Got a clue?

By Nerdmeister, in Arkham Horror Second Edition

Spending clue tokens on skill checks:

Clue tokens represent information about the mythos threat the investigators may aquire. An investigator may spend clue tokens after any skill check (failed or not). Each spent clue token allows the player to roll one additional die.

Skill Checks:

The investigators are often called upon to perform skill checks in order to avoid harm or to accomplish something in the game. When the game calls for a skill check, it is presented in a consisten format that provides the following information:

*) the skill you must use to perform the check

*) The modifier (bonus or penalty) to the check, if any

*) The difficulty of the check (not listed if the difficulty is 1)

Then follows a few examples of skill checks seemingly refering to the skill checks found on encounter cards like "make a luck(-1)[2] check". All seems pretty straightforward. What this question is about is wether horror, spell, combat, gate closing etc (in short most/all?) checks not presented in an encounter card can benefit from using clue tokens. When we first started playing we used clue tokens for all kinds of checks, then someone re-read the rules and we started excluding all of the above.

Somehow it´s never felt 100% "right" to exclude them though and after much debate we want to find out what people in here have to say on the matter. So please if anyone can shed some light on the matter it´d be much appreciated.

Any check that uses one of your six skills (Speed, Sneak, Lore, Luck, Fight, Will) can use clue tokens, so this includes gate closing (Fight/Lore), evade (Sneak), etc. Any other check cannot.

All checks are based on 1 of the skills however. Combat just ads modifiers for weapons fx.

I take it you´re also refering to the horror check which is a flat will check or am I mistaken?

Combat check is a special skill check , you still use Fight as base. Same with Horror and Will. Things that affect a Will check affect Horror checks as well (Clue tokens in this case). With Combat check, again, anything modding your Fight affects Combat, but not vice versa, so no weapons for pure Fight checks (like gate closing). You can use Clues for additional dice in each of the 6 basic skill checks as well as for the 4 special skill checks.

Ok thanks a bunch for clearing that up. Can´t wait to tell my gaming group about it happy.gif .

Forgot to mention evade checks but guess those are included by the clue rule as well

Clues add dice to any check. Likewise, Mandy Thompson's re-roll ability works on any check. Every check, including Evade, Spell, Combat, and Horror, use one of your six skills.

Things like, "roll 1 die for each of your sanity and lose 1 sanity for each failure," or "roll a die and gain that much money," or rolls to see if you lose a curse, are not checks , so the above effects can not apply.