A few questions on BGotW

By Guest, in Arkham Horror Second Edition

I just bought it and I have a few questions:

(1)

160px-StudentNewspaper.png

if i choose a location with more than one clue token, do i take them all?

(2)

160px-RedCorruption11.png

specify "town". locations? streets? both?

(3)

160px-GreenCorruption15.png

if all investigators have a cult membership, do I have to discard the top corruption?

(4)

160px-NaacalKey.png

a. does using this adds a doom token?

b. whether it does or doesn't, why would anyone ever want to use it? am i missing something?

(5)

160px-Mythos168.png

please explain how this card works.

Thx ahead.

p.s. looking like a great expansion so far. very well-thought of, awesome flavor, and an insane amount of value for a small box expansion.

only 2 more expansions two go! (not including innsmouth) wish me luck!

1) No, you get only one of the clues at the location.

2) Town (at least in this case) means "not in an Other World".

5) It's a Headline so it doesn't stay in play. Even when Headlines have lasting effects (like "until the next turn"), they explicitly say so. That means this effect takes place once and then ends. So during the next movement phase, all investigators may choose to place themselves in any street area without encountering anything in between. Since it uses your "entire move", you can't spend movement points to read tomes or whatever.

That's a weird card, imo. Being a Headline, it takes place during the Mythos phase of, say, turn 3. But its effects can't happen during a Mythos phase, so you have to assume it occurs during the Movement phase of turn 4. On top of that, the way it reads makes it sound like it would have a more lasting effect. It's very confusing.

Tnx.

Another question: The page of the rules says to shuffle the 8 green cards and put them on top of the 8 shuffle red cards, but there are 16 cards of each color. should I remove half the cards each game or is it a mistake?

Also I would appreciate it if someone would answer my yet-to-be-anwered questions on the first post. Tnx.

It's a typo - you use all of the Corruption cards. The Naacal key is useful... um... well, you can get into a gate without having to fight any monsters? You can open a gate that has, say, a slash symbol so that a few turns later, you return all slashes to the cup? I agree it's pretty weird, and I don't know about the doom token for sure but my guess is that yes, you add one.

I would say that the Checkered Cab trials headline happen immediately. It is saying "as their entire move" to suggest you cannot use movement points or utilize any other movement as it is a Mythos phase.

Gamemaster said:

I would say that the Checkered Cab trials headline happen immediately. It is saying "as their entire move" to suggest you cannot use movement points or utilize any other movement as it is a Mythos phase.

So I can move to any street I want, and the turn after move as normal? I would like more opinions on this.

Gamemaster said:

I would say that the Checkered Cab trials headline happen immediately. It is saying "as their entire move" to suggest you cannot use movement points or utilize any other movement as it is a Mythos phase.

See, this is exactly what I mean about the card being confusing. I would never have even thought to interpret it this way, but that's the kind of variations you have when different people read a weird card.

That interpretation has one plus and one minus, imo. The plus side is that you are not stuck in the street for the encounters phase since you get another movement after the taxi ride. The downside is that the card makes even less sense because what is the point of all this if there isn't even an encounter phase? Overall it's a nice way to handle it though.

Corruptions like uncontrollable rage now make sense to me of to why someone would use naacal key... if town is indeed locations and streets, then it's one devastating corruption you would want to get rid of as soon as possible. also, opening a gate at a stable location sounds like fun :)

p.s. milk of shub nigurath ftw

Naacal Key can earn an "easy" permanent seal against Atlach-Nacha. Open a gate at a stable location and then later seal it, guaranteed seal cool.gif ! What was that combo, oh yes, Mark Harrigan (or Erich Weiss Ally) + Find Gate. Naacal to open a gate, enter OW, delayed (cancelled by MH/EW), Find Gate, seal gate. Quick, neat 1 movement phase + arkham encounter earns a seal gran_risa.gif .

Dam said:

Naacal Key can earn an "easy" permanent seal against Atlach-Nacha. Open a gate at a stable location and then later seal it, guaranteed seal cool.gif ! What was that combo, oh yes, Mark Harrigan (or Erich Weiss Ally) + Find Gate. Naacal to open a gate, enter OW, delayed (cancelled by MH/EW), Find Gate, seal gate. Quick, neat 1 movement phase + arkham encounter earns a seal gran_risa.gif .

umm this doesn't work... you're only sucked through the gate during the arkham encounters phase... and why would you be delayed? you're entering the gate willingly. you're only delayed if a gate open at your location during an encounter or from a mythos.

kroen said:

Dam said:

Naacal Key can earn an "easy" permanent seal against Atlach-Nacha. Open a gate at a stable location and then later seal it, guaranteed seal cool.gif ! What was that combo, oh yes, Mark Harrigan (or Erich Weiss Ally) + Find Gate. Naacal to open a gate, enter OW, delayed (cancelled by MH/EW), Find Gate, seal gate. Quick, neat 1 movement phase + arkham encounter earns a seal gran_risa.gif .

umm this doesn't work... you're only sucked through the gate during the arkham encounters phase... and why would you be delayed? you're entering the gate willingly. you're only delayed if a gate open at your location during an encounter or from a mythos.

Me and ColtsFan discussed this on BGG. Here's the link:

www.boardgamegeek.com/thread/358315

No no no this doesn't seem right. According to any existing rules there is no way of being sucked thorugh a gate during the movement phase, only during the arkham encounters and mythos phases. I'm afraid Brian got it all wrong. But we need confirmation on this, or at least more opinions.

kroen said:

No no no this doesn't seem right. According to any existing rules there is no way of being sucked thorugh a gate during the movement phase, only during the arkham encounters and mythos phases. I'm afraid Brian got it all wrong. But we need confirmation on this, or at least more opinions.

His point is that using Naacal Key (which has the keyword Movement ) opens a gate at your location during said phase. Why would this gate opening be treated differently from those opening during an Arkham Encounter or Mythos phase in ruleswise (getting sucked in)?

Here's an explanation using quotes from the rulebook.

Under Gates Opening on Investigators (in the Mythos phase rules), it says: "If a gate opens at a location that contains an investigator, he is immediately drawn through the gate to the first area of the corresponding Other World. As a result of the sudden disorientation caused by the gate swallowing him, the investigator is delayed. Place his investigator marker on its side. The investigator will not move during the next Movement Phase (see “Delayed Investigators,” page 16)." This wording does not refer to the turn phase. It reads like a very general rule, though Kroen's point seems to be that it is found under the Mythos phase rules and therefore should only apply in that phase. I don't think this is a good way to interpret rules though. Just because a rule is stated in a certain place doesn't mean it stops applying at other times. A rule is a rule.

Under Arkham Encounters, it says: "Important: If an investigator is drawn through a gate that appears as a result of an encounter (such as “A gate appears!” or “A gate and a monster appear!”), then he is delayed, just as if he had been drawn through a gate in the Mythos Phase." This is just a special case of the Mythos phase rule above, reminding you that you still have to be delayed. However, it does casually state that you are indeed drawn through the gate immediately (even though that hasn't been clearly established elsewhere). I think that's why Dam and Brian concluded that you get drawn through ANY time a gate "appears" on you.

The way I feel the cards work...

  1. Just one clue
  2. Town = Arkham= streets/ locations
  3. You just discard your current Membership and draw a new one
  4. One example all gates are closed/ sealed and don't want to wait for one and yes a doom is added
  5. Replaces your movement during the next turn if you use it... like other Mythos cards that effect one turn

1. Agreed, one clue token only.
2. In town means in Arkham.

3. I believe that, since you can't have more than one of any "special" card, you must discard the top corruption card if everybody has a membership.

4a. Always.

b. A few reasons. Assassinate monsters with a specific symbol, create an easy to close/seal gate, remove corruption cards. My group hasn't used it yet. Could be useful for fulfilling missions like Light of Reason or especially For the Greater Good. I guess I never thought of using it on a stable location, but I suppose it works. I'll look up the meaning of stable when I can.

5. We see this as "On your movement phase next turn, you may sacrifice all of your movement points to go to any street location." We drew it once, and did not take advantage of it that time.

kroen said:

No no no this doesn't seem right. According to any existing rules there is no way of being sucked thorugh a gate during the movement phase, only during the arkham encounters and mythos phases. I'm afraid Brian got it all wrong. But we need confirmation on this, or at least more opinions.

I didn't get in on this thread. So I am not sure what I am claimed to have said and where I would subsequently be wrong. Please fill me in!

As to your comment that there is no way to get sucked through a gate during movement, that is quite clearly wrong. Naacal Key does just that. Cards break the rules and so does this one. Gate opens, you get drawn through.

If you can only pick up one clue, then what is the point of the newspaper? it's the same as research material if not worse, as later on in the game it's very possible no area would have clue tokens. I really wish I could get an official answer on this, as it makes perfect sense that you take all the clue tokens from the area.

kroen said:

If you can only pick up one clue, then what is the point of the newspaper? it's the same as research material if not worse, as later on in the game it's very possible no area would have clue tokens. I really wish I could get an official answer on this, as it makes perfect sense that you take all the clue tokens from the area.

Well, it says 'a clue', so regardless of percieved usefulness it is just a single clue.

kroen said:

If you can only pick up one clue, then what is the point of the newspaper? it's the same as research material if not worse, as later on in the game it's very possible no area would have clue tokens. I really wish I could get an official answer on this, as it makes perfect sense that you take all the clue tokens from the area.

The point of the Student Newspaper is that you can get a Clue token from anywhere on the board while you are anywhere else on the board.

Items don't have to be better or worse for that matter from previous cards that were issued - they are just different. this item allows you to grab a Clue that is hanging out there that may be difficult to get because 1) it is behind a tough monster or 2) it is on a different board than Arkham or 3) it is on a very unstable location that might get a gate at any minute, or 4) you can't get to the clue anytime soon because of distance. The value of Student Newspaper will vary, like most every other card int his game, upon the circumstances. And the value of the card will probably go down as the game progresses...or not.

I don't understand why you need a clarification on this one. The card is extremely clear. Discard the card during the movement phase to take ANY one clue on a location. It does not say mutliple clues, it does not say multiple locations. It is a +1 Clue generator. That's it.

flamethrower49 said:

1. Agreed, one clue token only.
2. In town means in Arkham.

3. I believe that, since you can't have more than one of any "special" card, you must discard the top corruption card if everybody has a membership.

4a. Always.

b. A few reasons. Assassinate monsters with a specific symbol, create an easy to close/seal gate, remove corruption cards. My group hasn't used it yet. Could be useful for fulfilling missions like Light of Reason or especially For the Greater Good. I guess I never thought of using it on a stable location, but I suppose it works. I'll look up the meaning of stable when I can.

5. We see this as "On your movement phase next turn, you may sacrifice all of your movement points to go to any street location." We drew it once, and did not take advantage of it that time.

+1

1) Only 1 clue token. It says "a", it would be all the clue tokens if it said "any".

2) Town is any place that is not another world or lost in time and space. If you are in a street or location in arkham or any of the expansion towns then you are in "town".

3) Yes. They cannot accept something they already have.

4) a. Yes. Any time ANYTHING opens a gate it adds a doom token. There is no such thing as a gate opening that does not add a doom token. Actually I am wrong. There is one case. A gate burst.

b. There are certain mission cards that require you to go to certain other world locations. This provides you the chance to go to that specific other world. Also, if there are some particularly bad monsters or effects on the board that can be removed by closing a gate with the correct dimensional symbol this card can allow you to open a portal with that symbol and hopefully 3 turns latter you are pulling those things off the board and out of your hair.

5) You can choose (because of the word "may" it is a choice) to, instead of normal movement, move your player marker to any street location in Arkham proper. (the original game board) IF they are currently in Arkham. Someone in Dunwhich can not do this. This would allow someone with only 2-3 speed to go from the newspaper to the uptown streets, not only moving significantly more spaces then their speed allows but also bypassing any obsicals on the way including monsters.

You can gain another special investigator card... you just replace the old with the new... example blessing, retainer... you just don't have to roll for the new one in this example.

Lance845 said:

Instead of normal movement, move your player marker to any street location in Arkham proper. (the original game board) IF they are currently in Arkham. Someone in Dunwhich can not do this.

Absolutely agreed on everything except this. Isn't it the case that "Arkham" always refers to every location that is not in another world? Since the card can't know if you play with any board expansions. I'm quite sure there's a rule about this, but can't look it up right now.

It's possible. i remember there was a distinction made between arkham and town or some such but I couldn't find the ruling. So I went with my general rule. If it is harder or worse to the player then it is probably the correct way to play it.