innsmouth spoilers!

By pittplayer, in Arkham Horror Second Edition

Can a poor fellow ask for a spoiler? How does the jail work? The current images are far to small to read what the gameboard says.. if an investigator get's arrested how do he/she escape from jail? How does the mechanic that other investigators may attempt to free them work? Tell me everything..

allstar64 said:

Hmmmm I need to add something to my previous statement. (minor spoilers)

I was complaining before about how Mark got kinda shafted with his personal stroy quest. What I didn't notice is that he got MAJOR BEEFAGE (yes it is a word) in terms of Insmouth roles. The chance of being arrested in Insamouth is several times greater than in Arkham and the penalties are even harsher. So much so that Mark's "One Man Army" is a top teir skill if Insamouth is in. Heck so is Wendy's "Blessed be the Child". I still think his personal story mission should have been better but Insamouth wasn't as bad to him as I orrignially thought.

Not top tier. Second tier. Probably— depends on how threatening Innsmouth is in practice.

I'm amused that Mary has finally been imbued with the power of God in Lovecraft's (non-Elder) Godless universe ;'D with her personal story she's *definitely* a upper second tier character. A perpetual blessing. Whoosh.

Can you let us know what is written on the various streets. I'm happy to hold off on most of the other infromation, but I want to know how all the locations in Innsmouth work.

As posted by Jesse Dean at BGG: www.boardgamegeek.com/thread/410975 ...

I left out the characters that were already preview. I only included notes about abilities that are unusual.

Roland Banks: The Fed
Sanity 4/Stamina 6
Starts with an Ally; Any round he has less than 2 clue tokens he gains a clue token. Any round he has less than $2, ge gets $1.
Will 5; 3 Focus

William Yorick: The Gravedigger
Sanity 4/Stamina 6
Starts with 3 monster trophies; May use monster trophies like clue tokens; When spending monster trophies can choose to return them to the box rather than the cup.
Speed 3; Will 6; Focus 1;

Hank Samson: the Farmhand
Sanity 5/Stamina 6
Does not need to make a horror check when he first encounters a monster, only when he fails an evade or combat check.
Speed 5; Combat 5; Will 3; Lore 3

Akachi Onyele: The Shaman
Sanity 7/Stamina 3
It costs Akachi one less Clue token to seal a gate; She gets a +1 to all checks to seal a gate and can do it regardless of other conditions.
Starts with 1 Gate Trophy.
Focus 1; Speed 5; Lore 5; Luck 3.

Tommy Muldoon the Rookie Cop
Sanity 6/Stamina 4
Before a mythos card is drawn Tommy may cause one or more monsters that are adjacent to his location to move to him, regardless of their normal movement; Tommy can not be arrested and it only costs him 1 gate trophy or 5 toughness of monsters to become the deputy
Starts with Map of Arkham, Rifle
Focus 1; Sneak 3; Fight 5; Lore 3; Luck 6

Patrice Hathaway: the Violinist
Sanity 5/Stamina 5
Patrice may allow the other investigators to spend her clue tokens even if they are not in the same location or world.
Ominous Dreams: Patrice gets 1 clue token whenever a gate opens, she also gets 5 clue tokens whenever the 9th space on the doom trak is filled.
Lore 5; Luck 3

Norman Withers: the Astronomer
Sanity 6/Stamina 4
Whenever Norman closes a gate he can pick a gate symbol instead of the one on the gate; monsters of those type are removed instead.
Starts with Find Gate
Speed 3; Fight 3; Luck 5; Lore 5

Finn Edwards: the Bootlegger
Sanity 4/Stamina 6
Moves whenever moon monsters move, like a normal moon monster.
Finn never has to discard items or lose money, even when he is knocked unconcious or driven insane. He must still pay costs as usual.
Starts with Whiskey, Bank Loan
Focus 1; Speed 6; Stealth 5; Fight 3; Will 3

George Barnaby: the Lawyer
Sanity 7/Stamina 3
When spending a clue token he can choose to use it to add +1 to the result of one die rather than rolling additional dice. George may spend $2 to prevent any in investigator from being arrested, including himself.
Speed 3; Sneak 5; Fight 3; Luck 5

Agne Baker: the Waitress
Sanity 5/Stamina 5
When Agnes casts a spell that provides a bonus to combat checks, they provide an additional bonus equal to the number of hands requires. When Agnes casts a spell she can use Stamina for the part or all of the cost rather than Sanity.
Starts with Wither.
Sneak 3; Will 3; Lore 6

Ursula Downs: the Explorer
After using the special ability of a location can still have an encounter. After reading an Arkham location card can spend 1 clue token to cancel it.
Starts anywhere she wants to except the Streets or an Otherworld; Starts with 4 clue tokens
Speed 5; Sneak 3; Lore 3; Luck 5

Minh Thi Phan: the Secretary
Sanity 6/Stamina 4
Minh gains a +1 bonus to all skill checks while she has an Ally or another investigator is in the same location. One other investigators get a +1 bonus to skill checks if she is in the same location as them.
Start with the King in Yellow
Speed 5; Luck 3

"Skids" O'Toole
Sanity 3/Stamina 7
"Skids" may, once per skill check, rule 2 additional dice for each 1 he rolled. "Skids" may not become deputy of Arkham or take out a bank loan.
Starts with an Axe.
Speed 3; Sneak 5; Fight 5; Will 3;

16 New Investigators, 15 stable Arkham Locations. Who is the "odd man out", starting on an unstable location? My guess is William, who would naturally start in the Graveyard, yes?

Edit: Skip it. I see it's Ursula now.

Okay...I'm afraid I must confess...I suffer from a severe case of White. I'm really, really culturelessly White. I blame my early environment...but that's not important right now. I know that FFG is not above playing some games with their Investigator's names, so I MUST ask:

How does one properly pronounce "Minh Thi Phan"? Due to my unfortunate condition...all I see is "Minty Fan".

Won't you please help...?

Hm... Chinese 111 seems so long ago now (if that is even Chinese).

I think Th is pronounced like a "zuh" sound. Or maybe it was a "jhe" sound. My best shot is "Meen Gee Pan".

I am freaking out over innsmouth. I'm broke as a bloke who smokes, no joke, and can't afford it right now, but i've been checking this board constantly to see what is in the box. If any kind hearted fella or gal out there would care to spend some time posting what is on the board, I'd be greatly appreciative.

jgt7771 said:

Okay...I'm afraid I must confess...I suffer from a severe case of White. I'm really, really culturelessly White. I blame my early environment...but that's not important right now. I know that FFG is not above playing some games with their Investigator's names, so I MUST ask:

How does one properly pronounce "Minh Thi Phan"? Due to my unfortunate condition...all I see is "Minty Fan".

Won't you please help...?

She is Vietnamese, or possibly Cambodian.

Pronounciation would be "MIN TEE FAN"

So you could just call her "Minty" or "Minty Fan"

Anybody care to mention what more of the personal stories do? They really have me intrigued.

Thanks for the post about the new investigators. The violinist looks like another Daisy, but I'll have to play her and see. Can't wait!

Do you mind telling me a couple things about the expansion?

  • How many of the 36 mythos cards open gates in an Innsmouth location? (I know you said "all that open gates" but I don't know how many don't)
  • What are the names of all the rumors? I don't need to know what they do. This is just for the stats site.

I am a little surprised that the "odd one out" didn't start in Lost in Time and Space. Oh well--that gives me room to make one of my own!

Anyone else noticed that there is no Calvin Wright? I thought for sure the League scenarios were going to lead into him being a character! Plus the establishing shot of his entire picture on the investigator card would have been a GREAT transition from skiddish to badass (for those who have seen it).

Oh my! When did this expansion come out?! I just stumbled acrossed it today! Just ordered it, I'm so excited!

Tibs said:

I am a little surprised that the "odd one out" didn't start in Lost in Time and Space. Oh well--that gives me room to make one of my own!

Well, for all intents and purposes, at least from a gameplay angle...she kinda does. At the beginning of her first turn, before Upkeep, she would be placed on any "town" space she wants. The only distinction is she can't start in a Street, but how many people would choose to move to a Street from LiTaS on the first turn?

But I suppose you're gonna toss out that she's placed BEFORE the pregame Mythos card; if she were officially LiTaS when the first turn started, she could come out directly on top of the starting double-Clued location.

Hmph. That's not in the spirit of doom, is it? gran_risa.gif

No, the starting position is appropriate for that character. What I meant is that they didn't design the 16th character to make sense when starting in Time and Space. A Witch or Sorceror for example. The waitress doesn't count ;)

Let me answer some of these spoiler questions. First, the Innsmouth Jail: Jail Break: Each Investigator in the Jail Cell during the Arkham Encounters phase makes a Sneak -1 check and draws one encounter card, plus one additional card for every success rolled, encountering one card of his choice and discarding the others.

Sawbone Alley: Outside Help: Investigators imprisoned in Innsmouth Jail gain one extra success on their Jail Break roll for every Investigator in Sawbone Alley.

While I won't look at the location card encounters early myself, I have seen spoilers posted by others which say you CAN be Devoured by encounters you have while in jail.

Another poster wanted to know about the locations. First National Grocery lets you spend a dollar for Food or Research Materials instead of having an encounter.

Gilman House Hotel lets you gain a Sanity or Stamina after having an encounter ther, IF you are still at that location.

Falcon Point lets you spend $2 to charter a boat and move to any aquatic location and have an encounter there, or move any other investigator in an aquatic location to Falcon Point. Investigators may not move any further after moving with this location ability.

Devil Reef: Accursed: Investigators must end their movement upon entering Devil Reef. Flying monsters may move into Devil Reef as though it were a street area. There is a movement line connecting Devil Reef to Y'ha-nthlei, and it sounds like that's one of the only two ways to get there.

Y'ha-nthlei: Inaccessible: Investigators may ONLY enter Y'ha-nthlei from Devil Reef or when returning to Arkham from an Other World, REGARDLESS of other game effects. This is true even if there is an open gate here.

So no Mi-Go Braincasing to Y'ha-nthlei, no having a Nightgaunt take you there, and certainly no driving there in the patrol wagon! You can only get there by first stopping at Devil Reef, or by being lucky enough to have a gate of the same Other World type as the gate at Y'ha-Nthlei also open somewhere more accessible.

Falcon Point, Devil Reef and Y'ha-Ntheli are the ONLY three spaces in Innsmouth where you don't have to worry about martial law.

I won't look at the Personal Story cards until those characters come up in play, but are there any other specific questions I can answer?

Oh, yes, and one more thing: Barnabas Marsh must die!

Just my questions above about the total number of cards showing gates on the innsmouth board, and the names of the rumors.

Keep up the good work! (sneak peeks)

Oh, and the name "Skids" O'Toole called to mind "Sneakers" O'Toole from the Family Guy episode. Unfortunately I'm not cultured enough to know if Family Guy actually referenced something or if they made it up (probably the former :P)

And "Silas" Marsh? Looks more like an anagram for "sails" to me gui%C3%B1o.gif

I still want to tease myself somewhat, now that I know the Board and the Investigators, so...how about...how many different kinds of new monsters are there? I'm not asking for titles or names at all, just how many different new names are there? And of those new names, how are they distributed amongst the colors? I assume there's a boatload of Orange...

(Are the Deep One Rising tokens the same as any Deep One monster pic?)

Not counting the 2 Shoggoths, 1 Elder Thing, 1 Cultist, 1 Mi-Go, 2 Masks or 4 Beings of Ib, there or Tendril of Nyogtha, there are seven new monsters, three of which are unique, and one of those three unique monsters is the dread Servitor of the Outer Gods. Among those seven are four red bordered monsters, three green bordered monsters, 1 blue bordered monster and twelve orange-bordered monsters.

Sorry I can't help you out on the Rumor names, Tibs, but I refuse to look through my new Mythos cards until they come up in play. Could someone else please let Tibs know the names of all the new Rumors?

Sadly, the pictures on the Deep One tokens are NOT the same picture as on the Deep One Uprising tokens.

Tibs said:

Thanks for the post about the new investigators. The violinist looks like another Daisy, but I'll have to play her and see. Can't wait!

Do you mind telling me a couple things about the expansion?

  • How many of the 36 mythos cards open gates in an Innsmouth location? (I know you said "all that open gates" but I don't know how many don't)
  • What are the names of all the rumors? I don't need to know what they do. This is just for the stats site.

I am a little surprised that the "odd one out" didn't start in Lost in Time and Space. Oh well--that gives me room to make one of my own!

Anyone else noticed that there is no Calvin Wright? I thought for sure the League scenarios were going to lead into him being a character! Plus the establishing shot of his entire picture on the investigator card would have been a GREAT transition from skiddish to badass (for those who have seen it).

Heh... If only... I think the violinist might be the new #1 investigator. She's a freaking clue machine. I think she'll be generating 20 clues in an average game (not to mention the ones she could pick up normally). She generates a clue every time a new gate appears, and she has two abilities that allow her to generate five clue tokens at a point of the game (nine doom tokens, and upon completion of her easy to complete mission).

jgt7771 said:

I still want to tease myself somewhat, now that I know the Board and the Investigators, so...how about...how many different kinds of new monsters are there? I'm not asking for titles or names at all, just how many different new names are there? And of those new names, how are they distributed amongst the colors? I assume there's a boatload of Orange...

(Are the Deep One Rising tokens the same as any Deep One monster pic?)

I think there's about 12 orange monsters. Deep ones and deep one hybrids, but also a priest of Dagon and a mask.

The tokens look diffrent.

Whooops! And Barnabas Marsh :')

The monsters are decent (and I'm glad a bunch of them are aquatic) but with the exception of the Servitor of Outer Gods and a few stationary ones, they're fairly weak. There are about five shoggoth/proto-shoggoths (a bit weaker than a regular shoggoth). They'll accompany custom heralds well though ;') since there are *alot* of deep ones and shoggothesque monsters now.

The personal stories are great fun ;') but you didn't ask about that so I won't tell you.

Partizan said:

As posted by Jesse Dean at BGG: www.boardgamegeek.com/thread/410975 ...

I left out the characters that were already preview. I only included notes about abilities that are unusual.

Roland Banks: The Fed
Sanity 4/Stamina 6
Starts with an Ally; Any round he has less than 2 clue tokens he gains a clue token. Any round he has less than $2, ge gets $1.
Will 5; 3 Focus

William Yorick: The Gravedigger
Sanity 4/Stamina 6
Starts with 3 monster trophies; May use monster trophies like clue tokens; When spending monster trophies can choose to return them to the box rather than the cup.
Speed 3; Will 6; Focus 1;

Hank Samson: the Farmhand
Sanity 5/Stamina 6
Does not need to make a horror check when he first encounters a monster, only when he fails an evade or combat check.
Speed 5; Combat 5; Will 3; Lore 3

Akachi Onyele: The Shaman
Sanity 7/Stamina 3
It costs Akachi one less Clue token to seal a gate; She gets a +1 to all checks to seal a gate and can do it regardless of other conditions.
Starts with 1 Gate Trophy.
Focus 1; Speed 5; Lore 5; Luck 3.

Tommy Muldoon the Rookie Cop
Sanity 6/Stamina 4
Before a mythos card is drawn Tommy may cause one or more monsters that are adjacent to his location to move to him, regardless of their normal movement; Tommy can not be arrested and it only costs him 1 gate trophy or 5 toughness of monsters to become the deputy
Starts with Map of Arkham, Rifle
Focus 1; Sneak 3; Fight 5; Lore 3; Luck 6

Patrice Hathaway: the Violinist
Sanity 5/Stamina 5
Patrice may allow the other investigators to spend her clue tokens even if they are not in the same location or world.
Ominous Dreams: Patrice gets 1 clue token whenever a gate opens, she also gets 5 clue tokens whenever the 9th space on the doom trak is filled.
Lore 5; Luck 3

Norman Withers: the Astronomer
Sanity 6/Stamina 4
Whenever Norman closes a gate he can pick a gate symbol instead of the one on the gate; monsters of those type are removed instead.
Starts with Find Gate
Speed 3; Fight 3; Luck 5; Lore 5

Finn Edwards: the Bootlegger
Sanity 4/Stamina 6
Moves whenever moon monsters move, like a normal moon monster.
Finn never has to discard items or lose money, even when he is knocked unconcious or driven insane. He must still pay costs as usual.
Starts with Whiskey, Bank Loan
Focus 1; Speed 6; Stealth 5; Fight 3; Will 3

George Barnaby: the Lawyer
Sanity 7/Stamina 3
When spending a clue token he can choose to use it to add +1 to the result of one die rather than rolling additional dice. George may spend $2 to prevent any in investigator from being arrested, including himself.
Speed 3; Sneak 5; Fight 3; Luck 5

Agne Baker: the Waitress
Sanity 5/Stamina 5
When Agnes casts a spell that provides a bonus to combat checks, they provide an additional bonus equal to the number of hands requires. When Agnes casts a spell she can use Stamina for the part or all of the cost rather than Sanity.
Starts with Wither.
Sneak 3; Will 3; Lore 6

Ursula Downs: the Explorer
After using the special ability of a location can still have an encounter. After reading an Arkham location card can spend 1 clue token to cancel it.
Starts anywhere she wants to except the Streets or an Otherworld; Starts with 4 clue tokens
Speed 5; Sneak 3; Lore 3; Luck 5

Minh Thi Phan: the Secretary
Sanity 6/Stamina 4
Minh gains a +1 bonus to all skill checks while she has an Ally or another investigator is in the same location. One other investigators get a +1 bonus to skill checks if she is in the same location as them.
Start with the King in Yellow
Speed 5; Luck 3

"Skids" O'Toole
Sanity 3/Stamina 7
"Skids" may, once per skill check, rule 2 additional dice for each 1 he rolled. "Skids" may not become deputy of Arkham or take out a bank loan.
Starts with an Axe.
Speed 3; Sneak 5; Fight 5; Will 3;

The problem with some of these descriptions is they're really very incomplete. Some of them are intended to be supplemented or replaced by easy pass conditions (I'm thinking of the Fed and the Shaman in particular).

I'm asking, Avi! I'm asking! Spoil some personal stories for me!

flamethrower49 said:

I'm asking, Avi! I'm asking! Spoil some personal stories for me!

Heh... Just one (because I'd like to play a game and was intending to now, but I have been delayed.

This one is my favorite. I got a big grin from reading it. Hopefully you'll like it too.

Dexter Drake:

It was clear that the Great Drake was in over his head.

There was no one to equal him for stagecraft and illusions, but when it came to the real thing... Well, Dexter had to admit, when it came to genuine magic, he was a talented amateur at best.

Unfortunately, it had become abundantly clear that a talented amateur was not what the world needed now. It was sink or swim time.

The Great Drake

Pass: Each time Dexter draws a Tome, put a Clue token on this card. If there are 2 Clue tokens on this card, place "Sorcerer" in play.

Fail: If Dexter is driven insane, place "Phony" in play.

Sorcerer:

Thumbing through the John Dee edition of the Necronomicon, Dexter smiled. "Ahh," he said. "Just the thing."

Dexter reduces all Sanity costs to cast Spells by 1 (to a minimum of 0).

Phony:

"Is it really magic?" The boy gazed up, his eyes wide.

"You don't want to see real magic, kid. No one does."

Dexter must discard 1 Spell of his choice.

I understand, and respect that you don't want any surprises blown ;)

Someone at BGG gave me the rumor names. They're on the stats site.

Tibs said:

I understand, and respect that you don't want any surprises blown ;)

Someone at BGG gave me the rumor names. They're on the stats site.

Thank you, Tibs. And I'm glad to hear that you do have the new Rumor names on your site, because I'm afraid I'm going to need at least one of them. I have one hell of a session report for you coming as soon as we finish this game, or more accurately, as soon as it finishes us.

Avi_dreader said:

Dexter Drake:

The Great Drake

Pass: Each time Dexter draws a Tome, put a Clue token on this card. If there are 2 Clue tokens on this card, place "Sorcerer" in play.

Phony:

Dexter must discard 1 Spell of his choice.

First, Y'Golonac likes Dexter's Personal Story, right gui%C3%B1o.gif ? Second, that's a very, very, very weak (and lame) Fail penalty IMO.