Discard Items like Dynamite

By valvorik, in Arkham Horror Second Edition

Does an item like Dynamite (discard for +8 to combat checks) last for all combat checks in one fight, or only for the one combat check you roll (if it doesn't take out monster, it's gone, your hands are free do something else now).

Rob

valvorik said:

Does an item like Dynamite (discard for +8 to combat checks) last for all combat checks in one fight, or only for the one combat check you roll (if it doesn't take out monster, it's gone, your hands are free do something else now).

Rob

Only one combat check.

Your hands are tied up for one round of combat (the one you used them in, after that— in the next round of combat— you're free to use them again, just like you would be for a spell you failed to cast).

Thanks for the quick answer.

valvorik said:

Thanks for the quick answer.

I could give it because I am trapped in the internet. Help me! Someone please help me!

;') g'luck.

Avi_dreader said:

valvorik said:

Does an item like Dynamite (discard for +8 to combat checks) last for all combat checks in one fight, or only for the one combat check you roll (if it doesn't take out monster, it's gone, your hands are free do something else now).

Rob

Only one combat check.

Your hands are tied up for one round of combat (the one you used them in, after that— in the next round of combat— you're free to use them again, just like you would be for a spell you failed to cast).

Are you sure? Because on the card it says combat checkS. As in plural.

TheBossInTheWall said:

Avi_dreader said:

valvorik said:

Does an item like Dynamite (discard for +8 to combat checks) last for all combat checks in one fight, or only for the one combat check you roll (if it doesn't take out monster, it's gone, your hands are free do something else now).

Rob

Only one combat check.

Your hands are tied up for one round of combat (the one you used them in, after that— in the next round of combat— you're free to use them again, just like you would be for a spell you failed to cast).

Are you sure? Because on the card it says combat checkS. As in plural.

In comparison you have items that exhaust to use for one combat check which it says specifically on the card.

TheBossInTheWall said:

Avi_dreader said:

valvorik said:

Does an item like Dynamite (discard for +8 to combat checks) last for all combat checks in one fight, or only for the one combat check you roll (if it doesn't take out monster, it's gone, your hands are free do something else now).

Rob

Only one combat check.

Your hands are tied up for one round of combat (the one you used them in, after that— in the next round of combat— you're free to use them again, just like you would be for a spell you failed to cast).

Are you sure? Because on the card it says combat checkS. As in plural.

Arkham Horror wiki disagrees. You can double check your original, but I'm pretty sure it's not plural.

http://www.arkhamhorrorwiki.com/Dynamite

I'd be shocked if I were playing this item wrong (it's been around for four years), but it's possible. I'd suggest you double check the original.

It says "checks" because it can be used for any combat check. Not that you'd want to use it for a Physically Immune check, but then again you might be Zoey Samaras.

The underlying idea is that you light the dynamite, heave it, and it explodes. It does not explode continuously for multiple combat rounds.

Tibs said:

It says "checks" because it can be used for any combat check. Not that you'd want to use it for a Physically Immune check, but then again you might be Zoey Samaras.

The underlying idea is that you light the dynamite, heave it, and it explodes. It does not explode continuously for multiple combat rounds.

According to Arkham Horror wiki it only says "check." AH Wiki says the same on holy water, so while it's possibly a typo, I doubt it (but I really dont' want to spend ten minutes digging through my boxes and looking for the actual copy of the card).

i confirm that the actual cards say "+X to combat checks" ... not check. The wording on the card "Holy Water" reads *exactly* the same as the wording of the card of "sword of glory" (+6 to combat checks), except that Holy Water says discard after use.

I've run through the rules and everything says that a weapon continues to provide its bonus so long as you dedicate the required number of hands to it. Therefore Holy water/ dynamite lasts until the end of combat, or at least it can, if you want it to. Neither AH rulebook nor any of the FAQs make any reference to these items as being only for a single combat check.

awp832 said:

i confirm that the actual cards say "+X to combat checks" ... not check. The wording on the card "Holy Water" reads *exactly* the same as the wording of the card of "sword of glory" (+6 to combat checks), except that Holy Water says discard after use.

I've run through the rules and everything says that a weapon continues to provide its bonus so long as you dedicate the required number of hands to it. Therefore Holy water/ dynamite lasts until the end of combat, or at least it can, if you want it to. Neither AH rulebook nor any of the FAQs make any reference to these items as being only for a single combat check.

From the Official Answers from Kevin Wilson thread:

"Type 2: (One Shot) "+X to Combat checks (discard after use)"
Examples: Dynamite, Molotov Cocktail.
The wording on this type is somewhat archaic, but the idea is that you only use it for 1 combat check, and then you discard it.

-Villain