We've recently purchased the base game after watching some helpful tutorials on youtube and then reading the manual, but during play some of the cards gave us trouble. Appreciate clarifications.
Spell : Shivering (Cast and Exhaust to gain +6 to Combat Checks until the end of this combat)
What do they mean by end of this combat exactly? I'm assuming the bonus doesn't just land for one round of combat if monster doesn't die outright, but if I end my turn on location with 2 monsters, does the combat end after I kill the first one, or both of them?
Also, what is the difference between COMBAT CHECKS and FIGHT CHECKS? When does the latter happen?
Spell: Flesh Ward (Cast and Exhaust to ignore all Stamina loss being dealt to you from one source)
Does this last just one round of combat from individual monster or until I kill it/evade and end the combat?
Spell: Bind Monster (You must roll successes equal to monster's toughness)
Do they mean exactly equal or at least?
Spell: Red Sign of Shudde M'ell (Cast & Exhaust to lower monster toughness by 1. … until end of turn.)
Does this effect disappear if next combat round I replace this spell with different weapon/spell, or do I have to "hold" this spell during the entire combat?
Spell: Find Gate (Immediately return to Arkham from Other Worlds.
I'm assuming the investigator does get the explored token when this spell is used?
Common Item: Dynamite (+8 to combat check)
Does dynamite work till end of combat or just for 1 round of combat? I'm guessing just round but making sure
Unique Item: Holy Water (+6 to combat checks, magical weapon)
Is this also applied only to one round of combat?
Thank you, any help appreciated, love the game just want to make sure we understand all the rules.