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Everything posted by MrsGamura
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Eihort is evil with the Black Goat herald no stopping him waking up...he killed all 4 investigators in the final Epic Battle and had 15 doom tokens on him...he kept taking use out one at a time!
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Ok so my friend and me just finished the scenarios...so thought we would go back to regular playing! We started off with the AO that have never beaten us before, Shudde-M’ell, Glaaki, Eihort, Yibb-Stll...(herald/ guardians) guess what we lost to everyone! Where using BGoTW and DW...not sure if that’s a hard combinations or something? Seem we can do nothing right and everything goes wrong...vs. Shuddle-M’ell we sealed 9 gates and 5 gate burst...Jenny was stuck in the wood for 5 turns the other day! Arg!
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I've been having trouble with this too...Money vs. Item? During the final battle you can trade items but says nothing about money also there are a few cards that refer to items for example a Mythos card that lets players trade items without being in that same place then could they trade money? That one BGotW corruption card, "Jealous Guardian" refers to items not being tradable so would that include money? There also another one "Endless Greed" that clear says yo cannot trade/loss money? so does items=money, sometime, all the time...dpends?
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Just to keep thing simple made cursed/blessed investigators devoured suppose could make it that all dice rolls are inversions or something similar. Guess shotgun will own Kefka! lol
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Is there anyway you could just post the link without the "not needed extra bits"? The Thing AO is itty bitty the size of my thumb nail! lol its so little a cute!! NM I just downloaded it but the paranoid ally didn't work.
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You buy a lotto ticket with the info you got from reading the stars, etc
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Sounds cool...I was thinking about making The Thing...great movie...btw wish I could see the cards ps this would only really be fun with a large group ie no one playing more than one investigator!
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The Message said: Ok, that's what I figured on the attack. Why succeed on 1-3 (Just asking)? I like this one, might be fun for a tougher game. My bad it should be a success on a "1-4 and a failure on a 5-6"..from the game he's just weird so thought it would be fun to give him a weird ability...so with this weird blessing he gives you should help you overcome his -6 magical immunity!
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ColtsFan76 said: LiTaS - Resolving Missions and returning from LiTaS happen at the same time. Obviously you can resolve Missions first or you would have apermanently broken card right out of the box. Plague of Locusts is just until the movement phase is over. The point is it helps you reduce monster's toughness so they are easier to beat with the potential of clearing out 1-toughness monsters. This is not a permanent spell. OK that makes sense...but what really gets me is this encounter at the Woods! "You meet an old wise man in the grove who offers to share his wisdom with you. If you accept, lose your next turn and make a Lore (-2) check. If you pass, you may draw 1 skill, or draw 2 spells, or gain 4 Clue tokens. If you fail, nothing happens." How would you deal with monster, gates, other investigators trading with the investigator that lost their next turn, etc? Do you just ignore monsters at the same location as you and they ignore you? What if you get drawn into a gate, you have no Other World encounter? Can this investigator trade with others?
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Can you use Mil of Shub-Niggurath while in the Other World to bring all monsters to your current location? Milk of Shub-Niggurath Movement: Discard Milk of Shub-Niggurath to move all non-Spawn monsters in play to your current location. Then reduce your Sanity to 0 and go insane.
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You fail the rumor so no point in trying to pass them...Cursed Relics guess terro lv 10, Mistrust? guess we have zero focus and no trading...Stars are Right...well bess no roll 1 or 2 ha ha yes should read devour if you can't discard on the AO attack...and the die roll should be 1-3 success and 4-6 failure so the AO blesses everyone in a weird way guess makes up for the -6 magic imune! lol BTW this guy is from Final Fantsy also have a Septhroth >
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I wasn't strickly just asking about investigator that loss their next turn do to LiTaS but to any and everything. I thought returning from LiTaS happens before anything else during the turn including the Upkeep! Plus your interpritation of JtW make it even more impossible!! Plague of Locust ~This spell effects all investigators and monsters in this neighborhood. Investigators lose 1 Stamina, and monsters' toughness is reduced by 1. Monsters with 0 toughness are returned to the cup. My questions is are the monster permanently -1 toughness or is it until end of turn? I've been playing it as permantly! PS: I know Plague of Locus should exhaust.
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allstar64 said: MrsGamura said: Yes...it goes both ways though, for example you defeat a Dhole you Red-Sighn will only count as 2 thoughness. I've never heard this before. I'm not so sure if that's correct. We usually play it that all and only universal bonus's are considered when spending trophies. For example if you kill 3 cultests (tough 1) and later an environment comes into play saying "All cultests have their toughness raised by 2" then till a new environment comes into play your cultests are worth 3 each for a total of 9. I jut count their toughness at the time of defeat...I don't see you dead cultist growing more meatier after their dead. The extra or lack of toughness on the trophy is what it says, "Hey my Dark Young was harder to kill that your little puny Dark Young...True but I cast Red-Sighn to make it easier to beat!"
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Bel-Shamharoth said: Tibs said: The rule book does mention that allies can only be randomly acquired in unstable locations. That's about the only mention in the rules of stable vs unstable, except for the fact that stable locations never get gates. Except that allies can also be acquired from stable locations in Kingsport, so even that rule is broken now. What theirs one AH Ma's encounter that allows you to gain a ally but your also cursed...not sure if there are others in AH but YES KH does have its encounters that let you gain allies but I feel all of King's Port is a unstable location due to the rifts!
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Quick Reload ~Should read (atleast this make sense to me) Any Phase: Once per turn name may re-roll a combat check (word it just like Marksman), if you look on other character sheets they don't refer to Combat i.e. it's not usually combat then their ability and what this battle? Crippled Leg ~ Should read like this Upkeep: then they way you have it written just replace Movement Phase with Upkeep! but beside the wording it looks great good job! About this weapon? I think it should exhaust sense it is the most powerful common item weapon in the game... Shot Gun +4 6's dble success ~7 bucks? Tommy Gun +6 ~7 bucks? Flame Thrower +7 busrt ~7 bucks This +6 CS 6's dble success ~8bucks! Why not just give him Tommy Gun or make this a burst weapon i.e. Exhaust? btw nice story again congrats!
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Tibs said: Morgaln said: Jenny moved to the street, used her Flare Gun to call the Nightgaunt from the Sky and failed her combat check by not using any weapon. The Nightgaunt carried her to the Plateau of Leng where she immediately cast Find Gate and then closed and sealed the gate during the Arkham Encounter Phase. I have a problem with this. I don't think you're supposed to get away with having 0 encounters in an Other World location, short of a fluke Mythos incident (gate opens on investigator, mythos effect returns all OW investigators). hmmm...guess thats legal but don't seem right! Mark sucked into the gate (Mythos) cast find gate next turn = 0 ow encounters but no to find gate/ship in same turn..."instead of your normal movement" that line seems to say no to me!
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We house rule that a random investigator gets the Healing Stone, don't have a Mythos card until the 3rd turn (allows use to trade items and explore Arkham), and the cost so Seal Gates is only 3 Clue Tokens and the AO only awakens if it's doom track fills up (any investigator may discard a Gate Trophy or 5 tuffness of Monter trophies while at the Church to remove a Doom Token) and each investigator gets two movement and AH encounters a turn... etc, etc... We not longer call it Arkham Horror but Hello Kitty Island Adventure... I do NONE OF THESE!!!...if your going to do anything make it harder
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Morgaln said: Any investigator who is lost in time and space is immediately moved to the Lost in Time and Space area of the board. The investigator is now delayed, and the player should place the investigator marker on its side. The investigator loses his next turn, remaining in the Lost in Time and Space area. The player may only stand his investigator marker back up during the Movement Phase. On the following turn, at the start of the Upkeep Phase, the player may move his investigator to any location or street area of his choice in Arkham. I also asked myself what happens if you are LiTaS under some circumstances, e.g.: You are first player and the first player gains a clue. Even more complicated if you have a Press Pass. You are first player and the Mythos card that has the first player succeed at a check or be cursed is drawn. The Mythos card that lets every player succeed at a check to be blessed is drawn. Can abilities that modify specific actions still be used, e. g. Mandy's reroll, Jaqueline's redraw, Charlie's Terror prevention (not that we need more open questions regarding Charlie) These could probably be summarized as: "If something is not tied to a specific phase, can it be done if you have to skip your turn?" I wouldn't think investigator's ability could not be used. How about the Pickpocket RIng at Large...the don't use these words, "AT LARGE," lightly because your getting pickpocket while LiTaS! What does, "loses his next turn mean"? Upkeep: skip...then how could you complete Join the Winning Team? Movement: skip Arkham Encounter: skip Other World Encounters: skip Mythos: skip...so does this mean you don't draw a Mythos card? You can have negative thing happen to investigators that, "losses his next turn". For example take Sanity damage from Colour Out of Space, etc So why not positive...Soothing Night!, trading, etc?
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The Message said: I like him, especially his Worshipper and Unstable World abilities. He seems a bit easy to beat though, honestly, especially in the final battle. You can keep feeding him unneeded items as you blast him to pieces, especially since his modifier isn't too bad. At least his large doom track would help him there, but it also means that the investigators have plenty of time to seal, assuming they don't get stupidly unlucky on mythos draws (4-5 Mystics could easily send the game spiralling out of control). I like your other idea for his attack, though it also rewards stockpiling. At least it's somewhat different. Random tangent: I've been meaning to read the Dark Tower series but never got around to it. Are they worth it for an English major with a ton of recreational reading already on his plate? Originally had him turn Cultist into Leng Spiders and give Cultist Leng Spiders Nightmarish 2 True didn't want to make his combat modifiers to difficult, because he gains Doom tokens for every investigator thats devoured and if he wakes up and not everyone has an Ally his Doom Track will be 14+ and you will loss all those items those investigators had! Fought him once in a four player game. Was not able to Seal him plus his Unstable World made one extra Gate open. Sadly 3 investigators died because of his Start of Battle and the last one removed 4 doom tokens from the 16 before being devoured! The First 4 books are worth the read after Wizard in Glass they sort of felt rushed but read The Stand and Heart in Atlantis before the DK series.
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Can you trade with an Investigator that "Skips his next turn"? For example 2 Investigators LiTaS or that encounter at the wood where you gain, "4 clues, 2 spells or 1 skill" but Skip your next turn and what if that same investigator gets drawn though a Gate? Do they have no OW encounter?
