Random items questions.

By MrsGamura, in Arkham Horror Second Edition

LiTaS - Resolving Missions and returning from LiTaS happen at the same time. Obviously you can resolve Missions first or you would have apermanently broken card right out of the box.

Plague of Locusts is just until the movement phase is over. The point is it helps you reduce monster's toughness so they are easier to beat with the potential of clearing out 1-toughness monsters. This is not a permanent spell.

Can you use Mil of Shub-Niggurath while in the Other World to bring all monsters to your current location?

Milk of Shub-Niggurath

Movement: Discard Milk of Shub-Niggurath to move all non-Spawn monsters in play to your current location. Then reduce your Sanity to 0 and go insane.

ColtsFan76 said:

LiTaS - Resolving Missions and returning from LiTaS happen at the same time. Obviously you can resolve Missions first or you would have apermanently broken card right out of the box.

Plague of Locusts is just until the movement phase is over. The point is it helps you reduce monster's toughness so they are easier to beat with the potential of clearing out 1-toughness monsters. This is not a permanent spell.

OK that makes sense...but what really gets me is this encounter at the Woods!

"You meet an old wise man in the grove who offers to share his wisdom with you. If you accept, lose your next turn and make a Lore (-2) check. If you pass, you may draw 1 skill, or draw 2 spells, or gain 4 Clue tokens. If you fail, nothing happens."

How would you deal with monster, gates, other investigators trading with the investigator that lost their next turn, etc?

Do you just ignore monsters at the same location as you and they ignore you?

What if you get drawn into a gate, you have no Other World encounter?

Can this investigator trade with others?

MrsGamura said:

Can you use Mil of Shub-Niggurath while in the Other World to bring all monsters to your current location?

Milk of Shub-Niggurath

Movement: Discard Milk of Shub-Niggurath to move all non-Spawn monsters in play to your current location. Then reduce your Sanity to 0 and go insane.

This is one of those times where "location" as listed on the card is strictly Arkham Locations. The spots in the OW are techinically OW "areas." So monsters cannot be sent to the OW. They only can appear there through OW Encounter cards.

MrsGamura said:

ColtsFan76 said:

LiTaS - Resolving Missions and returning from LiTaS happen at the same time. Obviously you can resolve Missions first or you would have apermanently broken card right out of the box.

Plague of Locusts is just until the movement phase is over. The point is it helps you reduce monster's toughness so they are easier to beat with the potential of clearing out 1-toughness monsters. This is not a permanent spell.

OK that makes sense...but what really gets me is this encounter at the Woods!

"You meet an old wise man in the grove who offers to share his wisdom with you. If you accept, lose your next turn and make a Lore (-2) check. If you pass, you may draw 1 skill, or draw 2 spells, or gain 4 Clue tokens. If you fail, nothing happens."

How would you deal with monster, gates, other investigators trading with the investigator that lost their next turn, etc?

Do you just ignore monsters at the same location as you and they ignore you?

What if you get drawn into a gate, you have no Other World encounter?

Can this investigator trade with others?

Lose your next turn is just that.

  • So I guess you would ignore all monsters during the next phase 2, though I can see an argument that you still must deal with them.
  • Gates you really can't ignore otherwise there is no mechanism to get you in to the OW after that time and you could just walk away. Since you are skipping your next Phase 3, the only way a gate can open on you is during Phase 5 of the same turn you draw this encounter. Since you are sucked through, you would be delayed. But since you lost your turn, you are already on your side. Kevin has already stated you can't be double-delayed, so you would just stand up during phase 2 of the next turn and that would qualify as resolving the lose a turn and the delayed at the same time.
  • If you get sent to the OW because of Phase 5, you still lose your turn so the next Phase 4 would be skipped.
  • You cannot trade as you lost your turn.

ColtsFan76 said:

  • So I guess you would ignore all monsters during the next phase 2, though I can see an argument that you still must deal with them.
  • Gates you really can't ignore otherwise there is no mechanism to get you in to the OW after that time and you could just walk away. Since you are skipping your next Phase 3, the only way a gate can open on you is during Phase 5 of the same turn you draw this encounter. Since you are sucked through, you would be delayed. But since you lost your turn, you are already on your side. Kevin has already stated you can't be double-delayed, so you would just stand up during phase 2 of the next turn and that would qualify as resolving the lose a turn and the delayed at the same time.

I've always tried to treat the "lost turn" as a loss of action, but not a loss of reaction. Your Investigator must still react to any monsters in their space, any Gate openings, or any Mythos text that directly affects them, but can't voluntarily initiate or reciprocate any trade. Another good example is you can't adjust your skill sliders, or (worse) pay any voluntary Spell Upkeep Costs (like Call the Azure Flame), but you still have to roll for your Blessings, Curses, and Retainers.

jgt7771 said:

I've always tried to treat the "lost turn" as a loss of action, but not a loss of reaction.

That's a really good way to differentiate it. I think this is the ideal situation to handle it but I am not sure the rules quite support this. Luckily, I don't get into these situations to often so I don't have to worry about it in my own games.

ColtsFan76 said:

ColtsFan76 said:

Lose your next turn is just that.

  • So I guess you would ignore all monsters during the next phase 2, though I can see an argument that you still must deal with them.

If you are delayed/stay here next turn (as opposed to lose your next turn), can you still cast spells during movement? To put it in terms of action/reaction, what if you are delayed and a monster moves onto your space. Can you cast Wither before the combat? And if you can cast spells during the movement phase while delayed, does that mean that you can cast Find Gate in another world while delayed?

avec said:

If you are delayed/stay here next turn (as opposed to lose your next turn), can you still cast spells during movement? To put it in terms of action/reaction, what if you are delayed and a monster moves onto your space. Can you cast Wither before the combat? And if you can cast spells during the movement phase while delayed, does that mean that you can cast Find Gate in another world while delayed?

This is one of those long-standing arguments that has everyone divided. I am of the opinion tha tyou can NOT cast movement spells duing the movement phase. Others feel that you can. We have never gotten official clarifcation.

But regardless of our stance on movement spells, I think we all agree that spells cast during combat are legit.

Okay, thanks. By movement spells you mean spells that can be cast only during the movement phase: Vision Quest, Call Friend, Summon Shantak, etc?

avec said:

Okay, thanks. By movement spells you mean spells that can be cast only during the movement phase: Vision Quest, Call Friend, Summon Shantak, etc?

Delayed Investigators
During the game, certain effects can cause an investigator
to become delayed. When this occurs, place the
investigator marker on its side, indicating the delay.
Delayed investigators receive no movement points and
do not move during the Movement Phase.
Instead, during
the investigator’s Movement Phase, the player stands
the investigator marker back up to show that the investigator
is no longer delayed. On the following turn, the
investigator will be able to move once again as normal.

I say they can't be cast, but the rules above may fall short of actually saying that. Is receiving no movement points explaining what "do not move during the Movement Phase" or is it in addition? The Harsher the better?

The Rules are actually quite clear that even when you are delayed you still have a movement phase . You don't get to take either of the standard movement phase actions (Arkham Movement or Outer World Movement), and presumably you can't take any special action that you would take instead of one of those actions (such as captain the White Ship), but you still have a movement phase. Any spell that you cast at a time other than one of those movement actions is totally and completely fair game.

Which, for example, is why you can still fight monsters while you are delayed, and why you can still cast Shriveling or Vision Quest while you are delayed.

-Frank

Frank said:

The Rules are actually quite clear that even when you are delayed you still have a movement phase . You don't get to take either of the standard movement phase actions (Arkham Movement or Outer World Movement), and presumably you can't take any special action that you would take instead of one of those actions (such as captain the White Ship), but you still have a movement phase. Any spell that you cast at a time other than one of those movement actions is totally and completely fair game.

Which, for example, is why you can still fight monsters while you are delayed, and why you can still cast Shriveling or Vision Quest while you are delayed.

-Frank

If the rules are quite clear, please provide the words that say an investigator can cast a Movement phase spell while delayed?

Here's mine:

"Delayed Investigators
During the game, certain effects can cause an investigator
to become delayed. When this occurs, place the
investigator marker on its side, indicating the delay.
Delayed investigators receive no movement points and do not move during the Movement Phase. Instead , during
the investigator’s Movement Phase, the player stands
the investigator marker back up to show that the investigator investigator
is no longer delayed. On the following turn, the
investigator will be able to move once again as normal.

Seems to me the phrase beginning with the word "instead" means 'in place of the normal movement phase', the investigator may (only) stand up. Anyway, that's how we play it.

It seems to me that the above rule has three defintions of what happens to movement during delays

1) Has no movement points

2) do not move

3) Instead, stands the investigator up...to indicate end of delay.

I don't think it's a choice among the three, but all three parts apply

The rules directly state that you stand up instead of using movement points to move. Nowhere do the rules say you stand up instead of your movement phase; they state that you stand up instead of moving.

However, casting spells is completely independent from your movement points, and have nothing to do with moving or not (you could also use them if you decide to stay at your current location voluntarily). If having no movement points means you can't use any other effect during that phase, why can you use those effects when you have movement points, if movement is all your movement phase consists of?

Morgaln said:

The rules directly state that you stand up instead of using movement points to move. Nowhere do the rules say you stand up instead of your movement phase; they state that you stand up instead of moving.

However, casting spells is completely independent from your movement points, and have nothing to do with moving or not (you could also use them if you decide to stay at your current location voluntarily). If having no movement points means you can't use any other effect during that phase, why can you use those effects when you have movement points, if movement is all your movement phase consists of?

I don't think you are dealing with all the words.

" Instead, during the investigator’s Movement Phase, the player stands
the investigator marker back up to show that the investigator
is no longer delayed. "

This tells what is allowed during the movement phase, ie. standing up. Nothing else. Instead of a movement phase, the investigator stands up. You can only do what the rules allow you to do.

But in light of an unofficial revelation in another ancient thread that Kevin intends that movement and combat are really part of the same phase, I retract my argument based on written words and defer to the author's intention.

This was the revelation through Morgaln (sp?)

From the old "Kevin W's answers to rules questions" thread:

"The rules say that an investigator must fight or evade if they end their movement in an area with monsters. They also say an investigator may pick up clues in an area where they end their movement. In an area with both clues and monsters, may they pick up the clues before fighting the monsters, or must they defeat or evade all monsters before getting the clues?

Monsters first, then clues"

Two more questions...

1) How do you determine who is Citizen First Class if two investigators are tied for both Gate and Monster trophies?

2) Can you use Elder Sign when, "No One Can Help You Now"? i.e. do every thing on it besides seal the gate...loss 1 sanity/ stamina, close gate (because can't seal it) remove Doom Token.

The same way you resolve all ties. First Player decides.
Or you could roll a die and whoever rolls higher wins.

MrsGamura said:

lder Sign when, "No One Can Help You Now"? i.e. do every thing on it besides seal the gate...loss 1 sanity/ stamina, close gate (because can't seal it) remove Doom Token.

It's not a perfect answer, but the FAQ for the latest league game (where you cannot seal gates) states you can use an Elder Sign to remove a doom token, even though you cannot seal the gate.

Why are there no female investigators with 6 fight, perhaps they will fix this in Insmouth?

What is with the flavor text being left out on the Dark Young and Goat Spawn from BGotW?

When does the Time Bomb blow up? I wish I had the card in front of me now but I remember the basic argument I had during our last game. First there's a sentence that says "during [some phase], remove a clue token from this card." Then it says "if there are no more clue tokens to remove, the bomb blows up."

I think it explodes three turns after it is laid (the card starts with 3 tokens on it), but my friend said it would not explode until the fourth turn.

To put it another way, I think that you check the condition in the second sentence after you perform the action in the first, but he thinks that you do both simultaneously, so that if you remove the last token, there *was* a clue token to remove, and therefore the bomb doesn't explode.

When all else fails, follow the card wording exactly.

The Time Bomb question is pretty much the same as the recent Nyarlathotep question. Pretty much everyone on the boards, who stated an opinion, agrees that first you remove the token from the card, then check to see if there are tokens left. So it would explode on turn 3 when the last token is removed.

dkw said:

When all else fails, follow the card wording exactly.

The Time Bomb question is pretty much the same as the recent Nyarlathotep question. Pretty much everyone on the boards, who stated an opinion, agrees that first you remove the token from the card, then check to see if there are tokens left. So it would explode on turn 3 when the last token is removed.

This is probably the way I would play it too. And when you set the bomb with "up to 3" clue tokens, you can choose fewer right—even 0? If so, then 0 would be the same as 1.

Since the "explode" text is lumped with the other Upkeep text (removing clues), I would say that it only explodes during the Upkeep, and if you set it at 0 clues, it doesn't immediately explode. Another key to look out for is that the text does not say "if there are no clues left when you have to remove one..." This kind of wording makes a world of difference with Abhoth, Shudde M'ell, Glaaki, and Shudde M'ell.

"Upkeep: If this card is on a location or street area, discard 1 Clue token from it. If there are no Clue tokens left to discard, return all monsters in the location/area to the cup, reduce all investigators in the location/area to 0 Stamina, and discard this card."

Looks like when the last clue token is removed its effect happens.

How about Sheldon Gang... arrested during upkeep... skip your next turn... so really your losing two turns, this turn and the next?