Eldritch Horror Wiki
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Health

Health Health is the measure of the Investigators physical state. Each investigator has a starting Health of a number between 4 and 8, and can gain or lose Sanity for any number of reasons, most commonly through Strength checks in a Combat Encounter

All investigators start with a sanity equal to the maximum Health printed on their investigator card.

If the investigator's sanity reaches zero for any reason, they are defeated.

Sanity

Sanity Sanity is the measure of the Investigators mental state. Each investigator has a starting Sanity of a number between 4 and 8, and can gain or lose Sanity for any number of reasons, most commonly through Will checks in a Combat Encounter

All investigators start with a sanity equal to the maximum Sanity printed on their investigator card.

If the investigator's sanity reaches zero for any reason, they are defeated.

Defeated

An Investigator is defeated when they lose all of their Health, Sanity, or both, through any means.

When an investigator is defeated, immediately advance the Doom by 1, then move that investigator to the nearest City space, or if the investigator is already on a city, leave them where they are. Turn their standee on it's side, and place a Health token on it if the player lost all of their Health, or a Sanity token if the player lost all of their Sanity. If the player lost all Health and Sanity at the same time, the player may choose which token they wish to place on the card.

Return all Conditions, improvement tokens, or Focus tokens the player might have had to their decks or piles.

As an Encounter, another investigator may resolve the effect on the back of the Investigator card in order to gain that Investigator's Possessions or other benefits. After this is completed, remove the standee from the board.

If a player is defeated and a Disaster strikes the space they are on, remove the investigator from the board.

See also

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