Dunwuch Horror and Strange Sightings

By Treguard2, in Arkham Horror Second Edition

A particularly harrowing Dunwich-centric game came to a crashing conclusion when the Dunwich Horror, having been a bit of a useless herald all game, decided to make his daddy proud by suddenly pulling a double whammy, tearing the last vestiges of reality to shreds and allowing his father to enter and consume the woefully under-prepared.

How did this occur? "Strange Sightings!" allows all monsters to move, and since we were using the DH herald it moves on both circles and crescents.. In the end we ruled that both symbols counted for releasing a doom token, but was this correct? My initial thought when using the herald was that were both symbols to come up that it's the choice of two, not both, so similar to Finn's ability. Then again with Finn there's an obivous reason why he can't move on two symbols, this issue not occurring with the DH.

That's an interesting situation. I'd say a monster cannot move twice as result of a Strange Sightings card, but it's just a guess (similarly, a Flyer don't move twice if you have a gate burst & its symbol shown on the movement pattern box, bottom right of the Mythos)

Julia said:

That's an interesting situation. I'd say a monster cannot move twice as result of a Strange Sightings card, but it's just a guess (similarly, a Flyer don't move twice if you have a gate burst & its symbol shown on the movement pattern box, bottom right of the Mythos)

i'd go with the same ruling, based on the same fliers-don't-move-twice ruling.

I agree too. Until the FAQ answers all our questions this seems like the best idea. You can always email FFG rule questions - I've done this a few times and always had a helpful response within a week to my rules questions.

I'm of the camp that a monster either moves or it doesn't--no double-movement, save for those explicitly designed to do so (fast monsters and some unique). Having both symbols just increases its likeliness of moving.