Comprehensive FAQ project

By Roxas_Lawliet, in Arkham Horror Second Edition

camp1ace said:

What do the symbols at the bottom of the locations indicate? (Ex. If there is an unique item symbol in the right bottom corner and a clue symbol in the left bottom corner) There are sometimes symbols in the center along the bottom as well.

Top of the manual, page 24. It takes up 1/6th of the page.

This has probably been mentioned before.

Only a small error, Dexter Drake the Magician's story so far on the reverse of the Character sheet has the word (from) written twice on the first line.

Does the skill Grapple allow shotguns to get double successes on fives and sixes? (Judging by the card text it seems like it would).

Avi_dreader said:

Does the skill Grapple allow shotguns to get double successes on fives and sixes? (Judging by the card text it seems like it would).

Grapple: When you make any Fight check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.).

Shotgun: +4 to Combat checks. Any Phase: When using Shotgun in Combat, all 6's rolled count as 2 successes.

Grapple turns 4's into 5's and 5's into 6's and basically leaves 6's alone. So the Shotgun would read all 5's and 6's as double hits.

ColtsFan76 said:

Avi_dreader said:

Does the skill Grapple allow shotguns to get double successes on fives and sixes? (Judging by the card text it seems like it would).

Grapple: When you make any Fight check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.).

Shotgun: +4 to Combat checks. Any Phase: When using Shotgun in Combat, all 6's rolled count as 2 successes.

Grapple turns 4's into 5's and 5's into 6's and basically leaves 6's alone. So the Shotgun would read all 5's and 6's as double hits.

I would think so, but there's considerable debate about it and I would like an official answer.

Avi_dreader said:

Does the skill Grapple allow shotguns to get double successes on fives and sixes? (Judging by the card text it seems like it would).

I does say 6's rolled not 5's rolled that become 6's. Further more it only effects die for the purpose of being a success and a 5 is a success so would not get the +1.

MrsGamura said:

Avi_dreader said:

Does the skill Grapple allow shotguns to get double successes on fives and sixes? (Judging by the card text it seems like it would).

I does say 6's rolled not 5's rolled that become 6's. Further more it only effects die for the purpose of being a success and a 5 is a success so would not get the +1.

lengua.gif

In order to benefit from the '+1 to Horror Checks' secondary ability of the cross I assume that a hand must be devoted to it for the entirety of the initial combat round. Am I right?

sulphurea said:

In order to benefit from the '+1 to Horror Checks' secondary ability of the cross I assume that a hand must be devoted to it for the entirety of the initial combat round. Am I right?

Nope, the Cross grants its horror bonus at all times, regardless of hand assignment. This is an official answer, BTW.
The hand assignment is strictly for combating undead monsters.

Thanks for the help Tibs.

Is the official answer the one from the Dunwich FAQ which states:

'in the case of these two cards [bullwhip and cross], you do not have to use them in combat to make use of their secondary abilities.'?

I always thought that this was slightly unclear and took it to mean that the cross could help with a horror check arising outside of a standard combat situation, for example as a result of an Arkham or Other World encounter. If this is the official answer you refer to then it could be worded a lot better in my opinion.

If a monster is both Elusive and Stalker (possible for Cultists with Glaaki and Tulzscha), which takes priority? Especially if the Cultist would have to move one way due to being Stalker and another way due to Tulzscha's effect.

About the rule that you are considered to have one less player if playing with two additional boards: I know it doesn't affect final combat, and I assume it applies to Monster limit in Arkham, Outskirt limit and the limit on open gates. But does it also mean that four players would only need three Gate trophies to win by closing all gates? Does it affect Rumors? There is a Mythos card that instructs you to draw one Common Item per player; would that be modified? Do you get one less point if scoring your victory?

A green Other World encounter says: "In this place, where all minds converge, you may trade clue tokens with other investigators until the end of the phase." Can you trade clues only with investigators in the same area of the same Other World or with all investigators regardless of their current location?

Card Errata?

Black Goat of the Woods - Location card for Ma's Boarding House (brown).

The card talks about helping Ma to move a piano into the house. There are two pass criteria on a Fight-1 check and no fail criteria. I think the first one (gain $3) is correct but the second one (lose a Stamina and get delayed) should be the result of a failure.

Sorry if this has been mentioned before and I missed it.

When you fail an Evade check against a monster, it immediately does its combat damage to you. Does it also inflict its special combat damage? For example, if you fail an Evade check against an Elder Thing, do you also lose a weapon or Spell?

Gamemaster said:

When you fail an Evade check against a monster, it immediately does its combat damage to you. Does it also inflict its special combat damage? For example, if you fail an Evade check against an Elder Thing, do you also lose a weapon or Spell?

Yes. You get the damage and/or any additional "bad stuff."

The Ancient Spear is a Physical Weapon. You may exhaust it to turn it into a Magical Weapon. Can you still use the Spear as a Physical Weapon when it is exhausted?

When something is Exhausted, it can't be used until next turn. If in combat you make it Magical, as long as you devote the Hands to it and Combat with the Monster you are currently fighting doesn't end, you can keep using it. Once that Combat ends, the Spear is unusable until next turn.

What about in Kingsport when the lighthouse is closed, but the lighthouse is one of the locations to explore to remove a rift progress marker?

johnwatersfan said:

What about in Kingsport when the lighthouse is closed, but the lighthouse is one of the locations to explore to remove a rift progress marker?

(Official answer)

Then you can't remove that rift progress marker. So make sure that that rift track does not fill!

Tibs said:

johnwatersfan said:

What about in Kingsport when the lighthouse is closed, but the lighthouse is one of the locations to explore to remove a rift progress marker?

(Official answer)

Then you can't remove that rift progress marker. So make sure that that rift track does not fill!

Okay, I just re-read the sticky with the answers, and I didn't see that, that's why I included it here. It may be an official answer, but it should still be included in the FAQ so the question just doesn't keep popping up.

Additional questions about dual-color AO encounters. Do the start of "start of battle" effects from Ithaqua trigger, even though this is not a final battle (roll for my items and discard)? These cards mention that if I am facing the same ancient one that is in his slumber I do not fill up the doom track but no further clarification as to if it is a different ancient one. I understand this to mean, If my AO is Ithaqua and he has four doom counters I would need only four successes, but if I met Cthulhu I would fill his board up to 13 (and vice versa). Is this correct? Or would he recieve only one doom counter (ie. one success) or doom counters equal to the current AO?

Escape from Arkham asylum & Museum Haunted. What happens to these monsters if the condition is not met, do they stay on the board, do they go back to where they came from, back to the cup? Do they count against the monster limit? Meaning if I am at my limit they go to the outskirts etc. and I cannot attempt the mission, if I'm only 1 away from the ML is only one placed (altering the pass conditions, impossible pass conditions).

Most other questions I have abot CotDP have been asked. Love to hear about these.

Thanks,

lurkeR

Now a few general AH questions.

As far as the clarification on the shops go, I am required to purchase one item if able. Can I purchase more than one of the three if able? The errata says "must purchase one if able" should it state "must purchase at least one..."

Science Lab and River docks, can I excersise this ability more than once a turn, (ie. turn in two gates and five toughness monsters for 6 clue tokens) or do I have to sit there for three turns in a row to use the ability and clear out my stock pile?

Thanks again,

lurkeR

One and only one.

No... turning in of trophies is one encounter... so if you have 10 Gate trophies you would have to sit there for 10 turns to get your 20 Clues, etc

ColtsFan76 said:

Gamemaster said:

When you fail an Evade check against a monster, it immediately does its combat damage to you. Does it also inflict its special combat damage? For example, if you fail an Evade check against an Elder Thing, do you also lose a weapon or Spell?

Yes. You get the damage and/or any additional "bad stuff."

This would seem to contradict what Tibs said earlier about what would happen if you fail to evade the Beast Mask (which is why I wanted an answer direct from Kevin on that question) :)

1. Where exactly are Kingsport, Dunwich, Arkham and Kingport in terms of closeness to each other? Hunting Horrors and Hounds both go to "the closest Investigator", so we need to know where one goes if, for example, it emerges from a gate on the Innsmouth board (which has no Investigators), the Arkham board also has no Investigators and there are Investigators in Kingsport and Dunwich.

2. If Yibb-Tistill is the AO and an Investigator who already has five clue tokens ends his move in a location with a clue token, does that clue token remain in that location or is it discarded? Considering that the number of clue tokens on the board is Yibb's combat modifier, this is an important point.

3. If you have the Dragon's Eye and want to use a sanity to draw a new gate card, you MUST make that choice before you try to make a skill check for the current card or draw a monster for the current card, correct?

4. If you fail the Rift Rumor in Kingsport, all three Rifts appear at the same gate location as the card which placed the final token on the Rumor, correct?

5. If you draw a monster surge card, do you roll randomly to find out which is the primary surging gate?

6,. I assumed that the AO's Stirs in his Sleep ability always carries over into the Final Battle, but looking at one of Glaaki's Sinister Plot cards makes me wonder. The Plot I'm talking about allows the first Investigator to voluntarily be Devoured and then make a check. On a success, the Terror level is decreased by three, on a failure it is reduced by one. The problem with this is that one of Glaaki's Stir in Sleep powers is that the Terror level increases by 2 whenever an Investigator is Devoured! If this ability does indeed carry over into the Final Battle, this is a VERY bad deal . . .

Solan said:

1. Where exactly are Kingsport, Dunwich, Arkham and Kingport in terms of closeness to each other? Hunting Horrors and Hounds both go to "the closest Investigator", so we need to know where one goes if, for example, it emerges from a gate on the Innsmouth board (which has no Investigators), the Arkham board also has no Investigators and there are Investigators in Kingsport and Dunwich.

2. If Yibb-Tistill is the AO and an Investigator who already has five clue tokens ends his move in a location with a clue token, does that clue token remain in that location or is it discarded? Considering that the number of clue tokens on the board is Yibb's combat modifier, this is an important point.

3. If you have the Dragon's Eye and want to use a sanity to draw a new gate card, you MUST make that choice before you try to make a skill check for the current card or draw a monster for the current card, correct?

4. If you fail the Rift Rumor in Kingsport, all three Rifts appear at the same gate location as the card which placed the final token on the Rumor, correct?

5. If you draw a monster surge card, do you roll randomly to find out which is the primary surging gate?

6,. I assumed that the AO's Stirs in his Sleep ability always carries over into the Final Battle, but looking at one of Glaaki's Sinister Plot cards makes me wonder. The Plot I'm talking about allows the first Investigator to voluntarily be Devoured and then make a check. On a success, the Terror level is decreased by three, on a failure it is reduced by one. The problem with this is that one of Glaaki's Stir in Sleep powers is that the Terror level increases by 2 whenever an Investigator is Devoured! If this ability does indeed carry over into the Final Battle, this is a VERY bad deal . . .

1. All the boards are the same distance from each other. When counting distance, count from the Train depot on that board. A Hound would thus go to an Investigator in a location one space away from the Central Hill Streets in Kingsport over an Investigator two spaces away from Bishop's Brook Bridge in Dunwich, for example.

2. We've always played that you can't collect new clues at all if you have 5. Otherwise Yibb would be far too easy.

3. I'm fairly certain you have to decide to draw a new card before any of the effects of the drawn card take place.

4. I believe that when you place rifts that open by other-than-normal means, you draw one Mythos Card for each rift and place them on the corresponding locations, and then discard the Mythos cards.

5. The first player decides the order.

6. I would think that the special effect of that Sinister Plot trumps the Stirs ability in this case. Other than that, the ability is in effect during the whole final battle.

Bexarath said:

Solan said:

1. Where exactly are Kingsport, Dunwich, Arkham and Kingport in terms of closeness to each other? Hunting Horrors and Hounds both go to "the closest Investigator", so we need to know where one goes if, for example, it emerges from a gate on the Innsmouth board (which has no Investigators), the Arkham board also has no Investigators and there are Investigators in Kingsport and Dunwich.

2. If Yibb-Tistill is the AO and an Investigator who already has five clue tokens ends his move in a location with a clue token, does that clue token remain in that location or is it discarded? Considering that the number of clue tokens on the board is Yibb's combat modifier, this is an important point.

3. If you have the Dragon's Eye and want to use a sanity to draw a new gate card, you MUST make that choice before you try to make a skill check for the current card or draw a monster for the current card, correct?

4. If you fail the Rift Rumor in Kingsport, all three Rifts appear at the same gate location as the card which placed the final token on the Rumor, correct?

5. If you draw a monster surge card, do you roll randomly to find out which is the primary surging gate?

6,. I assumed that the AO's Stirs in his Sleep ability always carries over into the Final Battle, but looking at one of Glaaki's Sinister Plot cards makes me wonder. The Plot I'm talking about allows the first Investigator to voluntarily be Devoured and then make a check. On a success, the Terror level is decreased by three, on a failure it is reduced by one. The problem with this is that one of Glaaki's Stir in Sleep powers is that the Terror level increases by 2 whenever an Investigator is Devoured! If this ability does indeed carry over into the Final Battle, this is a VERY bad deal . . .

1. All the boards are the same distance from each other. When counting distance, count from the Train depot on that board. A Hound would thus go to an Investigator in a location one space away from the Central Hill Streets in Kingsport over an Investigator two spaces away from Bishop's Brook Bridge in Dunwich, for example.

2. We've always played that you can't collect new clues at all if you have 5. Otherwise Yibb would be far too easy.

3. I'm fairly certain you have to decide to draw a new card before any of the effects of the drawn card take place.

4. I believe that when you place rifts that open by other-than-normal means, you draw one Mythos Card for each rift and place them on the corresponding locations, and then discard the Mythos cards.

5. The first player decides the order.

6. I would think that the special effect of that Sinister Plot trumps the Stirs ability in this case. Other than that, the ability is in effect during the whole final battle.

Bexarath, I have to thank you for taking the time and trouble to try to answer my questions. I do appreciate that, but unless you have some rule book reference or ruling by Kevin to cite, then I have no way of knowing if you are correct or not. I personally disagree with some of your answers, for example, just as Coltsfan and Tibs contradicted each other on whether the special effects of failing a combat check for a certain monster also apply if you fail an evade check against that monster.

I am posting these questions so that Intern Roxas_Lawliet can give them to Kevin and so I can finally get definitive answers which I can be sure are correct. So again, here are my questions for KEVIN:

1. Where exactly are Kingsport, Dunwich, Arkham and Kingport in terms of closeness to each other? Hunting Horrors and Hounds both go to "the closest Investigator", so we need to know where one goes if, for example, it emerges from a gate on the Innsmouth board (which has no Investigators), the Arkham board also has no Investigators and there are Investigators in Kingsport and Dunwich.

2. If Yibb-Tistill is the AO and an Investigator who already has five clue tokens ends his move in a location with a clue token, does that clue token remain in that location or is it discarded? Considering that the number of clue tokens on the board is Yibb's combat modifier, this is an important point.

3. If you have the Dragon's Eye and want to use a sanity to draw a new gate card, you MUST make that choice before you try to make a skill check for the current card or draw a monster for the current card, correct?

4. If you fail the Rift Rumor in Kingsport, all three Rifts appear at the same gate location as the card which placed the final token on the Rumor, correct?

5. If you draw a monster surge card, do you roll randomly to find out which is the primary surging gate?

6,. I assumed that the AO's Stirs in his Sleep ability always carries over into the Final Battle, but looking at one of Glaaki's Sinister Plot cards makes me wonder. The Plot I'm talking about allows the first Investigator to voluntarily be Devoured and then make a check. On a success, the Terror level is decreased by three, on a failure it is reduced by one. The problem with this is that one of Glaaki's Stir in Sleep powers is that the Terror level increases by 2 whenever an Investigator is Devoured! If this ability does indeed carry over into the Final Battle, this is a VERY bad deal . . .

7. The Beast devours if you fail the Horror check and Combat check. If you fail the Evade check, does that count as failing the Combat check for purposes of being devoured? I would certainly hope so, otherwise the Beast will never be able to devour anyone.