1. When the terror effect is to discard all terror dice, how exactly is this supposed to work? All dice in the roll that show the terror icon are discarded? Or does this include all dice on the adventure card being used for a completed terror roll?
2. The rulebook says that as long as you complete 1 or more tasks on a monster, even if you fail the adventure, you still claim the monster as a trophy. Is this what it's supposed to say? Or am I misunderstanding this? I am taking this to mean if you are playing an adventure that has a Cultist on it, and Shub-Niggurath is the Ancient One, all other tasks are completed, and you have only 1 die left, you can still roll this die, and as long as you roll a peril or a lore (the task requirement for the Cultist) OR a terror (the added task req from Shub) you can still kill this monster, even though you didn't finish the task.
3. Can you have more than 1 monster token on an adventure card?
4. With the Bind Monster spell, do you simply play it at ANY time to discard ANY monster? Or can it only be played on the holder's turn to discard a monster on the same adventure card as you?
5. Can you play cards on other players' turns, essentially giving them extra dice or other bonuses?
6. Can you trade items with other players? If so, how does it work, and is it limited to just the item cards or can you trade clue tokens, too?
7. Somebody please explain the strategic value of spells. I'm wondering about the spells that allow you to place a die on them. Perhaps I'm just not understanding how they are meant to be used, but it seems completely worthless to me to reduce the amount of dice you have available for a task just so you can save up a die to use later on in the game.