Just bought it for christmas and have a few questions (not many)

By satanito, in Arkham Horror Second Edition

Hello, i am new to the game, so please be patient.lengua.gif

I have been playing with some friends the base game, no expansions and have the next questions:

1) You go to the other world, then come back to arkham, you don' thave enough clue tokens to seal the gate, so you can´t seal it that turn.

Next turn you don´t move either because a monster appears or you reduce your speed to zero, can't try to close the gate, but still stuck ...what happens during the encounter phase? should the player take and encounter card for arkham location or for the other world location?

2) I got an other world encounter card that said that the player should move inmediatly to the Dreamlands, but there was no gate opened leading to arkham, so, the player get lost in time and space? or can the player stay there until a gate opens?

3) We are trying to keep score of which player win after the end of the game, but the rules are a little confusing, it says to give a point for every player still in play, but to who? all players? wouldn't it be the same either way if we counted them or not?

4) it says that to get deputtized you either give 10 monster toughhess and 2 gates trophies...or 5 monster toughness and 1 gate trophie...why should anyone would trade with the first option? does it gives something extra? shouldn't trade with the first option made the player lose score at the end of the game?

5) We have been playing 6 players games, and even if it is challenging, we have won two games with the winning condition of sealing six gates...now i am confused because i downloaded the rules to share with my friends and they says that the seals can be broken, but in the printed rules that came with the game says otherwise...witch is correct? because we found that sealing six gates even as is time consuming becomes pretty easy after a few turns and we are afraid we may be cheating

Thanks in advance for the anserws, i love the game and want to give my friends the best experience possible.

satanito said:

1) You go to the other world, then come back to arkham, you don' thave enough clue tokens to seal the gate, so you can´t seal it that turn.

Next turn you don´t move either because a monster appears or you reduce your speed to zero, can't try to close the gate, but still stuck ...what happens during the encounter phase? should the player take and encounter card for arkham location or for the other world location?

2) I got an other world encounter card that said that the player should move inmediatly to the Dreamlands, but there was no gate opened leading to arkham, so, the player get lost in time and space? or can the player stay there until a gate opens?

3) We are trying to keep score of which player win after the end of the game, but the rules are a little confusing, it says to give a point for every player still in play, but to who? all players? wouldn't it be the same either way if we counted them or not?

4) it says that to get deputtized you either give 10 monster toughhess and 2 gates trophies...or 5 monster toughness and 1 gate trophie...why should anyone would trade with the first option? does it gives something extra? shouldn't trade with the first option made the player lose score at the end of the game?

5) We have been playing 6 players games, and even if it is challenging, we have won two games with the winning condition of sealing six gates...now i am confused because i downloaded the rules to share with my friends and they says that the seals can be broken, but in the printed rules that came with the game says otherwise...witch is correct? because we found that sealing six gates even as is time consuming becomes pretty easy after a few turns and we are afraid we may be cheating

#1: No, if you're on an open gate with an Explored token, your AH Encounter's option is to try and close the gate. You can either do that or do nothing. You can roll to close even if you can't seal, though generally you don't want to do this of course.

#2: Not immediately. You move to Dreamlands, progress through it as normal. Then, if you would return to Arkham, either through normal OW movement or an OW Encounter, then you're LiTaS. If you get really lucky, a Dreamlands gate might open while you're treking through.

#3: Those with investigators still alive. Best advice for keeping score? Don't. Play it as all players win or all players lose, ignore scoring completely. Maybe tally it up if you're logging play to Tibs's sheet gran_risa.gif , but don't pay attention to it at all in general.

#4: It's 10 toughness OR 2 gate OR 5 toughness + 1 gate.

#5: Gate bursts that pop seals are introduced in the expansions (every expansion but Curse and King in Yellow has them). Base game does become a drag once you seal a few of the high- to med-frequency gates. Gate bursts for me are a must, because no longer are seals "fire and forget", meaning you seal, you never have to think about that location again.

Thanks for your quick answers, Dam!!! i will make the adjustments for this weekend game, Surely there will be more questions then gui%C3%B1o.gif

Another question i forgot to ask:

When moving and drawing encounters, the order is always clockwise from the firstplayer-in-turn? or the players decide who moves next or draw encounter?

satanito said:

Another question i forgot to ask:

When moving and drawing encounters, the order is always clockwise from the firstplayer-in-turn? or the players decide who moves next or draw encounter?

The phases for all the investigators are followed in standard order, starting from the first player and going clockwise. So the first player moves first during the movement phase, draws the first encounter during the Arkham Encounters Phase, etc. You cannot decide who does this first.

And to clarify, all movement is done first, then all Arkham encounters, then all Other World encounters.

Ok,in regards of the movement, do the player has to spend all the Speed points or can the player decide how many to use? let say the investigator wants to move to a location that is only one step away but has two speed points, can the investigator stay there or necessarily has to spend the other point moving to the next location?

You can use as many or as few movement points as you want.

Thanks everyone. Now all my friends are mad because we screwed a lot, so we have not won any game legally lengua.gif Hopefully next one will go better.

Yesterday we played again to see if anything else is missing and new questions arised:

1) If the investigators can choose if move on not from a location, the rules says that "Each time an investigators attempts to leave a location or street area occupied by one or more monter markers the investigator must figth or evade each of the monsters" So, therefore if a player decides to stay in a location where a monster has moved and don´t want to fight or evade it that turn, the investigator can stay put and nothing happens? can the investigator enter and resolve the encounter phase normally?

what happens if an encounter says you are thrown to the streets? dos teh investigator must fight or evade before being throw?

2) A combat is a skill check? we got a card yesteday that gave a re-roll on skill check; so an investigator lost a combat check, can he re-reroll?

3)The rules says that you can trade before, during of after movement. So if a choose to move to a location, two steps away and in the firstone there is an investigator, can i go there, trade and then continue movement to the next location?

satanito said:

Yesterday we played again to see if anything else is missing and new questions arised:

1) If the investigators can choose if move on not from a location, the rules says that "Each time an investigators attempts to leave a location or street area occupied by one or more monter markers the investigator must figth or evade each of the monsters" So, therefore if a player decides to stay in a location where a monster has moved and don´t want to fight or evade it that turn, the investigator can stay put and nothing happens? can the investigator enter and resolve the encounter phase normally?

what happens if an encounter says you are thrown to the streets? dos teh investigator must fight or evade before being throw?

2) A combat is a skill check? we got a card yesteday that gave a re-roll on skill check; so an investigator lost a combat check, can he re-reroll?

3)The rules says that you can trade before, during of after movement. So if a choose to move to a location, two steps away and in the firstone there is an investigator, can i go there, trade and then continue movement to the next location?

To answer your questions:

1) Regardless of whether or not you stay or leave in the location, you still must still evade or fight all monsters in your location. Assuming you're still sane and conscious and in that position, yes, you can resolve an encounter normally. If an encounter throws you in the streets, you don't have to fight or evade any monsters when you leave the location.

2) Yes; combat, horror, evade, and spell checks are all special types of skill checks (in addition to fight, will, lore, luck, etc.). So if you receive a card that will let you reroll any kind of skill check, you can reroll a combat check if you wanted to.

3) Assuming you have enough movement points, I believe you can travel to an investigator's location, trade any stuff you want, then leave if you still can movement points left.

satanito said:

1) If the investigators can choose if move on not from a location, the rules says that "Each time an investigators attempts to leave a location or street area occupied by one or more monter markers the investigator must figth or evade each of the monsters" So, therefore if a player decides to stay in a location where a monster has moved and don´t want to fight or evade it that turn, the investigator can stay put and nothing happens? can the investigator enter and resolve the encounter phase normally?

what happens if an encounter says you are thrown to the streets? dos teh investigator must fight or evade before being throw?

1) Keep reading. Just after the rule you listed, it says, "Likewise, if an investigator ends his movement in a location or street area occupied by one or more monsters, he must fight or evade each monster." That counts even if you don't actually move during your Movement Phase; you are still "ending your movement" right where you started it.

Monsters already in play on the board are generally only dealt with during the Movement Phase. (There are a few rare-ish exceptions, but we'll deal with that when they happen to you.) Once you have fought/evaded all monsters on the same space on which you ended your movement, they will pretty much "leave you alone" (not affect you) until your next Movement Phase, regardless of how much the Arkham Encounter Phase moves you around (to the Street, to an Other World, to another Location).

Welcome to the Carnival, Satanito! gran_risa.gifdemonio.gifaplauso.gif

Another question!!!

If i close a gate usin an elder sign card during the upkeep, can i have an encounter that turn or not?

Ah, that's a tricky one. Yes, if that happened you would get an encounter...however, you probably can't seal it during the upkeep. The words "Any Phase" on the card are really misleading...it means that when you're engaged in an attempt to close a gate, you can activate the elder sign regardless of what phase it is. However, the Elder Sign itself doesn't enable you to make that attempt whenever you want; unless there's some other game effect going on that lets you do otherwise, you can still only try to close a gate during the Arkham encounters phase.

from the Official Answers by Kevin Wilson thread:

Elder Signs (12/12/06)
Those items are used when you are closing or sealing a gate, and you can only do that during the Arkham Encounter phase. The phase label on the items is just imprecise, that's all.

no way you're allowed to do this during Upkeep, I'm afraid

Ah, whoops lengua.gif Never mind then.

(...I knew upkeep was pretty implausible, but I felt certain there was some mythos card or other world encounter that lets you close a gate out of phase)

You may have enounters as normal even with an explored marker under you. Just dont' get thrown in the street trying to get clues!

LordZon said:

You may have enounters as normal even with an explored marker under you. Just dont' get thrown in the street trying to get clues!

Only under houserules. RAW, you follow either Gate or No Gate paragraphs in the rules and if you have an Explored token on you, you're a gate location, so NO card draw encounter for you. Either close the gate or do nothing.

Wasn't the open gate + location encounter rule in the house rules link that is posted on the front page of the wiki?

Anyway, something came up during my game today. What happens if a player fails to read a tome and gain the benefit from it?

Depends on what the card tells you to do. Generally with the base game, if you fail, nothing happens. It just means you can't read it again this turn (since all tomes i'm aware of have "exhaust" or "discard" conditions). So, like I said, just look at the card and see what it says! It may say 'Pass-Discard this card to gain x. Fail-Lose 1 sanity" or something. But if it says nothing, nothing happens. Because it only gives you pass conditions. And if you didn't pass then, well, nothing happens!

Yeah, most Tomes do nothing if you fail (except be exhausted—which, besides preventing reading it again, is mostly meaningless).

I recall one Tome that gives you a clue whether you pass or fail, but also gives a spell when you pass. I also recall one that makes you lose sanity if you fail.

There's also the Livre D'Ivon that has a misprint: it's supposed to say exhaust to attempt to read, and then discard only if you successfully read it.

Thanks! i'm playing the German version of the game and the translation work/wording leaves something to be desired. Most Tomes have descriptions that mean that failing to read them successfully leads to nothing, no discarding of the tome etc.

Hello, i been playing more, and still have questions, hope you could help me.

1) Due to language barrier, i dont really understand the "rounded down" to lose half of the items used when unconsious or insane, So lets say i have 5 common items and go insane. Rounded down means i should lose 2 items or 3 items?

2)Using clue tokens. I have a blessing card and at the upkeep i need to roll a i dice to keep it. The roll results in failure. Can i use a clue token to re-roll? can i spend clue tokens in every check or are there exceptions?

3)Chthonian. The monster marker says: Instead of moving roll a die. On a 3-6,all investigators in arkham lose 1 stamina. My question is the fist player is who roll the dice? or every player?

4) This and many other items:

Movement: The king in yellow unque item - Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 4 Clue tokens, lose 1 Sanity and discard The King in Yellow. If you fail nothing happens. ......So, let's say i have movement points, pass the lore check BUT only have one sanity point. Can i still use this card, gain the 4 tokens and go insane? or i can't use it at all?

Thanks!!!

1. If you have 5 items, you have to discard 2 of them, and keep the other 3. Please note that - IIRC - it was said (in a different thread) that for some misterious reasons behind human comprehension, in case you have only 1 item and are driven insane / knocked unconscious, you have to discard it anyway (the only case where you have to round up instead of round down) (don't know whether Avi thinks this is gonna be different now, but alas it's the rule it was said to follow the last time we talked about this issue here in the forum)


2. No, you can use clues to add dice only on skill check. Rolling for blessings / curses is not a skill check, so if you roll 1, you simply have to discard your blessing.


3. First player rolls the die, and on a 4-6 every investigtor in Arkham loses 1 stamina


4. You can use it and go insane, even if often is not such a big deal

satanito said:

Movement: The king in yellow unque item - Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 4 Clue tokens, lose 1 Sanity and discard The King in Yellow. If you fail nothing happens. ......So, let's say i have movement points, pass the lore check BUT only have one sanity point. Can i still use this card, gain the 4 tokens and go insane? or i can't use it at all?

Like Julia said, you can use it and go insane, but keep in mind that when you go insane you lose half your clue tokens (rounded down)...pretty sure that would include the ones you just got for using the item.