Rule clarifications...

By insanimo, in General Discussion

Hi, folks -- just wondering how some of you interpret/validate a few of the rules...

1. Regarding Spawned Monsters: if the Mythos card calls fora Monster Spawn, and there are no matching gates, a new gate is spawned instead. When that new gate is spawned, should be number of monsters spawned *for that new gate* be:

a. The rule for a newly spawned gate: 1 monster

b. The number of Spawned Monsters on the reference card: e. g. 2 monsters in a 3-6 player game

c. Both: 1 monster for the new gate, *plus* the number of Spawned Monsters on the reference card?

2. Cultist Reckoning in the Azathoth AO: The cultists have the Reckoning icon but I don't see what their reckoning is on the Azathoth card... so I guess it doesn't really apply for this AO? Kinda odd.

3. Uncharted paths: I think I understand this mechanic... since train and ship tickets only apply to those paths, the uncharted path is intentionally a way to slow the characters down, essentially preventing extended movement?

4. Regarding Mystery card resolution timing (I don't expect an answer on this one, just putting it out there): when Mystery cards indicate they are solved if a certain condition is met for that card *after the Mythos phase*, does this "Mystery resolution", I'm wondering why such important timing is not called out in the rules.

(I love this game! It's a much-needed overhaul to Arkham!)

Thanks!

Edited by insanimo

Hi, folks -- just wondering how some of you interpret/validate a few of the rules...

1. Regarding Spawned Monsters: if the Mythos card calls fora Monster Spawn, and there are no matching gates, a new gate is spawned instead. When that new gate is spawned, should be number of monsters spawned *for that new gate* be:

a. The rule for a newly spawned gate: 1 monster

b. The number of Spawned Monsters on the reference card: e. g. 2 monsters in a 3-6 player game

c. Both: 1 monster for the new gate, *plus* the number of Spawned Monsters on the reference card?

2. Cultist Reckoning in the Azathoth AO: The cultists have the Reckoning icon but I don't see what their reckoning is on the Azathoth card... so I guess it doesn't really apply for this AO? Kinda odd.

3. Uncharted paths: I think I understand this mechanic... since train and ship tickets only apply to those paths, the uncharted path is intentionally a way to slow the characters down, essentially preventing extended movement?

4. Regarding Mystery card resolution timing (I don't expect an answer on this one, just putting it out there): when Mystery cards indicate they are solved if a certain condition is met for that card *after the Mythos phase*, does this "Mystery resolution", I'm wondering why such important timing is not called out in the rules.

(I love this game! It's a much-needed overhaul to Arkham!)

Thanks!

1) The regular rule for a gate spawn (i.e. 1 monster)

2) Yes, several of the AOs have cultists with no activation; the symbol is simply there as a reminder to check the AO card to see if there is one.

3) Basically, yes, although Ursula avoids this "slowdown" of course.

4) I assume it's not in the rules because they're leaving the possibility open at some point in the future that there could be different timings on the mystery card. Besides, there are a couple (very rare) ways to solve a mystery mid-turn.

Thanks KBlumhardt! I think Arkham Horror has brainwashed trained me to always find the worst case (for #1)

With Monster Spawn I guess you mean Monster Surge (the symbol).
For otherwise I don't think a gate is necessary unless the card says so.

With Monster Spawn I guess you mean Monster Surge (the symbol).

For otherwise I don't think a gate is necessary unless the card says so.

Yes... from the wording of his question, he's obviously referring to a Monster Surge.