First game and I need some assistance

By Jason556, in Arkham Horror Second Edition

Hello,

I got my copy a day early and decided to play a single player game. A lot of fun but boy did I get crushed. I had 2 monster surges in 4 turns (rule of thumb, stay out of Woods in Uptown, lol). Inspectors getting delayed and not enough clue tokens to seal gates due to constant rerolls (doh). Still had a great time though.

But anyways, I had some questions if anyone could help out.

1) If there is no Sanity cost listed for a horror check (an example,Cultist). It just has a - sign. Even if I make a check of minus 1, with no Sanity mark underneath, it really doesn't matter if I pass or fail, correct? I am not going to lose sanity either way?

2) Question on the spell Bind Monster. It says to roll successess(modifier+4) equal to the monsters toughness to cast this spell(to pass a combat check). So let's say that a monster has a toughness of 3. That is 8 dice(I have a Lore of 4) and I need 3 successes, I understand that part. But does this kill the monster? Allow you to evade it? Combat check meaning what in this instance? Also, do I use the monsters combat modifier as well?

3) Can you give another player trophies (bear in mind, it was a single player game so I didn't care what specific character had them)?

And lastly, any advice on how to get clue tokens quicker? It just felt in my first game that gates were popping up everywhere, and that **** doom track filled up pretty quick. :)

Forgot 2 more questions.

1)When you fight a green border monster. Because they are special monsters, anything need to be done differently to engage it? Or just treat the combat as normal?

2) Lastly, I understand you can give another player items on your turn (if you pass them). However, can a character take an item from another character?

Example, Joe has dynamite in his inventory. However, it is Gloria;s turn. She is passing Joe to a location. Can Gloria take the dynamite from Joe? Or would Joe have to "give" it to her?

1. The – does not mean "minus," it means "no check." There is no horror check against a Cultist. Even if there was, there are no printed sanity markers where the Horror damage should be, so a Cultist's Horror damage is 0.

2. The idea behind Bind Monster is that you use it in lieu of a normal combat check. If you fail, the spell is exhausted and you suffer the same penalty as if you'd failed a normal combat check (usually, you lose stamina). Then you would have the option to try another round of combat or flee. Of course, if you pass the check, the spell is discarded and you kill the monster as if you had passed a normal combat check. However, since Bind Monster is not a combat check, the monster's combat modifier is irrelevant, and so is magical resistance and immunity. So this spell is best reserved for monsters who have nasty combat modifiers and/or are immune to your other methods of attack.

3. You can't trade trophies, clues, allies, or title cards (retainer, STL membership, bank loan, Deputy of Arkham, etc).

4. All I can offer about quick clues is to have encounters in locations where a clue symbol is printed on the bottom. Also, if you're playing with more than 3 investigators, don't spread clues too thin so that nobody can seal. Also: the Science Building special ability is very helpful when you're in a bind.

5. A monster's color border only indicates how (and if) it moves.

6. As long as investigators are in the same space, even an other world, they may trade items anytime during the movement phase except during combat with a monster. You can give things, take things, or both. Clearly, if different people control different investigators, you can't just up and swipe something away without permission. But I've never had that problem.

Got it,

One last question. If you pull a Mythos card and the gate location is already sealed. Do you still update the Doom Tracker? Or only if a gate appears?

Thanks for all the help.

The doom token is only added if a new gate is opened. Therefore, no doom token is added if a gate opens on a seal, or if a gate opens on a gate (causing a monster surge).

"Therefore, no doom token is added if a gate opens on a seal, or if a gate opens on a gate (causing a monster surge)."

Wait, what? I didn't realize this last night. I had 2 gate surges and kept adding doom tokens. No wonder my track was filling so quickly.

Last question (that I can think of). If a gate appears on another gate. Do I keep the gate that was originally at the location?

Or replace that gate with the new gate that was pulled? Also, if I replace the old gate with a new gate(to a different outer world), is that investigator considered Lost in Time and Space at that point?

Thank you for the help, especially about not adding doom tokens for a gate on a gate.

The gate remains the same, no new gate is drawn.

Yeah, on my first game I thought that monster surges added doom tokens as well. I was wondering how the hell I was supposed to defeat Shub-Niggurath in only 12 turns.

Tibs said:

Yeah, on my first game I thought that monster surges added doom tokens as well. I was wondering how the hell I was supposed to defeat Shub-Niggurath in only 12 turns.

Then, the Black goat of the woods herald arrived... ::laughing::

Jason556 said:

Or replace that gate with the new gate that was pulled? Also, if I replace the old gate with a new gate(to a different outer world), is that investigator considered Lost in Time and Space at that point?

Thank you for the help, especially about not adding doom tokens for a gate on a gate.

Veet and Tibs answered this already. However, I'd like to add that an investigator in Other World only becomes Lost in Time and Space when he has to return to Arkham but there is no open gate for that Other World. So it could go like this: he goes in, something closes or removes or changes the gate behind him, and while he is still in the OW another gate for that world opens and then he exits through this new gate, and all through this process he never becomes Lost.

Hope that's helpful :)