Props to FFG for the improvements to their rule writing over the years bucking the temptation to refer to the company as "FAQ Flight Games".
But, as with many things in life, there's always one isn't there? In the case of the Arkham Horror LCG for me, it's the rules about the "Prey" instruction vs. an Enemy spawn without a specific spawn instruction on the card. It's not just me as there have been several threads both here and at BGG debating the application of the rules to the point that an FFG official chimed in with a ruling. To wit: If two Investigators are at the same location and an enemy card does not have a Spawn instruction, it goes engaged to the Investigator that drew it regardless of any "Prey" instruction on the card. On the surface this seems reasonable. After all, pg. 19 of the rulebook under Spawn says, "If an enemy has no spawn instruction, it spawns engaged with the investigator who drew it." Well, I find several problems with this to the point that FGG might want to consider adjusting the rule. I could be wrong, but the problems as I see them are as follows:
1. It's persnickety in old-school FFG fashion: This rule has confused people because pg. 17 under Prey it says that, "If an enemy that is about to automatically engage an investigator at its location has multiple options of whom to engage, that enemy engages the investigator who best meets its "prey" instructions..." The result is that you have one side saying, "Aha! Drawing an investigator without a specific spawn instruction is an automatic engagement, therefore the "Prey" instruction applies!" and the other saying, "No, no, no. The key word here is "is about to". It isn't "about to" engage the investigator, it's already engaged and therefore the card does not have multiple options." C'mon guys. This is like trying to separate the gnat poop from the pepper. Especially when there is a much simpler solution available. Which brings me to...
2. It's counter-intuitive: The great thing about recent FFG LCGs is that once you have a little experience with the rules framework, the cards take over and drive the game forward eliminating many rulebook dives stopping play. This is intuitive: "Time to draw from the encounter deck. Ahh, a Ravenous Ghoul with a Prey instruction. Well since we are in the same location the card instructs us to give to the player with the lowest health. That's you, here you go." This isn't intuitive: "Ahh, Ravenous Ghoul. Even though every natural instinct tells me to obey the card and give it to the investigator with the lowest health which is you, we have to remember kewldood94 v. rlzlwyr17, 671 P.2d 1085 (FFG 2017). where the appellate FFG court ruled that "spawns engaged" is the governing word in the rules, so it's actually mine." Ok, that's an exaggeration, but you get the point. Card text should run the show wherever possible. And it is possible as far as I can tell, so finally...
3. It's persnickety and counter-intuitive in an unnecessary degree: Here's where I might be off base. That is, there might some card combo I haven't thought of that would wreck the game by changing the prey/spawn rule to be more natural. Really I can't think of one. Sure it would change a few consequences during a game, but to a game-breaking degree? I don't see it. Letting a Prey instruction on the card dictate its placement is more natural, follows the doctrine of letting the cards run the game and therefore ought to be officially made so.
So what do you think? Right? Wrong? Bonkers? Way too much time on my hands? (Nevermind, I plead no contest to that one). ![]()
Added a sentence. Corrected grammar.