Some Questions From a New Player

By DaPunthar, in Arkham Horror Second Edition

I've just recently started playing Arkham Horror and loved it so much I grabbed both the Dunwich and King in Yellow expansions. I've logged about 12 games so far and need some clarification on a few things that i can't seem to find in the manual or here on the forums.

  1. If you fail to evade an monster and enter combat, make the horror check, assuming you choose to flee, does your movement end on that location or can you continue to move after fleeing from combat?
  2. Can a flying monster attack a person in any Arkham location including Arkham Asylum or St. Mary's hospital?
  3. If Monterey Jack ( Whenever Monterey draws one or more cards from the Unique deck, he draws one extra card and then discards one of the cards ) visits the curiositie shop, does he draw 1 extra (total of 4) or an extra for each? (total of 6)
  4. If Leo Anderson draws Professor Rice as a starting ally ( Place 1 C lue token on each unstable location without an open gate when Professor Rice joins you. ) Do you use the special and place clue tokens before the game begins?
  5. When playing the Herald Mode of the King in Yellow, can Marie Lambeau remove a yellow sign from the doom track? ( Once per game, at the start of your turn, remove 1 doom token from the A ncient One 's doom track . )
  6. Can Marie Lambeau hold a one handed weapon a use a 2 handed spell using her third eye ( Marie has a third hand usable only for casting spells. )?
  7. the Mythos card "The Repairer of Reputations". What is considered as a detriment card? Are injury and madness cards detriments?
  8. The Rumor card "The Terrible Experiment". If you choose to fight a monster and fail, do you have to flee to end the combat just as if it were an encounter anywhere else? Also can you use abilities such as Jim Culver's Curb Stomp on undead?
  9. Is there any way to remove monsters from the moon dimension without having to kill them as it seems no other worlds have the moon as a dimensional symbol? (I frequently find myself stuck unable to move or prevent terror increase due to the inability to fight them or get to a location to acquire items to do so)
  10. Lastly, Scoring. From everything I've read scoring is kinda pointless but even so I have a question about it. Why does sealing a gate -1 to your score. It seems like to aim for high scores if you're so inclined, the best options are either to close every gate without sealing or rush the awakening of the ancient one and defeat him. Thematically it seems like the most likely outcome following the story would be to adventure closing and sealing gates and prevent the awkeneing of the ancient one but the scoring seems to counteract that completely.

Sorry there are so many questions, I just decided I'd compile a list in one post rather than asking them separately every time I had one.

  • If you fail to evade an monster and enter combat, make the horror check, assuming you choose to flee, does your movement end on that location or can you continue to move after fleeing from combat?

No, movement is over, page 8 basic rulebook: "Once an investigator begins combat with a monster for any reason, his movement is over"

You'll have to evade the monster again on the next turn before moving.

  • Can a flying monster attack a person in any Arkham location including Arkham Asylum or St. Mary's hospital?

No, monsters attacking from the sky can only attack street areas.

  • If Monterey Jack visits the curiositie shop, does he draw 1 extra (total of 4) or an extra for each? (total of 6)

"Whenever Monterey draws one or more cards from the Unique item deck, he draws one extra card..."

In this example you draw a total of four cards.

  • If Leo Anderson draws Professor Rice as a starting ally Place 1 Clue token on each unstable location without an open gate when Professor Rice joins you. Do you use the special and place clue tokens before the game begins?

Yes.

  • When playing the Herald Mode of the King in Yellow, can Marie Lambeau remove a yellow sign from the doom track? Once per game, at the start of your turn, remove 1 doom token from the Ancient One's doom track

Yes. "Yellow sign tokens placed on the doom track are treated exactly like doom tokens."

  • Can Marie Lambeau hold a one handed weapon a use a 2 handed spell using her third eye Marie has a third hand usable only for casting spells. ?

Yes.

  • the Mythos card "The Repairer of Reputations". What is considered as a detriment card? Are injury and madness cards detriments?

The detriment cards are found in Curse of the Dark Pharaoh and are: Harried, Local Guide, Tainted, and Wanted. Detriments can be described as negative abilities that the investigator can pick up.

  • The Rumor card "The Terrible Experiment". If you choose to fight a monster and fail, do you have to flee to end the combat just as if it were an encounter anywhere else? Also can you use abilities such as Jim Culver's Curb Stomp on undead?

I would say yes and yes.

  • Is there any way to remove monsters from the moon dimension without having to kill them as it seems no other worlds have the moon as a dimensional symbol? (I frequently find myself stuck unable to move or prevent terror increase due to the inability to fight them or get to a location to acquire items to do so)

As far as I know, the only way to get rid of them is to kill them. Moon monsters are usually easier than other monsters though.

  • Lastly, Scoring. From everything I've read scoring is kinda pointless but even so I have a question about it. Why does sealing a gate -1 to your score. It seems like to aim for high scores if you're so inclined, the best options are either to close every gate without sealing or rush the awakening of the ancient one and defeat him. Thematically it seems like the most likely outcome following the story would be to adventure closing and sealing gates and prevent the awkeneing of the ancient one but the scoring seems to counteract that completely.

I never keep score myself but at a guess I'd say because it is much easier to win by sealing than by closing all gates or slaying the OO.

Sorry there are so many questions, I just decided I'd compile a list in one post rather than asking them separately every time I had one.

It's ok, I'm used to the sanity loss.

EDIT: Couldn't fit everything into one post. Apparently FFG has a sanity loss as well. Tekeli-li.

Edited by Borealian

Welcome to the carny mate, you will find a lot help with friendly people to give it. From what I read Borealian got everything correct.

Allow me to add a couple of observations to the brilliant series of answers given by Borelalian:

- If you fail to evade a monster, you first suffer the combat damage of the monster. And only THEN you test horror. If you are not driven unconscious nor insane, then you can attempt again to flee, but in any case your movement's over for that turn.

- Terrible experiment: yes to both. Nonetheless, remember that these monsters are not on the board, hence you cannot use Flute of the Outer Gods to get rid of any of them. In the same way, if you add a monster from the cup to the Terrible Experiment and that monster is an Undead, Jim after passing his Personal Story cannot claim it as trophy automatically because the monster does not appear "in Arkham"

- Moon monsters: there are some spells (and one corrupction from the BGlotW) allowing you to swap monsters from play with monsters in the Outskirts (or to place a monster in play directly into the Outkirts). In this way you can have moon monsters going in the Outskirts and then when Outskirts pop, they are returned to the cup

- Scoring: you get a -1 for each Elder Sign used: this means the "Elder Sign unique item card" and has nothing to do with the seals on the board, that give you no penalty on the final score

Edited by Julia

DaPunthar,

Also...Welcome to the Carnival! :lol: I see that it's your first post...clearly you're enjoying the game if you've already logged-in a dozen game before posting...by the way, great questions and it's evident that you're a serious gamer or at least serious about AH. Hope it brings you hours, and days, and months, and years of fun!

Cheers,

Joe