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demozon

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  1. Like
    demozon got a reaction from anpesteves in Stun, movement and lantern RULES   
    (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.
  2. Like
    demozon got a reaction from anpesteves in Evade if moving after combat?   
    There is nothing in the rules that indicate that movement is evade-free after an attack; an investigator must perform an evade test before any non-attack actions.
     
    "An investigator must make an evade test against every monster in his space before moving or performing non-attack actions"
    (page 14)
     
    "Attacking a monster does not require making an evade test." (page 15)
     
    When reading the rules, it's a good idea to focus on what they explicitly allow instead of looking for things that are not disallowed. You could easily ask "can I take three extra movement step after an evade test?" - there is nothing in the rules which explicitly prohibit this, but it's still not how you should play it
  3. Like
    demozon got a reaction from artphobia in Green Eyed Boy - rules clarification   
    Seems I based my answer on the change in Call of the Wild.
     
    Feature Marker Clarifications (CotW, page 10)
    Allies and investigators may move through a door that is covered
    by a barrier. To do so, simply remove the barrier from the door
    and place it in the space. Then move the ally through the door.
    Do not replace the barrier on the door after this movement.
  4. Like
    demozon reacted to 9-Jack-9 in When is the next expansion?   
    Getting pretty desperate for a new boxed expansion. Or at least a print-on-demand scenario. Anything! Give us anything, FFG! This is the FFG I'm most invested in -- far more than Arkham or Eldritch Horror. I've dropped dough on every Mansions product that has come out. Neeed ...
  5. Like
    demozon reacted to Knightrain88 in Who says that Horror can't be fun?   
    Let me share some entertaining bits and pieces of last night's playthrough of "Inner Sanctum"...
     
    Inner Sanctum 1A...
    Keeper - Me
    Jenny Barnes - My wife, Beth
    Kate Winthrop - Jeremy, we were playing at his house
    Michael McGlen - Holden, Jeremy's teenage son
    Joe Diamond - Tony, a friend of Jeremy and I from way back
     
    Joe and Michael managed to accidently set Cave 1 on fire fighting Shoggoth #1
     
    The Cult Leader managed to set the Chapel on fire trying to hurl a fireball at Kate, who had just hit him with the Axe.  The 2 damage from "ending a turn in a space with a fire token" was enough to kill him.
     
    Over the course of the scenario, Michael McGlen dropped his Tommy Gun (missed Dexterity check on Ranged Combat card) no less than 3 times.
     
    Kate suffers from the "All Alone" Trauma and believes that her "friends" are actually monsters.  She has to make Horror checks any time she/they enter a room together.  She eventually sneaks away from they party and runs smack-dab into Shoggoth #2.
     
    This conversation...
    Kate's Player:  I can't figure out where to go next.
    Keeper: (pointing at Clue 3, sitting right in front of him) You could always look for a "Bridge Over Darkness."
    Kate's Player:  (looking at the map) But there aren't any bridges on this map.
    Keeper: (tactful silence)
    Kate's Player: Wait... (pointing at the Chasm) is that stairs or a ladder?
    Keeper: That... is a Chasm.
    Kate's Player: Oh, so that's like a bridge, then.
     
    Kate discovers, to her dismay, that "Hidden" does not mean "Safe" when she hides from Shoggoth #2 in the box in the Study.
     
    Jenny tries to make a goal-line sprint past Shoggoth #3 (Shog #1 was long dead) and 2 Cultists to reach the Ceremony Room to reveal Clue 1... rolling 3 10's in row for her Evade checks.
     
    Jenny (4 Health remaining) and Joe (2 Health remaining) both realizing that they must Evade 6 Cultists, 1 Cult Leader, and 2 Shoggoths to reach the Chapel (which, I remind you, is on fire).  They do the math, and both elect to stand and fight rather than run.
     
    All of the players decided that at least 1 of the Investigators should escape, so Kate trades the Cult Robes and the Axe to Michael and he gives her the Tommy Gun.  He sprints past the 3 Cultists in the Corner Hallway (who can't attack him) and Evades Shoggoth #2 to reach the Chapel.  Shoggoth #2 follows him into the burning Chapel and attacks, but Michael's successful defence (damage and stun the monster) does just enough damage to Shog #2 to kill it.
     
    Kate has 1 Sanity left and is now armed with a Tommy Gun and a Shriveling Spell.  Thanks to earlier attacks from Jenny and Joe, her Shrivelling does just enough damage to disintergrate Shog #3.  She manages to blast two more Cultists before she's finally brought down.
     
    I see people debate all the time in this Forum about exactly how tough the Keeper should be on the Investigators and how the Keeper should be playing to "Win."  I think that you really need to think about who your friends are and what sort of play style that they enjoy and taylor your Keeper play accordingly.  There was a point, very early in last night's game, when I knew that could easily bury both groups in Cultists and monsters(they Investigators had split the party and both groups were within 2 spaces of the alters).  I also knew that, had I done that, it would be that LAST time that we played MoM with that group...ever.
     
    Was there a winner in last night's game (beyond Michael McGlen)?  According to the rules, no... the scenario ended in a draw.  Did I have a great time?  You bet!  Did the other players have a great time?  They all seemed to... even my wife, who really can't understand my attraction to the Arkham/Eldritch/Elder/Madness games.
     
    Hope to post more fun bits in a few weeks, after I talk these guys into playing "Blood Ties."
  6. Like
    demozon reacted to tommysollen in Best starting scenario, keeper info, other noob questions?   
    I often play the keeper and when it comes to balance my rule of thumb is simple: make it fun!
     
    If I have a lot of threat and truly awesome opportunities I always go back to rule number 1 - what's most fun for everyone in this moment? 
    This way, I don't abuse my powers for my own sake and everyone has fun. I think I've managed to reach a good balance because our games are always really close calls on who wins / looses.
  7. Like
    demozon reacted to Davidevil in Zombie Apocalypse   
    It  is a dark and stormy night, you and your old friends investigators have decided to spend a quiet evening playing poker and drinking whiskey in an old isolated cottage. The architect had advised you not to build above an Indian burial ground, but you certainly do not believe in such superstitions.
    They ring the doorbell and you stand up thinking it's the Pizza guy but when you open the door, you find yourself in front of a decomposing body that wants to bite you.
    You regret not having listened to the architect.
     
    You can download the English and Italian version here:
    http://www.boardgamegeek.com/filepage/102028/zombie-apocalypse
     
     
  8. Like
    demozon reacted to amikezor in Newbie concern about 'Inner Sanctum' balance   
    Summon worshippers is more fun when it is limited once per turn per altar.
     
  9. Like
    demozon reacted to Tibs in Connected Hallways   
    No; they each have names, so they're each independent rooms. Additionally, the edge of a cardboard tile always acts as a room delimiter.
  10. Like
    demozon reacted to JonHook in When's the next new MoM PoD expansion coming out?   
    Hooray! I just got The Laboratory as a X-mas present. I can't wait to get it to the table, and I love that it builds upon Forbidden Alchemy. I hope more PoD expansions continue the trend, and build upon the larger expansions, like Call of the Wild. Brilliant. 
     
    Merry Christmas everyone! 
  11. Like
    demozon got a reaction from wombatgirl in Evade if moving after combat?   
    There is nothing in the rules that indicate that movement is evade-free after an attack; an investigator must perform an evade test before any non-attack actions.
     
    "An investigator must make an evade test against every monster in his space before moving or performing non-attack actions"
    (page 14)
     
    "Attacking a monster does not require making an evade test." (page 15)
     
    When reading the rules, it's a good idea to focus on what they explicitly allow instead of looking for things that are not disallowed. You could easily ask "can I take three extra movement step after an evade test?" - there is nothing in the rules which explicitly prohibit this, but it's still not how you should play it
  12. Like
    demozon got a reaction from SolennelBern in Evade if moving after combat?   
    There is nothing in the rules that indicate that movement is evade-free after an attack; an investigator must perform an evade test before any non-attack actions.
     
    "An investigator must make an evade test against every monster in his space before moving or performing non-attack actions"
    (page 14)
     
    "Attacking a monster does not require making an evade test." (page 15)
     
    When reading the rules, it's a good idea to focus on what they explicitly allow instead of looking for things that are not disallowed. You could easily ask "can I take three extra movement step after an evade test?" - there is nothing in the rules which explicitly prohibit this, but it's still not how you should play it
  13. Like
    demozon reacted to mrhinelander in Evade if moving after combat?   
    Thanks, your advice about interpreting the rules makes sense. Mack
  14. Like
    demozon reacted to artphobia in The Difference Between Lock and Obstacle Cards?   
    Also note that the Axe only works on a Lock Puzzle ... not a Rune Puzzle or Wiring Puzzle.
  15. Like
    demozon reacted to mrhinelander in The Difference Between Lock and Obstacle Cards?   
    Page 3, "Lock cards . . . prevent investigators from entering a room . . . .  Obstacle cards . . . prevent investigators from exploring that room . . . ."  (emphasis from Rules of Play).  
     
    I believe this distinction between locks and obstacles is more useful than "physical vs. prevents Investigators from continuing," because both a Lock and an Obstacle interrupt a step, i.e., "prevent from continuing."  The Lock interrupts a Movement Step, and if the Lock is defeated, the Movement Step is completed.  The Obstacle interrupts an Action Step (Explore), and if the Obstacle is defeated, the Action Step (Explore) is completed.  Page 17, "By completing a puzzle [on a Lock or Obstacle], the investigator can proceed with the movement or exploration the puzzle was hindering."
  16. Like
    demozon got a reaction from mrhinelander in Evade if moving after combat?   
    There is nothing in the rules that indicate that movement is evade-free after an attack; an investigator must perform an evade test before any non-attack actions.
     
    "An investigator must make an evade test against every monster in his space before moving or performing non-attack actions"
    (page 14)
     
    "Attacking a monster does not require making an evade test." (page 15)
     
    When reading the rules, it's a good idea to focus on what they explicitly allow instead of looking for things that are not disallowed. You could easily ask "can I take three extra movement step after an evade test?" - there is nothing in the rules which explicitly prohibit this, but it's still not how you should play it
  17. Like
    demozon got a reaction from mrhinelander in What Keeper cards can Investigators see?   
    Mythos and Trauma are kept hidden.
     
    "All Mythos and Trauma cards in the keeper’s hand are kept secret from the investigators." (page 10)
    "Mythos and Trauma Cards:Any cards in the keeper’s hand are secret and may not be seen by the investigators." (page 25)
     
    Keeper Action cards are visible, except for in Call of the Wild.
     
    I could not find anything directly in the rules, but Call of the Wild explicitly changes the behavoir.
    "Call of the Wild Keeper Action Cards are kept hiddenfrom investigators until used." (CotW, page 11)
  18. Like
    demozon reacted to Zargas in Recording and sharing the intro texts online?   
    I got a reply today stating that this particular project is greenlighted from FFG, but they reserve the right to change their minds in the future. If you plan on doing similar stuff, just send them an e-mail and explain your intent and they are probably going to be cool about it =)
     
    Recordings are rolling, I do 1-2 stories each night. Story #4 should roll out in like 4 hours =)
    Also, I'll probably do some adjustments along the way, re-uploading versions.
  19. Like
    demozon got a reaction from willmanx in This is why we hate Kate Winthrop   
    0 clues found: Test luck (2)
    1 clue found: Test luck and +2 for one clue (4)
    2 clues found: Test luck and +4 for two clues (6)
    etc...
  20. Like
    demozon got a reaction from Lilikin in New ADD on for Arkham night!!!!!!!   
    I'm kinda happy that there was anything at all, really
  21. Like
    demozon got a reaction from SolennelBern in Next expansion   
    I'd really like to see a small expansion which revisited / brushed up / fixed the scenarios from the base game and forbidden alchemy.
  22. Like
    demozon got a reaction from SolennelBern in Next expansion   
    Of course, they may delay the announcement to arkham nights in novemeber...
  23. Like
    demozon got a reaction from DadouXIII in Organizing for quicker setup   
    Let's see.
     
    1) Each investigator in a separate container - with starting items and stat-choices.
     
    2) Each scenario in a separate container - objective card, event deck, clues etc..
     
    3) All exploration cards sorted alphabetaically. The are listed alphabetically in the guides, so it's quick to extract the needed ones.
     
    ... and all other types of cards are separated too. I find the most time consuming part of the set-up is find which cards to use - so I try to make that as painless as possible.
  24. Like
    demozon got a reaction from Tibs in Starting with Call of the Wild.   
    This is an expansion, and you need at least some map tiles, some exploration cards and some puzzles from the base game… and quite a lot of the lock and obstacle cards. The combat and trauma-cards will severely reduced. … and you need to mock up most of the feature tokens. And some of the monsters are probably needed too. This is from memory, so I may be wrong.
    However, you do not need the keeper actions cards, the event-decks, objectives and mythos cards from the base game.
    With a lot of mocking up and ingenuity, this may be possible, but don't think I can recommend it. 
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