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  1. Mansions of Madness 03.03.2011 Season of the Witch 24.06.2011 Silver Tablet 24.08.2011 Til Death Do Us Part 17.10.2011 (Forbidden Alchemy 15.12.2011 - not really released here) House of Fears 04.05.2012 Forbidden Alchemy Revised 11.07.2012 The Yellow Sign 27.09.2012 Call of the Wild 01.02.2013 The Laboratory 19.11.2013
  2. Yes, you can send an investigator into another room.
  3. (this is from memory, so it might be slightly incorrect, but here goes...) 1) Monsters and investigators remove the stun token at the end of their turn. 2) Yes. 3) Monsters do not have any free movement, they do however, have a free attack during the attack step. 4) Monsters do not need to evade investigators. They are free to move past, or ignore, investigators.
  4. Looks like Arkham Nights will have a MoM "play with the designer". I think the last POD was announced during that event last year.
  5. As far as I know, investigators can have several side-effects. The rules doesn't say anything else. So far I've never had the issue come up, though.
  6. I think I've said this before, but I really hope they are trying to do a revision of the original game. Perhaps merge the base game and forbidden alchemy to make a more appealing experience. Left as it is, I have a feeling this franchise will not attract any new fans...
  7. I hope they haven't given up on mansions.
  8. The scenarios is the base game are a little lopsided in favor of the keeper - some objectives are really impossible to win with as investigators. So, playing the keeper to win does not always result in a fun session... Blood Ties and The Inner Sanctum are the best of the other scenarios, but each of them have some issues. Check here: http://boardgamegeek.com/thread/855701/objectives-to-embraceavoid This collects some fixes for the base scenarios: http://boardgamegeek.com/filepage/92877/mansions-base-scenarios-minimum-fixes
  9. 1. The Fall of House Lynch is a good introducary scenario. 4. I'd say "The Yellow Sign" Print on Demand is perhaps the best value for money. "Call of the Wild" if you want something larger. As for the "Forbidden Alchemy" expansion, some of the material (especially the combat cards) integrate very nicely with the base, but a lot of the other stuff is specific to that expansion - and the newly released "The Laboratory". ... 2 and 3 are harder to give a good answer to.
  10. Call of the Wild does this to some extent. Cards are mostly randomly seeded. If I remember correctly, some of the scenarios have divided the cards into two "power levels" before distributing them.
  11. No, not all scenarios are this broken, but the ones using Summon Worshipper usually are - since the cultists are just too cheap. The Yellow Sign POD uses a similar card where each cultist costs the same as the number of cultists on the board + 1, e.g. the first once costs 1, the second costs 2 etc. Some scenario/objective combinartions in the base game are really unbalanced, though. http://boardgamegeek.com/thread/728690 This is a fairly comprehensive discussion about the scenarios in the base game. I hope FFG revises the base game in a future edition. Mansions of Madness v1.5
  12. No, attacks do not end the investigators turn. It only uses the "action" step. So, in your example, the investigator has two movements steps left and can try to evade the monster.
  13. Yes, there is a problem here. It's possible to discard the journal and then be stuck.
  14. Yes, trauma will cost 1 threat. http://community.fantasyflightgames.com/index.php?/topic/43732-sister-mary/
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