Game rules

Arkham Horror Third Edition rules: how to play and how to win

Reviewed on 23 October 2026 against the publisher’s rulebook. How we check

Arkham Horror Third Edition plays 1 to 6 players, all together: your investigators follow a scenario and must complete the codex objectives before doom overwhelms Arkham. Here are the essential rules, setup and victory conditions, based on the official rulebook.

Players
1 to 6, cooperative
Play time
2 to 3 hours
Winner
The whole team, when a codex card says so; or everyone loses

Arkham Horror Third Edition quick rules

The goal
Arkham Horror is a cooperative game: you all win or lose together, and each game follows a scenario. At the start, you don’t know how to win: the codex cards, placed next to the scenario sheet, give you your objectives one at a time. Most often, you gather clues around town and research them onto the scenario sheet. When doom spills onto the scenario sheet, the codex cards turn against you and can make you lose.
A round
A round has four phases. Action phase: each investigator performs two actions. Monster phase: monsters move and attack. Encounter phase: each investigator reads an encounter where they stand. Mythos phase: each investigator draws two tokens from the mythos cup. During the action and encounter phases, you take turns in any order.
Actions
On your turn, you perform two different actions, never the same one twice in a round. Move: up to two spaces, plus one per dollar spent, two at most. Gather resources: one dollar. Focus: a token that raises one skill by one. Ward: a lore test, removing one doom from your space per success. Research: an observation test, placing one of your clues on the scenario sheet per success. You can also attack a monster, evade it, or trade with an investigator in your space.
Tests
You roll as many dice as your value in the tested skill, bonuses and penalties included, and always at least one die. Each 5 or 6 is a success; one is enough to pass, and the number of successes is your test result. After rolling, you can spend a clue or focus token to reroll one die.
Monsters
When you move into a space with a ready monster, it engages you. While engaged, you can only focus, attack or evade, and you get no encounter. Attacking is a strength test: each success deals one damage. Evading is an observation test: each success frees you from one monster, which becomes exhausted. In the monster phase, ready monsters activate, engaged monsters attack, and exhausted monsters ready.
Encounters and clues
In the encounter phase, you draw a card from your neighborhood’s deck and read the text for your space; on a street, you draw from the streets deck. A clue in the center of a neighborhood means an event card is among the top three cards of its deck: it can let you gain that clue. If you miss it, the card goes back into the deck.
The mythos phase
Starting with the leader, each investigator draws two tokens, one at a time. Spread doom: one doom on the space shown by the bottom event card. Spawn monster, spawn clue, read headline. Gate burst: one doom on each space of a neighborhood. Reckoning: every reckoning effect in play. The blank token does nothing.
Doom and anomalies
Doom never goes on streets. When the Anomalies card is in the codex, a space with three doom or a neighborhood with five doom gets an anomaly: each new doom in that neighborhood then goes on the scenario sheet, and you resolve anomaly encounters there. Remove all doom from the neighborhood to make the anomaly go away.
Being defeated
When your damage reaches your health, or your horror your sanity, you are defeated: you discard your cards and tokens, and the team places one doom on the scenario sheet. You choose a new investigator never played in this game, who arrives on the starting space after the mythos phase.
Beginner traps
Chasing clues and forgetting doom: remember to ward. Keeping your clues: a clue only counts once researched onto the scenario sheet. Performing the same action twice in a round. And reread the codex cards: they tell you how to win and how to lose.

How to win Arkham Horror Third Edition

No points
Arkham Horror has no points: the whole team wins or loses together.
Victory
There is no default way to win: you win when a codex card says so, usually after researching enough clues onto the scenario sheet.
Defeat
Through the codex cards, most often when too much doom reaches the scenario sheet. And when no investigator is left to replace a defeated one.
Game mode
With Under Dark Waves: Story Mode (one spread doom token replaced by a blank token) or Challenge Mode (the opposite). The Ludingo sheet records the mode and how the game ended.

Example ending

In a scenario with anomalies, Rivertown has 3 doom: 2 at the Black Cave and 1 at the Graveyard. A gate burst places 1 doom on each space, one at a time. The Graveyard goes to 2, the Black Cave to 3: an anomaly appears. The last doom, due at the General Store, goes on the scenario sheet instead.

Common mistakes

  • Thinking a gained clue already counts: you must research it onto the scenario sheet.
  • Forgetting that a defeated investigator also places one doom on the scenario sheet.
  • Placing doom on a street: it goes on an adjacent neighborhood space.
  • Looking for a score: the game is won or lost, only through the codex or by running out of investigators.

How to set up Arkham Horror Third Edition

Setup follows the scenario sheet: its back shows the board layout, the monsters, the mythos tokens and the finalize setup instructions. For your first game, play “Approach of Azathoth.”

The scenario

  1. Choose a scenario sheet together and return the others to the box.For your first game, the booklet recommends “Approach of Azathoth.”
  2. Arrange the neighborhood and street tiles as shown on the back of the scenario sheet.Each street tile has a type icon: use the tiles with the icons shown.
  3. Separately shuffle the streets deck and the deck of each of the scenario’s five neighborhoods.Each deck has 8 cards; do not shuffle any event cards into them.
  4. Shuffle the scenario’s 24 event cards and place them facedown in the event deck holder.The scenario’s name is printed at the bottom of each event card.
  5. Gather the monsters listed on the back of the scenario sheet and place the starting monsters, ready side up.Shuffle the others into the monster deck, ready side up.
  6. Put the listed mythos tokens into an opaque container: this is the mythos cup.A bag, a bowl or the box lid will do.
  7. With Under Dark Waves, for an easier game, replace one spread doom token in the mythos cup with a blank token.For a harder game, do the opposite.

The decks

  1. Shuffle the headline cards and deal a facedown deck of 13 cards.
  2. Separately shuffle the item, ally and spell cards: three decks.
  3. Reveal the top 5 item cards in a row: this is the display.Encounters let you gain or buy items from it.
  4. Keep the special and condition cards nearby, sorted alphabetically.
  5. Sort the tokens by type, with the dice, and keep the archive cards in one stack, in numerical order.

The investigators

  1. Each player chooses an investigator sheet and takes its token, one activation token and one reference card.For your first game, include at least one mystic and one guardian.
  2. Choose the leader together: they take the leader activation token, the one with the flashlight.
  3. Each player takes the cards and money of their starting possessions, on the back of their sheet.
  4. Place all investigator tokens on the scenario’s starting space.

Final preparations

  1. Spawn 3 clues: draw the top 3 event cards, one at a time.For each card, 1 clue in the center of its neighborhood; then shuffle it with the top 2 cards of that neighborhood deck and put the 3 cards back on top.
  2. Place 1 doom token on each space shown on the back of the scenario sheet.
  3. Spread doom once: discard the bottom event card faceup, and place 1 doom on the space marked with a doom icon.Doom never goes on a street: it goes on an adjacent neighborhood space instead.
  4. Resolve the scenario sheet’s finalize setup: archive cards into the codex, anomaly deck.
  5. Read the codex cards aloud, in order.

Frequently asked questions

How do you win Arkham Horror Third Edition?

By completing the codex card objectives one after another, until a card says you win. Most often, you have to research clues onto the scenario sheet.

How many actions per turn in Arkham Horror?

Two actions, always different: each action can be performed only once per round.

Who goes first in Arkham Horror?

No one in particular: in the action and encounter phases, you take turns in any order. The leader, chosen by the group, starts the mythos phase.

Ludingo’s Arkham Horror Third Edition sheet was last reviewed on 23 October 2026, based on: rulebook (PDF), asmodee.net 1, asmodee.net 2, asmodee.net 3, BoardGameGeek.