No sleep till Arkham

By H.P. Lovecraft2, in Arkham Horror Second Edition


I decided not to go to bed tomorrow before work, instead I will stay up and play my first game of Arkham Horror. It would be pretty, Ill keep the 9 instructional video series found on youtube up on my computer, Ill have the rule book open and the v1.17 of the Arkham rules pdf ready. As I here now Arkham Horror is in its box behind me, I can hear it pulsating and beckoning, inviting me in to play....Oh my god something is crawling from the box............well not really

demonio.gif

Im still playing my first game

!

How is it going?

Don't know, not sure if I'm playing the game right, say let me ask you something, I just landed on a street location with a monster only to realize that I didn't have high enough (obviously wasn't thinking) sneak rating (1) to evade it..... the monster having -2. Does that mean I cant do an evade check?

I did notice that I had a Silver Key (followed the instructions), does this absolve me (ie automatically evade) from my failure to evade the monster on my own, or am I not using this card right?

Im just geussing here

If I remember correctly, the Silver Key lets you pass an Evade check automatically three times in total(discard one token from the card each time you use it). Yes, this is what the Silver Key is for-to pass an Evade check when your sneak stat doesn't allow it, or when you rolled and failed that check already.

You could also spend Clue tokens to try and pass any skill check. or add additional successes to a difficult skill check. Each Clue token spent in this manner will let you roll one die. You have to decide on the number of clue tokens you want to spend before actually rolling the dice. Say, if you have three clue tokens, and you want to spend two of them to pass some skill check. You discard the 2 clue tokens, and roll two dice. If you get no successes, you cannot spend the third clue token to roll an additional die, and have to accept the consequences of the failed check.

But do you have to already have 3 stamina on the silver key card? The instructions were to put one on the card.

Uhm,I don't have the card in front of me. For these types of items, it doesn't matter if it says to put one token on the card each time you use it or a discard a token from the card. These tokens are simply there to track the number of times you can use the item before you discard it.

OK thankshappy.gif

Well assuming I played the game right, things don't look good, Ancient Ones doom track more then half full, using three players and there are 6 open gates, due to receiving a card there are now 8 monsters on the board, and not a single gate closed. I can hear Yig licking his bulbous, slime encrusted lips at the very thought of some nice human flesh to nibble and warm souls to slurp down.

One more open gate and the Ancient One awakens. Make sure you don't have anyone cursed when Yig wakes up. All cursed investigators are devoured at the start of final battle against him.

Don't forget that the monster limit in a 3-players game is 6. (Number of investigators+3 is the equation)That is, there can be 6 monsters roaming the streets of Arkham at once. If a monster should be added to the board when monster limit is reached, that monster is placed in the Outskirts instead. Monsters in the Outskirts never move. Maximal number of Monsters in Outskirts is 11-the monster the limit. In your case, it's 5. If a monster should be added to the outskirts when they're full, first return all the monsters from the outskirts to the cup, increase the terror level by one, and remove one ally from the deck(for each step in the terror track, one ally is removed). You can remove monsters from the board(including the Outskirts) by closing/sealing gates with the monsters' dimensional symbol. So, for instance, if you close a hexagon gate, all hex monsters are returned to the cup

How are spells used in the final battle

Got cursed, do they go away when roll a 1 upon upkeep, or if Yig gives you a curse it stays with you?

As with any curse, you lose it if you roll a 1 during Upkeep. This means that curses can go away during battle with Yig. Of course, if you came into the battle blessed, the blessing and curse would cancel and you'd be neutral.

OH MAN, I feel like I just came out of a brawl with a lion and a bear,Ive been playing that game since about 3pm yesterday afternoon, don't think I was away from the game but 5 hours in that time. I'm sure I did so many things wrong, and forgot much that I was suppose to do, but then again I was figuring it out as I was playing. ****, now I can sleep

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H.P. Lovecraft said:

OH MAN, I feel like I just came out of a brawl with a lion and a bear,Ive been playing that game since about 3pm yesterday afternoon, don't think I was away from the game but 5 hours in that time. I'm sure I did so many things wrong, and forgot much that I was suppose to do, but then again I was figuring it out as I was playing. ****, now I can sleep

.bostezo.gif

But now and forever more your dreams will be of Arkham and the horrors that live there. We welcome you to the madhouse, your padded room is waiting.demonio.gif

H.P. Lovecraft said:

How are spells used in the final battle

To cast a spell in general you need to pass its Spell check, using your Lore value. The number of dice you need to roll to determine if you succeeded or not is equal to your current Lore +/- the spell's casting modifier+/- any Lore/spell check modifiers you may have from items and other game effects. You only need one success to pass this check.Also, each time you cast a spell, whether you fail the spell check or not, you have to be able to pay the spell's sanity cost. There are some spells that have sanity cost of 0, though. Combat spells usually add bonuses to your Combat checks until the end of combat with one monster.(that is, until either the investigator or the monster are defeated). When you cast a spell, you need to exhaust it(flip the card face down). Exhausted items cannot be used until the beginning of next turn when they're refreshed(made available again) at the Upkeep phase. There are some spells that are one-shot only and they need to be discarded when cast successfully at least once, although I don't remember if there are any in the base game.

In final battle you only get an upkeep phase to move your skill sliders, refresh any exhausted items/spells and check for discarding Blessings/curses and then comes the combat phase where first you attack with all investigators and then the Ancient One attacks. So each time you use a combat spell during your turn in final batlle, the spell is exhausted and made available again on your next turn, when it needs to be recast(pay its sanity cost each time and make a spell check using the spell's casting modifier and your Lore value). Any Mythos cards that may somehow add penalties or bonuses to your skill checks in combat, or affect your performance in final battle in any way have no effect-they are discarded when the battle starts.

zealot12 said:

You have to decide on the number of clue tokens you want to spend before actually rolling the dice. Say, if you have three clue tokens, and you want to spend two of them to pass some skill check. You discard the 2 clue tokens, and roll two dice. If you get no successes, you cannot spend the third clue token to roll an additional die, and have to accept the consequences of the failed check.

Just an FYI, I pretty sure you can just spend clue tokens one at a time for extra dice. You don't have to declare how many you are going to roll up front...

If quoting from the basic rule book here.... (emphasis mine)

Clue tokens represent information about the mythos
threat that an investigator may acquire. A player may
spend Clue tokens, one at a time, after any skill check

(failed or not). Each spent Clue token allows the player
to roll one additional die; if the result is a success, it is
added to the total from the original roll.

Example: Joe Diamond fails a Lore (–1) [3] check, but
gets two successes. Deciding that he really needs to pass
this check, he discards one Clue token and rolls another
die, getting a 3. Still no success, so Joe spends a second
Clue token and rolls a second die
, this time getting a 6.
This extra success increases his total number of successes
for the check to 3, enough to pass the check.

I recall this being errated in one of the expansion rulebooks. I'll have to double-check.

Clue tokens are spent, one at a time, after rolling for your skill check. You do not have to decide ahead of time how many you'd like to spend.

zealot12 said:

I recall this being errated in one of the expansion rulebooks. I'll have to double-check.

You can double check if you want, but it hasn't been errataed.

Eight more posts till 2000! Whoo! ;'D No, I didn't just make this post to get closer to that total, really. Really! Cough.

Tibs said:

Clue tokens are spent, one at a time, after rolling for your skill check. You do not have to decide ahead of time how many you'd like to spend.

Ha. Indeed. I may have house-ruled that variant and passed it as official.

I forgot to do a check for some of the final battlesonrojado.gif