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  1. From the most recent league FAQ update: " When adding Dunwich, only the listed things are used. No board, no common items, no Mythos... not yet anyways. Clues banked at the bank do count towards the maximum that can appear. Any time an investigator has 3 or more corruption cards, they must take a cult membership. This can be during setup, or during the game itself. " That's what we'll be using. It's got a good and a bad, so it should work out alright.
  2. Yeah, once you've taken all of the clue tokens, that's it, according to the league FAQ, but again, by the time that you're doing that well, you could probably just win at your leisure. It also says that clues used to note things (i.e., on some Rumor cards) don't count toward this, so, if you need a few, you're allowed to put generic markers there and put the clues back in the pool. That being said, though, I think that it's a good idea to count up all of your clue tokens and check them against the component list in the AH rulebook. If you've lost a few and don't know it, then you're shorting yourself a bit if you don't know that when you run out of actual tokens.
  3. To supplement my storage, I've been using a plastic box with a lid that latches shut. It holds zip baggies containing monsters, money, and a few other things. Once the things are removed, I unzip the monsters and pour them back in, so it's the monster cup, too. It's transparent, but I always look away and mix it up a lot before drawing. Given the luck that we have when drawing monsters, I'm pretty sure that my subconscious isn't taking advantage of it, either.
  4. Wow. Perhaps I deserve some cred. I've always played it correctly. Whenever any card is discarded, it is put at the bottom of its respective deck. This goes for Common Items, Unique Items, Spells, Skills, and Allies, as well as Encounter Cards, Gate Cards, Mythos Cards, Madness Cards, Injury Cards, etc. Whenever anything is removed from the game (i.e., Elder Sign, any Rumor that I've seen in either pass or fail), it's boxed. So far, there's only been one thing that we mess up, and it's not so much playing incorrectly as forgetting to do it. We always seem to forget, upon closing a gate, to search the board for monsters with that symbol. Oh, memory....
  5. Well, the latest on the FAQ says that banked clue tokens do carry over, so that's nice. Also, on the corruption issue, I was wondering what happens if an investigator who starts with 0, 1, or 2 corruption cards eventually gains a 3rd one later in the game. It sounds like the cult membership is caused by the acquisition of a 3rd corruption card no matter when it occurs, according to the newly updated FAQ. It was phrased ambiguously, however, since it read like it might be only during setup (or only when the investigator comes into play, in the case of pre-fight devouring or that one encounter at the Science Building).
  6. Boojum said: For our last 2 games, we gave Calvin to the one playing Dexter Drake. Fixed Shrivelling spell, and the ability to draw 3 and pick 2 when drawing his random spells make him one of the bettter spellcasters. Add Calvin in and he doesn't have to worry about sanity costs for over half the spells. Any monster that doesn't have magical immunity is toast. The way that I'm reading this, you're doing it incorrectly. Sanity cost and sanity loss are different. You pay Sanity cost for Spells unless something reduces or prevents that (such as Planetary Alignment). Calvin Wright reduces Sanity loss by 1, in the same way that Harvey Walters does. Pairing Calvin with Harvey or Dexter does work well, however, since they can worry less about Sanity loss and so more freely use spells that cost non-zero Sanity. In fact, in Scenario 1, Harvey with Calvin would only lose Sanity from random encounters that lose him more than 2 Sanity, so that's very nice. But yes, losses and costs are different.
  7. I looked at the FAQ and this still isn't clarified yet. My current group just finished scenario 2, so this is kind of relevant. Also, while there would normally be some merit to the idea that clues on the board don't count, the fact is that the only clues ever on the board in scenario 2 are at the bank and are what were already earned in scenario 1. Also, while I'm writing this, I'll ask for another clarification not found in the FAQ. (The answer might turn out to be obvious, but I don't have BGotW yet.) Does "any investigator with 3 or more corruption cards must take a cult membership" only apply during setup, or does it apply to the whole game?
  8. Actually, I was wondering about that myself. It's not really specific to the herald so much as to the scenario, but if we get unique items during encounters, do we just get nothing, or random skills, or what?
  9. Quizoid said: FloLeBlanc said: We still eagerly await Scenario 10, imho it should be something like: "Azatoth is the ancient one, clue tokens cannot be used to seal gates, remove all elder signs from the unique deck, remove all elder parchments from the exhibits deck, the outskirts limit is 0" We barely managed to beat Cthulhu (got incredibly lucky), the last scenario should be next to impossible Coincidentally, it looks like it's out right now. And, though you can seal gates, it's actually worse than you imagine on the "removal of all elder signs," count. Ridiculously worse. http://new.fantasyflightgames.com/edge_minisite_sec.asp?eidm=6&esem=4 Dear sweet progenitor of Azathoth! I call the cross! Seriously, though, some of that just seems excessive. At least they provide a means to avoid one of the nastinesses. I think that I look forward to spending several games against scenario 10. Now, I must go ask a questiion of this scenario. *whoosh*
  10. Avi_dreader said: Arborshate said: Avi_dreader said: Btw, I love when people think Yog-Sothoth is difficult. He's such a joke really. If you're willing to do anything for a win, you can get investigators to dump their items and cash onto other players, and even take out a bank loan, then deliberately weaken him in suicidal combat then send him to an other world like Rlyeh if possible, the abyss or yuggoth if not. I.e. suicidal otherworld runs for the sake of getting a new investigator ;') cheap little exploit against him. Technically legitimate (I'd probably avoid it though, unless the game was getting extremely close, just because it would be boring). -- How exactly would this make fighting Yog-Sothoth easier? Losing investigators is generally a setback, and here you're hindering your ability to get those gate trophies. ::Laughter:: okay, clearly you haven't thought out how to be devoured for the benefit of a team ;') here's how you do it. You get a new investigator, the new investigator comes with items and cash, you give the items and cash to another investigator, then you get the new investigator devoured. This'll probably take a few turns, but starting equipment is worth a good amount of cash. Or you just dump an old investigator when it's getting weak. Either way, you get a new one, with new items and new purchasing power. If you're planning on direct combat, this probably isn't such a good idea, but if you want to take him out with seals, getting new investigators keeps you flush with cash to keep searching through the unique item deck for elder signs and The King in Yellow. Well, first of all, that one is somewhat limited. Obviously, you need more than 1 investigator, and 2 probably won't cut it, since 1 won't be as good at shopping AND sealing gates AND controlling monsters while recieving the money and items. And, of course, clues that came with the throw-away investigator are lost, as is some time. Maybe it works out. I'll see. Moreover, though, I don't know how that's really an exploit specifically against Yog-Sothoth. You started talking about it right after talking about how Yog-Sothoth is easier than everyone else thinks. The benefits of sacrificing investigators could apply to fighting most AOs.
  11. Avi_dreader said: Btw, I love when people think Yog-Sothoth is difficult. He's such a joke really. If you're willing to do anything for a win, you can get investigators to dump their items and cash onto other players, and even take out a bank loan, then deliberately weaken him in suicidal combat then send him to an other world like Rlyeh if possible, the abyss or yuggoth if not. I.e. suicidal otherworld runs for the sake of getting a new investigator ;') cheap little exploit against him. Technically legitimate (I'd probably avoid it though, unless the game was getting extremely close, just because it would be boring). -- How exactly would this make fighting Yog-Sothoth easier? Losing investigators is generally a setback, and here you're hindering your ability to get those gate trophies.
  12. While we're at it, what would the values of the less potent versions of "Discomforting" be? As I see it, in terms of power, extra clue during setup < extra clue per spot per mythos < Discomforting. Also, is it just me or is Ultimate Cosmic Evil not worth it? Since the Terror level starts out at 5, the +6 score nets a +1 gain, extra Mythos or no. So, the rest of it is that you get +1 point but have to resolve 1 extra Mythos card per turn. Is that really worth it?
  13. I would have thought that "return <monster> to the cup" means "remove <monster> from the board, and this does not count as a kill". So, spawn monsters would go to wherever they go when they're killed (back to their starting places for most, but removed from the game for riots). Alternatively, you could just have it such that, when spawn monsters in Dunwich move, if they would move to a vortex, they instead move into the space that has the opposite-colored arrow pointing toward the currently-occupied space.
  14. CptWasp said: A doubt: at the start of the game, when I pick the 2 common objects, should I: 1 Pick two cards and keep one, then pick another two cards and keep one (another time) 2 Pick 3 cards and keep 2 I always played 1, because I think at each preparation action as a separate event... but today the doubt arose... You're supposed to do the second one. Whenever he draws one or more common items, he draws one more than normal and discards one more than normal. Setup is similar to shopping in that the random draws are done as a batch. So, when setting up, you draw 3 (instead of 2) and discard 1 (instead of 0). The same goes for Dexter Drake, Monterey Jack, and Amanda Sharpe for their respective abilities.
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