Forgotten Age: Supplies

By drmark64, in Arkham Horror: The Card Game

With exception we are limited to one type of supply, like chalk or blankets. Is this limitation per investigator or per group?

Per investigator: for instance, every investigator can take a blanket, but no investigator can take 2 blankets...

That is kind of what we suspected. Thanks for the confirmation.

with one player died, the next character have the same supplyes or none supply?

@toriano no supplies until they hit a resupply point.

oficial answer?

Thanks

I don't know that the question has ever been explicitly answered officially. But Supplies are recorded in the Campaign Log under each investigator, and the Campaign Rules do not mention a time or way of transferring them.

When there is no official answer for a rules conundrum, use the Grim rule, which means that you lose the supplies.

Clarification. Use the Grim Rule during a game to keep the game moving. Outside a game email FFG and get a proper rule answer. Don't just keep hitting yourself in the head. Use their rules form on their site https://www.fantasyflightgames.com/en/contact/rules/

The devs themselves look at those forms and usually give a rules as written answer. Since no mechanism is written to transfer supplies to a new investigator until the campaign instructs you to take new supplies, I would put money on them saying that new investigator starts with no supplies.

Edited by phillos

To be more specific: The Grim Rule is never a means of determining the actual rules or resolving any apparent ambiguities or issues, and is only intended to provide a stopgap to allow players to continue playing in the event of a rules ambiguity rather than spending an hour searching forums etc. for the answer. Offering the Grim Rule as a solution to a rules issue on a forum or something is not helpful, because that's not the correct application of the rule and it may muddy the waters of the actual rules, or cause someone to incorrectly believe that their rules issue has been resolved and not continue trying to find the correct answer. From the FAQ: "The Grim Rule only comes into effect if players are unable to find the answer to a rules or timing conflict, and are thus unable to continue playing the game. It is designed to keep the game moving when looking up the correct answer would be too time-consuming or inconvenient for the players. The Grim Rule is not an exhaustive answer to rules/timing conflicts."

The rules of Arkham Horror, like most games, are specific and limited to what they specify; in any situation there has to be a rule saying you can do something, not just a lack of any rule saying that you cannot . So you don't necessarily need a rule telling you whether or not your can transfer supplies from a dead investigator to the new investigator - the rules state that the supplies are specific to an investigator and there are no rules saying that you can transfer supplies, so you cannot. However, it's also very reasonable to think that this should have been a situation covered by specific rules, one way or the other, so the absence of any clarification may be an oversight worth querying.

Fortunately, there's no need to bother the devs, because someone else already has : "Q: What happens to an investigator's supplies when they are killed/driven insane? Does the new investigator replacing them start with no supplies at all? [...]" Answer from Matt: " Supplies are tied to each specific investigator, so if an investigator is killed or driven insane, when the new investigator is chosen to replace him/her, they begin with no supplies. In general, newly chosen investigators (after an investigator is killed or driven insane) still participate in interludes, unless the resolution in question states otherwise."

So it is indeed the case that, if your investigator dies or goes insane, your supplies are lost and any replacement investigator simply doesn't have any supplies, unless and until the campaign rules allow them to gain more.

6 hours ago, Allonym said:

Fortunately, there's no need to bother the devs, because someone else already has : "Q: What happens to an investigator's supplies when they are killed/driven insane? Does the new investigator replacing them start with no supplies at all? [...]" Answer from Matt: " Supplies are tied to each specific investigator, so if an investigator is killed or driven insane, when the new investigator is chosen to replace him/her, they begin with no supplies. In general, newly chosen investigators (after an investigator is killed or driven insane) still participate in interludes, unless the resolution in question states otherwise."

So it is indeed the case that, if your investigator dies or goes insane, your supplies are lost and any replacement investigator simply doesn't have any supplies, unless and until the campaign rules allow them to gain more.

Let me first qualify what I am about to say with the fact that I have not actually played forgotten age yet, so may not fully understand the nuances of how new investigators may join the party.....

So I understand it is an official ruling from the game's designer... but would it not be reasonable to assume that someone joining the expedition at any given time would have brought some supplies with them? They would have blankets, a compass or a first aid kit... would they really blindly walk into the situation with nothing, or assuming they were in 'base camp' could have picked up their quota of supplies there?

Edited by gazzagames
1 minute ago, gazzagames said:

Let me first qualify what I am about to say with the fact that I have not actually played forgotten age yet, so may not fully understand the nuances of how new investigators may join the party.....

So I understand it is an official ruling from the game's designer... but would it not be reasonable to assume that someone joining the expedition at any given time would have brought some supplies with them? They would have blankets, a compass or a first aid kit... would they really blindly walk into the situation with nothing, or assuming they were in 'base camp' could have picked up their quota of supplies there?

The moment you start thinking "OK so I know what the rules say, but in character it would instead make sense...", you cease playing Arkham Horror: The Card Game and you start playing an RPG that uses Arkham Horror cards. There are lots of other things where you have to accept that the rules of the game are there to create a specific gameplay experience, not to provide some kind of realistic (or I guess verisimilitudinous) framework for modeling reality. Why can't I hand someone else a gun (without the Teamwork card)? Why do I have to draw through my deck for a gun, surely I'd have it drawn the moment I enter the creepy house? Why can't I loot the body of an eliminated investigator and take their weapons? Why can't I start out with a shotgun; they're no more expensive than a .45 automatic? If I upgrade to an M1903 Springfield in the middle of the jungle, where did I get the gun from? How come everyone can use a kukri but only a minority of people can use a survival knife? There are situations where this suspension of disbelief is a bit hard to accept (indeed, I have lots of issues with Supplies in that they make little to no sense in an in-character way), like how come the Colt Vest Pocket just completely disintegrates five seconds after you draw it from its holster, but ultimately if I wanted a game experience that prioritised that sort of realism and logic, I'd crack open my Call of Cthulhu RPG sourcebook instead.

But either way, it's essentially irrelevant for threads like this, where people are asking questions about how the game works. If someone asks, "What happens with regard to supplies if an investigator is killed or a new player joins mid-campaign?", they're asking a question about how the rules of the game operate, not asking for permission to institute house-rules for role-playing purposes.