Ancient One - Ithaqua (who is the only ancient one on the wiki without a proper pic of his sheet)
Spoiler:
Combat: -3
Worshipers:
Ithaqua's worshipers eat the flesh of their fellow men, gaining supernatural power through their dark practice. Cultists have their toughness increased by 2.
Icy Winds:
While Ithaqua stirs in his slumber, any investigator in a street area at the end of the Mythos Phase loses 1 stamina. In addition, all Weather cards are discarded without their special effects taking place.
Start of Battle:
Investigators must roll a die for every item they have, discarding the item on a failure.
Attack:
Each investigator must pass a Fight(+1) check or lose 2 Stamina. This checks modifier decreases by 1 each turn.
Worshipers:
Ithaqua's worshipers eat the flesh of their fellow men, gaining supernatural power through their dark practice. Cultists have their toughness increased by 2.
Icy Winds:
While Ithaqua stirs in his slumber, any investigator in a street area at the end of the Mythos Phase loses 1 stamina. In addition, all Weather cards are discarded without their special effects taking place.
Start of Battle:
Investigators must roll a die for every item they have, discarding the item on a failure.
Attack:
Each investigator must pass a Fight(+1) check or lose 2 Stamina. This checks modifier decreases by 1 each turn.
From the wells of night to the gulfs of space, from the gulfs of space to the wells of night, ever the praises of the Great Ones. Ever their praises and abundance to the Black Goat of the Woods! Ia! Ia! The Goat with a Thousand Young!
Spoiler:
When a gate opens, draw a monster from the cup as normal, then draw a second monster from the hexagon cup and place both monsters on the gate's location.
When a monster surge occurs, draw half the monsters(round down) from the hexagon cup.
Hexagon monsters are not removed from the game board when a hexagon gate is closed.
Each time an investigator defeats a hexagon monster, he or she draws a Corruption card.
Lord of the Woods:
Dark Young move as normal monsters.
Pagan Rites:
Each time a monster surge occurs, add one doom token to the doom track
When a monster surge occurs, draw half the monsters(round down) from the hexagon cup.
Hexagon monsters are not removed from the game board when a hexagon gate is closed.
Each time an investigator defeats a hexagon monster, he or she draws a Corruption card.
Lord of the Woods:
Dark Young move as normal monsters.
Pagan Rites:
Each time a monster surge occurs, add one doom token to the doom track
Players:
1) Isgrminur - Jenny Barnes
Spoiler:
Sanity: 6/6
Stamina: 3/4
Gate Trophies: 1, R'lyeh
Monster Trophies: Child of the Goat, 3 toughness
Money: $9
Clues:
Skills:
Bravery - Any phase: exhaust to re-roll a Horror check
Common Items:
Unique Items:
Spells:
Corruption:
Jealous Guardian - White Circle
main effect - You cannot lose items unless you choose to do so, but you also cannot trade items with other investigators.
triggered effect - Choose to discard half your items, or draw a Corruption card.
Jealous Guardian - Black Circle
main effect - You cannot lose items unless you choose to do so, but you also cannot trade items with other investigators.
triggered effect - Choose to discard half your items, or draw a Corruption card.
Current Stats:
Speed/Sneak: 2/2
Fight/Will: 3/3
Lore/Luck: 4/2
Spoiler:
Sanity: 3/4
Stamina: 3/6
Gate Trophies: None
Monster Trophies:
Nightgaunt, toughness 2
Dark Young, toughness 3
Cultist, toughness 3
Maniac, toughness 1
Fire Vampire, toughness 1
Allies:
Richard Upton Pickman
+1 Luck, +1 Speed
Your attacks are not affected by Physical Resistance.
Money: $4
Clues: 0
Skills:
Will - +1 Will
when you spend a Clue token to add to any Will check, add one extra bonus die.
Common Items:
Unique Items:
Spells:
Corruption:
Speak to Your Friend - white triangle
Choose an investigator. That investigator may take a Cult Membership. If he refuses, discard the top card of the Corruption deck.
Speak to Your Friend - black triangle
Choose an investigator. That investigator may take a Cult Membership. If he refuses, discard the top card of the Corruption deck.
Special:
"One of the Thousand" Cult Membership
Whenever you have an encounter in the Black Cave, the Unvisited Isle, or the Woods, instead draw a card from the Cult Encounter deck.
Current Stats:
Speed/Sneak: 5/2
Fight/Will: 5/0
Lore/Luck: 0/3
Spoiler:
Sanity: 2/4
Stamina: 5/6
Gate Trophies: None
Monster Trophies:
Ghost, toughness 1
Formless Spawn, toughness 2
Money: $8
Clues: 5
Skills:
Sneak - +1 Sneak
When you spend a Clue token to add to any Sneak check, add one extra bonus die
Common Items:
Unique Items:
Holy Water - 2 hands
Magical Weapon
+6 to Combat checks
(discard after use)
Spells:
Corruption:
Current Stats:
Speed/Sneak: 2/3
Fight/Will: 4/2
Lore/Luck: 3/1
Spoiler:
Sanity: 3/5
Stamina: 3/5
Gate Trophies: None
Monster Trophies:
Formless Spawn, toughness 2
Formless Spawn, toughness 2
Child of the Goat, toughness 3
Money: $0
Clues: 0
Skills:
Stealth
Any Phase: Exhaust to re-roll an Evade check
Common Items:
Unique Items:
Spells:
Find Gate
Corruption:
Nightmarish Visions - black star
Lose 2 Sanity, and gain 2 Clue tokens.
Creeping Doom - Black Slash
Discard the top 2 cards of the Corruption deck
Current Stats:
Speed/Sneak: 4/2
Fight/Will: 1/3
Lore/Luck: 4/1
Spoiler:
Sanity: 7/7
Stamina: 3/3
Gate Trophies: None
Monster Trophies: None
Money: $13
Clues: 2
Skills:
Marksman:
Any Phase: Exhaust to re-roll a Combat check
Special: Blessed
Common Items:
Unique Items:
Holy Water - 2 hands
Magical Weapon
+6 to Combat checks
(Discard after use)
Spells:
Mists of Releh
Casting Modifier: special
Sanity Cost: 0
Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness.
Corruption:
Current Stats:
Speed/Sneak: 3/2
Fight/Will: 2/1
Lore/Luck: 5/2
Spoiler:
Sanity: 5/5
Stamina: 5/5
Gate Trophies: None
Monster Trophies:
Dark Druid, toughness 2
Dark Young, toughness 3
Dimensional Shambler, toughness 1
Money: $10
Clues: 5
Skills:
Sneak - +1 Sneak
When you spend a Clue token to add to any Sneak check, add one extra bonus die.
Luck
+1 Luck
When you spend a Clue token to any Luck check, add one extra bonus die
Common Items:
Cavalry Saber - 1 hand
+2 to Combat checks
Unique Items:
Spells:
Corruption:
Creeping Doom - white slash
Discard the top 2 cards of the Corruption deck.
Current Stats:
Speed/Sneak: 3/2
Fight/Will: 2/2
Lore/Luck: 4/2
Spoiler:
Sanity: 5/5
Stamina: 6/6
Gate Trophies: 1 - Yuggoth
Monster Trophies:
Money: $3
Clues: 4
Skills:
Expert Occultist
Any Phase: Exhaust to re-roll a Spell check
Common Items:
Unique Items:
Spells:
Corruption:
Ally:
Sir William Brinton
+1 Maximum Stamina
Discard to immediately restore your Stamina to its maximum
Current Stats:
Speed/Sneak: 3/3
Fight/Will: 2/3
Lore/Luck: 4/0
Spoiler:
Sanity: 2/5
Stamina: 5/5
Gate Trophies: 2 - Another Dimension, Plateau of Leng
Monster Trophies:
Shoggoth, toughness 3
Zombie, toughness 1
Dimensional Shambler, toughness 1
Ghoul, toughness 1
Ghoul, toughness 1
Money: $1
Clues: 4
Skills:
Fight: +1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Will: +1 Will
When you spend a Clue token to add to any Will check, add one extra bonus die.
Marksman:
Any Phase: Exhaust to re-roll a Combat check.
Common Items:
Unique Items:
Flute of the Outer Gods
Any Phase: Lose 3 Sanity and 3 Stamina and discard Flute of the Outer Gods before making a Combat check to defeat all monsters in your current area. This does not affect Ancient Ones.
Spells:
Corruption:
Primal Surge - white diamond
triggered: You may move any of your sliders a total of 3 stops. All other investigators must move a skill slider 1 stop.
Endless Greed - Black Hex
You can not lose money unless you choose to spend it, and you do not have to roll to keep Retainers, but you can not give money to other investigators.
triggered: Gain $4 and draw a corruption card.
Fate and Fortune - White Square
triggered: Each investigator with at least one Corruption card is Cursed. Each investigator with no Corruption cards is Blessed.
Allies:
Anna Kaslow
+2 Luck
Gain 2 Clue tokens when Anna Kaslow joins you.
Thomas F. Malone
+1 Lore, +1 Fight
Draw a Spell when Thomas F. Malone joins you.
Current Stats:
Speed/Sneak: 1/4
Fight/Will: 2/3
Lore/Luck: 4/1
Black Goat of the Woods Rules
Investigators
Text in spoiler tags is to keep the length of the post managable. Feel free to read it at will.
Now some copy and paste from Gryndyl's last game:
The original game board can be found here. Requires a boardgamegeek account, which you should probably go ahead and get if you don't have one as they're pretty awesome
Board Quick Reference Guide:
Spoiler:
These are the locations that give you a choice between encountering the space or a card:
Administration: Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Arkham Asylum: Psychiatric Care: Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Bank of Arkham: Receive a loan of $10. Upkeep: Roll a die. On a 1-3, pay $1 or discard all of your items along with this card. You cannot get another Bank Loan this game.
Any Phase: Pay $10 to pay off your Bank Loan and discard this card. You may choose to take out a new Bank Loan later on during this game.
Curiositie Shoppe: Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
General Store: Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Ma's Boarding House: Recruit: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take 1 Ally of your choice from the Ally deck.
River Docks: Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Police Station: Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card (comes with free gun and police car!).
Science Building: Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 Clue tokens.
South Church: Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
St. Mary's Hospital: Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Ye Olde Magick Shoppe: Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
Administration: Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Arkham Asylum: Psychiatric Care: Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Bank of Arkham: Receive a loan of $10. Upkeep: Roll a die. On a 1-3, pay $1 or discard all of your items along with this card. You cannot get another Bank Loan this game.
Any Phase: Pay $10 to pay off your Bank Loan and discard this card. You may choose to take out a new Bank Loan later on during this game.
Curiositie Shoppe: Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
General Store: Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Ma's Boarding House: Recruit: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take 1 Ally of your choice from the Ally deck.
River Docks: Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Police Station: Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card (comes with free gun and police car!).
Science Building: Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 Clue tokens.
South Church: Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
St. Mary's Hospital: Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Ye Olde Magick Shoppe: Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
Spoiler:
-There can be a maximum of 5 gates open at a time. If there are 5 gates open and another one tries to open then the Old One will awaken.
-The monster limit is 11. Any monsters in excess of 11 go to the Outskirts and go towards raising the terror level. However, the Outskirts limit is zero. In other words, each monster over the limit of 11 causes the terror level to go up a point. If the number of monsters on the board manages to hit 22 then the Old One awakens
-Whenever a new gate opens on an unstable, unsealed location it spawns two monsters instead of one.
-Considering that the maximum number of allowable gates is less than the number of players, monster surges will spawn 8 monsters (equal to number of players). This is definitely something to keep in mind as if there are already 3 or more monsters on the board this is going to cause the terror level to increase, possibly quite significantly
-The monster limit is 11. Any monsters in excess of 11 go to the Outskirts and go towards raising the terror level. However, the Outskirts limit is zero. In other words, each monster over the limit of 11 causes the terror level to go up a point. If the number of monsters on the board manages to hit 22 then the Old One awakens
-Whenever a new gate opens on an unstable, unsealed location it spawns two monsters instead of one.
-Considering that the maximum number of allowable gates is less than the number of players, monster surges will spawn 8 monsters (equal to number of players). This is definitely something to keep in mind as if there are already 3 or more monsters on the board this is going to cause the terror level to increase, possibly quite significantly