Welcome to Miskatonic Valley, a place of mystery, magic, and monsters.
Investigators, Investigator Pack, Monsters, Ancient One [Big bad monster], Store, Items [Revolver x2, Axe x2, Needle x2, Turkey x2], Books, Bookshelves [slope65 2x2x2 + panel 1x2x1], Pages [white 1x2 tile], Curses [black 1x2 tile], Space, the Star Chart, Stars, LEGO Dice
Race through the Miskatonic Valley on a mission to gather the pages of the Necronomicon, and avoid collecting curses. Once the Ancient One awakens, do whatever you can to destroy its physical form before it reaches Sentinel Hill!
BUILDING THE GAME:
Before you start playing, build the board using the building instructions.
Miskatonic Valley uses two LEGO dice; the Investigator die and the Monster die. Build them using the tiles shown below:
INVESTIGATOR DIE: Elder Sign, Hit/6, Hit/6, Skull/5, Skull/5, Hit/Skull/4
MONSTER DIE: Worship, Summon, Red tile, Blue tile, Red tile/Blue tile, Red tile/Blue tile
Place the following items inside the books, 1 per book
: 5 Pages and 4 Curses. Close the books, shuffle them, and place one at each location that has a bookshelf.
Starting with the youngest player, each player chooses an investigator and takes the matching Investigator Pack with 4 Health [red cones] and 4 Wits [blue cones] on it. Place your investigator on the plate in front of the Sanitarium.
There are two types of locations in Miskatonic Valley, those with
bookshelves and those without
, and are located in one of three regions. The following locations have bookshelves:
Miskatonic University, Historical Society, Witch House
Sentinel Hill, Whateley Farm, Marshland
Devil Reef, Order of Dagon Hall, Gilman House
Each region also has a special location that does not have a bookshelf, but does have another effect; see below.
PLAYING THE GAME
: The youngest player goes first. Play then continues clockwise.
THE STAR CHART
: At the start of the game one star is placed on the last space of each arm of the Star Chart. After each investigator has taken a turn, move one star one space closer
to the center of the Star Chart.
: On your turn roll the Investigator die and move your investigator up to the number of spaces rolled. You can't move into a space you've already been in this turn.
Elder Sign: Move up to 6 spaces AND move one star away
from the center of the Star Chart.
Six: Move up to 6 spaces.
Five: Move up to 5 spaces.
Four: Move up to 4 spaces.
If you end your move in a space occupied by another investigator, move your investigator forward to the first available space.
If you move into a space adjacent to a monster, you MUST end your move in that space and fight the monster.
You may not move diagonally.
There are different kinds of monsters in Miskatonic Valley. Deep Ones are common, and have 1 Health. Shoggoths are much more rare, and have 2 Health.
At the end of your turn, choose one monster and move it 1 space. You can't move it next to an investigator. If there are no monsters on the board, add a 1 Health Monster in front of a location, but not next to an investigator.
: If you fight a monster, roll the Investigator die again to find out what happens.
Elder Sign: The monster loses 1 Health AND move one star away
from the center of the Star Chart.
Hit: The monster loses 1 Health.
Skull: Move back 1 space away from the monster and roll the Monster die.
Hit/ Skull: The monster loses 1 Health AND move back 1 space away from the monster and roll the Monster die.
If the monster's Health is less than 1, you've defeated it. Take it off the board. If it still has Health and you are still next to it, you must keep fighting it!
If you are adjacent to two or more monsters at the same time, choose which one to fight first. If you win, immediately fight the next monster.
You may not fight diagonally.
THE MONSTER DIE
: If a Monster wins a fight against you, roll the Monster die to find out what happens.
RED: Lose 1 Health.
BLUE: Lose 1 Wits.
RED/BLUE: Lose 1 Health AND 1 Wits.
WORSHIP: Move one star closer to the center of the Star Chart.
SUMMON: Add a 1 Health Monster to the board in front of a location, but not next to an investigator.
HEALTH AND WITS
: If your Wits are reduced to 0, any Wits you lose must instead be lost as Health.
If your Health is reduced to 0, move your Investigator to the space in front of the Sanitarium.
If you start your turn in front of the Sanitarium, instead of moving, you may roll both LEGO Dice. The Monster die tells you what you heal [Red = Health, Blue = Wits, Red/Blue = both, Summon or Worship = you pick Health or
Wits], and the Investigator die tells you how much [heal the number rolled MINUS 3; if you roll the Elder Sign, heal 4]. You can't leave the Sanitarium if your Health is 0.
COLLECTING THINGS YOU'LL NEED
: When you stop moving in front of a location with a bookshelf, if there is a book there, collect it. If there is no book on the bookshelf, you may take one from another player, but you must give them one of yours if you have one. When you take a book from a bookshelf, you can look inside it for free, but don't show anyone else what's inside! During your turn you can look inside any books you have collected, but you LOSE 1 Wits for each book you open.
Any time a book is opened, move one star one space closer to the center of the Star Chart.
If you stop in front of the Dunwich General Store
or Innsmouth First National Grocery
, you can take one Item from the Store that you don't already have and put it on your Investigator Pack.
Instead of moving, you can shoot
[see below]. After you use this item for the second time
, return it to the Store.
When you roll an Elder Sign, you can move your investigator up to 4 spaces and automatically hit an adjacent monster. If you lose Health, return this item to the Store.
At any time, return this item to the Store and restore 1 Wits. Whenever you roll an Elder Sign while you have this item, restore 1 Wits.
At any time, return this item to the Store and restore 2 Health.
: If you have a Revolver, you can shoot. Roll the Investigator die; the number rolled MINUS 3 is the number of spaces away from you that you can shoot [you can shoot 4 away when you roll an Elder Sign]. If a monster is within that distance in a straight line, it loses 1 Health.
WHEN THE STARS ARE RIGHT
: When all four stars are in the middle of the Star Chart, the Ancient One will awaken and begin its terrible march across Miskatonic Valley. Place it on the board in the brown space in front of Devil Reef, and place the Star Chart in the box [you won't need it any more
]. Every player now opens any books they have collected and places the revealed Pages and Curses in front of them.
At the end of each player's turn, the Ancient One moves two spaces closer to Sentinel Hill. If it would enter a space occupied by another figure [investigator or monster], that figure is moved to any space 1 space away from the Ancient One.
Once the Ancient One is awoken, the Monster die behaves differently. If WORSHIP is rolled, add a 2 Health monster to the board in front of a location.
FIGHTING THE ANCIENT ONE, PAGES, & CURSES
: The Ancient One can be fought like a monster, but it is bigger and tougher. It begins with 6 Health, and during each fight, it IGNORES the first time it is hit.
If an investigator who has at least 1 Page rolls an Elder Sign, it counts as a hit, AND the Ancient One loses 1 extra Health.
Once during each fight, an investigator can put one of their Pages in the box to re-roll the Investigator die if they don't like the result.
When the Ancient One hits an investigator, after rolling the Monster die to see what happens, that investigator ALSO loses Health and/or Wits equal to the number of Curses they have [you can choose how many of each you lose, as long as the total equals the number of Curses].
If the Ancient One reaches Sentinel Hill, the game ends and all investigators lose.
Edited by IAmWillGibson, 01 November 2012 - 01:25 PM.