A few rules questions that came up after a solo game with Cthulhu as the GOO

By timrichter9, in Arkham Horror Second Edition

I played a solo tonight with Cthulhu as the GOO and 4 investigators. A few things came up and I do not have a copy of the rules handy.

1. If you are DELAYED in the first half of the OW, do you have an OW encounter (thus having the first encounter when you stand up, the next when you stand up, and the third when you move to the next half)?

2. Does an investigator who loses a turn get an UPKEEP phase?

3. Can you choose to deliberately FAIL a test rather than tossing the dice (for example, I had 5 clues and wanted to get to an open gate to try to seal one). I was way far away (would have taken me 2 moves at my Speed). I had a card that said (paraphrasing:) Make a Lore (-1) check to get X, If you fail a Gate opens! If I toss the dice there is a chance that I pass it. If I want the gate, can I say "I don't want to toss the dice, I fail!" or are you forced to at least see if you would make it.

4. Does immediately return to Arkham have any effect (positive) if you are already in the second half of the OW?

5. If a card indicates that a location becomes CLOSED and you are standing there, do you get kicked to the streets? (Assume no language is specific to getting kicked to the street)

Thanks

Tim

timrichter9 said:

I played a solo tonight with Cthulhu as the GOO and 4 investigators. A few things came up and I do not have a copy of the rules handy.

1. If you are DELAYED in the first half of the OW, do you have an OW encounter (thus having the first encounter when you stand up, the next when you stand up, and the third when you move to the next half)?

2. Does an investigator who loses a turn get an UPKEEP phase?

3. Can you choose to deliberately FAIL a test rather than tossing the dice (for example, I had 5 clues and wanted to get to an open gate to try to seal one). I was way far away (would have taken me 2 moves at my Speed). I had a card that said (paraphrasing:) Make a Lore (-1) check to get X, If you fail a Gate opens! If I toss the dice there is a chance that I pass it. If I want the gate, can I say "I don't want to toss the dice, I fail!" or are you forced to at least see if you would make it.

4. Does immediately return to Arkham have any effect (positive) if you are already in the second half of the OW?

5. If a card indicates that a location becomes CLOSED and you are standing there, do you get kicked to the streets? (Assume no language is specific to getting kicked to the street)

Thanks

Tim

1. Are you talking about entering the Other World delayed, like you were sucked through a gate in a Phase other than the Encounter Phase? Or are you talking about becoming delayed while already in the Other World?

2. Not sure what the official ruling on that one is. Me personally, things like blessings, curses, retainers bank loans etc still require upkeep rolls, items may still be unexhausted, but an investigator trying to cast a spell/use an ability during the upkeep phase should not be allowed.

3. I don't allow voluntary fails, and generally the cards are worded against this. If it says "Make a skill check..." You MUST make the check. If it says "You may make a skill check..." Nothing happens if you choose not to roll, otherwise you roll and face the results whether you pass or not.

4. You get movement points you otherwise wouldn't have received in the next turn which can be handy if you want to use a tome.

5. Yep. When a location closes, whether temporarily or permanently, monsters and investigators are pushed to the streets.

1. No matter the excuse, you have an encounter if your figure is in a OW area.

2. It is clear that the term "lose a turn" was actually ment as "you are delayed" but it got lost somewhere during the production and the cards didn't get updated, so you just can't move. Like being delayed.

3. No...it says "you may" or "you must"...or just as previously stated "make". The Cards tell you if you got the option.

4. For the movement points.

5. Yes you and all monsters are moved to the streets. If a gate opens on a closed location, place the gate over the closed location marker, the gate replaces the location, when the gate is closed it is removed and the closed marker is tehre, and you will get kicked in the street.

StarBurn said:

2. It is clear that the term "lose a turn" was actually ment as "you are delayed" but it got lost somewhere during the production and the cards didn't get updated, so you just can't move. Like being delayed.

I thought "lose/skip your movement" was the same as delayed, but "lose/skip your turn" was different, because when you are arrested you are delayed AND also skip your next turn except for standing up.

StarBurn said:

2. It is clear that the term "lose a turn" was actually ment as "you are delayed" but it got lost somewhere during the production and the cards didn't get updated, so you just can't move. Like being delayed.

No, that is not right. Kevin answered this topic in the FAQ and in his official question thread in the previous forums (http://www.fantasyflightgames.com/ffgforums/posts/list/114.page)

I copy the quote here:

Stay here next turn (09/12/06)
Mechanically, stay here next turn is identical to delayed. I believe what happened is that I came up with the "delayed" terminology late in development and then the "stay here next turn" texts slipped past me. So, the soldier is immune to "stay here next turn" as well as "delayed". In the future, I'll be more careful to use "delayed".

So to summarise:

- "lose your turn" means you do not perform any phase including Upkeep.

- "delayed" or "stay here next turn" mean you do perform all phases, but during the movement phase, you do not receive any movement point, like being in OW. You do perform the movement phase anyway, so you have to fight monsters at your location. On the other hand, with no movement points, you cannot move or read tomes.

If I may do my own promotion: I wrote a reference sheet available at BBG: http://boardgamegeek.com/thread/236729 which takes into account the FAQ but also the official answers from Kevin. I'll need to published an updated version with the latest expansions, but I'll hope it helps.

thorgrim said:

3. I don't allow voluntary fails, and generally the cards are worded against this. If it says "Make a skill check..." You MUST make the check. If it says "You may make a skill check..." Nothing happens if you choose not to roll, otherwise you roll and face the results whether you pass or not.

How about in a combat check then? For instance if you don't want to fight the flyer that drags you to a gate if you fail.

Harms said:

thorgrim said:

3. I don't allow voluntary fails, and generally the cards are worded against this. If it says "Make a skill check..." You MUST make the check. If it says "You may make a skill check..." Nothing happens if you choose not to roll, otherwise you roll and face the results whether you pass or not.

How about in a combat check then? For instance if you don't want to fight the flyer that drags you to a gate if you fail.

I still wouldn't allow a voluntary fail, but there's nothing saying you can't refocus in upkeep to have the lowest fight possible, and then choose to attack with no weapons.

You cannot voluntarily fail. You can shift focus (if something allows that) to get your Fight skill as low as possible and also choose not to equip weapons. But you must always make the roll even if a fail would be more benefecial.

I remembered kevins awnsers a bit off then, my bad...any how...yeah...I did that once, rolled 3 dice in fight hoping to fail :))...and used no weapons...it worked.

"If a card indicates that a location becomes CLOSED and you are standing there, do you get kicked to the streets? "

Is this different from a location being closed due to terror track increases? I have been playing that when the Store for example gets closed due to TT, that means you can no longer do the Store special option, but you can still have encounters there. Am I wrong? Or is this different when it's TT or card closing?

If a location is closed, it is closed, no other way about it. No matter how it closes, you cannot enter that location and cannot have encounters there (unless there is a gate there, in which case the gate overrides the location)