Questions: Clue Spawning, Bonuses, Cthulu Mystery

By Werepanda, in General Discussion

Hi again!

I have three questions that I didn't see covered by previous posters. If these have been asked before I apologize. Two of these came up when facing Cthulu and the other one seems to nerf allies but here we go.

1) There was a card (I can't remember if it was a mythos or mystery) that moved all Clue tokens on the board to the nearest sea space. The next time we spawned clues, some of those clues indicated spaces already covered by the previously moved clues. What happens then? Do they stack? Or is there only room for the one clue? If that is true what happens to the spawned clue?

2) The rule books say that you may only use the highest bonus for a given task (though I do understand you can still use special abilities like the bullwhip's reroll and the shotgun's double success on 6's). Does this apply across the board (no pun intended)? .45 gives +3, a lucky wither gives +3 and the Syndicate ally gives +2 (all increase strength) but the final result is only a +3? If true this makes allies pretty weak imho. Hired muscle becomes (nearly) useless once you pick up a knife? On a side note: does bonus dice also count to skills that have been increased?

3) Lastly, there was a Cthulu mystery card (sorry I don't have it in front of me but it was fighting off an army of deep ones). It stated that the investigators had to go to an Eldritch token on a sea space, complete a combat (or Strength) check and then place the Eldritch token on the mystery card when successful. After placing a number of tokens equal to the investigators, the mystery is solved. Then after all that it says do not remove the Eldritch tokens. This seemed contradictory and confusing.

Hey WP,

1) As far as I know, the clues stack on the spaces. At least, there is nothing I can find contradicting that.

2) Yes, in combat it makes the basic allies less powerful, but the hired muscle is still very useful for tests during encounters, where the weapons don't apply. His re-roll is also, for all intents and purposes adding another die to combat tests so that's not nothing.

3) After defeating a deep one during this mystery, you place the token representing it on the mystery card, but Cthulhu creates new eldritch tokens as his reckoning effect, so that it's likely there will still be some eldritch tokens on the board when the mystery is won. These eldritch tokens will remain on the board after you solve the mystery and keep having their normal effect (delaying investigators who enters their space, and hitting them for one sanity).

Jumping in on this - follow on 1) & 2), Pseudonym's answers are the ones I'd have given.

On 3), I have a related query. My understanding of this mystery (and ones like it) has been: investigator travels to space with token, fulfils the conditions to place an eldritch token on the mystery (but the sea, filled with eldritch-y ness, is left with an eldritch token). Once you've gone to enough eldritch spaces created by the mystery and fulfilled the conditions, the mystery is solved. I have always played it that you can't simply stand on one eldritch space repeatedly completing the conditions turn after turn - hence why it says on the mystery card to place 'that token' (or similarly worded) onto the mystery.

Yesterday I played against Yig. We came upon his mystery that puts a couple of eldritch tokens equal to half the number of investigators each on a random space - we were four investigators, so two tokens went out to two random spaces. We had to travel to both spaces, fulfil the conditions of the mystery, and get each token onto Yig's mystery card. Make sense?

Yesterday I played against Yig. We came upon his mystery that puts a couple of eldritch tokens equal to half the number of investigators each on a random space - we were four investigators, so two tokens went out to two random spaces. We had to travel to both spaces, fulfil the conditions of the mystery, and get each token onto Yig's mystery card. Make sense?

Yup, this makes sense.

If true this makes allies pretty weak imho. Hired muscle becomes (nearly) useless once you pick up a knife?

You are right in the sense that once you pick up a knife the hired muscle is nearly useless in combat encounters, however, a knife can't help you push open a door or lift up a boulder. The power of the stat increasing allies (beyond their usual reroll ability) is that they help you in all other encounters, while weapons only help in combat.

Hope this made the allies a little less useless in your eyes!