Keeper Action Cards Limit(SPOILERS)

By Gnutten, in Mansions of Madness

I saw some comments about Unonctrollable Urges and an official responce about just being able to use this card once per character.

How about the other Keeper Action Cards?

In scenario 2 with Objecive 1B in a 5 player game (4 threat per turn)

Turn 1. Summon 4 cultists in Cave 2 (if 4B) or in Cermony Room (if 4A)

Turn 2. 4 times Command Minion

Turn 3. 4 times Command Minion

Turn 4. 4 times Command Minion, enters Chapel and Chthonian is summoned.

Spend 3 turns using Command Minion away from characters and then Game Over.

Rather dull... or am I missing something?

Another alternative

Turn 1. Summon 4 cultists

Turn 2. Summon 2 cultists and gain 3 Trauma and 3 Mythos

or keep making one Shoggoth every other turn.

It feels like Keeper Action Cards should only be used once each... or once on each target. It would feel better if the Summon Worshippers only cold be used once on each altar just as Command Minion could be used once on each minion.

No official ruling?

Some people have various ways of house ruling various cards, but no, there is no official change to Summon Worshippers.

In your scenario, you act as if the cultists don't have to travel right past the investigators, and the investigators are content to let the cultists strut on by without attacking and killing them. If the investigators do play this way, they deserve to lose.

Brine said:

Some people have various ways of house ruling various cards, but no, there is no official change to Summon Worshippers.

In your scenario, you act as if the cultists don't have to travel right past the investigators, and the investigators are content to let the cultists strut on by without attacking and killing them. If the investigators do play this way, they deserve to lose.

True enough. We played scenario 1 w/ objective 1B, and the maniacs kept jumping lone investigators, taking samples and running off w/ them to the altar. The players failed to see the importance of said samples until it was too late....(shoggoth roars, or makes whatever sound it makes - keeper giggles)

Point is, the players don't have the luxury of being lethargic or complacent - they need to see the urgency in every move the keeper makes. The threat markers are the game's way of tailoring the quantity of actions the keeper can play to the number of investigators present. Applying too many limitations to how the action cards are played risks stripping away the challenge for the investigators - their ability to pool their assets and work together to overcome whatever the keeper throws at them is the fundamental core of the game. Don't be in such a rush to make it too easy for them.

Well the way I wrote it the cultist came running from the caves if the investigators were heading for the basement... so they dont travel past eachother if the characters dont react.

But sure... a valid point.

The keeper ignores us and is speeding 4 cultist towards out butt... he MIIIIIGHT be up to something.

Well still... it just feels a bit broken with this "4 cultist per turn gun".

*************

Investigators knocks on the door to Ceremony Chamber.

A voice on the other side of the door says. "What's the password?"

Investigators: "Well, we surely dont know. We just know this is silly. You got a small contained compartment here without any other entry points... but you still manage to send out four guys at us each turn... What exactly ARE you doing in there?!"

Voice: "Errr... making Cultists?"

Gnutten said:

Well the way I wrote it the cultist came running from the caves if the investigators were heading for the basement... so they dont travel past eachother if the characters dont react.

Maybe it's just because I'm the game's owner in our group so I'm pretty aware of how the Investigators should be playing (in general, not scenario specific) but having two paths pretty much yells at the Investigators that they should pair off for each path. Not to mention they can see there are two altars and they know cultists can spawn from either one. But again, maybe I'm biased.

I really don't think Summon Worshippers needs an adjustment. If you are moving all 4 each turn, you are doing nothing else to hinder the players.

I house ruled all keeper action cards to once per turn per action.
UU: once per investigator per turn per action (I can move investigator one space and force him to use item once)
SW: once per turn per altar
And it still need some more fixes, because keeper looks overpower.

ZXTR said:

I house ruled all keeper action cards to once per turn per action.
UU: once per investigator per turn per action (I can move investigator one space and force him to use item once)
SW: once per turn per altar
And it still need some more fixes, because keeper looks overpower.

There's really no need for an across the board (or across all keeper action cards, in this case). UU has an errata that it can be played once per investigator per turn. Some of the actions should not be limited to a single use per turn. For example, often I play the action card that allows the keeper to draw a mythos and injury card a few times per turn, just to stock my hand.

You should go back and check the official errata to see what's been changed/fixed/nerfed.

Tsugo said:

UU has an errata that it can be played once per investigator per turn.

Just to be clear, it's once per investigator, per action, per turn.