First post & 4 questions.

By daniel_, in Arkham Horror Second Edition

Hello everyone… I’m fairly new in this wonderful yet terrifying city of Arkham and I was wondering if some of my fellow citizens could give me a hand fighting the Ancient One :-P

1) Can Hound of Tindalos move to a location occupied by an investigator with an open gate? even if he has an explored marker ?

2) Arkham Encounter - “The Witch House: In an old journal you learn some horrible eldritch secrets. Roll a die. Lose that much Sanity and gain that many Clue tokens.

What happens if I have 5 Sanity and then I roll a die with result of 5? Do I go insane and gain the clue tokens?... My guess is that I keep the tokens because I learned the information in the journal… but of course it was more than I could handle and went insane...


3) Can there be two Mythos cards active while moving monsters? E.g. At phase V a rumor card is drawn and there is an environment card already in game from the previous turn. Do I move the monsters with their symbol shown only in the rumor card or both rumor and environment cards.


4) Some location cards give you some sort of "choice", but I’m not sure if it is really a choice or is just a way of stating an action that must be resolved by the investigator… e.g. “ You find a student pounding on a strange device that he has hooked up to massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open throughout the board. Roll a die for each open gate one at a time. On a success the gate is closed. However, you may not take it as a trophy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital.

Can I choose not to help him or just don’t make the check and count it as a fail... thereby rolling a die and losing my stamina. So far I've been playing as if I "must" take action during the encounters, but I'm still a little bit unsure...

Any help would be very much appreciated.

daniel_ said:

Hello everyone… I’m fairly new in this wonderful yet terrifying city of Arkham and I was wondering if some of my fellow citizens could give me a hand fighting the Ancient One :-P

1) Can Hound of Tindalos move to a location occupied by an investigator with an open gate? even if he has an explored marker ?

2) Arkham Encounter - “The Witch House: In an old journal you learn some horrible eldritch secrets. Roll a die. Lose that much Sanity and gain that many Clue tokens.

What happens if I have 5 Sanity and then I roll a die with result of 5? Do I go insane and gain the clue tokens?... My guess is that I keep the tokens because I learned the information in the journal… but of course it was more than I could handle and went insane...


3) Can there be two Mythos cards active while moving monsters? E.g. At phase V a rumor card is drawn and there is an environment card already in game from the previous turn. Do I move the monsters with their symbol shown only in the rumor card or both rumor and environment cards.


4) Some location cards give you some sort of "choice", but I’m not sure if it is really a choice or is just a way of stating an action that must be resolved by the investigator… e.g. “ You find a student pounding on a strange device that he has hooked up to massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open throughout the board. Roll a die for each open gate one at a time. On a success the gate is closed. However, you may not take it as a trophy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital.

Can I choose not to help him or just don’t make the check and count it as a fail... thereby rolling a die and losing my stamina. So far I've been playing as if I "must" take action during the encounters, but I'm still a little bit unsure...

Any help would be very much appreciated.

1)Yes. Yes.

2)Lose Five Sanity and gain 5 clue tokens. Go insane. Draw a madness or lose half those clue tokens.

3)You only activate monster movement with a mythos card the turn you draw it. Environments and rumors in play will not cause monsters to move.

4)Anything that says "if you" or "You may" or that sort of optional phrasing is... optional. If something is phrased as a statement or says "must" you don't have a choice.

For expansion of #3:

The environment in play is still in play until it's replaced by another environment. This happens if another Environment is drawn, but that part of the Mythos card is "activated" AFTER the gate, clue, and monster movement. Erm, I hope I said that in a way that makes sense...

EcnoTheNeato said:

For expansion of #3:

The environment in play is still in play until it's replaced by another environment. This happens if another Environment is drawn, but that part of the Mythos card is "activated" AFTER the gate, clue, and monster movement. Erm, I hope I said that in a way that makes sense...

I think a good way of saying it would be that the only part of an environment card that remains in play after the mythos would be the text of the environment.

Now I can play more at ease. I don’t have The Dunwich Horror expansion yet, I’m still waiting for the reprint. So I’ll just have to lose half of all items/tokens plus all retainers when gone insane… Can’t wait for those Madness cards…

Thank you all for the clarifications.