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guest479357

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Posts posted by guest479357


  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. 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*


  9. 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. 


  10. 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. 


  11. 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?   


  12. 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. 


  13. 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. 


  14. Carrion Prince said:

    It really depends which expansions you use since they tend to increase downtime between turns to discuss strategies. Most games run about an hour per player, so a 3 player game lasts about 3 hours.

    Yeah, it depends on the number of players.  One player playing 4 investigators won't be discussing strategy nearly as much as two or four players playing the same number of investigators. 


  15. thorgrim said:

    I just think it far too easy for an Investigator with 4 movement and the patrol wagon to trade with one Investigator in Arkham, one in Dunwich, one in Kingsport and then head back to Arkham to have a fight, then the very next turn return the equipment to the rightful owners and still have an encounter.

    Otherwise you could also do such things as have investigator A running the board with the patrol wagon collecting cash from other investigators, just to drop all that cash off at investigator B sitting at the curiositie shop during each movement phase. Investigator B then goes looking for items each encounter phase, and the very next movement phase investigator A gets the item, takes it to wherever it is needed, picks up any cash gained in the last encounter phase, then rinses and repeats.

    I think it much more logical that to be able to move to virtually ANY location regardless of what's in the way, you can't repeatedly do it in the same phase. While it is a car, compared to other investigators walking, it is still only 1926, cars weren't that speedy and reliable to be able to travel between three different towns in the time one person walks a mile or two.

    Well, first of all, the Patrol Wagon was made before any of the expansions, in particular the big box ones.  Also, I don't know how well logic would apply, anyway.  After all, it's possible to travel to a location, then activate a Motorcycle to read a Tome.  In fact, it's possible to camp a location while recieving no movement points (i.e., Speed 0, or Speed 1 and one of those -1 movement point effects), but then use a motorcycle or some maps in order to sit there and read a book.  

    Also, in your example, the investigator doesn't need any movement points if he has the Patrol Wagon. 

    Also, we never really have that problem.  Either that player gets 10+ toughness of monster trophies early because his character was already well-equipped, or he gets the deputy stuff later in the game, by which point he has already accrued considerable equipment.  He also tends to play Jenny Barnes, and Deputy Barnes gets at least $2 per turn, so there's no cash-collecting, either.  Of course, I do see your overall point, since Deputy McGlen might go around collecting money to hand off to Monterey Jack, or even Bob Jenkins.  

    Ia Fhtagn! 


  16. thorgrim said:

    That's the price you pay for being able to move practically anywhere with no need to worry about the distance from point A to point B and the monsters in between.

    I guess that I'm sort of playing Nodens's advocate here when I say:  I thought that the price was 2 gate trophies, 10+ toughness of monster trophies, or 1 of one and 5 of the other.  


  17. thorgrim said:

    Again its another one of those cards that can be read multiple ways. Does the term "normal movement" mean instead of the whole "Arkham Movement" section of the rules, or does it mean instead of moving from one location to another adjacent location?

    I think though that if you give movement points along with the wagon, it is extremely overpowered. The way I read the card is that a single movement with the patrol wagon replaces your movement points. You cannot visit multiple locations in the same phase.

    Well, that's doubly-harsh.  Not only would there be no stops in between, but one also couldn't use anything requiring movement points. 


  18. thorgrim said:

    Yeah I'll agree that there is a little ambiguity depending on how you read it. I've always been of the mind that it was just worded badly and what they meant to say was "lose all movement points for the rest of the phase", so even if you did then exhaust the map or motorcycle, the movement points are immediately lost, otherwise it gives a little too much power to a well set up investigator: move, fight, exhaust map, move, fight, exhaust motorcycle, move, have an encounter.

    Well, no, it wouldn't be quite that powerful, since the rules explicitly state the one may not move again after entering combat.  However, it could be read so that one could have combat, exhaust some stuff, and then read a Tome. 


  19. Hey, I know it might be weird for me to offer input here, having not played the game yet (I'm sitting here twitching waiting for the gorram LCG core to come out), but, well, here we go. 

    I have played M:tG before, though I got out of it due to the cost (hence why LCG interests me), but my notion here, and in a lot of games really, is that there's an intuitive idea of "the stack."  M:tG made this explicit in the rules, but there's this idea that the declaration of intent and the actual resolution of the action are two different things.  As I recall, a lot of this is intuitive in more casual games, and is implicit on the card or what-have-you, or the thing says something about playing it before something happens or to "prevent" (or a synonym, or "reduce" or similar) something. 

    Of course, sometimes one needs to be told that this is *not* the case.  As an example, in Arkham Horror, sometimes people want to sacrifice Duke (sacrifice to restore Sanity to full) after an encounter goes south (read: drives them insane) but before they actually snap, but that's apparantly a no-no.  Of course, one cannot very well expect to have one's cake and eat it too when Yog-Sothothery is involved.  


  20. Here's a question that came up while I was replying to the newbie question on movement, but I figured that this is a more "advanced" question, so I figured that I'd put it here: 

    Come to think of it, here's another question.  One of our players in particular rushes off to the Police Station the turn after he gets the 10-toughness-equivalent to get the Deputy stuff, so this is quite relavent.  We know that the Patrol Wagon acts like a teleporter, allowing one to go from any area to any area without having to worry about formulating a path or evading intervening monsters, only having to deal with evading monsters at the starting area and evading or fighting monsters at the final destination.  As you'll recall, investigators are allowed to trade items (common, unique, spells) and money at any time that they're in the same area, except during combat.  However, would the Deputy (or whoever had the wagon at the time) be able to start at point A, go to point B, trade with an investigator there, and then go to point C? 

    So, for instance, a Deputy having just been kicked out of the General Store decides that an investigator who just got hospitalized could make better use of that obligatorally-purchased Knife than she could, and wants to stop at St. Mary's Hospital before heading up to the Curiositte Shoppe.  Would this (Rivertown streets -> St. mary's Hospital -> Curiositte Shoppe) work with the Patrol Wagon?  We're currently playing that it does, but I want to know if there's anything in the rules that might interfere with this. 


  21. thorgrim said:

    Arborshate said:

     

    1.  Since one must exhaust them to get their movement points, could one use them to read a Tome (etc.) after finishing combats in an area?  

     

    "Once an investigator begins combat with a monster for any reason, his movement is over. Regardless of whether or not he wins the battle, the investigator loses the rest of his movement points and must remain where he is." AH rulebook pg. 8

    Yes, that's where I see the ambiguity.  He loses the rest of his movement points, and he must remain where he is (exceptions:  going insane -> asylum, being knocked out -> hospital, losing to Nightgaunt -> Other World, losing to Dimensional Shambler -> LiTaS) (two distinct ideas), but this phrasing does not preclude him from gaining subsequent movement points (Motorcycle or Map of Arkham).  I play it by the spirit of the rules, and we generally use Tomes and such either before moving into combat (just exhaust all motorcycles and maps and then use any desired Tomes within budget) or after getting to the destination (assuming no combat), but I'm just saying that the rules can be read a certain way, and I figured that it was relavent, since we were discussing the movement system. 

     

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