The rules from DH on drawing these state:
However, the investigator must still move to either St. Mary’s Hospital or Lost in Time and Space, as appropriate.
Ive always assumed they were delayed just like those KOd or temporarily insane. Am I wrong?
The rules from DH on drawing these state:
However, the investigator must still move to either St. Mary’s Hospital or Lost in Time and Space, as appropriate.
Ive always assumed they were delayed just like those KOd or temporarily insane. Am I wrong?
I think you do the exact same thing as you would normally do if KOed or Insane, the only exception is you do NOT lose items/clues, and instead draw a madness/injury card. Everything else still goes.
It is not delayed, is it ? it is just you lose any encounter for the rest of the turn, but on the next turn, you actually are able to move because already standing up, so it is not delayed.
Yeah, rules don't mention anything about delayed, only that you don't get encounters that turn. Which as I discussed in a thread of mine can lead to some interesting things.
Insane during Upkeep, get bounced to Asylum but no move, no encounter, no nothing that turn? Insane during Movement Phase if you don't enter combat, lose the rest of your movement points, no encounter.
Weirdest/coolest trip would be something like, investigator A goes insane during Upkeep, gets shipped to Asylum, investigator B sitting at a gate uses Mi-Go Brain Case to swap places with A (why would you do this is another question, just illustrating a point). A doesn't get encounters this turn, though is sucked in (seemed to be the consensus). However, no OW encounter surely (due to Insanity still kicking in)? Find Gate next turn for 0 OW encounter trip
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ok, right, then do you guys play injury/madness as 'no encounter that turn'?
Absolutely, they don't change the fact that you were still unconscious/insane, merely change what happens to you afterwards. I know the DH rules don't explicitly say that, but I've always seen for example going Insane, then having two choices:
1) base game, lose half your stuff and clues, at 1 sanity
2) Madness, don't lose anything (could lose Allies or clues if you get the wrong one though), at full sanity
Option 2 for me just replaces the first part of the sentence in this bit: "The investigator is restored to 1 Stamina and has no further encounters this turn." (p. 16)
thats what i reckoned, but as the rules dont explicitly state so, I suddenly wondered. Doing time in Arkham is like that.
We've always interpreted it as Dam does - the rules in Dunwich seem to suggest that the flow of play continues as per the normal rules for insanity/unconsciousness after the slight modification to penalty. Because the rule states "move as appropriate", it's clearly directly referencing back to the main book from that point. The 'miss all actions' component occurs after the moving component in the rule book, so it would seem safe to assume that you still don't get any actions this turn.
Injury/Madness is a big boost as it is, one of the few things that actually help the investigators (even if some of the cards are icky-sucky bad, but you always have a choice; unless it's an encounter that says draw Injury/Madness). If you got an encounter on top of it, heck, you could possibly get the Injury/Madness removal encounter right after you went unconscious/insane and got shipped off to the Hospital/Asylum. No-no on that.
exactly. I/M is a big plus, most of my team do not hesitate to risk a broken arm in place of being stripped and left with their last chit.
Broken Arm is my #1 nasty, probably because it always seems to be drawn for people with Tommy Gun, Flamethrower or Shotgun, who with their low Sanity generally need a 2-handed weapon for combat. All the others you can work with. Double Vision and Amnesia are the worst of the rest.
Pray for a Jinxed !
Claustrophobia + Xenophobia combo is always fun, only time you don't lose 1 Sanity if you're in a street (or Asylum) during Upkeep. If you have Agoraphobia to boot, retiring might start to look like an actual option, especially with a San 3 max investigator.
If I'd have to pick one Injury, I'd pray for Memory Loss (can only have 3 Skills + Spells total), for Madness, Necrophobia is pretty meaningless.
..? Pray? Prayer is of no avail when there is noone listening but Nyarlathotep...
I seem to get double vision two out of three times I draw an injury. That and that madness where you can have a maximum of four clue tokens... ugh.
"Well, gate sealing is up to you guys, now. Good luck!"