Story 1 and setup cards

By TMascara, in Mansions of Madness

Played my first game. Really enjoyed it and enjoyed playing the keeper. We did a few things wrong but next time through we will clean up the missed rules and so forth.

However, as I was reading the rules a second time I came across something that made me wonder. It says monsters can move through normal doors and ignore locked doors. But, like the investigators, they cannot move through sealed doors.

When looking at the Keeper guide for setup, the ceremony room has a sealed door. What is the purpose of having an altar in the ceremony room and the keeper action card :Take a Sample" if you cannot actually use that sample to gain more threat? Maybe it is late for me and I am tired? Maybe I a missing something that the investigators had or posessed to open that door thus allowing me to get in there also?

I just didn't understand the point of that if you could never go through a sealed door anyway. Either way, I love the game and love the potential for story packs. THe only downer for me is it would see I could not play the investigators for story 1 anymore because I know the objective.

Monsters can move from the Basement Storage to the Ceremony room at any time. The sealed door (forbidden to monsters as well) is the one leading to the kitchen.

The game is very well designed to be replayable even if you know all three objectives from the story. The Keeper Actions always provide bonuses (Take Sample for example) so you never know what the Keeper is using them for. In the end, you will need to hurry to discover the Clues (and there a re a few different combinations here) so you know which Objective is being played. The game evolves into more of a misleading game for the Keeper, and the Investigators can prepare a bit better for the endings, but since they don“t know exactly which one is coming, is no easy task anyway.

Besides, Investigator team chosen makes for very different combination of abilities every game played.

The rules state that Sealed Door marker tokens prevent movement. The Sealed Door lock card does not. Monsters ignore lock cards.