Tulzscha and the "dangerous" cultists

By Solan, in Arkham Horror Second Edition

Rcently I've been trying out Heralds for my Arkham experience. I used Mother Hydra a few times and now I've been giving the Green Flame a chance. This game I drew Eihort and groaned. To make matters worse, a second Cultist joined the mandatory first Cultist on the second turn. But I had Agnes, and she had Lure Monster. Once I had Hank use his Fetch Stick to kill the Dark Young the gravedigger's had strike released into Kingsport it was a simple matter to lure both Cultists down there, where they could do me no harm for the rest of the game.

Before I'd always figured that Eihort was perhaps the deadliest AO's to use with Tulzscha, because of the Brood token penalty for killing a Cultist. On the other hand, because I was using Tulzscha I was able to dump the Elusive Cultists in Kingsport with no problem, which would not have been the case had they been the standard Eihort cultists, since then I would have been blocking me from attending to Rifts. Do you guys think it makes for a more challenging game to use Tulzscha with Eihort, or conversely do you think it actually makes things easier, since the Cultists are no longer roadblocks to movement which you dare not destroy?

Would have to say easier. We had the same combination some time ago -- we initially thought, like you, that it would be tough. However, we ended up simply ignoring the cultists and we ended up (relatively) fine.

Kingsport board = lame. It's a free dumping ground for monsters. It needs some vortices or something, seriously.

Dam said:

Kingsport board = lame. It's a free dumping ground for monsters. It needs some vortices or something, seriously.

Or some sort of house rule that allows monsters to move between kingspot and arkham:

e.g. if a monster on the kingsport train station moves it ignores the arrow and moves to kingsport train startion

going in the other direction is a bit more problematic, perhaps if a monster in the orange streets (I can never remember street names happy.gif) moves ignore the arrow and place them on the kingsport train station.

If moving in one particular direction will make the game easier then just implement one of the above.

For the alternative problem of no monsters in kH you couls simply house rule that on each monster surge X monsters are placed in KIngsport in addition to those normally placed. With X = half those involved in the normal surge

- Mariana the ex-nun cultist

Dam said:

Kingsport board = lame. It's a free dumping ground for monsters. It needs some vortices or something, seriously.

True, in that sense. But then again if the rifts only open in Kingsport (based on the location of the last placed Rift Progress token), then it could be really difficult to close any open rifts and prevent them from adding doom tokens.

But if you want another lame call out, I think I may always place the Warding of the Yellow Sign on Devil Reef, to prevent the DOR track and terror level from rising too much.

Tibs said:

Dam said:

Kingsport board = lame. It's a free dumping ground for monsters. It needs some vortices or something, seriously.

True, in that sense. But then again if the rifts only open in Kingsport (based on the location of the last placed Rift Progress token), then it could be really difficult to close any open rifts and prevent them from adding doom tokens.

But if you want another lame call out, I think I may always place the Warding of the Yellow Sign on Devil Reef, to prevent the DOR track and terror level from rising too much.

Would WotYS prevent a DOR increase from a gate failing to open?

I wouldn't have thought so (which from past expreience probably means it is specifically mentioned as being so somewhere in the rules gui%C3%B1o.gif)

Or, did you mean it would stop gate bursts and then monsters jumping into vortex from the 'Reef?

Most of my DOR tokens so far have come from gate failure rather than monster vortexings

- Mariana the ex-nun cultist

Another reason to hate KH (for me anyway), Allies available at Stable Locations sorpresa.gif !?

Well, I'm probably throwing a lot of credibility out the window by asking this - but how do you get monsters in Kingsport? And more importantly, how do you choose which monsters to put there, as it sounded like the OP was doing by "dumping" cultists in Kingsport?

I don't yet have Innsmouth, so maybe that's why I'm confused.

OP mentions Lure Monster which let's you choose the monster. Milk of S-N gets all non-Spawn there.

Ahhh of course, Milk of Shub-Niggurath. I never think to pull monsters between towns with that, but of course it would be allowed. Yeah, it's too bad that makes Kingsport even lamer in a way. Though it does give the guy on rift duty something different to do lengua.gif

Mariana the Ex-Nun Cultist said:

Would WotYS prevent a DOR increase from a gate failing to open?

I wouldn't have thought so (which from past expreience probably means it is specifically mentioned as being so somewhere in the rules gui%C3%B1o.gif)

Or, did you mean it would stop gate bursts and then monsters jumping into vortex from the 'Reef?

Most of my DOR tokens so far have come from gate failure rather than monster vortexings

- Mariana the ex-nun cultist

If I remember correctly, Warding of the Yellow Sign stops any monsters from coming out of any gates at that location. That means that they won't go trot over to the adjacent vortex. Before Innsmouth came around, my prime spot for Warding was Wizard's Hill.

Tibs said:

Mariana the Ex-Nun Cultist said:

Would WotYS prevent a DOR increase from a gate failing to open?

I wouldn't have thought so (which from past expreience probably means it is specifically mentioned as being so somewhere in the rules gui%C3%B1o.gif)

Or, did you mean it would stop gate bursts and then monsters jumping into vortex from the 'Reef?

Most of my DOR tokens so far have come from gate failure rather than monster vortexings

- Mariana the ex-nun cultist

If I remember correctly, Warding of the Yellow Sign stops any monsters from coming out of any gates at that location. That means that they won't go trot over to the adjacent vortex. Before Innsmouth came around, my prime spot for Warding was Wizard's Hill.

Sorry I was getting this confused with the Great Seal thingmy from KH

- Mariana the ex-nun cultist