Questions from a newbie

By Guillaumericher, in General Discussion

Hello everyone,

Just finished my first Eldritch Horror game tonight and I don't need to say that I got completely destroyed by the game and Cthulhu.

I played a solo game using 3 heroes which made it quite hard to manage.

Anyhow, a few questions emerged from this first experience.

1) When Doom reaches 0, the AO awakens. From this point, every time doom would advance I needed to add one sanity token on the AO sheet. What is suppose to happen when doom would retreat? I assumed that nothing (positive) happens.

2) From Diana Stanley character sheet, as an action "i f there is a cultist monster on your space, discard all monsters on your space or move the cultist monster to any other space ." Can I discard the cultist monster or does the discard only apply to all NON cultist monster? I assumed the latter.

3) When a new investigator comes into play, you are suppose to give him all his starting possession. What happens if this particular possession is in the hand of another player? Does this player lose the possession?

4) I would like to see a concrete example explaining the following rule from the reference guide: " Components that are not on the game board cannot be discarded from the game board. If an effect forces investigators to discard a component from the game board and these is not enough of that component on the board, they discard all of that component instead... " I gave up trying to understand what that rule is suppose to mean.

With that being said, I really enjoyed the game and will surely introduce it at my next board game night.

Regards,

P.S.: I'll probably choose an easier AO next time!

1) Once the AO awakens doom cannot retreat. Check the reference guide on the same page as your quote in question 4.

2) You can discard all monsters, including the cultist, EXCEPT any epic monsters. They can only be defeated by losing health.

3) The new investigator does not get that item. This also applies if the item is in the possession of a defeated investigator.

4) I can't think of a specific example but I think this is referring to an effect that says something like "discard 3 clues" when there are only 0, 1, or 2 clues on the board. You just discard however many are on the board. You don't reach into the clue pile and discard any that haven't yet entered play just to get to a total of 3.

EDIT: 3 is a tough number of investigators to play since many mysteries require clues, eldritch tokens, etc., equal to half the number of investigators. You always round up, so requirements are the same for both 3 and 4 investigators. Better to play an even number.

Edited by Myrk

Thanks for the clear answer!

2) Why would you choose to move the cultist monster instead of discarding it?

4) Now I kinda see what the rule is about. I want to know, is it just me or the wording of this rule is hard to grasp? Well, maybe it is because English is not my first language.

As for the 3-player game being hard, that is what I told myself while playing. I got the feeling that the game would get easier as you add more investigators (if only by being more scattered on the game board to answer game effect quickly).

Regarding the Diana's ability: you may want to move the cultist when you have a few nasty monsters on some other space. Move the cultist there and next round discard them all.

Regarding the Diana's ability: you may want to move the cultist when you have a few nasty monsters on some other space. Move the cultist there and next round discard them all.

GREAT answer :)

Also, possibly discarding a Cultist could result in something bad happening. Or you're playing with Rise and want to defeat the cultist to trigger the reward. Or similar

The rule is confusing when considered by itself but remember that the quoted text is from the "Discarding" section of the Reference Guide. If you had that situation come up and referred to that section for answers it would be clearer because you'd have the situation in context.

As for player count, as you increase the number of investigators you also increase the number of items that spawn (gates, monsters), as well as increasing the number of items needed to complete mysteries that require item collection. You can do more but there's more to do. I think the sweet spot is 4.

There's a statistical spreadsheet out there that tracks all kinds of things, including AO and player count difficulty, if you're interested. Search this forum or wait a few minutes. I'm sure someone will link to it below.

It's not something you need to search for, it's the first and only pinned thread we have in the whole EH forum...

Anyhoo, the link is here

Just wanted to note that when playing against flipside Yig, there is a replacement effect which removes a Curse condition whenever Doom would retreat.

Thanks for the clear answer!

2) Why would you choose to move the cultist monster instead of discarding it?

If there are harder non epic monsters (i.e. Star Spawn, Warlock etc.) on a space next to the cultist, you can move the cultist to that space and defeat all the monsters with your active ability.