Questions about borderline situations.

By Adrian14, in Arkham Horror Second Edition

I have a lot of questions concerning different addons and aspects of the game.

1. What to do when you run out of clues? (for example you get prof. Rice as an ally at the beggining of the game)

a) Stop giving and putting clues until some get spent?

b) Take a piece of paper and start writing it down.

2. Since there are many addons and none of them had additional stamina and sanity tokens, question 1 applies here too. What happens if you run out of them? (For example 8 players play characters with 7 and 6 stamina and items are in the game that require to put stamina tokens on them)

3. Elder Thing - if you lose combat check you must discard weapon or spell if able. What if you have only one weapon which - "cannot be lost or stolen unless you choose to do so"? Do you have to discard it, or do you keep it?

4. As far as I understand combat with monsters happens only in movement phase. (Except when you get card A monster appears). However in FAQ it says:

Q: If a location card tells an investigator that he may move to another location and have an encounter there, what happens if the location has a monster and/or gate on it?

A: First, the investigator must successfully evade or fight any monsters at the location. If successful the investigator has a normal Arkham Encounters phase at the new location, following either the "Gate" or "No Gate" instructions on pages 8-9 of the rulebook.

So correct me if I'm wrong, but if I get sent to Black Cave via Encounter card and there is a gate and a monster I first have to fight monster there and then get sucked into portal and have Other worlds phase encounter?

Personally I think you should get sucked up immediately through gate without fighting monsters...

5. Location card moves me to the street where a monster awaits me and I can pay there to resolve a rumor. Since it is Akrham encounter phase do i fight the monster immediately without waiting for next turn (see question 4). And can I immediately resolve rumor as a part of my Arkham encounter phase?

6. Historical society sends me to woods to draw two cards and have an encounter. Monsters and portal are there. What happens?

If I get sucked into portal after fighting monsters (see question 4), do I get two cards in Other world?

7. Nightgaunt. If all gates are currently closed and you lost combat check against him, do you move at all?

8. Return to Arkham. If a card says to return to Arkham immediately, but your portal is closed, do you have to return to the place where it was open (there is no second opened portal)? If not, can I return to place where there is a portal to another dimension and immediately get sucked in, even with monsters around it?

9. Devoured. If you get devoured you must take new character at random. As far as I understand there is a chance you can pull out same character. Correct?

10. Call friend spell. With it I can move investigator where I am, but that investigator may not move this turn. Does that mean that he doesn't pick up encounter card. If he does pick up card and card says that he moves, does that mean that he dissmisses it without event happening?

11. Ally Dr. Ali Kafour. It says on his card: Search the Unique Item deck, taking the first Tome you find. However it doesn't say "When he joins you"! Does that mean that you can do it every turn (as exaust ally ability). And if you get him as a part of "starting equipment", does the tome counts as a starting equipment too? (I ask that because of Y'Golognac GOO and his tome ability)

Hopefully you guys (and girls) will know the answers to these questions. Can't wait to read them. Thanks.

1.) I think A is the correct answer here, but I believe it's in the FAQ.

2.) Shouldn't the 3 stamina tokens cover this? If not, I'd say keep track another way.

3.) Not sure. You are able, but can choose not to. Don't know.

4.) I think that ruling was cleared up later in the "official answers" thread, I seem to recall that your interpretation is correct and you don't have to fight in that case. Not sure exactly where the answer is.

5.) You only fight during movement. If you're moved to a location with a monster in it as a result of an encounter, you don't fight until the next movement phase. As for resolving the rumour, I'd say yes.

6.) You're drawn into the gate -- don't think the two cards matter here, since the entire encounter is replaced by the gate. You don't get two Other World cards.

7.) You have nowhere to go, so no. There is no "nearest gate."

8.) When that happens, you're Lost in Time and Space.

9. According to the rules as written, when you're devoured you shuffle your investigator back into the pile and draw again. Of course, people play this differently. Personally, we each draw a few random investigators before the game -- any replacements are drawn from these first, then from the deck randomly. If you are picking and choosing, not doing it randomly, I would say you should probably not let the same investigator be re-picked.

10. Moving and encounters are different phases. All Call Friend stops is movement during the movement phase, as far as I know.

11. Chalk this one up to poor Dark Pharoah wording. It's one tome, that's all -- I guess intent is not always that evident, though. I'd say any equipment drawn prior to the first mythos card counts as starting equipment, but others might dispute this one.

mattherobot said:

1.) I think A is the correct answer here, but I believe it's in the FAQ.

2.) Shouldn't the 3 stamina tokens cover this? If not, I'd say keep track another way.

According to this you don't keep track of clues on paper, but you should of stamina and sanity if you run out. serio.gif

And say you don't put a clue on location this turn because you've run out (mythos phase), but you get extra clue to put in the next turn, do you put clue then (retroactively) or not?

Adrian said:

mattherobot said:

1.) I think A is the correct answer here, but I believe it's in the FAQ.

2.) Shouldn't the 3 stamina tokens cover this? If not, I'd say keep track another way.

According to this you don't keep track of clues on paper, but you should of stamina and sanity if you run out. serio.gif

And say you don't put a clue on location this turn because you've run out (mythos phase), but you get extra clue to put in the next turn, do you put clue then (retroactively) or not?

That is correct, yes. Clues are a finite resource -- they should be limited. It doesn't make sense in the same way to limit investigator stamina simply because there are too many players.

And no, I don't think it makes sense to retroactively place clue tokens.

Adrian said:

3. Elder Thing - if you lose combat check you must discard weapon or spell if able. What if you have only one weapon which - "cannot be lost or stolen unless you choose to do so"? Do you have to discard it, or do you keep it?

8. Return to Arkham. If a card says to return to Arkham immediately, but your portal is closed, do you have to return to the place where it was open (there is no second opened portal)? If not, can I return to place where there is a portal to another dimension and immediately get sucked in, even with monsters around it?

10. Call friend spell. With it I can move investigator where I am, but that investigator may not move this turn. Does that mean that he doesn't pick up encounter card. If he does pick up card and card says that he moves, does that mean that he dissmisses it without event happening?

3. I think this is one of those rare instances where the "do not need to discard" effect actually takes place. You would not have to give it up if it's your only weapon/spell.

8. Remember that when you return to Arkham, it's to any open gate that leads to your Other World. If the gate you actually went in through was somehow closed and there was another gate open to your OW, you can exit there. If there are none (and you don't have a Gate Box), you are Lost in Time and Space.

10. The investigator just does not move. The investigator probably still has to do other movement actions (monsters and taking clues). The investigator would still get an encounter, because that's done in a separate phase than movement.

Tibs said:

10. The investigator just does not move. The investigator probably still has to do other movement actions (monsters and taking clues). The investigator would still get an encounter, because that's done in a separate phase than movement.

OK. So basically with this spell a player may get 2 encounters per turn. Situation: You are in Other world and your friend in Arkham. After he passes Arkham phase, but before Other worlds phase you use "Call friend". Then he takes other worlds card too (phase 4).

Thats correct - but then, you also get 2 encounters if a gate and monster appear during your arkham encounter.

Adrian said:

OK. So basically with this spell a player may get 2 encounters per turn. Situation: You are in Other world and your friend in Arkham. After he passes Arkham phase, but before Other worlds phase you use "Call friend". Then he takes other worlds card too (phase 4).

Call Friend:

"Movement Phase: Cast and exhaust to choose an investigator in Arkham who has not moved this turn. Move that investigator to your current space (even an Other World). The investigator may not move again this turn."

So no 2 encounters.

The card says "has not moved" so an investigator can have 2 encounters that turn if they do not move, remain at a location and someone calls them as friend into an OW.

dj2.0 said:

The card says "has not moved" so an investigator can have 2 encounters that turn if they do not move, remain at a location and someone calls them as friend into an OW.

No, the phase order doesn't allow it, since Call Friend is a Movement spell:

Movement

Inv 1: doesn't move

Inv 2: moves to other side of Other World, casts call Friend

Arkham Encounters

No-one is in an Arkham location now

Other World

Inv 1: has encounter

Inv 2: has encounter

ah, right its a MP phase spell not an any phase spell, true.

cim said:

Movement

Inv 1: doesn't move

Inv 2: moves to other side of Other World, casts call Friend

I'm curious though, does CF apply if Inv 1 doesn't move in this example? I've sorta interpreted CF as that Inv 2 has to come first in the turn order, i.e. "has not moved" read as "has not had movement phase".

Yes it depends on your opinion of what constitutes having already moved; does that mean actual movement, or just a movement phase, even if no movement was taken?

Most of the time doesn't really change things, only thing I could think of that could affect the situation is Vision Quest, which is cast after you end your move (even if you didn't move) to scoop up all the Clues in your neighborhood. Don't move, cast VQ, then another casts CF. Still, like the thread title says, borderline situation. Another would be William Yorick, if he shares a space with a monster(s), could choose not to move and kill the monster(s), gaining Clues (Tony Morgan with a failed PS also applies).