Two Innsmouth questions

By Woodclaw, in Arkham Horror Second Edition

I have 2 questions about the material included in Innsmouth.

1- The Lawyer's ability say that, when he spend clue tokens, he can exchange one bonus dice for a +1 to the result of one of dices. If he has one the skills that enables to roll one extra dice when you spend a clue token. How the two things interact? Does he get the possibility to convert one, none or both dices in +1 bonuses? Or you have to choose which bnus you use each time you spend a clue token?

2- I don't understand how Quachil Uttaus's cards work? The phrasing seem to imply that you have to pick from the lowest numbered deck that still have any card in it, but since one of the cards from the first deck says to reshuffle all the deck it's impossible to go beyond it.

Given the wording of George Barnaby's text, I would say that using one of those Skills would allow him to do one of three things; roll two extra dice OR add one to the result of two different dice already rolled OR add one to the result of one of his dice and roll one extra dice. Basically, his text kicks in for every extra dice.

As for your second question, bear in mind that one of the other cards in Deck 1 also tells youy to discard all other cards in the deck. So if your random selection of a card from Deck 1 tells you to discard all the other cards, then the card that tells you to reshuffle the discards is itself discarded without having its effect.

*grumbles at Stenun for getting there first

aplauso.gif

Thanks for the answers.

Stenun said:

Given the wording of George Barnaby's text, I would say that using one of those Skills would allow him to do one of three things; roll two extra dice OR add one to the result of two different dice already rolled OR add one to the result of one of his dice and roll one extra dice. Basically, his text kicks in for every extra dice.

I would not have intuited that. Whoa. To my eyes, nothing in particular happens for George. I would have said that if he spends a clue, he may either roll two more dice as usual, or he can add one to a die. However, I'm not particularly opposed to this reading of the rule, which gives something to the poor old lawyer.

flamethrower49 said:

I would not have intuited that. Whoa. To my eyes, nothing in particular happens for George. I would have said that if he spends a clue, he may either roll two more dice as usual, or he can add one to a die. However, I'm not particularly opposed to this reading of the rule, which gives something to the poor old lawyer.

Agreed.

Nother question:

Personal mission that says "When you draw a unique item card"

What counts for this? I'm assuming it means when you acquire a unique item during the game? Does purchasing one at the shop count? As one or as 3 since technically you're drawing 3 to purchase one?

2nd Innsmouth question:

Although it doesn't make any thematical sense, technically there is nothing in the rules saying that the Paddy Wagon cannot be used to relocate yourself from anywhere on the board to Devil's Reef. I'm assuming you HAVE to use Falcon Point to get to the reef (unless a card specifically tells you to go there); in that case can you use the Wagon to get the Falcon Point, then immediately pay $2 to go to the reef and have an encounter?

3rd question:

If I read the text right, barring returning from the other world or a specific encounter card, the only way to return from Devil's Reef or Nha'theleielieileei(whatever, the underwater city) is to have another investigator at Falcon's point paying the $2 to move you back? Is that the only way? If yes, can they return you from the underwater city, or do you have to be back at Devil's Reef since that's the only way to get to the city?

It's pretty much been established what 'draw' means. It would have been clearer if they would have said "draw and keep", but they didn't. First: Starting items don't count. Second, any items you draw and then immidiately discard don't count, only those you keep. As you can see, shopping works for gaining Uniques, but you aren't drawing "3" per shopping turn, you're only drawing one. Various things like the Sale at the Curiosittie Shoppe, or the Sale at Uptown could allow you to draw multiple uniques at once and keep them, which would count for story purposes.

Not really clear on exactly what you're asking on your second question, but I'll try to explain how the Patrol Wagon and Devils reef interact. Well.... just like anyplace else. You can drive out to Devil's reef if you want, you don't have to use Falcon Point and you don't have to pay the $2. You may also drive back to any location of your choice with the Patrol Wagon if you are on Devil's Reef at the time. You may not use it to go to Y'ha-Nthlei, because there is specific text that prohibits it. Devils Reef has no such text, and therefore functions just like any other location.

3rd question: It's the most *likely* way, yes. But it isn't the only way. Other things that can get you out of Devil's Reef are encounter cards, mythos cards (Charity Case! for example), patrol wagon, Mi-Goh Brain Case, Call Friend, Astral Travel, going insane/unconcious, failing to kill a Nightgaunt, failing a combat check against a Dimensional Shambler (or otherwise LITS), Silas Marsh's ability, and getting arrested (crowbar perhaps, or Temperence Fever!).

awp832 said:

3rd question: It's the most *likely* way, yes. But it isn't the only way. Other things that can get you out of Devil's Reef are encounter cards, mythos cards (Charity Case! for example), patrol wagon, Mi-Goh Brain Case, Call Friend, Astral Travel, going insane/unconcious, failing to kill a Nightgaunt, failing a combat check against a Dimensional Shambler (or otherwise LITS), Silas Marsh's ability, and getting arrested (crowbar perhaps, or Temperence Fever!).

As far as "normal" movement goes though, having another investigator pay the money at Falon Point is the only way to get back? Can they call you back from the underwater city or do you have to be at Devil's Reef? The text says "any aquatic location" and the city is aquatic, but the Devil's Reef text made it sound like it was the only way to the city, kind of like how you have to make your way back through those delay locations to and from the High House on the Hill.

You can get back from Devils Reef or Y'ha-nthlei (see its not that hard) from Falcon points special. You cannot however enter Y'ha-nthlei from it. You can ONLY enter Y'ha-nthlei from Devil Reef or by coming to it from an Otherworld. And yes normally this is how you do it except Silas doesnt have to use FP, he can get to Devils Reef from any aquatic location, and the Patrol Wagon can get you there too. But NOT to Y'ha-nthlei. For that location, there are only 2 ways in, and they are printed on the board.

dj2.0 said:

But NOT to Y'ha-nthlei. For that location, there are only 2 ways in, and they are printed on the board.

There are also encounters (I think).

And I for one hope they nip the Amphibious Paddy Wagon in the bud when/if the next FAQ comes. Not that Deputy gets any burn even with IH, but some realism would be okay. Oh yeah, nip the Shotgun vs Physical Immunity as well gran_risa.gif .

Dam said:

And I for one hope they nip the Amphibious Paddy Wagon in the bud when/if the next FAQ comes. Not that Deputy gets any burn even with IH, but some realism would be okay. Oh yeah, nip the Shotgun vs Physical Immunity as well gran_risa.gif .

Seconded and agreed!

I'm not too fussed about the Paddy Wagon To Devil's Reef being errataed (although I think they shouldn't do it because the Paddy Wagon is not exactly overused and already has limitations on it so why bother with more?) but I am fussed about the Shotgun and I hope they DON'T errata it.

The problem with errata is that you either have to have catch-all erratas that work on loads of cards (e.g. a rule saying you cannot use the game text of Physical Weapons against creatures with Physical Immunity would also hurt both the Cross and the Bullwhip) or you end up going the way of certain CCGS and have hundreds of individual rules for hundreds of individual cards - and it ends up being necessary to have an FAQ of hundreds of pages sitting next to the board any time you play.

I've said it before so I'll say it again, if you don't like using the text of the Shotgun in certain situations then don't use it. Simple as that. Leave it alone for those of us who DO like it and don't want this game to become any harder than it already is.

Think of the patrol wagon as a measure of the Deputy's influence. The deputy can strong-arm people, intimidate them, offer incentives, etc to get things running smoothly and quickly. He can use his authority to comandeer a boat post-haste instead of haggling with the local fishermen.

And what of the Deputys badge in Innsmouth, does it need to protect them from martial law? Personally, I cant see any reason why the degenerates of Innsmouth would give a frak...

yes, the badge protects against martial law. The give a frak because if you start abducting officers of the law and feeding them to Hydra, the Feds start getting interested.

awp832 said:

yes, the badge protects against martial law. The give a frak because if you start abducting officers of the law and feeding them to Hydra, the Feds start getting interested.

I haven't seen any official word on that. Brian's IH FAQ collection on BGG doesn't mention anything either. Only thing that has been clarified re: Deputy and arrested is "Curfew Enforced".

hm.. I guess I've always taken that to mean that the Deputy can't be arrested. Why would they make a ruling that applies only to a single Mythos card? I mean, the only reason to think the deputy would given any special treatment whatsoever for that card would be if the Deputy couldn't be arrested...

Dunwich added Sheldon Gang and I don't recall there being any word that Deputy doesn't get arrested if he uses that and rolls a 1. I agree with dj2.0 that Innsmouth is a whole new ballgame, shiny Arkham badges don't have clout there. Also, if Deputy can't be arrested, Mark Harrigan has very little reason to get the gig.

I agree with awp. There's no reason to make a ruling like that for a single mythos card without having it apply to the myriad other ways that a character could possibly be arrested. Sure, Sheldon gang or Crowbar misuse is unethical, but crooked cops do exist. There are many encounters where mistaken identity causes you to be arrested - wouldn't a Badge put a stop to that?

I would apply this to Innsmouth as well. Since the Deep Ones apparently have a weakness to federal investigation, they would do their best to avoid federal attention. Kidnapping or killing a government official would accomplish the opposite. Why else would they tolerate prettyboy Tommy, who also cannot be arrested? We know that has been confirmed to work in Innsmouth.

There's my flavor justification. How you wish to play, of course, may differ.

Dam said:

Also, if Deputy can't be arrested, Mark Harrigan has very little reason to get the gig.

I know you're just name-dropping (don't forget Tommy, or Wendy with an Elder Sign!), but I'm having difficulty following your logic. You seem to be implying that the fact that the Deputy cannot be arrested is the major reason to take the post. Seeing as you do not believe this works, and never deputize your characters anyway, I'm failing to see your point. There's still the salary, gun, and truck. So, Mark Harrigan would get the gig for any of the normal reasons? Yeah, the job is better for some people than others. That's okay.

But you can also argue that since the deputy can call in the feds more easily, it would make sense if they contained him/her...after all, they are just the deputy...and mistakes can be made under martial law to 'protect the citizens'...

I remembered there is at least one encounter that specifically mentions you not getting arrested if you're Deputy (at Hibb's Roadhouse, Easttown13.png on the AH wiki). If there is one, why is there no mention of being Deputy helping you in other? Check out VillageCommons5.png. Sheriff Engle arrives and zip, arrested, no check, no Deputy mention. Both encounters are from the DH, it's not even a cross-expansion mix-up. I play things as written or clarified, Deputy isn't immune to arrested unless mentioned, like the Roadhouse encounter above or clarified, "Curfew Enforced". Maybe I should say played, when Deputy saw action.