Loss of Will lack of rules

By Mcmanus, in Mansions of Madness

Hi, first of all I really love the game ^^. That being said...

Let's say the keeper plays a Loss of Will card, and that investigator have a required key/whatever to enter a room and he just run away and start killing other investigators...so far so good.

  1. But what happen if that investigator it's in the same space than other invetsigator and he want to move, any of them need to evade before moving?
  2. Or what happen if the other 3 investigators want to make the turn before him.
  3. And what kind of cards can a "good" investigator use against a "loss of will" investigator.

I ruled the situaton in this way, anyway I ll mail developers for further answers.

  1. They both need to role Dex or take wepaon damage.
  2. Roll the dice + dex to know the turn order.
  3. I tried to use common sense here, like you can use wepaons but not holy water.

Anyway if this was asked before or you know the answers for this , please let me know^^.

Mcmanus said:

Hi, first of all I really love the game ^^. That being said...

Let's say the keeper plays a Loss of Will card, and that investigator have a required key/whatever to enter a room and he just run away and start killing other investigators...so far so good.

  1. But what happen if that investigator it's in the same space than other invetsigator and he want to move, any of them need to evade before moving?
  2. Or what happen if the other 3 investigators want to make the turn before him.
  3. And what kind of cards can a "good" investigator use against a "loss of will" investigator.

I ruled the situaton in this way, anyway I ll mail developers for further answers.

  1. They both need to role Dex or take wepaon damage.
  2. Roll the dice + dex to know the turn order.
  3. I tried to use common sense here, like you can use wepaons but not holy water.

Anyway if this was asked before or you know the answers for this , please let me know^^.

According to the rules?

1. They just move. In Green Eyed Boy, Investigators may attack other Investigators as if that Investigator was a humanoid monster. Since monsters do not have to make evade checks to leave a space with an Investigator then the same applies to Investigators leaving a space with another Investigator.

2. Play proceeds clockwise starting with the player sitting to the left of the keeper. (See page 6 of the rules under "Playing the Game")

3. Since you can use Holy Water against any humanoid monster I guess it is rules legal. The Loss of Will investigator could even use it against good investigators. I guess the evil investigator's new faith in the unspeakable is now enough to burn good investigators. (No Crucifix however because Investigators are neither Zombies or Vampires.) I think most weapons or things that could make attacks should work against both good and evil investigators, but I generally recommend dynamite

Please feel free to house rule things as appropriate. (Like how Holy Water works)

Oooh, that might be interesting! :)

I started typing and soon realized that what I was to say made no sense in that combination. So, complete reroll of the post!

How about this: Set the whole Story in the mood of games like "Mafia" or it's spin-off "Werewolf" (see: this Wikipedia entry). So, everyone knows there are evildoers among them, but no one knows who they are. And, of course, answer all your questions with democracy! (Among the investigator players, that is. Sorry Keeper, no fun for you. Except to sit back and watch.)

  1. If an investigator wants to attack another investigator who leaves his/her space, s/he asks for a vote. If the majority is granting the attack, the target has to make an Evade Check (+0).
  2. If the order of turns can't be decided (watch out, demanding to go first or last might be suspicious!), vote. Still undecided OR it takes too long? See rule "Clockwise", as Apophenia said.
  3. All action cards are allowed to be used. Again, the majority of the players have to grant the attack.

The player calling for the vote is always included in it.

Voting might start off as taking quite long, so a time limit could be pretty useful. Although this cuts off the - imho - most intriguing part ;)
As soon as people "know" who the bad guy is, they'll start to skip votes anyway. You don't need to ask your two fellas to attack the third if they agreed the last 5 times, as long as they don't change their mind.

Might really screw the players, depending on the individuals. Could be a lot of fun, could be "and everything was like a normal game, 'cept the duration."

Elbi said:

Oooh, that might be interesting! :)

I started typing and soon realized that what I was to say made no sense in that combination. So, complete reroll of the post!

How about this: Set the whole Story in the mood of games like "Mafia" or it's spin-off "Werewolf" (see: this Wikipedia entry). So, everyone knows there are evildoers among them, but no one knows who they are. And, of course, answer all your questions with democracy! (Among the investigator players, that is. Sorry Keeper, no fun for you. Except to sit back and watch.)

  1. If an investigator wants to attack another investigator who leaves his/her space, s/he asks for a vote. If the majority is granting the attack, the target has to make an Evade Check (+0).
  2. If the order of turns can't be decided (watch out, demanding to go first or last might be suspicious!), vote. Still undecided OR it takes too long? See rule "Clockwise", as Apophenia said.
  3. All action cards are allowed to be used. Again, the majority of the players have to grant the attack.

The player calling for the vote is always included in it.

Voting might start off as taking quite long, so a time limit could be pretty useful. Although this cuts off the - imho - most intriguing part ;)
As soon as people "know" who the bad guy is, they'll start to skip votes anyway. You don't need to ask your two fellas to attack the third if they agreed the last 5 times, as long as they don't change their mind.

Might really screw the players, depending on the individuals. Could be a lot of fun, could be "and everything was like a normal game, 'cept the duration."

You're my hero. corazon.gif

It might be worth pointing out though that your post is sarcastic in tone. Some people don't get it, and might be tempted to send off an e-mail to the inventor of the English language to resolve the matter.

Outside of scenario V - Green Eyed Boy - which I've never played.... if an investigator goes mad and starts acting out... it is only temporary. He is not considered a 'monster' so no evasion checks are ever needed... not by him and not by the other players. Unless you want to house-rule it... he cannot be attacked. Your friend panics and in terror in a scary situation accidentally shoots at a party member... thats no reason to intentionally kill them!

Bleached Lizard said:

You're my hero. corazon.gif

Aw, thanks. I'll put out an errata as soon as questions arise ;)


Strictly speaking, imanfasil is absolutely right. Investigators can't be attacked with "Action: Attack a monster" Items.
However, as already said, in The Green Boy the Investigator's Guide shows a special rule:
"Investigators may attack each other as if they were humanoid monsters."

So, the (boring!) approach to your questions is as followed:

  1. No evade checks. They can only attack each other, while still being investigators.
  2. Usual "Decide it yourself or the keeper will." If the "Loss of Will" investigator wants to go first and is next to the keeper in clockwise order, that's too bad for everybody else. Although the player will QUICKLY eat shotgun pellets to the face. (Hello 6 damage plus possible bonus!)
  3. They can use every card that can be used against monsters. Heck, for combat related stuff they're the same as a cultist! Use guns, knives, holy water, attract them with the guitar,...