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During the Encounter Phase of each round, investigators must each complete one or more encounters. There are many types of encounters, most of which draw cards from their own specific deck. Other encounters may be initiated by Monsters, Mysteries, or other events.

Encounter Order

When the encounter phase begins, investigators resolve an encounter, starting with the Lead Investigator going clockwise. If you would have multiple possible encounters, resolve them with the following order of precedence:

  1. If a card effect (such as Lost in Time and Space) requires you to complete an encounter, this encounter supersedes all other encounters
  2. If there are one or more Monsters present on your space, you must enter a Combat Encounter with those Monsters in the order of your choice. If, after all Combat Encounters, there are no Monsters remaining on your space, you may resolve another encounter of lower precedence.
  3. If, at this point, there are multiple encounters available to you, you may choose one encounter to resolve.

Following this section on this page, all information stating along the lines of "the investigator may choose to complete X encounter type if..." assumes that the investigator has gone through this checklist beforehand.

Regular vs. Complex Encounters

Encounters can be split into two categories: regular, and complex. Regular encounters will usually have one test or task that the investigator needs to successfully complete in order to resolve its effects. Complex encounters, on the other hand, have three sections to them and will usually require two tests/tasks to be completed.

A complex encounter will be split into three sections. The top section will have a white background and will usually contain an initial test or task. If the investigator passes the test/task, he may move onto the pass effect section of the card, otherwise he resolves the fail effect section of the card. In some cases, the initial section will allow the investigator to choose which section to resolve.

The pass section of a complex encounter has a yellow-gold background and usually contains a second test or task that the investigator must complete. The fail section of a complex encounter has a red background and may contain a second test, or just simply have an effect to resolve.

Types of Encounters

There are 12 main categories of encounters, some having their own subtypes. These main categories are the following:

Combat Encounters

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Main article: Combat Encounter

A Combat Encounter is a type of encounter that occurs when the Investigator begins the Encounter Phase while on the same space as a monster. The investigator must encounter every monster that shares his space, one at a time.

General Encounters

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Main article: General Encounter

An investigator may always choose to complete a General Encounter. General Encounters are split into three categories, based on the space on which they are chosen: City City, Sea Wilderness, and Sea Sea. Every General Encounter card has an encounter for each type of space; the investigator only resolves the encounter for the space that he is on.

Location Encounters

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Main article: Location Encounter

An investigator may choose to complete a Location Encounter if they are on a major area; major areas have a distinct color group and large portrait on the game boards. Each Location Encounter card is split into three sections, each for one area in its color group; the investigator only resolves the encounter for the area that they are in.

Research Encounters

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Main article: Research Encounters

An investigator may choose to draw a Research Encounter if he is on a space with a Clue Clue token during the Encounter Phase. Similar to a General Encounter, the player is given three options of City City, Sea Wilderness, or Sea Sea space, and picks the one that is appropriate to the space.

Other World Encounters

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Main article: Other World Encounters

An investigator on a space containing a Gate may choose to complete an Other World Encounter; Other World Encounters are the primary way in which investigators close Gates. Other World Encounters are complex encounters; the pass effect usually allows players to close the Gate that they are on.

Expedition Encounters

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Main article: Expedition Encounters

An investigator on a space containing the Active Expedition token may choose to complete an Expedition Encounter. Each Expedition space is indicated by a postcard image of its area. The Active Expedition token is always located on the space indicated on the back of the top card of the Expedition Encounter deck; Expedition Encounters are complex encounters.

Mystic Ruins Encounters

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Main article: Mystic Ruins Encounter

An investigator on a space containing the Mystic Ruins token may choose to complete a Mystic Ruins Encounter. They are used when Syzygy Syzygy or Antediluvium Antediluvium is the Ancient One, or if the In Cosmic Alignment or The Stars Align Prelude card is in play. They are extremely similar to Expedition Encounters; Mystic Ruins Encounters are complex encounters.

Dream-Quest Encounters

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Main article: Dream-Quest Encounter

An investigator on the Dreamlands side board on the same space as the Dream-Quest Token may undertake a Dream-Quest Encounter. These are in play whenever Hypnos Hypnos is the Ancient One, or if the Otherworldly Dreams Adventure is in play; Dream-Quest Encounters are complex encounters.

Devastation Encounters

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Main article: Devastation

An investigator on a space that has a Devastation marker on it after a Disaster has taken place on it may resolve a Devastation Encounter. They are in play whenever Shudde M'ell Shudde M'ell is the Ancient One, or if the player is using a Prelude that uses Disasters. Devastation Encounters are complex encounters.

Special Encounters

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Main article: Special Encounter

Special Encounters are tailored to specific Ancient Ones and will only be used when a Mystery or a special rule specifies their usage.
Special Encounters are complex encounters.

Defeated Investigator Encounters

If an investigator is on the same space as a Defeated investigator, they may spend their encounter to do an encounter with that defeated investigator. The investigator follows whichever checks are written on the back of the investigator's sheet, and removes the investigator from play after this is completed. In general, encounters with defeated Investigators will grant the player the defeated investigators Possessions and will typically retreat Doom if a successful skill check is passed.

Effect-Initiated Encounters

Some Conditions like Detained will immediately trigger if the Investigator still has the Condition when the Encounter Phase begins.
A Mystery Mystery, Rumor Rumor or Doom Adventure token may be encountered, allowing the player to perform a certain type of skill check or action, in which case the investigator follows the instructions on the corresponding card.

After the Encounter

Some cards, like Mineralogy Research, or some Mysteries like Disaster Relief Effort give the player the option of performing a skill check, spending clues, or other action "after" they undergo their Encounter Phase. If this happens, the investigator performs this action before the next investigator starts his own Encounter Phase.

If the player is unable to complete an encounter for any reason, like a Monster remaining on the space, then the player may not perform any after-encounter actions.