GOO fight

By Gomez0, in Arkham Horror Second Edition

HEllo!

I've got a question about how does the investigators attack work.

I've read the rulebook and the FAQ, but i dont understand something...

From rulebook:

When the players accumulate a
total number of successes equal to the number of players
(including any players that were eliminated from the
game), remove one doom token from the Ancient One’s
doom track and reset their cumulative successes to zero.

From FAQ:

A: To defeat the Ancient One, the players must do a total
number of successes equal to the number of players multiplied
by the number of doom tokens on the Ancient One.
So, if 4 players are facing Yig (doom track of 10), they
need 40 successes to win. For every 4 successes they do,
they remove 1 doom token to track their progress. If the
investigators get 9 successes in the first round of combat,
they would remove 2 doom tokens, and 1 success would
carry over to the next round of combat.

So what means "reset their cumulative succes to zero"?

With two investigator, we need two successes to remove one doom token. Its clear. But what happens if the first investigator roll six successes? For the first two successes, they can remove one doom token, than "reset their cumulative succes to zero" means, they lost the other four successes? Or with this roll, they can remove three tokens?

Thanks for your help

(and sorry for my english, i havent use it for years...)

With six sucess you remove three Doom counters, otherwise the battle would be unwinnable for a near all of GOOs.

Its only that in order to keep track of the amount of success needed to remove a doom token, you empty it when you reach the number of players, the wording may not be ideal but its easy to see what they meant with it.

With six sucess you remove three Doom counters, otherwise the battle would be unwinnable for a near all of GOOs.

Its only that in order to keep track of the amount of success needed to remove a doom token, you empty it when you reach the number of players, the wording may not be ideal but its easy to see what they meant with it.

With six sucess you remove three Doom counters, otherwise the battle would be unwinnable for a near all of GOOs.

Its only that in order to keep track of the amount of success needed to remove a doom token, you empty it when you reach the number of players, the wording may not be ideal but its easy to see what they meant with it.

Oh, you silly forum you.

Yes, as stated. Ignore the "cumulative successes" part, because it's confusing.

If the AO has 10 doom tokens and there are 4 investigators, you need 40 successes to defeat it. It doesn't matter from whom, or in what combination or order.

Sigh, triple post thanks to forum going offline for me for a few hours =/

At least now you are sure how it works (4 times now). Have a nice day.

I usually just get a piece of paper, write down the total successes needed, then subtract after every investigator gets a success.

Ah, I see. For some reason I thought that surplus successes from a round were lost.

oldthrashbarg said:

Ah, I see. For some reason I thought that surplus successes from a round were lost.

I've been playing that way as well.

So if cumilatively in a two player game you do 3 damage, two damage would take one token off the Doom track and the third would be lost.

oldthrashbarg said:

Ah, I see. For some reason I thought that surplus successes from a round were lost.

It's part of one of the house rules suggested by the author. I've run into several players who also think that's the rule.

http://new.fantasyflightgames.com/ffg_content/Arkham_Horror/House%20Rules%20RL.pdf

Rule 11 - Great Old Ones Really Great: For players that would liked a tougher end game,
I recommend the following House Rules:
1. Sanity Rolls for the Great Old One using their Combat Modifier as the Sanity
Modifier. If failed Discard half your Items, half your Spells, and Half of your Allies
(rounding up). Then the Start of Battle begins combat with the Great Old One per
normal Rules.
2. If less than 4 investigators in the game – treat 4 as the “to hit” number each round
of combat. This means it takes 4 hits to remove one token from the Great Old One’s
Doom Track. And no – hits are not banked from round to round if less than 4, they
are lost after the Investigators complete their attacks and the Great Old One
attacks.
3. Special non-combat abilities may not be used unless no attack is taken and may only
be used once the entire battle. In other words using a some skill or item to restore
Health or Sanity may only be used once in combat with the Great Old One.
Reason for the House Rule: All these rules significantly make it tougher for any size
group to successfully defeat the Great Old One. The final battle is intended to be a last
ditch effort to save Arkham – not the primary plan of any team for Victory. These House
Rules assure veteran players cannot just stock up weapons and wait for the big guy to
arrive.

The problem that way is that it makes imposible to win for a ton of GOOs, some hopefully takes around 7 turns to take you down (chtuluh, shudde mell if lucky, etc..) but against others like Yog-sottoth, Tattsoguah (not correct name, etc...) make it impossible.

Its what I call a "rule" that someone put without testing in order to see if its beatable or not." Even if it comes for developers of the game, there are things that shouldn't be meddled with :P

Hi

I was reading these rules again, and I am still a little confused...

By the FAQ, this means that the way you should play the final battle is to ALWAYS carry the "leftover" successes to the next round? If I have 2 players, and they have 5 successes, they remove 2 doom tokens, and they have 1 success left for the next round?

I was not playing this way, and this cumulative successes makes things easier.... Is this the original way that the final battle was supposed to be played?

Thanks

Havok said:

Hi

I was reading these rules again, and I am still a little confused...

By the FAQ, this means that the way you should play the final battle is to ALWAYS carry the "leftover" successes to the next round? If I have 2 players, and they have 5 successes, they remove 2 doom tokens, and they have 1 success left for the next round?

I was not playing this way, and this cumulative successes makes things easier.... Is this the original way that the final battle was supposed to be played?

Thanks

Yes, that is official. The extra hit carries over. Also, this has not been revised, so that's been the rule since the 1st edition printing.

The cool thing is that with 2 investigators, you can just flip the doom token to its elder sign side to track leftover hits. You can't do that in 3+ games :P

Tibs said:

Yes, that is official. The extra hit carries over. Also, this has not been revised, so that's been the rule since the 1st edition printing.

The cool thing is that with 2 investigators, you can just flip the doom token to its elder sign side to track leftover hits. You can't do that in 3+ games :P

Excellent!

Actually, I played this way last night, a solo game with 3 investigators, and that little rule saved the world!!! hehe.

11 points victory, in a final battle against Nyarlathotep

Thanks