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HAhaHa !!! !
“If the warden is on the right, we go left. If he’s
on the left, we sneak to the right.”
Ha Later that night, the second patient tells the
other,
Speaking of jokes, here’s a good one, What
do bats and clowns have in common? “The plan’s not gonna work. We can’t escape! I
HAha
Ha
don’t see the warden anywhere!”
Don’t know!? Eh, I don’t know either…
HAhaHAhaHa !! !! !
you.
I’m going to… no, no, we’re going to show the
whole world that they’re not so sane and that
the only difference between us and them is…
! One…Bad…Day.
Which, by the way —I’m not sure—but I think SsshHh… ! They’re coming...”
that’s me.
ARKHAM ASYLUM
This expansion is dedicated to the villains and their sordid world of crime. It’s for this reason that
players will move between Arkham Asylum and The Joker Funhouse.
I * MISSIONS...................................................................................................................................................................... P.3
II * GAME BOARDS RULES............................................................................................................................................. P.21
L _J
2
ARKHAM ASYLUM
P.4
ARKHAM ASYLUM RIOT
Aha!!!!
P.6
EXPERIMENTS IN THE MADHOUSE
P.8
SEEING DOUBLE ~
\
\\
\1
THE JOKER FUNHOUSE
11
1
P.16
AMUSEMENT MILE
BATMOBILE
P.18
THE CHALLENGE
3rd
2nd
2nd
3rd
1st
END-GAME CONDITIONS
*Check
at the end of hero Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
*remains
the heroes have taken control of the asylum - 1 reinforcement token
on the board
6
VICTORY CONDITIONS
*forcement
HEROES: the heroes have taken control of the asylum - 1 rein-
token remains on the board
*reinforcementthetokens
VILLAIN: asylum is in the hands of its patients - 2 or more
remain on the board
1st HERO 8 3
5
BATMAN
BATMAN x4 miniatures
x3 miniatures
x1 miniatures
x4 miniatures
2nd HERO
MONTOYA
x3 miniatures
x1 miniatures x4 miniatures
SERVICE GUN,
TONFA
BULLOCK
1 0 REINFORCEMENT POINT + GROUP DELIRIUM: SECTOR: a sector is a set of areas highlighted on the
the heroes choose an area and immediately setup diagram. At the beginning of the game, there is a
perform a character activation with each of the reinforcement point in each sector.
SERVICE villain’s characters there. During these activa-
REVOLVER tions, the heroes ignore all Spend Energy Cubes SUPPORT FROM THE GUARDS: during setup, a hero with
steps. the henchman command skill must choose the Guards
3rd HERO
_.., .
==========~r=:::::;:=•
....
.. . as their friendly tile. No matter what the skill level is, it
KATANA
,- • I • ,. ' ' .. ..
'. . "'
is set at 2.
• 1 '
, '
TAKE BACK THE ASYLUM: during the Trigger the End of
..- ...-..
'
the Heroes’ Turn Effects step, the heroes check to see if
the following two conditions have been met in each sec-
..
1 <-
..... ~ tor that doesn’t belong to them:
KATANA < < ,1 • - ,, '
" .. • ., •
< <
.., in the sector
'
< ...,.., If both of these conditions are met, then the heroes have
..
•• < ~
1st
1 1
1
ASYLUM
ENTRANCE
2 3 2nd
2
2
2nd
6
END-GAME CONDITIONS
3 *Check
at the end of hero Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
mutation
*stance
the heroes have obtained enough information about the toxic sub-
- 4 safes have been opened
5
VICTORY CONDITIONS
*the HEROES:
safe
the heroes have obtained enough information about
toxic substance in order to create the antidote - 4 safes have
2 been opened
5
*experiments
VILLAIN: it is too late to treat the patients affected by the
- fewer than 4 safes have been opened
closed
door
6
1st HERO 7 3
5
BATMAN
MEDKIT
BATMAN x3 miniatures
x3 miniatures
x1 miniatures
MEDKIT
MONTOYA
x3 miniatures
x1 miniatures
SERVICE GUN,
TONFA, HACKING x3 miniatures
EQUIPMENT
2nd HERO
CATWOMAN 1 3 REINFORCEMENT POINTS the doors. To do so, they perform a complex thought of
difficulty 3. The hacking skill is taken into account. If suc-
cessful, the heroes remove the computer miniature from
2 3 REINFORCEMENT POINTS + ACTIVATE THE the board to indicate that it has been hacked.
MUTATION: the villain selects a non-neutralized
CLAWS, tile from the river and places a Mutation token THE DOORS OPEN: when computer 1 on the setup diagram
MEDKIT
on it. is removed from the board, the heroes remove all the
CATWOMAN Closed Door 1 tokens from the board as well.
When computer 2 is removed from the board, the heroes
remove all the Closed Door 2 tokens from the board as
well.
MUTATED TILE: a tile with a Mutation token on it is a When there are no more computers on the board, the
WHIP,
MEDKIT mutated tile. The melee attack characteristic of this tile heroes remove the Closed Door 3 token from the board.
DUKE is replaced by 1 rerollable black die. Characters controlled
by a mutated tile can no longer perform ranged attacks, UNSTABLE MUTATION: if Hugo Strange or Prof. Pyg are
manipulations or thoughts. in the same area as an ally character, they can inject
an unstable mutation of the substance. To do so, Hugo
OPEN A SAFE: a hero in the same area as a Safe token Strange or Prof. Pyg perform a complex manipulation
SHORT BATON, can open it to find documents related to the preparation of difficulty 3. If successful, the villain immediately per-
MEDKIT, LOCKPIC of the toxic substance. To do so, they perform a com- forms a character activation with the ally character
EQUIPMENT K
plex manipulation of difficulty 5. The lock picking skill is located in the active character’s area.
taken into account. If successful, the hero removes the To do so, they follow the Activate a Character Controlled
Safe token from the board to indicate that it has been by a Tile steps, with the following exceptions:
opened. - if they declare an attack, they are obliged to
declare a melee attack with a characteristic of
RESTRICTED ACCESS: an area boundary upon which a 1 rerollable black die.
Closed Door token has been placed is impassable. - the character is neutralized at the end
Movement between two areas separated by a Closed of their activation.
Door token is impossible. However, the villain’s charac-
ters ignore this rule when they move. ASYLUM ENTRANCE : the area
There is no line of sight between two areas separated by marked “asylum entrance”
a Closed Door token. on the setup diagram is
considered a reinforce-
HACK THE DOOR-OPENING SYSTEM: a heroes’ miniature in ment area.
the same area as a computer miniature can try to open
1st
3
END-GAME CONDITIONS
cooling system 4
*Check
at the end of hero Turn 8, the game ends - the current step is
End-game Conditions 1 of turn 8
*neutralized.
doping
substance Clayface has been neutralized - The Joker (Clayface)’s tile has been
super medkit
stun
*(Clayface)’s tilethehasheronothasbeennotneutralized.
VILLAIN: neutralized Clayface - The Joker
grenade
1st HERO 8 1
3
DUKE
TONFA
MEDKIT
BATMAN x3 miniatures
x1 miniatures
x2 miniatures
TONFA
MEDKIT x3 miniatures
x1 miniatures
x3 miniatures x1 miniatures
1 2 REINFORCEMENT POINTS SLOWING DOWN: each time the temperature drops, all
the miniatures present in the asylum suffer its effects.
As long as the hero has at least one Cooling System
token on their hero board:
•♦
2 2 REINFORCEMENT POINTS + CAPTURE: - the recovery value of the villain is decreased by 1
the villain immediately performs a character - the active and resting recovery values of the hero are
activation with a Guard miniature. To do so, they ' 1
decreased by 1
follow the Activate a Character Controlled by a After the hero has recovered during the Declare Heroes’
. '. ..., Tile steps, with the following exceptions: Stance step, they remove a Cooling System token from
~
. "
'
- during this activation, the Guard has the
Shackle skill level 1
their hero board and return it to the box.
UNSTABLE FORM: the first time the temperature drops, if
- during the Declare an Action Other than Move-
t •' '
ment step, they must declare a melee attack The Joker (Clayface) is not present on the board, Clayface
r and that they are using the Shackle skill. is revealed. The villain selects a non neutralized tile, either
... ,...
....
. .. ... .. . 1 1 d' I
The Joker or The Joker (Mr. Joe), and replaces it with the
tile of The Joker (Clayface). They replace the chosen The
1,•~ ~ • l 1
' ..,. Joker miniature with The Joker (Clayface) miniature.
REVELATION: when The Joker or The Joker (Mr. Joe) is neu-
DISARMED: the hero does not have access to bat-gadgets in this
tralized, if The Joker (Clayface) is not present on the board,
mission. During setup, the hero does not select any bat-gadgets.
Clayface is revealed. The villain chooses a non-neutralized
A LION AMONG THE WOLVES: Clayface is hiding among the resi- tile, either The Joker or The Joker (Mr. Joe), and replaces it
dents of Arkham, disguised as The Joker. During setup, the villain with The Joker (Clayface)’s tile. They replace the chosen The
places The Joker (Clayface) miniature and tile next to the board. Joker miniature with The Joker (Clayface) miniature.
They place the LP marker of The Joker (Clayface) on the command
DOPING SUBSTANCE: a villain’s character in the
post at the usual level.
same area as a Doping Substance token can
TURN DOWN THE TEMPERATURE: a hero in the same area as a Cool- inject it to regain energy. To do so, they
ing System token can turn down the temperature in order to dis- perform a complex thought of diffi-
rupt Clayface’s powers. To do so, they perform a complex thought culty 3. If successful, the villain
of difficulty 4. If successful, the temperature drops. To indicate moves an energy cube from
this, the hero takes the Cooling System token from the board and their fatigue zone into
places it on their hero board. their reserve zone. They
then remove the Dop-
BITTER COLD: each time the temperature drops, The Joker ing Substance token
(Clayface) loses 3 LPs, even if he is not in play yet. from the board.
Batman Ba—… It’s my father! The Joker has him. He said he wants to make him “the headline act.” Wh—
what is he planning to do? Please, I need your help. My father needs your help! You must get to that old 1st
amusement park. That’s where he must be. I know it’s a trap, Bruce, but you have to… you have to save him.
1st
COMMISSIONER
GORDON’S
ENTRY AREA
END-GAME CONDITIONS
fireworks *End-game
at the end of hero Turn 10, the game ends - the current step is Check
Conditions 1 of turn 10
4
*remain on the boardGordon
Commissioner has been saved - fewer than 2 computers
and Commissioner Gordon has been freed
trap 2
*hero’sThelevel
Joker has proven that even Batman’s sanity can be tested - the
of insanity is 8 or more
1 VICTORY CONDITIONS
insanity *computers
HERO: Commissioner Gordon has been saved - fewer than 2
remain on the board and Commissioner Gordon has
been freed
4
* VILLAIN: Commissioner Gordon has not been saved - 2 com-
puters or more remain on the board AND/OR Commissioner Gor-
don has not been freed
10
1st HERO 8 1
3
BATMAN
MEDKIT,
HACKING EQUIPME
NT
BATMAN x2 miniatures
x2 miniatures
MEDKIT
x2 miniatures
x1 miniature
x2 miniatures
x2 miniatures
1 2 REINFORCEMENT POINTS LAY A TRAP: a villain’s character in an area that does not
already contain a Trap token can lay a trap to make the
hero lose their mind. To do so, they perform a complex
thought of difficulty 2. If successful, the trap is set. To
•♦
2 2 REINFORCEMENT POINTS + SCREAMS IN THE indicate this, the villain places a Trap token on the area.
NIGHT: the hero hears the sound of Commis- I
The villain has only 4 Trap tokens for the duration of the
sioner Gordon’s screams from the loudspeak- game.
1
' " .
..... ,.,.111,
. , ... yellow dice, and increases their level of insanity
by 1 per success obtained.
TRIGGERING THE TRAP: when the hero enters an area that
contains a Trap token, it is immediately triggered and
releases The Joker’s gas into the area. All villain char-
' 1 ., •
.,
1 .-
' Joker (Mr. Joe). The hero rolls a red die, then increases
r
t •' '
.' ,1 • - ,, '
1st
2nd
2nd
4 END-GAME CONDITIONS
attraction
3 *Check
at the end of hero Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
2
off on
* the amusement park has been destroyed - 4 bombs are on the board
VICTORY CONDITIONS
boxing
glove gun fireworks
*on theHERO: the amusement park has been destroyed - 4 bombs are
board
shark
repellant
3
5 *thanVILLAIN: the amusement park has not been destroyed - fewer
4 bombs are on the board
wolf
trap destroy the
attraction!
14
1st HERO 7 2
5
BATMAN
ROBIN x3 miniatures
x2 miniatures
x1 miniature
2nd HERO
x3 miniatures
CATWOMAN
, .~,
x2 miniatures
x3 miniatures
CLAWS,
MEDKIT
BLUEBIRD
1 2 REINFORCEMENT POINTS - if it is a villain’s character, they place the card next to
the board.
If a wolf trap card is drawn this way, the miniature that
MEDKIT, has drawn it rolls two yellow dice, then suffers one
TASER HANDGUN 2 2 REINFORCEMENT POINTS + FORCE FEED: wound per success obtained.
the villain can turn an Attraction token over.
1
4
'
.. . ' .. .. • _, 6l 1
'
-4
Effects step of both sides, any miniatures in the Death
Rollers area are moved into the Ball Pool area.
. .. . . ..
BUMPER CARS: this area is a level 2 Dangerous terrain.
. . .
..
... . . .. . -,, ' .- ..... •
' 1
2nd
3rd
1st
3rd
2 nd
END-GAME CONDITIONS
*Check
at the end of hero Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
5 *thetheboardvisitors have been freed - 1 Mind Control Device token remains on
mind control
device
VICTORY CONDITIONS
4 *DeviceHEROES: the visitors have been freed - only 1 Mind Control
token remains on the board
good
fortune
3
*moreVILLAIN: the visitors are under the Mad Hatter’s control - 2 or
Mind Control Devices are on the board
16
1st HERO 8 1
5
BATMAN
BATMAN x4 miniatures
x4 miniatures
x1 miniature
f., .. f • fi', ;.
BATGIRL
:-i . (" .,, .
- , .,, _,. . ,..,
... ,, \
x4 miniatures
7 x4 miniatures
ROBIN
POSSESSED: Possessed Citizens and Possessed THEY’RE EVERYWHERE: during the Trigger the Start of
By-Standers are characters on the villain’s side. the Villain’s Turn Effects step, the villain can bring into
play one reinforcement miniature for each of the follow-
KATANA, A VISION OF THE FUTURE: if the controlling player does ing tiles: Possessed Citizens and Possessed By-Stand-
HACKING EQUIPME
NT
not already have a Good Fortune token, a miniature in ers tiles.
the Fortune Teller’s room area can look into their future.
3rd HERO To do so, they perform a complex thought of difficulty 2. DESTROY THE DEVICES: a hero in the same area as a Mind
If successful, the player who controls the miniature Control Device token can destroy it. To do so, they per-
RED HOOD receives a Good Fortune token. form a complex thought of difficulty 6. The hacking skill is
taken into account. If successful, the device is destroyed.
GOOD FORTUNE: when a player in possession of a Good To indicate this, the hero removes the Mind Control
Fortune token performs a dice roll, they can decide to Device token from the board.
REVOLVER,
push their luck. To do so, they place the Good Fortune
STUN GRENADE token into the character pool. In this case, they can per- TAKE CONTROL: if Take Control has not already been
HUNTRESS form up to three paid rerolls, ignoring any spend energy used this turn, a villain’s character in the same area as
cubes step for their rolls. a Mind Control Device token may use it to possess an
ally character. To do so, they perform a complex thought
KNIFE THROWING ROOM: the Knife Throwing room is a of difficulty 3. If successful, the villain immediately per-
scene of horror. A hero who moves into this area treats forms a character activation with another character on
CROSSBOW, it as containing an enemy character with the horror skill their side.
STUN GRENADE level 1.
2nd
1st
2nd
3rd
batmobile area
luck test
3rd
N
SH
ST
END-GAME CONDITIONS
3
*Check
at the end of hero Turn 6, the game ends - the current step is
End-game Conditions 1 of turn 6
5 *hasthebeenheroes have completed Clayface’s challenge and the actress
freed - there is only 1 remaining Test token on the board
test
1 VICTORY CONDITIONS
jammer *the actress
HEROES: the heroes have completed Clayface’s challenge and
has been freed - there is only 1 remaining Test token on
the board
* VILLAIN: the heroes have failed to complete Clayface’s chal-
lenge - there are 2 or more remaining Test tokens on the board
18
1st HERO 9 2
5
BATMAN
BATMAN x4 miniatures
x4 miniatures
x3 miniatures
2nd HERO
x3 miniatures
ROBIN
x1 miniature
x4 miniatures
x3 miniatures
ROBIN
1 3 REINFORCEMENT POINTS level 1. This token cannot be targeted with explosions
or ranged attacks. The Strength Test takes place in this
room (see Strength Test).
2 3 REINFORCEMENT POINTS + JAMMERS: the vil- KNIFE THROWING ROOM: the Knife Throwing Room is
BATGIRL lain places a Jammer token on the Batmobile a scene of horror. A hero who performs a movement
board. towards this area treats it as if it contains an enemy
During the Upkeep Heroes’ Start of Turn step, character with the horror skill level 1.
if there is a Jammer token on the Batmobile A Test token in the Knife Throwing Room is considered
board, its controller removes the Jammer token as a character from the villain’s side with an automatic
CROWBAR and the Batmobile cannot perform any vehicle defense of 5, 1 life point, 0 size index, 0 menace index,
action for the current turn. and with the protected skill level 1. This token cannot be
3rd HERO targeted with explosions or melee attacks. The Skill Test
takes place in this room (see Skill Test).
NIGHTWING
CONTROLLER OF THE BATMOBILE: in this mission, the con- SKILL TEST: a hero in the same area as the Test token in
troller of the Batmobile is the 1st hero. the Knife Throwing Room can pass the skill test. To do
so, they perform a ranged attack naming the Test token
ACTRESS: during setup, the villain places a Citizen min- as the target of the attack.
SHORT BATON, iature on the Freak Show area. The Citizen miniature No player can spend energy cubes during the defense
STUN GRENADE is considered as a simple token and is not a hero or a steps of the Test token.
AZRAEL character. If the Test token is neutralized, the hero has passed the
test. To indicate this, the Test token is removed from
FREAK SHOW: this area is inaccessible, even with the the board.
wall breaker skill. It does not share any lines of sight
with other areas. STRENGTH TEST: a hero in the same area as the
NUNCHAKU,
STUN GRENADE The Joker Clayface ignores this effect. Test token in the Strength Tester Room
can pass the strength test. To do so,
BALLOON ROOM: this area is a dangerous terrain level 3. they perform a melee attack nam-
Miniatures with the gas immunity trait ignore this effect. ing the Test token as the target
of the attack.
STRENGTH TESTER ROOM: a Test token in the Strength No player can spend
Tester Room is considered a character from the vil- energy cubes during the
lain’s side with an automatic defense of 5, 1 life point, 0 defense steps of the
size index, 0 menace index, and with the protected skill Test token.
1 * ARKHAM ASYLUM
3
2
2
2 2
3
3 2
5 5
2
2 2
2 2 2
2 2
2
5 2 2
5 2
2
3
3
2 2
3
2
White area
= boundary
-
( X )
Wall
Level X wall
BGCC_ArkhamAsylum_booklet_EN.indb 21
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21
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2 * THE JOKER FUNHOUSE
2 2 2
2
2 2 2 2
2 2 2 2
2
2 2 2
2
2
2 2 2
2
2 2 2 2
1
2
3
1
2
1
1
3
1
Elevation
level 0
White area
boundary LI Promontory
X A level X climb can be performed
between those two areas following the
arrows’ direction.
Elevation
■ - Wall
-
level 1
A level X climb and fall can be
performed between those two areas
Elevation Special area
■ level 2 boundary X The Climb can be performed in both
ways
The fall can be performed following
Elevation
■ level 3 the white arrow’s direction
.................
22
BGCC_ArkhamAsylum_booklet_EN.indb 22
® 24/01/2019 12:16:07
1 1 1 1
3 * ATTRACTION TILES
1 :·,'•,' •.• " -. ,.,r:.i.:: •.~ .• • 1
1 .,,., • fil · ., ~- • • • " .. • (j) •
1
.. 1
1 1 1
1 1 1 1
1 1 1
1
1
1 1 1
1
1 1 1 1
1 1 1
1
1 1 1 1 1
Hall of Mirrors
1 1
1
1
1 1 1 1
1
1 1
1 1 1
1 1 1 1 1
1 1
Shooting Stand
1
1
1 1
1 1 1 1
1 1
1 1
Bumper Cars
1 1
1------1 Elevation
( X ) Level X wall
-
level 0
Each attraction has 1 or 2 areas. These attractions may have their
own rules. If so, these rules are described in the mission’s Special Orange area
1 Rule. No special movement can be performed to access the 1 boundary
L attractions.
_j
1 1
BGCC_ArkhamAsylum_booklet_EN.indb 23
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...
23
24/01/2019 12:16:11
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