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Musha Shukou

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About Musha Shukou

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  • Birthday 06/02/1981

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    Provo, Utah, United States
  1. An Other World encounter from the Lurker expansion says to make a luck (+1) check and consult the chart. With 1 or 2 successes, move to a different Other World. Which area in the new Other World do you move to? If I'm in the 2nd area of the original Other World, can I move to the 2nd area of the other Other World or do I have to start over in the 1st area of the new Other World?
  2. I'm not even sure if anybody still patrols these forums, but Strange Eons used to have a series of tutorials that were most helpful. It's been a long while since I've played around with DIY in SE, but I'm back in the mood. Particularly, I'm looking for the tutorial that changed ally cards into enemies. Anybody know where this tutorial has gone? When I pull up the webpage for the tutorial, it is no longer there. The webpage was http://cgjennings.ca/eons/tutorial/customization_example.html.
  3. Wow! Looks great! How did you create those components? Please tell me Strange Eons has an EH plugin!
  4. Given my experience, the more the investigators lose, the less likely they are to come back and play again, so you may want to consider simply conceding and letting them have this one. Now, with my personal opinion out of the way, I shall give my interpretation of the rules. I have not actually played this scenario, but reading it, it seems to me that warded is a condition that the monsters have. This condition has 2 effects on the monsters under 2 different circumstances. First, regardless of any other effects, monsters that are warded can never be moved or stunned by investigators, no matter what. Second, as long as there is still a lock in place on the ritual site, IN ADDITION TO being immune to stun and being moved, warded monsters can not be attacked and can not take damage from any source. But once that lock is removed, warded monsters can be attacked and can take damage, but they still can't be moved or stunned by investigators. In this scenario, the Dunwich Horror is ALWAYS warded. In your specific situation, your Dunwich Horror was moved by an investigator. This shouldn't have happened. A warded monster can only be moved by the keeper. A warded monster can not be moved by anything involving the investigators, such as investigator abilities, items like "Ashcan" Pete's guitar, or combat cards that tell the investigators to move a monster. So it sounds like you would have won, my friend. So now, I guess the question you must answer yourself is, "do you take away their victory with a backsies?"
  5. That is unfortunate. At the bottom of the webpage, and I mean the VERY bottom, you should see a link called "Customer Service." If you click that, it should take you to the Customer Service page where you can report missing components. The first time you click "Customer Service," it may direct you to a main FFG page, just scroll to the bottom and click it again. From there, click Component Defects, and then click the link that says Damaged/Missing Components Request Service. Edit: Or better yet! That link I just copied here actually works! Just click that!
  6. Wow, I hadn't looked deep enough to notice all that. Thanks erbody!
  7. Some of the spells in the game, eg: Flesh Ward, have a number at the bottom of the card. I couldn't find anywhere in the rulebook or reference guide that explains these numbers. What do these numbers mean? And if somebody could please point me to the section in the rulebook that explains these, that'd be great.
  8. In the mythos card that says there is activity at some streets, there is always an explanation for what the activity is in the text of the mythos card. For example, there's a mythos card that says, "the first player to end their movement at South Church is blessed." This mythos card would show "Activity at South Church." Also, most Rumor mythos cards involve an activity marker where players have to spend their encounter phase at a specific location to spend or sacrifice certain items to pass the Rumor.
  9. Yes, that is a good point, but thematically, the monsters are out looking for something to munch on, which is why you have to pass an evade check or they find you and you have to fight them off. However, the gate is just kinda floating there searching for cell signal, apparently, and is too distracted to notice you.
  10. Remember that entering a gate only happens during the Arkham Encounter phase after the movement phase. During the movement phase, just ignore the gates; it's as if they're not even there.
  11. And if you receive a response, please post it here, as that information could help a lot of us here.
  12. Lol. I'm loving the application of the game to real life here!
  13. Yes, blasted can mean cursed, but only when using it as an expletive, and for the name of the Blasted Heath, this is not the case. Here, blasted is used as the descriptive word of the landscape, so 'withered,' 'shriveled,' 'destroyed,' 'ruined,' 'wasted,' is the meaning here, while heath is a parcel of shrub-covered, low-quality land. That the locals of the area referred to it as the Blasted Heath really implies how hideous this land must have been.
  14. What about card thicknesses? Or the weights of the paper used for the cards?
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