"Darkness" Keeper Action card. Scenario 4 & 1B - objective woes

By Toom2, in Mansions of Madness

I Kept (played as keeper) on Scenario 4 last night - One of my keeper actions was "Darkness".

The manual states(AND the errata FAQ) that darkness does not cause any horror checks - But is that different in Scenario 4?

The Darkness Card says that investigators affected by darkness must "test willpower" or lose 1 horror. With the right amount of players, i can make the entire mansion pitch black in no time at all (and a lot of the event cards also make darkness)

Question 1) Does darkness ALWAYS cause horror checks to investigators in this campaign? or is it just if i play a darkness token on them as my action.

Question 2) if 2 adjacent rooms(or more) are BOTH in darkness, is there a willpower check associated to switch rooms.

2a) Fictionally they are still in the same darkness.

2b) Fictionally they are going into another dark room.

SPOILER WARNING Mashing enter a few times.

Question 3) Objective 1B winning condition for the keeper was to get the "Hound" to escape the house. If this happens by the EVENT cards, the only possible way to do this is by taking the "vent". I took the ladder, and i was short about 5 rounds. I realized this 2-3 moves in my turn that I will not be able to meet my winning condition within the 6 turns allowed before the final card was flipped. I looked at the 3 possible routes on the map, and the vent is the ONLY path that you can do in time. (and it's still really close).

Yeah. 5 games in now, and 4 of which have been stalemates. yuck.

Question 1 and 2 answers) players only need to make a horror check in the darkness when you use the darkness cards power on your turn. So, no moving between rooms would not cause additional checks. And if you are playing a darkness token from another card it may not cause a horror check but it would say on the card.

Question 3, Beasts cannot use ladders, so yes the vent is the best way to get the hound out, the ladder is there to help the players catch up, but they should also put the barricades up to slow the hound down. I know when I ran this it came down to me using Uncontrollable urges to move a character one space so that they couldn't reach the second barricade in time. But then again the others didn't take the ladder so who knows they might have been able to win if they could hit it another time or two.

also, seems odd that i can't make uncontrollable Urges move a barrier, or make an investigator jump in a box.

The not moving a barrier thing was probably put in for balance as the barriers are usually there to slow down monsters from escaping, so if all I needed to do was spend 2 threat to have you remove it after you just pushed it in place it would give keepers an even larger advantage than what they have now.

But the box thing makes me think of a different question. Say the investigator is already hiding in a box. Could the keeper use uncontrollable urges on his to leave the box? The card states that you get moved to an adjacent space, so I think that the investigator could not be made to move as leaving the box would not put him in an adjacent space. Any other thoughts on this?

Kazi said:

The not moving a barrier thing was probably put in for balance as the barriers are usually there to slow down monsters from escaping, so if all I needed to do was spend 2 threat to have you remove it after you just pushed it in place it would give keepers an even larger advantage than what they have now.

But the box thing makes me think of a different question. Say the investigator is already hiding in a box. Could the keeper use uncontrollable urges on his to leave the box? The card states that you get moved to an adjacent space, so I think that the investigator could not be made to move as leaving the box would not put him in an adjacent space. Any other thoughts on this?

I agree, cannot leave the hiding space, as it is not adjacent to where you go. I know there has been a huge argument on BGG about Uncontrollable Urges. it might seem very strict, but I am more convinced now that UU is a very strong card and a strict interpretation of movement, as it benefits Investigators, is good for game balancce