Card conflicts?

By Rezza, in Arkham Horror Second Edition

thecorinthian said:

As a side note: I might be wrong about this, but once the Terror level is at 10, don't you add a Doom token whenever it tries to rise further?

yes you do

thecorinthian said:

As a side note: I might be wrong about this, but once the Terror level is at 10, don't you add a Doom token whenever it tries to rise further?

That is correct.

MrsGamura said:

You want to know something funny... both of these cards are from the same set and that set is the base game... so would have thought this issue would have been addressed long ago.

@noth1ng there is no monster limit when the terror lv is ten... the AO awakes when there are twice the normal aloud monsters in Arkham.

noth1ng's saying that if Happy Days keeps the terror level down, then when the rumor fails those 8 monsters are probably going to be flooding the outskirts, emptying it once or twice without any ill effect.

In one game I played this actually happened and we didn't even stop to think: Happy Days beat Terrible Experiment

I think rules should be as simple as possible. When some card says that something cannot happen then it does not.

Without any special rule helping us out on this and and everyone seem to have their own preferance I could only find a single chapter in the rulebook that helps us out:

Page 23, revised edition:

TIMING CONFLICTS

If two or more game effects happen simultemeously, the players choose the order in which they occur. If the players cannot agree, the first player decides.

So until we get this clarification on an official FAQ or an answer from the developers players are free to decide what will happen. Take the opportunity to stop the terror-track as you seldom get such a great benefit I say.

Svavelvinter said:

Without any special rule helping us out on this and and everyone seem to have their own preferance I could only find a single chapter in the rulebook that helps us out:

Page 23, revised edition:

TIMING CONFLICTS

If two or more game effects happen simultemeously, the players choose the order in which they occur. If the players cannot agree, the first player decides.

So until we get this clarification on an official FAQ or an answer from the developers players are free to decide what will happen. Take the opportunity to stop the terror-track as you seldom get such a great benefit I say.

This was already touched upon, on the first page of this thread.

MrsGamura said:

You want to know something funny... both of these cards are from the same set and that set is the base game... so would have thought this issue would have been addressed long ago.

And I was there when it happened. I have no proof, and no link to a forum that died long before the last one, but I'm pretty sure Kevin said something along the lines of, "The Terror Track will not rise until the Environment is discarded. Then the Failed Terrible Experiment raises the Terror Track to 10."

This sets up the idea that a Rumor is constantly emitting its success or failure over the game from the box, like the Error Tally of a baseball game. "The Great Ritual" says "From now on" and projects its failure from the box; maybe the Terrible Experiment does virtually the same?

jgt7771 said:

And I was there when it happened. I have no proof, and no link to a forum that died long before the last one, but I'm pretty sure Kevin said something along the lines of, "The Terror Track will not rise until the Environment is discarded. Then the Failed Terrible Experiment raises the Terror Track to 10."

I...remember that! Sort of. Gosh that was like, long ago. But I don't remember with enough clarity to say that Kevin said it, or that it was a strong community consensus.

For now I'm going to stick with "can't over can" and "environments take precedence."

jgt7771 said:

I have no proof, and no link to a forum that died long before the last one, but I'm pretty sure Kevin said something along the lines of, "The Terror Track will not rise until the Environment is discarded. Then the Failed Terrible Experiment raises the Terror Track to 10."

This sets up the idea that a Rumor is constantly emitting its success or failure over the game from the box, like the Error Tally of a baseball game. "The Great Ritual" says "From now on" and projects its failure from the box; maybe the Terrible Experiment does virtually the same?

God, he didn't really say that, did he? All due respect to the Kevster, but he does seem to be "circling the airport" sometimes. Some of these rulings are so surreal that they could be used to recruit for a Dadaist commune.

The Great Ritual (and maybe some of the other rumours, i can't remember) always had daft wording. I assumed that this would have long since been recognized as a mistake, and if the cards were being written today, they'd be phrased differently.

Apparently not. Now i find out that Mythos cards can broadcast game-altering brain-rays. "When Kevin Wilson speaks, each forum member must make a Will (+1) check. Each forum member who fails loses 2 Sanity. This check's modifier decreases every time a new ruling is required."