Doom and Agenda *some folks may regard as tiny spoilers*

By Googam, in Arkham Horror: The Card Game

Hey... Quick question.

playing the first scenario and the agenda ramps up like 3 doom for the first part, 7 for the second and 10 for the third. Now I've been playing that to mean i have10 turns (give or take due to other effects from treachery cards etc). But looking at the rules ref it reads as though once I hit the first 3 doom I remove them and start anew, heading to 7 from 0, then 10 from zero for the last part.

Is that correct?just seems like I'm being given a ton of time to do stuff. Like around double the turns.

All doom goes away when it advances.

See RRG page 3, Act Deck and Agenda Deck

Yeah, i read that. I think i just needed hear another voice on the matter! I'm guessing the load of turns is down to it being the intro scenario. I imagine things will get a lot tighter later. Thanks!

Yeah, but if you run out of time in the intro, the game punishes you really hard..

In the first scenario the time is actually have closer to 5 turns on the last Agenda. This is because each Ghoul in the hallway and parler adds an additional doom each turn (according to that Agenda card). Since you will almost certainly have the Ghoul Priest hanging out you get 5 or less turns.

Edited by Apophenia

All doom goes away when it advances.

This is correct. This is also why you should time your Arcane Initiate properly to avoid advancing the agenda.

That is correct but keep in mind the first scenario is significantly easier than the other 2