Innsmouth and a few rules questions

By Charles Dexter Ward, in Arkham Horror Second Edition

Today I played my first game with this expansion, and i already consider it my favourite: It combines the best elements from the other 2 big box expansions, the vortex areas from Dunwich and a special, always undiluted threat (Deep ones rising), but much better than the Kingsport Rifts.

However, during this game, a few rules doubts appeared:

If Ursula Downs starts the game at an unstable location, does she automatically get the clue token there?

If an investigator is in the Jail Cell at Innsmouth Jail, can he spend clue tokens to had to the relevant part of the Federal Raid track?

If an investigator is delayed in an Other World, can he use Find Gate to return to Arkham? Is he still delayed when he returns if he does so?

Now the following questions are merely hipotetical, but i´m quite curious about it:

What happens if an investigator with the Beloved of Bast cards gets the Innsmouth Look?

Is it possible that the Ancient One awakes in the 2nd turn by a monster surge either in Devil´s Reef or Yha´nthley, if suficient monsters enter the vortex? It would be quite silly lengua.gif Maybe such a game actually exists in Tibb´s stats!

Charles Dexter Ward said:

If Ursula Downs starts the game at an unstable location, does she automatically get the clue token there?

If an investigator is in the Jail Cell at Innsmouth Jail, can he spend clue tokens to had to the relevant part of the Federal Raid track?

If an investigator is delayed in an Other World, can he use Find Gate to return to Arkham? Is he still delayed when he returns if he does so?

Now the following questions are merely hipotetical, but i´m quite curious about it:

What happens if an investigator with the Beloved of Bast cards gets the Innsmouth Look?

Is it possible that the Ancient One awakes in the 2nd turn by a monster surge either in Devil´s Reef or Yha´nthley, if suficient monsters enter the vortex? It would be quite silly lengua.gif Maybe such a game actually exists in Tibb´s stats!

Well, basically Ursula is able to begin the game almost everywhere "in Arkham", so basically, yes, she can collect the clue if she starts in an unstable location. But beware: starting in an unstable location (and being not Kate) might mean a gate opening just under your feet at Mythos zero.

Innsmouth jail: being delayed does not prevent you from having an upkeep, so I'd say yes, you can spend clue tokens for accelerating the Feds to raise Innsmouth

Delayed in OW: while delayed, during the movement phase you're only allowed to stand the investigator marker back up. No movements points, no movement allowed. So no Find Gate, nor any other spell to be cast in the movement phase.

Not so sure about the Innsmouth Look + Nine Lives card. I'd say you cannot be devoured and so nothing happens, but maybe there is something I'm missing

Father Dagon & Mother Hydra as Heralds, first Mythos during the Mythos phase 0 was a gate on Devil's reef, second card a monster surge, only one gate open, 5 monsters entered this world, 4 moved into the vortex and then big party with the AO! It happened to me a lot of time ago, but if I remember correclty it happened even to other players :-)

Julia said:

Well, basically Ursula is able to begin the game almost everywhere "in Arkham", so basically, yes, she can collect the clue if she starts in an unstable location. But beware: starting in an unstable location (and being not Kate) might mean a gate opening just under your feet at Mythos zero.

Since Ursula gets 4 Clues right off the bat and one more if she starts at an unstable location, I wouldn't really mind her being sucked in during pre-game, she's seal-ready, might as well get the first one down.

Dam said:

Since Ursula gets 4 Clues right off the bat and one more if she starts at an unstable location, I wouldn't really mind her being sucked in during pre-game, she's seal-ready, might as well get the first one down.

Very true! Didn't look at her starting possession when I wrote that sentence. So well, unless the AO is Hastur, no probs at all!

Thank you for your explanations Julia. My tactic with Ursula (exept if the AO is Hastur, like you said) is placing her either at the Unvisited Isle or the Witch House, she may get the first gate or reach the Woods or Independence Square if it opens there. How do you use her Dam?

I use Ursula the same way, but my luck always seems to run that the first gate opens in Innsmouth. Happens almost every time I play with her. It's like the game can read my mind and just wants to mess with me............... preocupado.gif

With her speed of maximum five, the major problem is that she spends her only dollar to go there.

Meanwhile, what do you all think to be the best strategy for the Deep Ones rising track? "Priming" it with 5 clues in the begining of the game, or leaving it empty and send someone only when things get ugly?

I've found that I like priming the track early in the game, because I've found that it can get out of hand far faster than you can add clue tokens, especially if you leave empty slots on more than one color.

Brine said:

I've found that I like priming the track early in the game, because I've found that it can get out of hand far faster than you can add clue tokens, especially if you leave empty slots on more than one color.

Agreed.

Dam said:

Since Ursula gets 4 Clues right off the bat and one more if she starts at an unstable location, I wouldn't really mind her being sucked in during pre-game, she's seal-ready, might as well get the first one down.

you should stick her at devil reef in case a gate opens there or at y'hanthle

In my case, Devil's Reef is probably the best option. Seems no matter how I shuffle and cut the deck, the pre-game Mythos invariably opens a gate at D. Reef sonrojado.gif .