The Necronomicon - Horror tokens stay in play or not?

By sbrais10, in Arkham Horror: The Card Game

My interpretation of this card has killed during the my two play throughs of the 3rd adventure of the core box. Can I get your interpretation to these statements? Am I making my life to difficult? Thanks guys.

A) The horror tokens on it are added to all the others in play to make the agenda advance

B) Moving these horror tokens to Daisy's card does not remove them from play, so they still contribute to the agenda advancing

C) Moving to another agenda stage does not remove the horror tokens on Necronomicon or Daisy, so I start the next agenda stage with X horror in play, X = to those on Necrnomicon or on Daisy.

This is the text on the card for easy reference

Revelation - Put The Necronomicon into play in your threat area, with 3 horror on it. It cannot leave play while it has 1 or more horror on it.

Treat each Elder sign you reveal on a chaos token as a Automatic failure .

Action : Move 1 horror from The Necronomicon to Daisy Walker. Then, if The Necronomicon has no horror on it, discard it.

You are misreading the card. You are supposed to be adding horror tokens, not doom tokens!

Edit: So basically you'll need to spend 3 actions to take 3 individual horrors onto Daisy, until you do that the Elder Sign is an autofail. She has 9 Sanity, so if she takes these 3 horror plus 6 more from somewhere else, she'll be eliminated from the scenario.

Edited by SuperMarino

Horror = sanity, not doom. Got it. This while make it much better. I'm mixing my card game terms, I think.

Thanks SuperMario.

This weakness is probably the least impactful in the entire game, seeing as how you can go the entire game without pulling an Elder Sigh once.

This weakness is probably the least impactful in the entire game, seeing as how you can go the entire game without pulling an Elder Sigh once.

takes up a handslot, which is mitigated by Daisy's Tote Bag yes, but that's if you can draw it or you haven't tossed it already. i've had this force me to lose assets and prevent me from playing others that would've won me the game if it wasn't sitting there menacingly.

Also note that when you advance the agenda you DO remove all Doom tokens from all cards in play. So if you have Arcane Initiate with a doom counter and then advance the agenda you remove that doom token too.

Also note that when you advance the agenda you DO remove all Doom tokens from all cards in play. So if you have Arcane Initiate with a doom counter and then advance the agenda you remove that doom token too.

And if you play the Initiate on the same turn that the agenda would advance anyways that added doom doesn't hurt you at all.

This weakness is probably the least impactful in the entire game, seeing as how you can go the entire game without pulling an Elder Sigh once.

Wouldn't you know it, that game, Daisy pulled not 1, but 2 elder signs. Needless to say, Skids looked at Daisy, blow her a kiss, and ran for his life as the cute librarian auto-failed twice Umordhoth' Wrath.

This weakness is probably the least impactful in the entire game, seeing as how you can go the entire game without pulling an Elder Sigh once.

Wouldn't you know it, that game, Daisy pulled not 1, but 2 elder signs. Needless to say, Skids looked at Daisy, blow her a kiss, and ran for his life as the cute librarian auto-failed twice Umordhoth' Wrath.

Right? I get the Cthulu auto-fail often enough, I'd HATE to have 2x of them in the bag. I've even double drawn the auto-fail with Wendy's ability...