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Sam and Max: Work-In-Progress

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Curse of the Dark Pharoah: The AH boardless mini-game (WIP)

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Introduction: What with all the complaints about the current COTDP expansion becoming obsolete, I figured I'd resurrect the boardless version of AH I wrote up and see if I could adapt it to the old COTDP expansion set.

Overview: Sealing gates? Cooperation? Save the world? Ridiculous. You and your closest rivals strive for the attention and favor of none other than Nyarlathotep himself. The messenger of the gods wishes you to collect ancient Egyptian artifacts, visit Other Worlds. and maybe pick up an autograph from Cthulhu.

Objective: Collect the most Exhibit Items and visit the most Other Worlds. Each Exhibit Item and claimed Other World card is worth a point. Nyarly doesn't care if you close or seal gates.


Setup:

Components: I've tried to avoid using any other AH components, as well as PnP. You'll still need dice, pawns, and tokens. Shuffle the Arkham Location Cards into a single deck. Shuffle the other decks normally.

Investigators: No investigator sheets are used, nor are the sliders. Each player uses a pawn. All investigators have a 5 Sanity and 5 Stamina. Skills are 4. Focus is 2. Each player also has a stipend: They may spend up to $5 per turn but cannot save money from this stipend. Any money gained by other means may be saved. Note: You can still use the AH investigators with these rules, depending on their special abilities, or create investigators with a random generation system of your design.

Game end: Place the "Art of HP Lovecraft's Cthulhu Mythos" advertisement card about halfway in the Mythos deck. When the advertisement appears at the top of the deck, the game ends at the end of this turn. Each player totals up their Exhibit Items and Other World cards, and scores a point for each. The player with the highest total wins. In case of ties, the player with the most Ancient One encounters, then Other World cards wins.


Play:

Start Location: Players start in the Street. Any Mythos cards or other cards referring to a neighborhood street location refers to the Street.

Mythos Phase: Draw a Mythos card and resolve the headline. Instead of discarding the Mythos card, place the card face-up in the play area, along with the top Arkham Horror Location (AHL) card, still face-down. No monsters appear at the gate.

Upkeep: Each investigator gains one Sanity or one Stamina, not to exceed their maximum. Discard all face-up Mythos card whose gates have been explored and have no pawn on them (see rest of rules).

Movement: Roll dice equal to your Speed and count the successes. This is the number of actions you have per turn. If you roll no actions were on the Street last turn, you are on the Street. The player in Arkham and in the Street with the fewest points places his pawn on any of the face-down AHL cards. If a player wishes to use movement points, he may convert one die roll to one movement, before the dice are rolled. Flip over any face-down AHL cards, placing the pawn at the top location on the card.

Arkham Encounters: For each action, resolve an encounter on the AHL, starting from the top and proceeding downwards. Use a token to record which encounters have been resolved. If not all the encounters on the card have been completed, the investigator continues resolving the encounters next turn during the Arkham Encouters phase if he has any action points. An investigator on an AHL with no actions may resolve the Street encounter. After resolving the last encounter, the player moves his investigator to the gate on the the Mythos card and draw two Other World cards, face-down.

If you returned from an Other World, you may close or seal an gate for an action during the Arkham Encouters phase. Claim the Mythos card as a gate trophy. Discard the AHL and Other World cards, and return to the Street.

Other World Encounters: For each action, resolve an encounter on the Other World card per AH rules. The Other World your investigator is in is the first Other World on the first Other World card you drew. When you return to Arkham, return your pawn to the Mythos card whose gate you entered, discard face-up AHL cards associated with the Mythos card, claim one of the Other World cards for a point, and discard the other Other World card.

If you encounter an Ancient One, you do not enter combat with it. Instead of fighting an Ancient One, roll a die and lose that many Sanity. Repeat for Stamina. Even if you do not survive the encounter, claim the Other World card and return to Arkham. When you return to Arkham, return your pawn to the Mythos card whose gate you entered, and discard face-up AHL cards associated with the Mythos card.


Other Changes:

Unusable Items: Some Spells and Exhibit Items, including Masks, cannot be used with these rules. Treat their text box as blank.

Common Items and Unique Items: Replace with Spells and Exhibit Items, respectively. Each are worth $5.

Monsters: Instead of encountering or fighting a monster, lose one Sanity or one Stamina. The monster then disappears. No monster trophies are collected. Otherwise, all monster stats are two, and have no special abilities.

Monster Surges: Instead, each player loses one Sanity and one Stamina.

Environment and Rumor Cards: If the Mythos card is claimed, the Enviroment or Rumor immediately ends, with no Pass or Fail effect.
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