flamethrower49 said:
Naw, Finn can keep himself clean. Ask the cops: nothing sticks to Finn! 
flamethrower49 said:
Naw, Finn can keep himself clean. Ask the cops: nothing sticks to Finn! 
jgt7771 said:
Naw, Finn can keep himself clean. Ask the cops: nothing sticks to Finn! 
Which is why I feel like Finn can slip out of jail if his symbol comes up. The rules don't really support it, of course. And it would be a hella rare occurence. But I would totally play it that way.
That would indeed be awesome. However, to the best of my memory, neither jail cell has any white or black arrows pointing out of it.
what about being hited by a Nightgaunt when an investigator is in a location with a gate and an explored marker??
is the investigator drawn through this portal?? or having the explored marker is a condition not to be drawn through the portal and the combat ends immediately with no effects??
I think he is drawn through the gate, losing his explored token.
zealot12 said:
I think he is drawn through the gate, losing his explored token.
I'd think so too. An extremely literal reading of the manual (not taking into consideration FFG's way with words) would indicate that explored tokens give investigators the choice to not be sucked into gates (regardless of circumstances).
Question: how does Daoloth attack interact against a location sealed by the Great Seal? I mean, such a seal shouldn't be removed by the AO's attack, but the attack description seems to figure out every possible situation and the Great Seal is not mentioned, so maybe it's worthy to ask
What happens when an elusive monster appears as a result of an encounter?
zealot12 said:
What happens when an elusive monster appears as a result of an encounter?
I think you can simply ignore it. If you want to fight it, try to pass the Evade check. Otherwise, you can remove the token as soon as it appears
Yes, this is right. And if the elusive monster surprises you, you're not allowed to evade it, so you can't even enter combat if you wanted to.
But, if in both cases the monster happens to be a Werewolf, you lose 2 stamina!
That's my take on it anyway.
Tibs said:
Yes, this is right. And if the elusive monster surprises you, you're not allowed to evade it, so you can't even enter combat if you wanted to.
Brilliant observation. It never happened to me yet, but in case... thx!
Tibs said:
But, if in both cases the monster happens to be a Werewolf, you lose 2 stamina!
Really? Has this been clarified somewhere? I mean, if I remember correctly, it was said (somewhere by somebody) that werewolves deal their damage only when moving (so, in case an investigator enters a location with a werewolf, no damage at all), which was pretty a non-sense, at least for me. Werewolves moving deal their damage, but imho even an investigator entering a location with a werewolf or meeting a werewolf as result of an encounter should lose stamina. Basically, as you said. Maybe the FAQ could clarify this too
ColtsFan once, long ago, said that this was the case. I didn't believe him. But, I've warmed to the idea.
However, it's been included in the FAQ questions, so I guess we'll know with certainty someday. In the meantime, play it this way to give your investigators a scare. If it gets pulled enough times, that will be their incentive to pass that evade check and kill it ![]()
Tibs said:
ColtsFan once, long ago, said that this was the case. I didn't believe him. But, I've warmed to the idea.
However, it's been included in the FAQ questions, so I guess we'll know with certainty someday. In the meantime, play it this way to give your investigators a scare. If it gets pulled enough times, that will be their incentive to pass that evade check and kill it ![]()
Yep, I also think so ::smiling::
So, today I purchased the Lurker expansion.
Two questions: if a moving gate moves to the street, are investigators who attempt to pass through that street drawn through the gate? My guess: they're not since it's not the Arkham Encounters phase.
I just wanted to be sure.
Antoher question: do split gates generate a double amount of monsters upon opening or during a monster surge?
You're right about gates in the streets. They don't affect investigators unless the investigator is standing on the gate during the Encounters phase, or when the gate moves onto an investigator during the Mythos phase.
Split gates only allow the investigator to enter either other world, and they remove two monster symbol types when you close them. Aside from their generally harder modifiers, they don't do anything else special.
Take note that with the introduction of Lurker gates, it will be very, very hard for Silas Marsh to fail his personal story:
So when using Lurker-only gates, Silas can pretty much only fail his story when an encounter sends him to R'lyeh. Chew on that for a while.
Oh, thanks. I haven't actually played the game with the new expansion yet, (haven't had time to)so I don't know the distribution of the gates. These questions merely came up as I was perusing the rules.
Okay, I've got a good one.
Say you draw the R'lyeh card that says, "Great Cthulhu spares the faithful. If you wish, you may attempt a Lore (-3) check. If you fail, you are devoured. If you pass, take this card. Discard this card the next time you would be devoured to instead be reduced to 1 Sanity and 1 Stamina." You pass the check and keep the card.
Also, Quachil-Uttaus is the Ancient One and you are the first player. You get to the third dust deck and draw the "you are devoured" card. You play the R'lyeh card to avoid being devoured. Then what? Sooner or later you'd run out of dust cards. So what happens if you are required to draw a dust card but there are none left? I'm guessing that Quachil is SOL. Is there an official word on this?
When you draw the "you are devoured" Dust card, the three Dust decks still get reshuffled and the First Player marker is still passed—these effects aren't dependent on being devoured. You won't run out of Dust cards.
Essentially, as Quachil closes in on you, he spares you because you've devoted yourself to Cthulhu. So instead of dissolving you, he beats the tar out of you. Regardless, he starts stalking someone else.
Hmm, okay, good point. I thought that one would be a stumper for sure.
If the first player is devoured via the dust deck in a Quachil game, does the investigator who replaces him start the game on the same turn?
And another one: The Lightning Storm Mythos environment in Innsmouth: .
"..that investigator loses a die of Stamina"- does that mean "rolls a die and loses that much Stamina"?
zealot12 said:
And another one: The Lightning Storm Mythos environment in Innsmouth: .
"..that investigator loses a die of Stamina"- does that mean "rolls a die and loses that much Stamina"?
Yes. As far as your other question in concerned, I think all possible timing conflicts / issues have alrady been FAQed. And probably answered. We shall wait a little more to know, I believe
Okay, here's another one: can Hounds of Tindalos move to a sealed location?
I know that monsters can't appear in sealed locations. But are "move to" and "appear" equivalent in this case?
zealot12 said:
Okay, here's another one: can Hounds of Tindalos move to a sealed location?
I know that monsters can't appear in sealed locations. But are "move to" and "appear" equivalent in this case?
I think monsters cannot appear in sealed location as result of encounters because the ES transforms an unstable location into a stable one, so no ripping of the veil between worlds allowed. A Hound of Tindalos can enter most of the stable locations on the board, so I'd say there is no poblem with a Hound entering a sealed location.
Think about Cultists enchanced by Tulzscha: they can enter sealed locations, otherwise they shouldn't be able to remove ES during upkeep. And they are monsters too. So, why a Hound of Tindalos should be treated in a different way? Let's go investigators hunting!
Aha, for some reason I thought that moving to sealed locations somehow contradicts the hounds' movement ability, but a sealed unstable location becomes stable, and they can normally move to any location, both stable or not, with the excdeption of the the Hospital and the Asylum.
I got this confused with stalking monsters' movement.
And the last one: does opening a gate at a stable location via the Naacal Key advance the doom track?