Questions about rules (rookie level)

By Hemux, in Arkham Horror Second Edition

Hem said:

3a) My fiancee makes me wonder like crazy for asking me questions on stuff I thought I had no problems understanding it... for instance, she wanted to leave a location, cross a street where there is a monster, fight it, kill it (she did so) and then go to another location with her remaining movements points. She didn't do so, because I thought she couldnt, right ?...right ?

3b) Then, later, she wanted to leave a street where she began her movement phase and where there already was a monster, so she wanted to fight it, kill it (she did so again... she's great) and then make her move to whatever-where. She did so, because I thought she could, right ? ... right ?

3c) Then, later again, she wanted (she's not the only one playing, be reassured) she wanted to go to a location where there was a gate and a monster, but she just wanted to kill the monster and do the encounter stuff, not go into the gate (a gate to an other world where I was already travelling). I think she could stay here to kill the monster without being swallowed by the gate, as I kind of recall it was mentionned somewhere in the author's own rules or something, right ? but she really couldn't do the encounter since there was a gate, or could she ?

re:movement.

If you engage in combat with a monster you lose the rest of your movement points. You can avoid this loss of movement points while being on the same space as a monster by successfully evading it before you enter combat with it (if you enter combat, it's too late, you've already lost your movement for that turn).

This is why you may want to attack a monster when you first come out of a gate (even though if it knocks you out your exploration of the other world will be wasted time— because doing so will allow you to move the next turn without having to pass an evade check).

re:locations with gates on them

A location with a gate on it no longer exists while the gate is on it. You can't do an encounter there, clues do not appear there. If you land on that location, instead of having an encounter there you are sucked into the gate during your encounter phase (of course, you fight monsters first during your movement phase).

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Oh crap... This is a two page thread? This is what I get for reading without my glasses. ::Laughter:: well, I assume you've already receieved this answers then, but just in case you haven't (I don't intend to read the first page), I'm just going to leave this here.

****, poor avi_dreader ! (does that mean you re scarred of... vids ?!)

Thanks anyway to you, that was nice to give a hand. And thanks to everybody else for answers.

I got some other tiny questions, like : Dam, you told me about the 11 allies, because you probably were referring to the ones in the original game. What if I use all the 3 tiny expansions (and I do : I never separate them, and we play with everything like that, all the time) : should i lower down the number of allies back to 11, or can i keep whad I have with the expansions ? (something like, 16 or 18, I forgot).

Can someone tell me what is the point of the Inner Sanctum ? Everytime I explained AH to some friends of mine, I told them "Here, in ST Lodge, it is a kind of cult membership stuff, if you succede to be part of it, you ll have different encounters in the Inner Sanctum". Then their question was always : "what is the difference ?" and me to answer with my best salesguy voice "Well, you might get really better stuff if you 're a member !" and them "what did you have in the past, for instance ?" and me "Well, actually, I ve always been hurt, annoyed, terrorized and tortured in there, never really obtaining any good stuff... but I assure you that place is great !". Their look after that didnt need any words... Sorry for the talk ! so my question is : what is the point of that place ?!

I reckon there are some places where I never never go in Arkham ; last time a friend of mine got into the Curiositie Shoppe, and had en encounter, and I was like "wooow, great piece of story !" and he answered "you didn't know it yet ?" and I suddenly realized... I had never been there in all my AH games ! Am i missing some other important places like that ?

What do you players do for the encounters cards ? We personnaly put a new rule in our games, from a decision of my fiancee : you just pick up the first encounter card of the concerned location deck, play it, and then put it at the bottom of the deck, so you ll be sure to have another encounter next time a player goes there. She decided we should do that during a game where we were only playing the two of us, so we were both counting on each other, and as we were doing the encounter drawing original rule (you just choose one, faces down), I had the same nasty encounter in the Woods that took me sanity and stamina........ three times a row !!!! I was almost about to end the game right here, getting fed up of it... How unlucky.

I stop here, its taking too long, colleagues are staring at my clapiticlap on the keyboard... thank you for your answers !

Hem said:

I got some other tiny questions, like : Dam, you told me about the 11 allies, because you probably were referring to the ones in the original game. What if I use all the 3 tiny expansions (and I do : I never separate them, and we play with everything like that, all the time) : should i lower down the number of allies back to 11, or can i keep whad I have with the expansions ? (something like, 16 or 18, I forgot).

I use all 3 small-boxes + DH, giving me 23 Allies. I return 1to the box during set-up, use the 22 (not all at Ma's of course; 2 decks of 11, 1 at Ma's for shopping [though we very rarely do], 1 for random encounters). Whenever something requires returning/counting Allies, I discard 1 from each deck, but only count is as one for say Glaaki. That way the max number of Allies is still 11 for the Rumor. When I had AH + DH + DP, I used only 11 (rest to box).

Hem said:

Can someone tell me what is the point of the Inner Sanctum ? Everytime I explained AH to some friends of mine, I told them "Here, in ST Lodge, it is a kind of cult membership stuff, if you succede to be part of it, you ll have different encounters in the Inner Sanctum". Then their question was always : "what is the difference ?" and me to answer with my best salesguy voice "Well, you might get really better stuff if you 're a member !" and them "what did you have in the past, for instance ?" and me "Well, actually, I ve always been hurt, annoyed, terrorized and tortured in there, never really obtaining any good stuff... but I assure you that place is great !". Their look after that didnt need any words... Sorry for the talk ! so my question is : what is the point of that place ?!

Crazy-wacky encounters, duh. Was that a trick question lengua.gif ?

Hem said:

What do you players do for the encounters cards ? We personnaly put a new rule in our games, from a decision of my fiancee : you just pick up the first encounter card of the concerned location deck, play it, and then put it at the bottom of the deck, so you ll be sure to have another encounter next time a player goes there. She decided we should do that during a game where we were only playing the two of us, so we were both counting on each other, and as we were doing the encounter drawing original rule (you just choose one, faces down), I had the same nasty encounter in the Woods that took me sanity and stamina........ three times a row !!!! I was almost about to end the game right here, getting fed up of it... How unlucky.

I shuffle, every time. Then cut the deck and flip over the top card.

Hem said:

Can someone tell me what is the point of the Inner Sanctum ?

....

What do you players do for the encounters cards ?

There are a few encounters at the Inner Sanctum which are really, really powerful. There's one which lets you rearrange the top few cards of the Mythos deck... and in my experience, that can sometimes basically win you the game, since you can stack the cards so that no new gates open for a turn or two, and give yourself a window of opportunity to win a closing victory. There are one or two other really epic-level effects too - although, yeah, to tell you the truth, probably not quite enough to make it worthwhile 'camping' at the sanctum. If you've got the Photographer on the team, it can be a good use of his time... although it's kinda cheesy.

My regular group usually can't be bothered reshuffling everything all the time, so when someone has an encounter, we just put the card back on the bottom. We often play with all the expansions' encounters mixed in, though, so there are so many encounters that the chances of getting a repeat is fairly slim either way.

<<2) There was an encounter in another world, I can't recall the card and precise words (I'm at the office, sorry...), but it was something like "creatures do experiments on you, you come back to arkham and forget everything about the experiments'". Does that only have to do with the narrative immersion stuff, or does that really mean that the investigator doesn't earn an exploration marker ?>>

I've gotten that OW encounter in 2 out of 3 of my past three games. I ruled that you forget the experiments, but you still receive an explored token, because you are legitimately returning from another world and the card doesn't say you don't get the token. I considered it worth the stamina loss from the experiments to get back quickly. Can't remember the exact penalty, though.

I know the one you mean. If it actually says to return to Arkham, but does not say you don't receive an explored token, then you still receive one.

If you ever get a gate card that says something like "move to the black cave" and says nothing about coming back, then you do not receive an explored token, even if the Black Cave was your entrance point.

Tibs said:

Vitus seems to have it. But one things seems strange.

Vitus_Prem said:

3a) & b) Movement ends as soon as you face a Monster (to be precise, after the horror check). Therefore no walking after a combat.

I don't think the Horror Check is the signal that your movement is over; I think just entering combat is the signal. That is, as soon as you voluntarily enter combat or fail to evade a monster, your movement points are all gone at that moment. But I don't know when that difference would be significant.

Making a Horror check means you have entered the Combat phase. It is significant because if you decide to flee after the Horror check, your investigator cannot continue moving.

No, I'm saying it's not significant because you enter combat, losing your remaining movement points, then have the horror check. Your movement points are already lost, but sometimes that is determined before the horror check is made (For example, failing to evade a monster).

Some monster don't have Horror checks. If you entered combat during movement phase against a monster with no horror check, and then determined that you could not defeat it and chose to flee, you couldn't continue to move if you fled. Just pointing out that "after the horror check" is not the indicator that your movement points are gone.

Nightflame said : "but you still receive an explored token, because [...] the card doesn't say you don't get the token."
Tibs said : "If it actually says to return to Arkham, but does not say you don't receive an explored token, then you still receive one."

Wow, guys, your sentences somehow remind me of Absurd Philosophy, the one that says "if it says red but doesn't mention blue, then it is yellow !".

I mean, seriously, I understand your point, but you have to admit it is a bit weird, thinking the way "if it doesn't mention you CAN'T, well, you can !". I think even if you do both sound reasonnable and probably true, I'll keep on applying to what is written : no explored token for me until God or Kevin Wilson tell me I'm wrong. Especially Wilson, actually.

Oh, and Tibbs, I'll give you a +1 for your commentary on the horror check just above. Clear explanations, thanks.

(I all envy you because I'm french and even if I made a reservation for my english Innsmouth copy, it'll take time before I can play as you already do... gee)

Hem said:

Nightflame said : "but you still receive an explored token, because [...] the card doesn't say you don't get the token."
Tibs said : "If it actually says to return to Arkham, but does not say you don't receive an explored token, then you still receive one."

Wow, guys, your sentences somehow remind me of Absurd Philosophy, the one that says "if it says red but doesn't mention blue, then it is yellow !".

I mean, seriously, I understand your point, but you have to admit it is a bit weird, thinking the way "if it doesn't mention you CAN'T, well, you can !". I think even if you do both sound reasonnable and probably true, I'll keep on applying to what is written : no explored token for me until God or Kevin Wilson tell me I'm wrong. Especially Wilson, actually.

Oh, and Tibbs, I'll give you a +1 for your commentary on the horror check just above. Clear explanations, thanks.

(I all envy you because I'm french and even if I made a reservation for my english Innsmouth copy, it'll take time before I can play as you already do... gee)

Go to the original rules and see the criteria for gaining an explored token. I believe it will make a little more sense then, I'm not a hundred percent certain though. I have no interest in rereading the rules after playing for so many years ;'D it was a horrible enough experience the first eight times.

Basic rule of thumb is that if something says "return to Arkham", you get an Explored token. Card/text needs to specifically mention that you don't receive an Explored token to counter the thumb-rule. "Move to X" (from OW, even if X is in Arkham and has an open gate), no token.

So in looking at the rules about explored markers, it does explicitly state:

"If the investigator is in the second area of the Other
World, he returns to Arkham. The player must choose a
location that contains a gate to the Other World he is leaving.
After choosing such a location, he places his investigator
marker there. Then he places an “explored” marker
underneath his investigator to show that he has explored
the gate. This marker remains in play as long as the investigator
remains at the location. If there is no open gate
leading to the Other World the investigator is in, the
investigator is lost in time and space (see page 17)."

So that could indicate that you have to be in the second area only, however it does also have the phrase "returns to Arkham". Later in the rulebook it says this about explored tokens:

"Exception: Once an investigator has entered a gate and
returned to Arkham, the player places an explored marker
underneath his investigator marker. While he remains
in the gate’s location, he is no longer drawn through the
gate, but may instead try to close or seal the gate (see
“Closing and Sealing Gates,” pages 16-17). If the investigator
leaves the location before the gate is closed or
sealed, discard the explored marker. If the investigator
returns to the location later in the game, he will again be
drawn through the gate. He must resolve the Other
World Encounters Phase again before he can return to
the location and attempt to close or seal the gate."

Here it says that once an investigator has entered a gate and returned to Arkham, you get an explored marker. That's a good indication that the phrase "Return to Arkham" is the trigger for getting the explord marker. However, it is not really explicitly stated in the rules that this is so.

"Once an investigator has entered a gate and
returned to Arkham, the player places an explored marker
underneath his investigator marker"

Sounds pretty explicit to me.

johnwatersfan said:

Here it says that once an investigator has entered a gate and returned to Arkham, you get an explored marker. That's a good indication that the phrase "Return to Arkham" is the trigger for getting the explord marker. However, it is not really explicitly stated in the rules that this is so.

FAQ:

"Q: Do I receive an “explored” marker if I enter the first
area of an Other World, cast “Find Gate,” and return to
Arkham?
A: Yes. In general, whenever you “return to Arkham,” you
reappear at a gate that leads to the Other World you were
in and gain an “explored” marker."