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About Assussanni

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    Abingdon, Oxfordshire, United Kingdom

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  1. I love it. "Mr. Rook, you've found all the tools I need. Now could you please go and fetch Dr. Elli Horowitz and an art student to catalogue these findings?" One turn later. "Excellent, that's all done. Art student - I'm sorry, I didn't catch your name - could you please go and find Dr. Christopher and Ms. Kaslow? I need to consult with them about this."
  2. Cards which are Assets or Events (see the top left of the card) can be used in one of two ways. They can be played, by default by spending one of your three actions in the investigator phase and paying their cost in resources. Assets then go into your play area and you gain access to their card text, which for Dr. Morgan is +1 combat and the reaction ability to exhaust Dr. Morgan and draw a card when you defeat a monster. Events are typically a one time effect and then they are discarded. They can be committed to skill tests. During the skill test they give a bonus equal to the number of icons on the card matching the type of test, then at the end of the test they are discarded. Typically any text on the card is ignored when they are used in this way. This is also how Skill cards are used, but they also usually give additional bonuses in their text box. Hope that helps.
  3. Sorry, my mistake. It can be any investigator at any location who draws the skull token. You can then heal horror from one investigator at either Jim's location or a location connected to Jim's location.
  4. 1) You can’t play assets from your hand. You may still use assets you have previously played. 2) You can use it when any investigator at your any location draws a skull token. 3) If there are no cultists then you spawn a cultist from the encounter deck or discard pile but do not put 2 doom tokens on it. You may still need to put doom on it because of text on the cultist card though, e.g. Acolytes get one doom added to them when they spawn. Hope that helps!
  5. From memory I don't believe there is any effect during the scenario that forbids the cultists from being parleyed with or removes their text, so you can still use diplomacy if you want. I think I remember reading somewhere that Umordhoth was specially created by FFG for their Arkham Files universe as a "tutorial/introduction" Ancient One. I've not played many of the other games, so I don't know if the card game was Umordhoth's first appearance.
  6. I see your point, but the example from the Rules Reference under “A, An” makes me think that if they had meant for more than one investigator to be able to place a clue they would have written the ability as: “Each investigator in Dunwich Village may place 1 of his or her clues on any Abomination enemy in play (group limit once per game).”
  7. Q1) It says “an investigator”, singular, so only one investigator may place a clue, not both. However, it may be any of the investigators at the location. Q2) Correct, they stay where they are. Q3) Yes, an investigator can have two copies of Internal Injury, for example. If the second is drawn when the first is in play then they’ll both be in your threat area, and you will take 2 direct damage at the end of your turn if they are still there. Get a friend to help! (They can clear treacheries in your threat area if they are at your location, in this case by spending two of their actions. This isn’t immediately obvious, see the FAQ for more details.) Q4) Correct, it goes in Zoey’s discard pile. Q5) The effects stack, yes. Q6) Correct. Q7) Correct. Q8) R2 triggers when you remove all the clues from the Hidden Chamber. Since Silas is not defeated he is not placed in the Victory Display and you do not gain the 2 VPs (but you do get the 2 VPs from the Hidden Chamber). Q9) Gaining Aloof does not make the enemy disengage. Drawing Attention can definitely be a nasty Encounter card, but I can think of several worse ones... Hope that helps!
  8. By the rules as written the best I can do is suggest that an investigators hand size is normally 8 cards at all times, but your hand is only checked against this number during the Upkeep phase. Laboratory Assistant explicitly says that your maximum is only increased by two during the Upkeep phase, which would mean it would not affect the number of cards you draw with Glimpse the Unthinkable. Any unconditional effect that changes hand size would affect the number of cards drawn with Glimpse the Unthinkable.
  9. That is what is being discussed, yes. Unless it has been stealth-updated, the Carolyn deck in it is illegal. Sure it's easy enough to make it legal, but that is definitely not something a brand new player should even have to be thinking about!
  10. Gosh, that must make the event an absolute nightmare to organise. No wonder the scenario is designed to scale to almost any number of players! I'm slightly surprised they don't give out the pack/other goodies to the players only once they have finished the scenario.
  11. We definitely found Carcosa harder than Dunwich, but I think our team wasn't as strong (Zoey + Daisy for Dunwich, Lola + Jenny for Carcosa). In Dunwich, I wouldn't say Where Doom Awaits or Lost in Time and Space were comfortable but we didn't feel that we won them by the skin of out teeth. In Carcosa, we survived The Unspeakable Oath with our last actions, just scraped through Black Stars Rise (with Lola defeated) and lost about three quarters of the way through Dim Carcosa. I've been back and soloed Dunwich but we haven't gone back to Carcosa yet. When we had a quick look at the other cards in Dim Carcosa our impression was that the Doubt route that we took looked quite a bit harder than the Conviction route for the investigator decks that we had.
  12. I agree with everything you say up until this point. I think Lola offers a unique playstyle, giving the player a mini puzzle each turn of what can I do with the cards of my current role, when should I switch role, what role do I want to be in at the start of the next round, how bad would it be if I draw Crisis of Identity this upkeep phase, etc. I found this really interesting and enjoyed playing as Lola, who felt very different to any of the other investigators I've played. I would probably have been more useful playing as another investigator but I had a lot of fun. I do think Lola could have been better designed, and she is definitely not new player friendly, but I still feel that she improves the game by virtue of being a fun investigator to play. Of course fun is subjective, so I completely understand if anyone disagrees with this opinion! I agree with this, but the difference is that Calvin wants to be at 4 horror, whereas Roland will probably have done everything he can to not take any horror at all and possibly have some horror healing up his sleeve. So I suspect in any given game you're more likely to see Calvin at 4 horror than Roland. I should say I haven't actually played Calvin yet. I want to soon because, like Lola, I think he will offer a very different play experience.
  13. I'm going to assume that by worst you mean least likely to be of help completing a scenario, rather than anything to do with how fun they are to play. In that case I think I'd have to nominate Lola Hayes, followed by Calvin Wright. Lola has a larger deck size, making her less consistent, is a frail 6 health and 6 sanity, has two copies of a signature weakness that can have a devastating effect (which can lead to her taking sub-optimal moves until both copies have been drawn), has an investigator ability which is a handicap and a perfectly average stat line (which means she'll probably have to have some way to boost her skills to pass a difficult test in any of the four disciplines). I have yet to see a Lola deck whose goals couldn't be met more effectively by replacing Lola with another investigator. Calvin is weak early on in the scenario when his stats are low, so other investigators will probably need to carry him. Once he is set up he has great stats and Survivor tricks in case he fails, which is great, but set up for Calvin means red-lining so an unlucky Tentacle pull on a Rotting Remains or Grasping Hands can easily polish him off, leaving the rest of the party having to literally carry him out of the scenario at the end.
  14. To add to what @Antimarkovnikov said, this is a picture of Tony Morgan's backside(!) giving his deckbuilding requirements. Taken from the FFG live stream and originally posted by Wyndam22 on Board Game Geek.
  15. I agree that Guardian of the Crystallizer looks like it is numbered 25 when shown on the stream. I reckon that means 26 and 27 will be Rogue cards 2 and 3 and everything else is bumped up a number. If another class were to get a bonded card then that would take up another bonus slot so cards 35 and 36 could be Neutrals. I might be wrong, but I believe the 56 player cards excludes investigator cards. So we need 43 from #18-#38, assuming that no other investigators have multiple copies of their signature asset. Or weakness. This could be two copies of everything from #18-#38, with an extra copy of Open Gate if the Myriad keyword were to need it. Basic Weaknesses could be singles instead of pairs if more cards are needed for anything related to Myriad.
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