A couple of questions regarding various mechanics. Probably newby questions, but anyway

By Sadik, in Mansions of Madness

From our experience with the game, here are some points that led at least to some ingame discussion how to

its supposed to work. I added our groups conclusion to each. Could anyone please clarify some of them?

They're not neccessarly vital to the game, yet I'd like to know if our judgement was good or not. happy.gif

Can the keeper cast a damaging spell on another investigator using the "Uncontrollable urges" card? - My

opinion yes, but group has doubts.

How do "outside" rooms work for fire and horror checks?
If horror checks work along the tile edges its kinda weird that there are situations where an investigator

is one space away from a monster and doesnt have to do a horror check, and if he moves onto the same tile as

the monster he has to, although he can be as far away from it as before, or maybe further. - We went to a

house rule where horror checks apply as long as there is LOS.
Is the keeper able to spread fire into gardens / outsides? -My opinion yes, group has doubts.

If the keepers plays the "take sample" card on an investigator, and the investigator, the monster and an

altar are in the same space, does the keeper immediatly get the 5 threat or does he have to wait to the next

round? - Group went with yes, but uncertain.

If the objective is revealed, do the investigators have to find all leftover clues to win? - Group went with

no. (this is a weird question, but someone asked it, so I put it here)

Does "escape from xyz" mean that the investigators have to spend a movement point to leave said room, or

just end the turn in that room? - Group went with spend movement point to leave space with door leading to

the outside.

Is the keeper able to play every keeper action card that doesnt state that its only avaiable once per turn

as ofter as he wishes and can afford it? - Group went with yes.

Does the latern only eliminate darkness for the investigator carrying it, for all investigators in his space

or even all in his room? - Group went with room, my personal opinion would be space at most.

Is every game ending that isnt described as a winning condition for either side a draw? Ie if the keeper

wins after the last event card is played, and the investigators win if they all escape, but one of the

investigators dies on their way out, but the others make it out before the last event card is played, is it

a draw? - Group went with yes.

Are investigators with the "kleptomania" trauma card able to steal starting equipment? - Group went with

yes.

Can an attrbute of an investigator be lower than 1 or higher than 10? Or in other words: When rolling for

attribute tests, does a 10 always mean a failure and a 1 always success, or is it possible that the

investigator may skip dice rolls completly, either because he's so boosted that his attribute is 11 or 12,

or he is so beaten up that its below 0 and therefor can resolve the pass / fail effects immeditely? - Group

went with at least 1 and maximum of 9 (ie 10 is always a failure), but uncertain.

Sadik said:

Can an attrbute of an investigator be lower than 1 or higher than 10? Or in other words: When rolling for

attribute tests, does a 10 always mean a failure and a 1 always success, or is it possible that the

investigator may skip dice rolls completly, either because he's so boosted that his attribute is 11 or 12,

or he is so beaten up that its below 0 and therefor can resolve the pass / fail effects immeditely? - Group

went with at least 1 and maximum of 9 (ie 10 is always a failure), but uncertain.

My recolection of the rulebooks says that 1 is always success and 10 is always failure.
Btw, you might want to go over your formating. I found this text extremly hard to read with spaces between lines that big. Using a numbered list to seperate the question would also be a good idéa.

UU cannot be used to force a player to attack another player. It's in the errata.

All of the spaces on a single tile that are not separated by a wall or door, outside or inside, count as a single room. So anyone entering an outside area with a monster or fire token must deal with it accordingly, regardless of where they are on the tile.

Although it might seem strange, when two tiles are adjacent and there is line of site, they are considered two separate rooms. The first scenario has Hallway 4 and Hallway 2 adjacent. If there is an investigator in Hallway 2 and a monster in Hallway 4, the investigator would not need to make a horror check unless she moved into the hallway with the monster. The example in the book uses this very same situation. In the long run, you'll find it's easier if you just stick with the RAW than creating your LOS rules.

Fire can spread outside. The Keeper action card says that a fire token can be placed adjacent to a campfire outside (or some such instruction, I don't have my game handy atm).

The sample is placed on the altar, only if the monster holding it is in the same space as altar at the start of the Keeper's turn. So no, you could not place the token on an altar the same turn it was taken from an investigator.

The investigators only need to complete their objective to win. If the objective was to find all the clues, then that's what they'd need to do to win. If the objective does not require finding clues, then it doesn't matter if none were found.

They need to actually spend the movement point to exit. If they are in the room with the door leading to the exit, they have not yet exited.

If there are no restrictions, the Keeper action cards can be played multiple times per turn as long as the Keeper has the threat to pay for them. Make sure you have the latest errata for the game. Some cards have modified. It can be found on the support page.

If an investigator is holding a lantern, the entire room is illuminated for any other investigator in the room with them.

If the win condition is for the investigators to exit the building, all the investigators must make it out. If one or more dies, the investigators cannot win. A draw is the best they can hope for. This is clarified in the errata.

Starting items that are equipment or weapons can be taken by someone with Kleptomania.

You cannot skip die rolls. Even if a score would be above 10 or below 1 because of modifiers, a 1 is always a success and a 10 is always a failure.

Additional stuff:

Clues. If your players are confused why they'd even search for Clues if they only need to wait long enough (as were mine): If they manage to find certain clues quickly enough, they reveal the objective before the Event cards would. This leaves them with more turns to complete their objective knowingly.

Lantern. This as well as the fire/horror stuff, are neat cases showing that, while being separated into spaces, the game is mostly "room" based. Everything except movement and melee is decided by the room you're in.