Kate Winthrop questions

By Adrian14, in Arkham Horror Second Edition

I love Arham Horror althrough I haven't won a single game yet. (I played 6-7 times with and without addons).

I have a lot of quetions, but I'll post here only those with connection with Kate Winhrop.

1. Kate starts in the science building. It says on her sheet not to put a clue on her starting location and that she gets 2 clue tokens. Does that mean that she actually gets 3 clues (2 + 1 which we don't put on board) or only 2?

2. Dunwich addon: Kate stands in a location with a seal. Burst happens on that location. Now what should happen:

a) seal dissapears but gate doesn't open

b) seal stays in place because Kate was there.

3. Does her ability work in other worlds? I mean if it says "monster appears" in Dreamlands, does that mean that nothing happens?

If so, would her ability work for other player if they were in exact same location? (inside Arkham or in other worlds).

4. In some addons it says: "If you fail your roll a monster surprises you. " Is that the same as "monster appears" or will Kate have to fight it?

1. she starts with 2

2. b

3. yes nothing occurs in any case where Kate is present and a gate or monster appears, but there is some debate as to whether this applies to other investigators in the same otherworld space; I say the flux stabiliser does its stuff. Others will say uhuh. .

4. No monster can surprise her, because no monster can appear.

Keep trying! Eventually, youll crack the investigation :) Think about plans to get someone deputised, the freedom of movement can be very helpful.

The part about starting on an unstable location, the location's clue is already added part of the fixed possessions. So if Kate would be starting in a stable location, she'd only have 1.

Also note, once you start dabbling with Innsmouth, Kate becomes a grim liability...she is basically a moving elder sign, which means whenever a gate tries to open under her, the deep ones respond and rise...

But can she stop Headlines?

Headline: Monsters appear in Uptown. If she is there, does than mean that nothing happens?

dj2.0 said:

Also note, once you start dabbling with Innsmouth, Kate becomes a grim liability...she is basically a moving elder sign, which means whenever a gate tries to open under her, the deep ones respond and rise...

Unfortunately I don't have Innsmouth and King in Yellow addons.

dj2.0 said:

3. yes nothing occurs in any case where Kate is present and a gate or monster appears, but there is some debate as to whether this applies to other investigators in the same otherworld space; I say the flux stabiliser does its stuff. Others will say uhuh. .

Keep trying! Eventually, youll crack the investigation :) Think about plans to get someone deputised, the freedom of movement can be very helpful.

3. I agree with you. And i think she should write a science paper about it. After all, does stabilizer work on large area, or is it with some conjunction element that attracts dimension ripples to it... gui%C3%B1o.gif

Unfortunately I do get deputised. However...

To many gates open. There is no clues for sealing half of elder signs is spent, half of us is in hospital. And monsters in city are not maniacs and cultists at the beggining, oh no, were talking at least two dark young with eventual ghost combo to top it off and no magic weapon in sight. Go figure. And then rumors start poping up. Plus, monsters don't move (gold), those that pursue us we can't kill (like hound of tindalos, I mean my friend had to start movement with sneaking 7 (seven) turns in a row ). Too strong monsters on board, too many gates open, and terror track starts to fill up with monster surges like crazy.

Next time I'll use character that has 7 sanity. Stamina is overrated in combat. If you don't kill it with first punch you're dead anyway.

On the rare occasion this happens and Kate is standing in the street, then yep her flux stabiliser says 'no'. But this never happened to me in over 4 years of play, Kate is generally ensconced in an unstable location or an otherworld by the mythos phase, so as to take advantage of the possibility a gate will be blocked.

Thats game sounds like you had very rough draws from the cup. It happens, then sometimes you only see hordes of cultists. Usually when you dont want to. Btw you do realise you can only play with one rumour at a time yes? If you are clever, some rumours can act like shields against further rumours, you just keep them in play.

dj2.0 said:

1.It happens, then sometimes you only see hordes of cultists. Usually when you dont want to.

2.Btw you do realise you can only play with one rumour at a time yes?

3. If you are clever, some rumours can act like shields against further rumours, you just keep them in play.

1. Yes, when they are buffed up because of Ancient One.

2. Yes. Solved one, next appeared two turns later.

3. Like "Terrible experiment". It sucks up easy monsters so that big ones remain to be drawn on Arkham board.

yes the TS is a great example, but it so hurts if you draw lots of tough monsters and have no decent weapons. I have come close to failing TS several times and actually failed it once, but so close to end of game it hardly mattered.

Cultists are also bad once you get Kingsport and use the Green Flame as herald - they gravitate to elder signs and if they reach them, bust them apart. Oh,.and they are Elusive too, which means you have to pass an evade against them to encounter them.

dj2.0 said:

Cultists are also bad once you get Kingsport and use the Green Flame as herald - they gravitate to elder signs and if they reach them, bust them apart. Oh,.and they are Elusive too, which means you have to pass an evade against them to encounter them.

I'll raise your pitiful Tulzcha with Rhan-Tegoth demonio.gif . At least you can actually do something about Tulzcha's Cultists, R-T just slaps down 1 doomer and 1 Terror increase for each Cultist merely drawn.

dj2.0 said:

Cultists are also bad once you get Kingsport and use the Green Flame as herald - they gravitate to elder signs and if they reach them, bust them apart. Oh,.and they are Elusive too, which means you have to pass an evade against them to encounter them.

Played once mixing up all my addons (Dunwich, Kingsport, Museum, Black goat).

I played with flame (I considered it to be least dangerous) and hypnos (I consider it to be most helpful).

I had no problem with cultists. Only cultist on board was around woods, and only seal was at independence square. gran_risa.gif

Unfortunately I played against Y'Golonac and he showed up fast. Plus with 8 players he quickly made breakfast out of them... sad.gif

Which leads me to question about Ali Kafour's ability with tomes... but i'll post it in separate topic.

Dam said:

I'll raise your pitiful Tulzcha with Rhan-Tegoth demonio.gif . At least you can actually do something about Tulzcha's Cultists, R-T just slaps down 1 doomer and 1 Terror increase for each Cultist merely drawn.

Pitiful? Careful, They Are Watching demonio.gif Ill raise your Rhan tegoth with an additional Tulzcha demonio.gif

dj2.0 said:

Pitiful? Careful, They Are Watching demonio.gif Ill raise your Rhan tegoth with an additional Tulzcha demonio.gif

Rhan-Tegoth + BGotW. Hexagon cups increases the odds of drawing Cultist-wannabes and with hexagons removed from the normal cup, drawing Cultist is easier as well.

*shudder

*shudder*

we are sick

Wait, are dj's responses true?

I thought the Kate questions about stopping monsters in the other worlds and preventing the seal from disappearing during gate bursts were still in contention and there wasn't an official answer yet.

Although I was gone for a few weeks, so I could have missed something official!

I was aware the OW question was still a question but thought we had cleared up the gate burst question, if ever there was one. To me there never was a question, since the gate itself cannot open at all, ergo the burst cannot happen.

Well some people feel like you still remove the elder sign from the board, but you don't place the gate if she's there. I'm not sure I agree with this, but people feel that the rules state that if there is a gate burst you remove the elder sign token, then open the gate, so Kate's ability only blocks the second one.

I think thematically its tied to the gate opening with greater force, obliterating the seal. So thats why I reason the whole event is nullified. That and on balance, Kate needs a boost right now...

Problem of the question is that removing seal and opening portal are two different actions . Burst is a two-part action. Question is can a first half of a two part action be executed if second cannot?

dj2.0 said:

I think thematically its tied to the gate opening with greater force, obliterating the seal. So thats why I reason the whole event is nullified. That and on balance, Kate needs a boost right now...

This is how I envision it.

Adrian said:

Problem of the question is that removing seal and opening portal are two different actions . Burst is a two-part action. Question is can a first half of a two part action be executed if second cannot?

Or are you interpreting it as two different actions? Rules don't say anything about two or three-part action. Using an Elder Sign section in the rules (p. 18) has three items which you do when using an ES to seal a gate, but you do them one after another, there is no interruption between them.

Dam said:

Adrian said:

Problem of the question is that removing seal and opening portal are two different actions . Burst is a two-part action. Question is can a first half of a two part action be executed if second cannot?

Or are you interpreting it as two different actions? Rules don't say anything about two or three-part action. Using an Elder Sign section in the rules (p. 18) has three items which you do when using an ES to seal a gate, but you do them one after another, there is no interruption between them.

Dam's right - calling it a "two part action" is misleading. You should avoid interpretting the rules in such a way that you add game mechanics that aren't really there. Removing an elder sign is what you do instead of adding a doom token. Those who are arguing that the seal is removed would also have to argue that Kate's ability doesn't prevent a doom token from being added, since the rules state that (in order) you add a doom token and then draw a gate marker.

Page 9 of the rulebook clears up any questions on this - You check to see if a gate can appear before doing anything else. Parts A & B under 1. Open Gate and Spawn Monster are steps to check whether there are various conditions under which a new gate would not appear. It's not until you get to Part C, after you've determined that a gate can appear, that you start to do anything like adding doom tokens and drawing gates. Kate's ability prevents a gate from opening, so you'd never get to the step where you add doom tokens or even remove elder signs from a gate burst. It seems people are reading the Dunwich rules in abstraction from the base set rules.

Adrian said:

Problem of the question is that removing seal and opening portal are two different actions . Burst is a two-part action. Question is can a first half of a two part action be executed if second cannot?

They may be considered two actions, but one of them is a consequence of the other action:

"A gate burst works the same as a normal mythos card, unless the listed gate location has an elder sign token on it, in which case the gate bursts open, causing the elder sign token at that location to be removed from the board ."

...so if no gate bursts open, nothing will cause the elder sign to be removed.