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mattherobot

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  1. awp832 said: Yog-Sothoth is actually considered one of the most difficult AOs to play against from the base set. Perhaps you got lucky, but in any case, good job. You are doing everything correctly as far as I can tell (handling flyers is correct, handling the Hound of Tindalos is also correct). I think in your third question you are referencing the "elder sign" card, if so, then yes, you are doing this correctly as well. If you're interested in a tougher game, adding expansions will do that pretty easily =). Otherwise, try giving Yog-Sothoth another go, Shub-Niggaruth is also a very difficult ancient one. Really? I was under the impression that Shub-Niggurath was one of the easier base game AOs. Agree that Yog-Sothoth is one of the more difficult, but in our group Shubby's ability tends to boil down to increasing the value of monsters, making it easier to get clues and allies in return.
  2. Probably the biggest complaints are that many of the investigators are overpowered compared to others (Wendy and Daisy, for example) and that the extra board isn't as exciting as the others. Using the Kingsport board sometimes boils down to having one or two investigators on "rift duty", which involves having encounters which are sometimes very generous but often merely result in being delayed. Also, the House in the Mist is very time-consuming to get to, and being Changed isn't really worth the effort. That said, Kingsport does add a lot of value, in my mind. The monsters and AOs are tough, and there are some very nasty mythos cards as well. Epic Battle is a lot of fun and we use it standard, since so many AOs (especially base game) are a cakewalk without it. I don't think Kingsport is necessarily bad, per se. I do think that it's the least good big box expansion, if I had to rate them. Still, I would probably recommend it to be purchased before Innsmouth, since the difficulty jump isn't quite as high, and it adds more investigator cards as well as Epic Battle.
  3. On Dexter Drake being awesome with a lot of loot: that much stuff would make any caster powerful. That said, I do like Dexter and he's certainly improved with his personal story, but saying that he's great when he gets enough equipment isn't saying much in his favour.
  4. 1. You pick up clues in locations upon ending movement there, or if a clue is placed on your location during the mythos phase. You don't get the clue unless you end your movement there in the movement phase. Just remember that you don't pick up clues during the encounters phase. 2. Stay here next turn = delayed. 3. Not sure about the interactions between closed areas and monsters, but I don't think this mythos card actually "closes" (which is a technical term in AH) the street. If it did, it would kick out any player in it. I would say that monsters are free to move into the street.
  5. The bit under "Attack" describes what the AO does when it's their turn to attack as per the final battle rules. In Cthulhu's case, he lowers your maximum Sanity or Stamina by one. In other cases, you have to make skill checks, discard certain resources (items, trophies, etc.) or what not. In Cthulhu's case, this means you have a certain number of turns to defeat him -- when either your maximum Sanity or Stamina is reduced to 0, you are devoured. Except in special cases, this will probably happen to everyone on the same turn.
  6. The so-called "slumber" abilities just refer to passive effects that occur while a particular AO is in play. So, with Cthulhu, every investigator reduces their maximum sanity and stamina by 1 -- this only happens once, not every time a doom token is added. Other times they refer to special monsters, like Nyarlatothep, whose slumber ability consists in adding the Mask monsters to the cup. Often, they're the main part of the AO's challenge, along with any worshipper abilities.
  7. Siromist said: ok wrong example. say that the 1st player fails to evade a monster and dies in battle. the 2nd player may now change his mind thinking that the clue tokens are more important and go take them which is not fair Again, since combat also happens when you end your movement in an area with monsters, that example doesn't work either.
  8. bluepirate said: We always play that if a creature is immune to physical/magical weapons, the appropriate weapon cards can't be used. No effects, no bonuses, no nothing. If something is Magic Immune, do you also not allow the use of Bind Monster and similar spells?
  9. 1. Draw means draw and keep, so getting the Necronomican from a set encounter would satisfy the requirement. 2. A monster surge doesn't prevent a gate from opening, so no, no token on the DOR track.
  10. Siromist said: mageith when I say stealing the game I mean for example when at the begining of the upkeep players make strategy of what to do(cause it is a team game) and say the 1st player decides to go to a location to pick up 3 clue tokens that are there. the 2nd player who is close to the same location decides to do something else. If the phases are being played in a row and the 1st playes fails to pick up the clue tokes due to an encounter, well the 2nd player can now change his mind and go pick the clue tokens himself which is not quite fair because he decidesd to do something else at the beggining. I can see your argument, but this example doesn't really work since clues are picked up upon ending movement, not after encounters. There are circumstances where this is advantageous, but I think they are mostly around combat, which is often when player order matters the most.
  11. Well, right now he's just Endurance. Using the Lawyer's ability is interesting but makes him somewhat less special. If it only applies to Combat rolls, it might work.
  12. To be fair, the rules is the rules. While Joe is probably one of the better AO destroyers and Nyarly and Yig are super easy compared to the others, beating them is still a win. Of course, most of that win is probably from Joe, but McGlen's high Fight doesn't hurt either.
  13. Huh? What are we disputing, I'm a little confused. I think we've established that you can definitely encounter monsters the turn you come back -- the question is whether you have to take all or nothing, or you can pick and choose. I don't think anyone is arguing that you absolutely can't deal with monsters when you return. Otherwise, why would the rules say you don't need to, instead of saying you may not?
  14. Adrian said: mattherobot said: 1.) I think A is the correct answer here, but I believe it's in the FAQ. 2.) Shouldn't the 3 stamina tokens cover this? If not, I'd say keep track another way. According to this you don't keep track of clues on paper, but you should of stamina and sanity if you run out. And say you don't put a clue on location this turn because you've run out (mythos phase), but you get extra clue to put in the next turn, do you put clue then (retroactively) or not? That is correct, yes. Clues are a finite resource -- they should be limited. It doesn't make sense in the same way to limit investigator stamina simply because there are too many players. And no, I don't think it makes sense to retroactively place clue tokens.
  15. 1.) I think A is the correct answer here, but I believe it's in the FAQ. 2.) Shouldn't the 3 stamina tokens cover this? If not, I'd say keep track another way. 3.) Not sure. You are able, but can choose not to. Don't know. 4.) I think that ruling was cleared up later in the "official answers" thread, I seem to recall that your interpretation is correct and you don't have to fight in that case. Not sure exactly where the answer is. 5.) You only fight during movement. If you're moved to a location with a monster in it as a result of an encounter, you don't fight until the next movement phase. As for resolving the rumour, I'd say yes. 6.) You're drawn into the gate -- don't think the two cards matter here, since the entire encounter is replaced by the gate. You don't get two Other World cards. 7.) You have nowhere to go, so no. There is no "nearest gate." 8.) When that happens, you're Lost in Time and Space. 9. According to the rules as written, when you're devoured you shuffle your investigator back into the pile and draw again. Of course, people play this differently. Personally, we each draw a few random investigators before the game -- any replacements are drawn from these first, then from the deck randomly. If you are picking and choosing, not doing it randomly, I would say you should probably not let the same investigator be re-picked. 10. Moving and encounters are different phases. All Call Friend stops is movement during the movement phase, as far as I know. 11. Chalk this one up to poor Dark Pharoah wording. It's one tome, that's all -- I guess intent is not always that evident, though. I'd say any equipment drawn prior to the first mythos card counts as starting equipment, but others might dispute this one.
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