Newbie Questions!

By Skyhaven_Games, in Arkham Horror Second Edition

Hi,

Some questions about the game (Arkham Horror) and the forums:

1) What is this Arkham Horror League thing? I read the description and the scenario, but I'm not sure how to join or if you can still join or if it's even still active. What is it about?

2) With regards to flying monsters, if they are to move but there are no investigators in the streets, and they're already in the sky, do they just stay there?

3) When a monster's movement symbol shows on the Mythos card, even if they're yellow (do not move) or if they're in the sky (and do not move because there are no investigators in the street - see #2) or if they're in the outskirts - do they trigger rift tokens?

4) Is there a "limit" on the amounts of clues and money you can have...like, if you run out of clue tokens, can you still gain more? (This happened once because of Hypnos). Then it occurred to me that it would be possible to run out of money, maybe, if you were crazy enough to gain that much.

5) When you discard cards from item decks and so on, do you shuffle them, or can you place them on the bottom of the deck in any order you want, so you can trigger abilities like Ashcan Pete's with accuracy?

6) You have to purchase one unique item if you decide to shop - is this true for common items as well?

7) Is there a list of the unique items, common items, skills, and spells for "ratios"? (Like, if you go to a shop, what's your chance of drawing a motorcycle?) If there's such a list without the % chance that's okay too (I could type it out myself I suppose, but I wondered if it was readily available).

Thanks!

1 A "league" is basically a series of scenarios that you play through in order, the one recently appearing on these boards is specifically designed to introduce new players to the features of the game a little at a time. No need to join them just download the scenarios and play through, then brag about your score later if you wish.

2 A flying monster in the sky with no target will stay in the sky.

3 Rifts are triggered by the appearance of the dimensional symbol on the mythos card, not by the monsters actual movement so yes they would still trigger.

4 As I understand it, if you run out of tokens then there aint no more, start spending them. There are a few things to note here, if you run out of monster tokens in the monster cup the ancient one awakens.

5 I'm pretty sure you just discard to the bottom, I would assume this because Petes power is supposed to represent him rummaging through the garbage for stuff.

6 I would assume this is true for common items as well, its specifically stated for unique items due to the posibility of trolling up elder signs.

7 I know of no list with ratios and such but the Wiki has a lot of good information on the game.

Thank you Veet! I'm new to this forum thing for board games. :)

Instead of creating another thread, I'll just go ahead and ask a question here, it qualifies as a "newbie question" anyway :)

When resolving the special text of the Mythos card that says all monsters are removed from locations, do you count monsters on a gate as being in a location or not? Because I know a gate replaces completely a location and its effects.

I've always played that monsters on the gates are removed, but the question is a good one and probably deserves clarification. The line that the gate replaces the location has usually been used to show that you do not have encounters there and cannot use special text (in most cases). But I would think that even though it's been replaced there is still a location there, stalkers could still follow you there and such.

A gate on the Woods has replaced the Woods, but it is still a location. It counts as being part of Uptown, which is the intent of the "remove monsters in Uptown" card.

Note also that the "replaces the Woods" mantra does not always apply: if there is a gate on the Woods, and you draw a Mythos card that shows a gate opening on the Woods, you don't disregard the gate opening: you cause a monster surge. The Woods still counts for this purpose. Also, if an Arkham encounter tells you to go to the Woods and there is a gate there, you can still go.

Thanks. I chose to take the hardest route (I didn't remove the monsters and there were like 3-4 and pretty strong ones) and ultimately lost against Shub...at least now I know the rule for next time :P

Skyhaven_Games said:

4) Is there a "limit" on the amounts of clues and money you can have...like, if you run out of clue tokens, can you still gain more? (This happened once because of Hypnos). Then it occurred to me that it would be possible to run out of money, maybe, if you were crazy enough to gain that much.

As a general rule with most FFG games, including Arkham Horror so far as I know, the components provided in the box are limiting. So if you run out of money or clues or whatever, then there are no more until more get put back into the "bank." I would, however, allow other players make change if you need $1 and all that's left are $5 tokens, for example. I wouldn't enforce "no more money" unless ALL the money was in play. And then I would bang some heads together and make some people go shopping. =P

Important exceptions include running out of monsters in the cup or gate tokens on the pile, both of those will make the GOO awaken immediately. To discourage players from hoarding gate trophies as a way of preventing gates from opening, and the like.

The only thing I'd say isn't limited is the little markers for tracking your stats. As long as you're playing with a legally supported number of investigators, that shouldn't be an issue. But if you decided to play some epic variant with a veritable army of investigators or if you lost some of them along the way, I don't think you can really say "sorry, there's no more." =P

Since this thread was already open for Newbie questions, I jumped onto this instead of creating a whole new thread.

Finally finished my first game (mostly correct, 3rd game total-the other 2 my friends and I botched the rules so bad, not counting them) :)

However, a ton of questions came up.

If you have a total of 10 monster toughness and you go to the Science Building.

1)Can you get 4 clue tokens total, 2 clue tokesn per 5 toughness? Or would it be 2 rounds? 2 clue tokens 1 round and 2 clue tokens next round?

Are you allowed to camp there? And if you are, is this considered fair (only asking about the science building only, camping at Magic shop and Curiosity shop is considered cheating the game).

Can the terror track move more than once per turn. Such as a card increases the terror track and then a monster surge increases it again?

2)I know that a rumor stays in effect until it is completed (one way or another). However, what about a headline/environment. Will a headline stay in place until the next headline(such as not getting a headline for 2 turns, then that headline information is in effect for 2 turns?

3)If you end up battling an AO, can players trade equipment/items and spells at the beginning of the upkeep?

4) I have a Nightgaunt and a Chthonian ot the same square or gate. Can I chose to fight the Nightgaunt first and purposly try to fail my combat phase with it(so I can get dropped in the gate before I have to fight the Chthonian)? Can I purposely not use my weapon modifiers to try and lose? Or is this considered cheating the game?

5)I am sure this is old news but Fire Vampire does not say "Undead" on the token. The reason I ask is that I had "The Chill of the Grave" Mythos card that adds 1 toughness to the undead. I added 1 to its toughness. To me, any time you have the word vampire on a monster, that implies undead to me. This is more of a question to see how other people would play it? Give it the 1 extra toughness or not?

6)Do investigators still lose any sanity if they seal a gate and the other investigator is now Litas.

7)Can you lose any Allies that are with you, if the terror track hits 10? Example, 2 investigators have an ally each, However, the terror track is 9 or 10 and all the other allies have left town, did your allies that are with you leave town also?

8)And lastly, do you lose your allies if you are knocked unconscious?, insane? or Litas? I know you lose half of everything else (except gate tokens, I think)?

Thank you, this was a lot.

1) You can only get 2 clues. To get more, you have to Dissect for multiple rounds. It is possible that you have some combination of toughness where you can't actually do this (3, 3, 3, 1) since you can't "make change." Camping at the shops is not considered cheating, because you're required to buy one of the three drawn items if you possibly can. This makes it difficult to avoid items you don't like and hold out for specific items (i.e. Elder Signs).

Yes, the terror level can move multiple times. But a mythos card would cause a monster surge before its special text would take effect. The effect might still be 2 terror ticks, but it's important to know the order.

2) Headline is a one-time effect. Occasionally a Headline will say its effect stays in play until next turn. Environments, of course, remain until they're replaced by a new Environment card.

3) Trading items is part of Upkeep during final combat. All investigators are considered to be in the same "place." Because investigators are apparently close enough to trade, I play that the Paranoia madness card from the Dunwich expansion still takes effect.

4) You may certainly choose to take advantage of the Nightgaunt. And you may choose not to equip anything into your hands. Also note that you could deliberately fail the Evade check and achieve the same effect without having to make a Horror check (the penalty for failing an Evade check is identical to failing a Combat check). But, bear in mind that if you do receive dice, you have to roll them. So if you have even one die to roll for the Evade check, you HAVE to roll it. If you pass, then tough luck.

Also bear in mind that if you encounter a Nightgaunt in an Other World, when it sends you to a gate, it actually sends you back to Arkham! Good deal.

5) Fire Vampire is not an undead monster. I assume those monsters suck the life out of you, but that doesn't make them undead. Note that the Fire Vampire is not a guy surrounded in flames, it IS the flames. Also, Ghouls are not undead (they're more like mutants), and Servants of Glaaki from Dunwich are not undead, most likely so that Jim Culver's special ability can't easily them.

6) Officially, investigators do not lose sanity for closing a gate with another investigator in it. But it is an officially suggested house-rule.

7) When the terror level increases, allies leave the deck. No allies in the deck means no allies lost to the Terror Level.

8) You don't lose your allies unless you're devoured or they have a discard ability (such as Duke).

Edit: Scooped by Tibs. lengua.gif

1) It would take two rounds, in each round turning in 5 toughness worth of trophies and recieving 2 clues.

Sure, you can camp there. I assume you mean for specific encounters? Or for the 2 trade ins? Unless a card or location ability specifically moves you, you are never forced to move. You can camp at the curiosity shop. It isn't as powerful as you might think, since it has been ruled that you must buy one of the items that comes up, as long as you can afford one, so you can't just sit there until an elder sign comes up, for instance.

Yes, the terror track can move up more than once a turn, although with the base game it doesn't happen very often.

2) Headlines happen once, their effect stops after that turn. Environments stay in play until a new environment replaces them.

3) yes, for the purposes of trading and investigator abilities all the investigators are considered to be in the same location during final combat.

4)Yes, you can do that, and no, it isn't cheating. You don't have to use weapons. However, if your fight skill is high enough you still have to make the combat check, and could win even though you want to lose.

5)Unless it says undead, they aren't undead. Fire Vampires are something else entirely http://en.wikipedia.org/wiki/Fire_vampire

6) not sure what you mean here. Causing another investigator to be LiTaS doesn't cause you sanity loss, so far as I know

7) I don't believe so

8)no, allies don't count as items

Hope that helps happy.gif