Elder Signs (12/12/06)
Those items are used when you are closing or sealing a gate, and you can only do that during the Arkham Encounter phase. The phase label on the items is just imprecise, that's all.
Magical/Physical Immunity (12/12/06)
Basically, if it isn't a Combat check bonus, then Magical/Physical Immunity can't do anything about it.
Hounds of Tindalos (12/11/06)
Hounds of Tindalos should move between Arkham and Dunwich, yes. If there's no one in Dunwich and a Hound there moves, it should jump to the investigator in a location nearest the Train Station. (And as with Flying monsters, if that makes it exceed the monster limit, it instead goes to the Outskirts).
Duration of Combat Check Bonuses (12/09/06)
If you fail a spell check to cast a spell such a Shrivelling or Wither, those hands are tied up for 1 combat round. The next round (assuming there is one) you can change up your weapons/spells.
Red Sign lasts only as long as you devote a hand to it.
Markings of Isis I'll need to look at. I suspect that one's a typo.
How long do Combat bonuses last? (12/09/06)
Type 1: (Standard Weapons) "+X to Combat checks"
Examples: .38 Revolver, Shotgun, Axe.
These bonuses last as long as you devote the required hands to them. You can use them for multiple rounds of combat, and in multiple battles each turn.
Type 2: (One Shot) "+X to Combat checks (discard after use)"
Examples: Dynamite, Molotov Cocktail.
The wording on this type is somewhat archaic, but the idea is that you only use it for 1 combat check, and then you discard it.
Type 3: (Burst) "Exhaust before making a Combat check to gain +X to that check."
Examples: Flamethrower, Carbine Rifle.
This type is used for only a single combat check, and it is then exhausted and cannot be used again until refreshed.
Type 4: (Spells) "Cast and exhaust to gain +X to Combat checks until the end of this combat."
Examples: Wither, Shrivelling.
A spell that gives a combat bonus like this will last until the end of the combat (i.e. for multiple combat rounds until the combat is over) once you cast it. HOWEVER, you must still devote the proper number of hands to keeping the spell going, or it will end. In any case, the spell is exhausted after casting, so it can only be used to fight one monster each turn. Also note that in a battle vs. the Ancient One, you will need to recast the spell each attack, since it gets refreshed and ends between attacks.
There we go. Just under the wire. Did I miss any, guys?
.45 Revolver (12/08/06)
in an arkham encounter card at the police station, it reads:
"If you succeed at a Luck (-1) check, then Deupty Dingby absentmindedly leaves you holding his gun. You may search the Common Item deck for a .45 Revolver card and take it."
It should be the .38 Revolver. Nobody trusts Deputy Dingby enough to give him a .45 Automatic
The low-down on spells (12/07/06)
Attempting to cast a spell uses up that/those hand(s) for this combat check, period. If you fail your check, tough noogies.
Once a spell has been cast that gives you a combat bonus until the end of combat, you must continue using those hands to continue getting the benefits from it. If you switch to a shotgun (or whatever) the spell ends.
Why are spells good? On average, they give higher bonuses per hand than pretty much anything else, and they are Magical attacks. If you have the Sword of Glory, you're probably content with that, but 2 Shrivellings is about the biggest combat bonus you're going to see.
Reply to "Kevin W's answers to rules questions"
1 reply to this topic
Posted 21 November 2008 - 12:09 PM
Posted 21 November 2008 - 12:24 PM
Well that didn't work - and I can't edit the post now
I guess I will just start over.