League Scenarios

By Storyteller, in Arkham Nights 2011

I was wondering if anyone wrote down the rules for the 3 special league scenarios? I remember the first one was against Cthugha, cultists were Fire Vampires and there were no clues at the start of the game.

Pictures would be even better.

Thanks.

A friend posted on the AH forum the rules for Streets of Insanity. Not so sure it's one of those you're searching for, but in case, here we go:

STREETS OF INSANITY OFFICIAL SCENARIO


This is a variant for 9-20 investigators with all expansions to date in play. Start by getting at least 2 copies of vanilla AH, and 1 copy of each expansion. Setup the game normally with all boards, cards and expansions in play, replacing older versions of elements (such as old Act Cards with new ones, new Gate Markers with old ones, etc.) in addition to the following:

1. Take the skill sliders, money, sanity, stamina, and clue tokens from the 2nd copy of AH as well as all the Investigator Cards (Common, Unique, Spell, and Skills..but not repeat Allies). Also take Bank Loans, Blessings/Curses, STM, etc. from the base game as well.

2. Setup as follows:

AO: Azathoth

Herald: King in Yellow

Guardian: Hypnos

Institution: Miskatonic U.

3. Draw 11 allies, as normal, to make a deck.

4. Choose investigators how ever you feel fit (random, etc.) and double up on some if not enough players.

And that's it. After the entire game is setup, play starts as normal. Conditions in game are as follows:

- 8 seals wins the game

- Outskirts limit is 0

- Gate opening = 2 monsters spawn

- 9-16 players: Draw 2 Mythos end of each round with the last Environment drawn remaining in play; game is lost if Aza wakes up or 7 gates are open at once

- 17+ players: Draw 3 Mythos end of each round with the last Environment drawn remaining in play; game is lost if Aza wakes up or 8 gates are open at once

Best of luck!

Plus, there are three official Leagues pdf posted somewhere by FFG on this site. Possibly, these are the ones you wanted