

Answered counted as answered

Asked with: Arkham Horrorbg-15987-en-1e

To play Arkham Horror, follow these procedures:
**Game Setup**
1. Unfold the board and place it in the center of the playing area.[1]
2. Place the various tokens and the dice near the board.[1]
3. Place the terror track marker on the '0' space on the terror track.[1]
4. Place one Clue token on each location on the board that has a red diamond above it.[1]
5. Select one player at random to be the first player and give them the first player marker.[1]
6. The first player shuffles the 16 investigator sheets and randomly deals one investigator sheet to each player.[1]
7. The first player shuffles the eight Ancient One sheets, selects one at random, and places it face up near the board.[1]
8. Resolve any actions listed on the chosen Ancient One's ability that take place at the start of the game.[1]
9. Separate the investigator and Ancient One cards into their respective decks and place them near the board.[1]
10. Each player, starting with the first player and continuing clockwise, receives the items listed as "Fixed Possessions" on their investigator sheet.[1]
1sw. The first player locates the appropriate cards in the investigator decks and passes them to the players.[1]
12. Shuffle the Common Item, Unique Item, Spell, and Skill decks, then return them face down near the board.[1]
**The Game Turn**
A turn is divided into five phases. During each phase, every player, starting with the first player and continuing clockwise, performs the actions that take place during that phase.[2] The phases are:
1. Phase I: Upkeep [2]
2. Phase II: Movement [2]
3. Phase III: Arkham Encounters [2]
4. Phase IV: Other World Encounters [2]
5. Phase V: Mythos [2]
**Phase I: Upkeep**
1. Each player refreshes exhausted cards by turning them face up.[3]
2. Each player performs all Upkeep actions listed on their investigator's cards in any order.[3]
3. During Upkeep, players may also adjust their character's skills using the number of "stops" allowed by their Focus.[4]
**Phase II: Movement**
1. During the Movement Phase, each player takes one of two movement actions (Arkham movement or Other Worlds movement) depending on whether their investigator is in Arkham or an Other World.[4]
**Phase V: Mythos**
1. The first player draws the top card of the Mythos deck; if a Rumor is drawn, they must draw again until a non-Rumor Mythos card is drawn.[2]
2. The Mythos card indicates an unstable location where a gate and monster appear.[2]
3. The first player adds a doom token to the Ancient One's doom track (if a gate opens).[5]
4. The first player draws a gate marker from the stack and places it face up on the location.[6]
5. Any Clue tokens on that location are discarded.[6]
6. The first player draws a monster marker from the cup and places it on the location (if the monster limit is reached, the monster is placed in the Outskirts).[6]
7. If a gate opens at a location containing an investigator, that investigator is drawn through the gate to the corresponding Other World and is delayed (their marker is placed on its side, and they cannot move during their next Movement Phase).[5]
8. If the Mythos card indicates a Clue token should appear, place it on the indicated location unless a gate is already open there; investigators at that location may decide who takes the token.[5]
9. The first player resolves the special text of the Mythos card (Headline, Environment, or Rumor).[7]
10. The first player resolves any movement for monsters as described on the Mythos card.[5]
11. Once all steps of the Mythos Phase are resolved, the first player marker is passed to the left.[7]
**Ending the Game**
The game continues until the investigators either overcome the Mythos threat or are defeated by it.[7]
[1] RULEBOOK Arkham Horror — Rulebook · p.5 · Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · …
[2] RULEBOOK Arkham Horror — Rulebook · p.5 · 1 4 . DRaw anD Resolve Mythos caRD · The Game Turn
[3] RULEBOOK Arkham Horror — Rulebook · p.6 · Phase I: Upkeep · 1. Refresh Exhausted Cards · 2. Perform Upkeep Actions
[4] RULEBOOK Arkham Horror — Rulebook · p.6 · aDjusting skills · 3. Adjust Skills · Phase II: Movement
[5] RULEBOOK Arkham Horror — Rulebook · p.10 · 3. A Monster Appears · Gates Opening On Investigators · 2. Place Clue Token · 3. Move Monsters
[6] RULEBOOK Arkham Horror — Rulebook · p.9 · 2. A Gate Opens · 3. A Monster Appears
[7] RULEBOOK Arkham Horror — Rulebook · p.12 · 4. Activate Mythos Ability · Turn End · Ending the Game · victoRy
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 133 ms · ask 7796 ms · total 7935 ms
single-flight (PR-5)
queued 0 ms · generation 7935 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.048916, "snippet": "Follow the steps below to prepare for a game of Arkham Horror . Unfold the board and place it in the center of the playing area. Make sure there is ample space around the edges of the board to place the investigator sheets and card decks. Place the various tokens and the dice near the board, as show", "headingPath": "Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · …", "sharpsignalDocId": 471}, {"page": 6, "score": 0.046635, "snippet": "During Upkeep , you may adjust your character's skills in order to react to the investigator's situation. Focus represents your character's ability to split his attention between the different tasks at hand. It determines the total number of 'stops' you may adjust your skills each turn. Example 1: A", "headingPath": "aDjusting skills · 3. Adjust Skills · Phase II: Movement", "sharpsignalDocId": 471}, {"page": 8, "score": 0.045002, "snippet": "movement in a location or street area occupied by one or more monsters, he must fight or evade each such monster. If the investigator fails to evade a monster, the monster immediately deals its combat damage to him (see 'Combat,' page 14) and he immediately enters combat with it. Once an investigato", "headingPath": "otheR woRlD MoveMent · Picking Up Clues · Other World Movement · location encounteR (no gate)", "sharpsignalDocId": 471}, {"page": 5, "score": 0.043636, "snippet": "Each investigator sheet may indicate that the investigator receives one or more random possessions. Each player, beginning with the first player and continuing clockwise, draws the indicated number of cards from the appropriate decks, as listed on his investigator sheet in the 'Random Possessions' a", "headingPath": "9. Receive RanDoM Possessions · 10. Finish investigatoR setuP · 11. cReate MonsteR cuP · 12. shuFFle ancient one Decks anD gate MaRkeRs · 1 3 . Place investigatoR MaRkeRs", "sharpsignalDocId": 471}, {"page": 12, "score": 0.032258, "snippet": "If the Ancient One awakens and defeats all of the investigators in battle, the space-time continuum ruptures, the Ancient One is unleashed, and all of mankind suffers for the investigators' failure. In this unfortunate event, all players lose the game. After reading the rules up to this point, you s", "headingPath": "DeFeat · Other Rules · Skills", "sharpsignalDocId": 471}, {"page": 4, "score": 0.031746, "snippet": "It is passed to the left at the end of every turn. Each player takes his investigator sheet and marker, then gains Stamina and Sanity tokens equal to his maximum Stamina and Sanity, respectively. In addition, each player receives his character’s possessions. Finally, each player places his investiga", "headingPath": "", "sharpsignalDocId": 471}, {"page": 9, "score": 0.030769, "snippet": "The first player draws a gate marker from the stack of gate markers near the board and places it face up on the location. Discard any Clue tokens that were on the location: The investigators have missed their opportunity to follow up on those leads. The first player draws a monster marker from the c", "headingPath": "2. A Gate Opens · 3. A Monster Appears", "sharpsignalDocId": 471}, {"page": 24, "score": 0.029412, "snippet": "The phases of the turn are as follows: Phase I: Upkeep Phase II: Movement Phase III: Arkham Encounters Phase IV: Other World Encounters Phase V: Mythos During Upkeep , players perform any upkeep actions that are required of them from turn to turn. This can include collecting their pay, making paymen", "headingPath": "Phase suMMaRy · skill checks", "sharpsignalDocId": 471}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 5, "quote": null, "headingPath": "Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · …", "sharpsignalDocId": 471}, {"page": 5, "quote": null, "headingPath": "1 4 . DRaw anD Resolve Mythos caRD · The Game Turn", "sharpsignalDocId": 471}, {"page": 6, "quote": null, "headingPath": "Phase I: Upkeep · 1. Refresh Exhausted Cards · 2. Perform Upkeep Actions", "sharpsignalDocId": 471}, {"page": 6, "quote": null, "headingPath": "aDjusting skills · 3. Adjust Skills · Phase II: Movement", "sharpsignalDocId": 471}, {"page": 10, "quote": null, "headingPath": "3. A Monster Appears · Gates Opening On Investigators · 2. Place Clue Token · 3. Move Monsters", "sharpsignalDocId": 471}, {"page": 9, "quote": null, "headingPath": "2. A Gate Opens · 3. A Monster Appears", "sharpsignalDocId": 471}, {"page": 12, "quote": null, "headingPath": "4. Activate Mythos Ability · Turn End · Ending the Game · victoRy", "sharpsignalDocId": 471}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 471 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 471 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.90853 of 3083 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 14, 2026 17:27

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · … p.5 0.048916 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) aDjusting skills · 3. Adjust Skills · Phase II: Movement p.6 0.046635 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) otheR woRlD MoveMent · Picking Up Clues · Other World Movement · location encounteR (no gate) p.8 0.045002 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 9. Receive RanDoM Possessions · 10. Finish investigatoR setuP · 11. cReate MonsteR cuP · 12. shuFFle ancient one Decks anD gate MaRkeRs · 1 3 . Place investigatoR MaRkeRs p.5 0.043636 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) DeFeat · Other Rules · Skills p.12 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) p.4 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 2. A Gate Opens · 3. A Monster Appears p.9 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Phase suMMaRy · skill checks p.24 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 62 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · … p.5 #1 0.048916 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) p.4 #6 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) aDjusting skills · 3. Adjust Skills · Phase II: Movement p.6 #2 0.046635 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 4. Activate Mythos Ability · Turn End · Ending the Game · victoRy p.12 #13 0.028021 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#5 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 3. A Monster Appears · Gates Opening On Investigators · 2. Place Clue Token · 3. Move Monsters p.10 #10 0.028595 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#6 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 1 4 . DRaw anD Resolve Mythos caRD · The Game Turn p.5 #22 0.013514 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#7 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Phase I: Upkeep · 1. Refresh Exhausted Cards · 2. Perform Upkeep Actions p.6 #14 0.027673 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#8 RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 2. A Gate Opens · 3. A Monster Appears p.9 #7 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Game Setup · 1. PRePaRe Playing aRea · 2. Place initial clues · 3. choose FiRst PlayeR · 4. DeteRMine investigatoRs · 5. Reveal ancient one · … p.5 no quote on the wire
[2] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 1 4 . DRaw anD Resolve Mythos caRD · The Game Turn p.5 no quote on the wire
[3] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) Phase I: Upkeep · 1. Refresh Exhausted Cards · 2. Perform Upkeep Actions p.6 no quote on the wire
[4] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) aDjusting skills · 3. Adjust Skills · Phase II: Movement p.6 no quote on the wire
[5] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 3. A Monster Appears · Gates Opening On Investigators · 2. Place Clue Token · 3. Move Monsters p.10 no quote on the wire
[6] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 2. A Gate Opens · 3. A Monster Appears p.9 no quote on the wire
[7] RULEBOOK Arkham Horror — Rulebook (corpus doc 471) 4. Activate Mythos Ability · Turn End · Ending the Game · victoRy p.12 no quote on the wire
timing split
retrieval 133 ms · first delta 3352 ms · total 7935 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 133 ms · ask 7796 ms · gateway work 7935 ms · total 7935 ms
tokens in (the prompt the answerer read)
3180
tokens out (what the answerer generated)
914
tok/sec
201.4 tok/sec — 914 output tokens in 4.538 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 15s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 401), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.