
Eldritch Horror is an Amerigame spinoff of Arkham Horror from Fantasy Flight Games. Like Arkham Horror, it is an Adventure Board Game based on the Cthulhu Mythos, and the two games share many mechanics. Set in the 1920s, Eldritch Horror is a cooperative game in which players take on the roles of investigators and travel the world solving mysteries in an attempt to stop the Ancient One from awakening.
Despite its much larger scale (the entire globe as opposed to just one city and a few of its surrounding towns), Eldritch Horror is actually a quicker game than Arkham Horror.
On the 1st of November of 2025, a Digital Adaptation was announced. It is currently slated to be released sometime in 2027.
Eldritch Horror shares many tropes both with the greater Cthulhu Mythos and Arkham Horror. The board game directly features examples of:
- Adaptational Nationality: To justify having Investigators start in other places of the world beside Arkham, where 90% of the cast in Arkham Horror second edition were from, the backstory of some were changed to become natives of other places in the world. Micheal for example, went from being foot soldier of the O'Bannion syndicate in Arkham of Irish-descent to being a fully irish London Gangster. This is averted by some Investigators however, who either start as Arkham, have their backstory explain why they start in some other place in the world beside being from there (like Trish being sent on a mission in Russia) or weren't native of Arkham to begin with, like Akachi and Lily.
- All Asians Know Martial Arts/All Monks Know Kung-Fu: Lily Chen, the Chinese player character, was raised by kung-fu monks.
- Amulet of Dependency: Numerous investigators, particularly from expansions, aren't all that great on their own, but they start with specific gear that suits their abilities or is simply highly useful by itself. For example, Daisy Walker can be a fantastic clue generator, not because of her abilities, but because she starts with an Old Journal together with the Arcane Insight spell; and Darrell Simmons' abilities are nothing compared to the fact that he starts with a Camera and the "Seek the Truth" task.
- Anti-Frustration Features:
- Some Mysteries may require you a specific Artifact to complete them, which are normally dealt randomly, so to avoid turning these Mysteries into a big, time consuming Luck Based Missions that require you to grind for the right card, they all give you the option to obtain the required Artifact when you would get any instead, even if it doesn't match the trait specified or you would get another specific Artifact instead (like the Necronomicon).
- The Mountains of Madness expansion introduced the Focus action. Prior to this, the only way to reroll dice during skill tests was to either have an asset or artifact that allowed you to do so, most of which only apply in specific situations, or to spend a valuable Clue. The Focus action was introduced specifically to solve this issue, as it gives you a Focus token that can later be spent to reroll a die during any skill test. The Focus action also helped fill the gap that sometimes happens when players don't have any meaningful action to take and thus have to simply pass their turn without any benefit. The Focus action turned out to be so useful that it and the Focus tokens were reincluded in later expansions three times, just in case a player didn't have the Mountains of Madness expansion.
- When playing with the Antarctica side board, investigators may move to the first space of the Antarctica side board from any City space anywhere by paying for it as part of an acquire assets action. The furthest space of the Antarctica side board also allows investigators to test Lore or spend a Clue to move to any space containing a Gate anywhere. The Antarctica side board only connects to one space on the main board, so this saves the investigators from wasting several rounds doing nothing but moving across the board to get to Antarctica whenever anything pops up there and wasting several rounds trying to get back to the main board when they're done.
- Artifact of Doom: At least a few examples in the artifact deck, and often offering kick-ass bonuses to tempt players to keep them despite their horrific drawbacks.
- The Atoner: Diana Stanley, the redeemed cultist.
- Atypical Attack Scaling: The Storm of Spirits spell and the Security Squad ally asset let you use Lore or Influence, respectively, instead of Strength during combat.
- Ax-Crazy: The Maniac monster is implied to be this. Honestly, so are Cultists and all other human enemies, but the Maniac gets bonus points because you actually get an Axe asset for defeating one!
- Bigger Stick:
- As far as the game is concerned, it doesn't matter who the investigators are or what they are facing. As long as one side of the combat has better Strength, they have a far greater chance of winning. In fact, certain fights can only be successful if one is properly armed, as the Ancient One or the monster might be immune to regular attacks.
- This is played completely straight by some encounters with Abhoth's Cultists, which check your Strength to determine how much damage you deal to them: not test mind you, just look at your current value. If your Investigator is strong enough, they can just deliver a One-Hit Kill on the Cultist.
- Boss in Mook Clothing: Cultists are usually the weakest enemies in the game, unless you're playing against Abhoth. Abhoth's Cultists are considerably more difficult to defeat than those of other Ancient Ones, and they even have their own deck of cards that you have to draw from to see what you're fighting and how to defeat them.
- Brain in a Jar: The Mi-go Brain Case, featured as an artifact and in a few of the Other World encounters. For those who don't know about the Mi-go, brains put in the Mi-go jars are still very much alive and aware.
- Brainwashed and Crazy: Some of the Cultists, specifically the ones serving the Elder Things and Hypno, aren't doing so voluntary and are being mind controlled by the Ancient Ones. It is possible to snap them out through a combat encounter without resorting to violence.
- Cast from Hit Points: Some Artifacts and Mark's action ability require you to spend Health to use them. Rita can choose to spend either Health or Sanity to gain Talents.
- Cast from Sanity: Many artifacts and some spells require you to spend Sanity as part of their effects.
- Chainsaw Good: The Chainsaw asset, which gives +3 Strength for combat encounters and makes each 6 count as two successes. With either strong investigator or just about any item offering rerolls, it can make mince out of even Epic Monsters.
- Chalk Outline: The art for the Head Injury condition depicts this.
- Christianity Is Catholic: Among the investigators, the only religious figures are a Catholic priest and a nun. When Christian figures are mentioned at all, they are all Catholic. Ironically, Father Mateo starts with a King James Bible, which is a Protestant translation.
- Classy Cat-Burglar: One of the allies you can recruit is an explicitly female and explicitly classy burglar.
- Cloak and Dagger: The art for the Agency Quarantine asset shows a group of men in black using conventional weapons to perform a siege on a building.
- Confusion Fu: The main threat Abhoth's Cultists pose: they lack stats altogether (beside their Toughness), instead their combat encounters are resolved as special encounters through their own deck, where you never know what you will need to test, have or do to defeat them, or what the consequences for failing to are. The only thing for sure, is that you will never test Influence against them.
- Contractual Boss Immunity: Epic Monsters cannot be moved or discarded from play by any abilities other than themselves or the card that brought them into play. Effects that cause health loss, however, still work.
- Cool Plane: The Charter Flight asset, which lets you instantly move by 2 spaces.
- Crystal Ball: The Glass of Mortlan artifact, which gives additional bonuses when casting spells.
- Curb-Stomp Battle: By both sides. With the right combination of artifacts, assets, and spells, an investigator can kill almost any monster in the game in just one turn. The same can be said for investigators who get caught by a large group of monsters when unprepared.
- Darkest Africa: The Heart of Africa is one of the Expedition locations. All the common cliches are played straight during its location-specific Expedition encounters.
- The Day of Reckoning: Played with during "Reckoning events", but played straight with the Ancient One slowly waking up.
- Deader than Dead: Losing all your Health or Sanity results in your character being defeated and taken out of the game, but the other players can still retrieve your possessions and possibly reverse the Doom track loss incurred by your defeat. However, if your investigator is "devoured", not only does this unescapably defeat your character (regardless of remaining Health/Sanity), but your investigator and all of their possessions are removed from the game entirely, meaning everyone else can forget about getting back your assets or undoing that Doom advance.
- Deadly Gas: The Poison Mist spell, which can discard multiple monsters from the spellcaster's space. Some of the spell's variants may potentially backfire on the user, damaging them, and, in one case, even poisoning them.
- Deal with the Devil: The Dark Pact and Agreement condition cards represent making deals with unsavory supernatural forces who will eventually come back to take what you owe them.
- Death Is a Slap on the Wrist: Mostly averted, unlike in Arkham Horror. If your character is taken out due to Health or Sanity loss, there is no bringing them back. However, another investigator can encounter them where they fell, allowing you to recover their possessions and possibly gain some other benefit such as reducing Doom.note In any case, players can start with a brand new character the next round.
- Death of a Thousand Cuts:
- If you would gain a Hypothermia Condition while you already have one, you instead flip the one you have. On the back they always cause a minor penalty and make you discard it to take another Hypothermia Condition. Usually this will rarely matter, but against Ithaqua, who gives them out almost every other round on a Reckoning, combined with the fact that Hypothermia prevents you from healing Health when you rest, this will quickly add up.
- Syzygy event cards apply stat debuffs and due to the sheer amount of such events in the deck, it is perfectly possible to get all your stats reduced twice during your play. Scrapping back or even simply shrugging off one such reduction by -1 (or a loss of an upgrade token) is doable. Getting hit by it ever third turn - not so much. Eventually all investigators turn into complete weaklings, unable to keep up, all while the cultists keep getting stronger.
- Deep Cover Agent: Syndicate Agent and Agent of Secrets, to name a few.
- Did You Just Punch Out Cthulhu?: Even if the Ancient One awakens (except for Azathoth), you still have a chance to thwart their plans — which, in some cases, including Cthulhu himself, involves defeating them in direct combat.
- Difficult, but Awesome: Mandy Thompson's Personal Story reward treats the game as if there was 1 fewer investigator for the purposes of Mystery cards. The requirements of Mysteries scale with the number of players, so the group can be bigger than usual (5 or 7 investigators, as opposed to the slightly easier 4 or 6), which will rack up the starting difficulty, but after the first mystery is solved, Mandy automatically finishes her Personal Mission and from that moment on, the difficulty of the entire game scales down.
- Disaster Dominoes:
- The bread and butter of the game in general. Failing a single but vital roll can not only give you a penalty for failing your action or encounter, but may cause you to leave a monster alive for one more turn, preventing you from closing a gate or picking up the last clue you need, making you unable to solve a mystery or rumor in time or leaving the gate open to spawn more monsters, and the game spirals out of control.
- If playing with Personal Stories, Doom falling below 8 or 6 will cause many Personal Missions to instantly fail. That in turn makes the affected Investigators severely crippled in their ability to deal with the encounters, which in turn will trigger a domino effect of failing tasks.
- Early-Installment Weirdness:
- Azathoth and Shub-Niggurath, two of the four Ancient Ones included in the base game, are two of the only Ancient Ones not to have any Special Encounters. The only other Ancient One not to have them is Atlach-Nacha from The Dreamlands expansion, which came out 6 expansions later.
- The first expansion, Forsaken Lore, is the only expansion that does not include any Investigators, Unique Assets or Preludes.
- Eldritch Abomination: Well, obviously.
- Emergency Stash: The Reserve and Resource tokens can be seen as this.
- Epic Fail:
- One encounter has an investigator trying to escape a tribe of Jaguar People. If they fail, the investigator fails to convince them they are the tribe's god, tries running and smacks face first into a wall.
- Another encounter has an investigator observing the sun as they walk through the city, and requires them to make an Observation test. If they fail, they hit their head on a low-hanging street sign and gain a Head Injury condition.
- Everyone Has a Special Move: Every investigator has one Action and one passive ability, which changes the way they interact with the game and their teammates. The change itself might be a minor thing or something significantly altering the rules.
- Exotic Weapon Supremacy: Many of the weapons in the artifact deck, such as the Lightning Gun, which does exactly what you think it does.
- Fate Worse than Death: The Dark Pacts that players can get slapped with usually end with either their character dying or (less often) being forced to pick another player's character to die. One Dark Pact variant, however, simply impairs all your character's stats to the maximum degree, forcing you to continue with greatly diminished capacity. In this scenario, it's easy to wish your character had died instead.
- Foreshadowing: The flavor text of two Rumor cards in the base game (Fractured Reality and Growing Madness) refer to the long-lost continents of Mu and Atlantis as being on spaces 2 and 8, respectively. Skip forward all the way to the Masks of Nyarlathotep expansion (the 8th expansion), and a new Mystic Ruins location is added for Mu that occurs on space 2 and a new Gate is added for Atlantis that spawns on space 8.
- Go Mad from the Revelation: Many cards feature this in their artwork. It is also the consequence of being defeated by Sanity loss.
- Healing Potion: The Elixir of Life and Milk of Shub-Niggurath artifacts. To a lesser extent, Whiskey, which heals sanity (either the investigator needs a little help fighting dimensional horrors or just really, really needs a drink).
- Heroes Unlimited: The base game included 12 investigators, but expansions have brought this to a total of 55.
- Heroic BSoD: Some Madness conditions can cause this.
- Hollywood Healing: A frequent consequence of failing an encounter is damage or an Injury condition, which can be healed simply by resting for one or two actions.
- Hunter of Monsters: Several of the investigators as well as some Ally assets.
- The "Mystic Bounty Hunter" ally gives you +1 Strength in combat encounter and +2 Lore when casting spells
- "Monster Hunter" ally raises your Strenght by 2 during combat and gives the ability to spend an action to deal 1 damage to a monster.
- Infinity -1 Sword: Most Unique Assets aren't as powerful as the Artifacts, but getting them is still a significant upgrade on its own
- Infinity +1 Sword: Most Artifacts give massive bonuses to the Investigators who obtains them, even with any drawbacks they may have, if any, and change significantly the way you play the game. Of course, there is no gurantee what you get will be actually useful for your Investigator specifically, and whether you do get something usable or not is up to random chance.
- Instrument of Murder: Played straight with the Bone Pipes and Flute of the Outer Gods artifacts.
- Bone Pipes require you to test Lore to use them: if you pass the test, you can spent Sanity and target a Monster at your location or a connecting one to either cause it to lose Health or forcibly move it one space.
- Flute of the Outer Gods discards all normal monsters in your space, but requires you to spend 2 Health and 2 Sanity.
- Invading Refugees: If the Elder Things "awaken", it's revealed they weren't just trying to Take Over the World: they were trying to Take Over the World to escape and hide from a very powerful Shoggoth (described by the game as "A Dark God") that they once controlled and caused the destruction of their civilization.
- Later-Installment Weirdness: The Mystic Ruins cards from Strange Remnants (the 3rd epansion) have you exploring present-day locations where ancient civilizations once existed (Stonehenge, Chichen Itza, etc.), but the Mystic Ruins cards from Masks of Nyarlathotep (the 8th expansion) have you traveling back in time to visit ancient civilizations in their heyday (Atlantis, Hyperborea, etc.).
- Latex Perfection: The Pallid Mask artifact, which allows you to ignore monster encounters, though it's probably not made from latex...
- Little Useless Gun: The .18 Derringer. All it does is add +1 to the result of a single die during a Strength test in combat. Compared to all the other combat equipment that give you a stat boost or let you reroll dice, this would seem weak. But because it doesn't add to your Strength stat, it stacks with all other combat bonuses, and with the high number of dice you'll be rolling in combat, you'd be surprised how many 4s (and 3s when Blessed) there can be in a roll.
- Loads and Loads of Rules: While the game is rules-wise more streamlined than its predecessor Arkham Horror, it does have many, many rules, and most expansions add even more. The combined ruleset with all the expansions is over 150 pages long.
- Lovecraft Country: Arkham is one of the nine named cities on the board. Most of the encounters that take place there are Shout Outs to characters and locations from Arkham Horror.
- Luck Manipulation Mechanic: Any item, trinket, ally or condition that allows you to re-roll or increase a die outcome definitely counts.
- Lucky Rabbit's Foot: Present in the game as an asset that lets you reroll 1 die once per round. Unlike most other re-roll assets, the rabbit's foot can be used in any context for any skill test, rather than being pre-defined to a specific stat or situation.
- Magical Star Symbols: The game depicts the Elder Sign, a powerful Protective Charm from the Mythos, as an off-kilter pentagram with a central eye.
- Metagame:
- Because of the rule that halves are always rounded up, and because many Mysteries and Rumors require you to complete a task a number of times equal to half the number of investigators, odd-numbered groups of players tend to find the game slightly easier if they can get one extra player to join them.
- Knowing beforehand what each Ancient One does and what to expect during the game allows to tailor the party toward that.
- There is an advantage to keeping track of what colors of Mythos cards are left in the Mythos deck, such as predicting how long until the next Reckoning will happen.
- A common meta-strategy is to not include expansions that aren't tied to the Ancient One in play. Using just the base set and the one specific expansion allows to decrease the number of cards in play, which means far bigger chances of drawing that one specific thing you are fishing for. When the chance is 1 to 56 or 1 to 16 to draw that one specific artifact, it can make a whole lot of a difference - to say nothing about drawing assets.
- Militaries Are Useless: Averted with Tokyo encounters. An investigator may be able to convince the Emperor or the High Command of the threat the world faces, and they respond by deploying the Japanese military to eliminate one monster, or even an entire stack of them in a single location; which implies that a star-spawn or dhole has a very unpleasant encounter with the Imperial Japanese Navy cannonade.
- Mysterious Antarctica: Antarctica is one of the Expedition locations, and the Mountains of Madness expansion introduces an entirely new board focusing solely on Antarctica.
- Non-Indicative Name: Despite Unique Assets being called "Unique," many of the cards in the Unique Asset deck come in multiple copies, and you are allowed to possess multiple of the same ones at once. Contrast this with the fact that in the regular Asset deck, there is only one copy of each card.
- Normally, I Would Be Dead Now: The Lost in Time and Space condition removes the investigator from play and causes them to ignore all game effects, including a Mythos card event that would have normally killed them. This can also be played straight if you use an asset or artifact to mitigate an otherwise fatal blow or to recover enough Health or Sanity to avoid defeat.
- Obvious Rule Patch:
- The first expansion, Forsaken Lore, included one for fighting Epic Monsters: before you can encounter an Epic Monster, you must encounter every non-Epic monster on the same space. Before this rule, players could cut straight to a boss fight without dealing with any of the other monsters on the space, which could often turn an otherwise very difficult encounter into almost a cakewalk. This was especially important against some awakened Ancient Ones, which must be fought physically to win the game, especially against Shub-Niggurath, who's based on stacking a lot of other monsters on her space.
- Several Item assets, such as Dynamite, require you to discard them to use them. Their effects in the base game were written as "(Do a thing), then discard this card." Then Finn Edwards came out in the Mountains of Madness expansion, and his ability says you don't have to discard your Item assets unless you choose to. Right at this time, FFG issued errata for all "discard-to-use-it" assets to make them now say "You may discard this card to (do a thing)." This is because If Finn Edwards were to get an item like Dynamite, he could otherwise use it indefinitely without having to discard it; so this patch makes it clear that Finn has to allow the item to be discarded in order to use it. All "discard-to-use-it" assets' effects in Mountains of Madness and future expansions are printed with the later wording format.
- One-Hit Kill: Some Mythos cards and Condition back sides can instantly kill investigators even if they are at full Health or Sanity, either by making them lose all their Health or Sanity on the spot, or by causing them to become devoured.
- One Stat to Rule Them All:
- Willpower is in general very useful in a lot of situations: it helps with combat (to deal with Horror Checks) and closing Gates (alongside Lore), and it's commonly tested by encounters, especially major city encounters that can raise your skills further (except for Willpower itself, which is more likely to be improved by Influence tests specifically). All the other skills are situationally helpful, but having high Willpower nearly always brings noticeable benefits.
- Downplayed with Influence. It is mostly used in City encounters, generic or otherwise, but given City spaces are going to be the place you are going to hang out as much as possible, you are probably going to do A LOT of Influence tests. Also, having high Influence makes you better at gathering common assets, which can be used to cover for weak points you or other team members may have.
- Permadeath: When an Investigator runs out of Health or Sanity, that is it for them. They don't necessarily die in story terms though, but often get crippled or become insane depending if they were defeated by Health or Sanity loss respectively. Regardless, they are not capable of finishing their mission, so you'll need to pick someone else to continue playing.
- Piñata Enemy:
- The Tcho-tcho enemy from the Mountains of Madness expansion, which only needs 1 damage to defeat and gives you a random Item from the asset deck when you do. Deep One Hybrid introduced in Signs of Carcosa does the same, but also cause you to lose 1 Sanity when you defeat it
- Mi-gos move each Reckoning to the nearest Clue and eat it, and they are not easy to defeat, but if you do, you will obtain an Artifact
- Maniac will drop an Ax when defeated, if nobody currently has it
- Defeating a Wraith and Poltergeist will remove a Curse condition from an Investigator and give a Boon condition respectively, but that is mostly to make up for the fact that the Wraith will Curse the Lead Investigator when spawned while the Poltergeist can give them any Bane condition in general when it is generated.
- Depeding on the Ancient One, Cultist may drop a reward when beating them: Elder Things' servants will turn into Allies if you pass the Horror Check (without the need to fight them) while Yog-Sothoth's cult members will give you one Spell when beaten, but at the cost of making you lose 1 Sanity (This only applies before the awakening though, unlike Elder Things' cultists).
- Plot Tailored to the Party: Inverted. Players may freely choose which Investigators they want to play as at the start of the game, so it is possible to assemble a party perfectly tailored for dealing with the specific Ancient One.
- Pocket Dimension: The Lost in Time and Space condition, and quite literally the Satchel of the Void artifact.
- Power at a Price: Many assets, artifacts and spells require to spend Sanity (or rarely Health) to use them. There are also encounter cards that offer very powerful buffs in exchange for taking a Dark Pact.
- Power Crutch: About a quarter of the investigators are highly dependent on their starting gear, and a handful of them end up being completely useless and/or incapable of finishing their Personal Mission (and thus seriously penalized if the game runs long enough) should they lose it.
- The Power of Friendship:
- Many investigators' abilities grant benefits to other investigators when they are in the same space together.
- Minh Thi Phan's investigator ability increases all of her skills by 1 as long as she is in the same space as another investigator or has an Ally asset.
- Random Effect Spell: While every spell has a consistent main effect that you're guaranteed to get if you cast it correctly, they each also have a variety of possible side-effects that depend on how well you cast it, which you won't know what they are until you cast the spell.
- Random Event: Each time you interact with a location, clue, expedition, gate, etc., you draw a card and read a blurb from it, telling you what's happening and what you're supposed to do.
- Random Number God: The basis of all gameplay, since everything is decided by a combination of randomly drawn cards and rolls of dice pools. You might never get the asset or spell you need, or you can get all the useful gear right at the game's start. You could have 10 dice in your pool and still fail the skill test, or you could roll a 6 on a single die at the crucial moment. And to intensify this, the spells, conditions and unique assets have multiple copies of the same cards, but the backs of their cards are radically different, so you might either draw incredibly useful (or simply harmless) stuff or get the variant where you would rather never use it at allExplanation.
- Right-Hand Hottie: The Personal Assistant asset, who helps with Influence skill tests.
- Sadistic Choice: As if the Dark Pacts weren't a nasty enough Deal with the Devil sort of thing, one of them has a Reckoning effect that forces you to choose another investigator to be instantly Devoured. One Agreement also forces you to choose one Investigator to lose all their Health.
- Secret Character: Most unique "Character" allies can be gotten either randomly or through a specific encounter, adventure or personal story tied to them, but Granny Orne, Dr. Ali Kafour and Albert Wilmarth can ONLY be gotten randomly.
- Seven Deadly Sins: Referenced in the flavor text of the Dark Blessings Prelude from the Strange Remnants expansion:The good and the righteous fall helpless to the darkness, powerless to stop it, yet the gamblers and the gluttons, the lazy and the wrathful, the proud, the jealous and the lustful, thrive.
- Starter Gear Staying Power: Zig-Zagged. Certain starting items are all-powerful assets, like allowing free re-rolls or being tied to the unique abilities of the Investigator. Others are just random fillers that aren't anything to write home about. And then there is a third group, that depends entirely on which Ancient One is in play, being either viable non-stop, or already useless from the start - Handcuffsnote being probably the best example, as they depend on how strong are the spawned monsters and thus any Ancient One generating a lot of cultists or other weak enemies will keep this item viable entire time.
- Stock Weapon Names: Many of the firearm assets, such as Double-Barreled Shotgun, Carbine Rifle, Tommy Gun, etc.
- Spell Blade: Many weapons in the artifact deck, such as the Sword of St. Jerome or the Khopesh of the Abyss, are swords that boost Will or Lore stats or have other magical abilities.
- The Tunguska Event: Tunguska is one of the Expedition locations on the world map, and the "Seed of Azathoth" mystery card requires the characters to investigate a mysterious meteor that came to earth there.
- The Unchosen One:
- All of the investigators joined by their own volition.
- Played with in case of Lily Chen when Personal Stories are in play. If she fails her Personal Mission, she is declared the unchosen one, after spending her entire life as The Chosen One.
- Timed Mission: At the end of every round, you draw 1 card from the Mythos deck that was created during setup. When all the cards are drawn from the Mythos deck, the players have 1 more round to win the game, and if they don't, it's game over.
- Unstable Equilibrium: Cat Burglar vs. expensive items. Even if you have an investigator with high Influence, it is simply more probable you will roll either a 5 or 6 on a single die than four or five of those to buy what you need.
- Walking Shirtless Scene: Just like in other games he appears in, Silas Marsh the sailor does not appear to own any shirts.
- What Kind of Lame Power Is Heart, Anyway?: A variety of spells come with effects that make them not worth using at all, or additional penalties that render the already lackluster effects to count as being Blessed with Suck. And that without mentioning their Reckoning effects.
- Wins by Doing Absolutely Nothing: In the Ancient Ones' favor; some of them, like Azathoth and Syzygy, don't really need to do anything at all to win.
- You Kill It, You Bought It: Defeating the Maniac, a low-tier monster, will always generate an Axe asset for the player who did the killing.
