A preview of the Necronomonopoly Rules

PREMISE

You are a normal, average, every-day Joe or Jane out to stop the eeeviiilll Cthulhu cultists from taking over the world. The way you do that? Make sure all the means and methods of taking over the world are in your hands and not theirs. So, you move around the board buying creepy old houses, collecting books, and acquiring strange artifacts so the Cthulhu cultists can’t get their grubby little mits on them.

The winner is the last sane person in the game. That is, the last person with Sanity.

MYTHOS DECK

If the Mythos card you draw when landing on a Mythos square is an Ally or Artifact you may keep it face up in front of you. Each of these cards has its own set of rules. Follow the rules on the card.

Artifacts are things your Investigator owns. Each Artifact has a type, including Spells, Items and Books. Most Artifacts follow the same rules and some card effects will specifically target specific Artifacts. For example, an effect may only target Spells while another may only target Books.

Allies are another kind of card you get from the Mythos Deck. Allies are people you know. Some allies are friendly while others are little more than Monsters. Follow all the rules on the card for your new friend. Whenever you encounter a Monster, you may discard an Ally – returning him to the bottom of the Mythos Deck – instead of paying the Sanity loss.

If the card is a Monster, you must play the Monster immediately and lose the listed amount of Sanity. Give your lost Sanity to the Keeper. The Monster enters play on the board on the same space you just landed. You then roll two six-sided dice and move the Monster widdershins around the board. “Widdershins” means counter-clockwise, but it sounds a lot creepier.

ARKHAM ASYLUM

When a player is sent to Arkham Asylum, he does not lose any Sanity from passing Mi-Go because he did not directly pass Mi-Go. A player's turn ends when he is sent to the Asylum. For every turn he spends in Asylum, he gains 5 Sanity.

INSANITY

Whenever a player must pay Sanity – to either another player or the Keeper – and finds he cannot pay the full amount, he goes insane. He immediately surrenders all his Lots, Allies, Spells, Artifacts and all other goodies to the Keeper and ends his turn by sending his token to Arkham Asylum. The only things he’s allowed to keep are the Four Great Tomes.

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