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18

Mansions of Madness, Elder Sign, and Arkham Horror are all games whose themes pull from the Cthulhu Mythos. In Elder Sign and Arkham Horror you play as investigators cooperating in an attmpt to prevent/drive away an Ancient One entering this world, but the mechanics of both games are very different. I'll describe the games generally. Arkham Horror has you ...


8

One that is simple to implement, doesn't add any time, and seems to up the difficulty without making it overpowering is to ignore the word "unless" and everything after it on mythos cards. So, for example, "Add a Doom token to the Doom track unless at least 1 investigator has a Spell." would become "Add a Doom token to the Doom track." Particularly if ...


8

I went ahead and asked the creators of Elder Sign: Omens and here's some responses from them and other members of their message board: There are easier/less difficult adventures. Sure, you are still at the whim of the dice, but target some of the easier ones - specifically with the investigation tokens. These are easier to roll and succeed at and in ...


7

TL;DR Easy: Azathoth, Yog-Sothoth and Hastur Medium: Yig and Nyarlathotep Hard: Shub-Niggurath, Ithaqua and Cthulhu In Detail Regardless of the Old One, once they've awakened they're very difficult to beat. Winning that way will always be tough! For that reason, I consider Azathoth to be one of the easiest to defeat. Sure, when he awakens, Azathoth ...


6

Aside from the shared Cthulhu mythos, there are some shared characters and concepts - but mechanically, they function completely differently. About the only thing I think you could use across the games would be the character and monster miniatures.


6

There is a thread on BGG discussing the changes. They are far to numerous to mention all the changes, but some of the most notable are: There are no allies. Spells are cast after rolling, but don't carry over to other investigators. Only 1-4 investigators instead of 1-8 There are no midnight events. Assisting investigators aren't penalized when you fail. ...


5

These cards are starting equipment. At the beginning of the game draw those cards and place them in front of yourself. They are no different than cards that you squire through out play. These abilities grant no ongoing benefit once the game starts


5

First, if you hare having trouble winning any rooms I would recommend reviewing the rules. Don't forget that: You can hold one die after a failure Special items let you have more dice Clues let you re-roll any number of dice Characters have special abilities Investigation requirements can be made out of a few dice. General strategy: Don't hoard items ...


5

You aren't the only one confused. Several threads on BGG indicate that many people have had the exact same question. The Elder Sign FAQ has made some clarification on this matter (page 2), at least regarding Mandy Thompson (she has the "re-roll 2 dice every turn" ability): Mandy Thompson’s ability should read: Once per day, after any player has rolled, ...


4

The way spells function was actually amended in the Errata and subsequent mobile game, such that spells are instead cast after a player's roll - so you cast them only when you need them. Full text from the errata: Spells that hold dice are cast after a player’s roll, not before. The player looks at the roll, then, if he wishes to save a particular die, ...


4

Kate Winthrop's ability should be played as if the terror die does not trigger the terror effects. So, no doom should be added, nor other investigator should suffer any effects. I could not find rules about that anywhere, but that's how things work in the mobile version of the game.


4

Yes. The latest copy of the rules is actually much clearer than the version that came in my set. Here's the quote, with the same emphasis as the rulebook, but parenthetical bits removed: When a die is secured on a Spell card, it remains there until any player chooses to use it to complete a task, removes it from the spell to roll it, or until ...


4

No, it does not include the Elder Sign that must be lost per Yig's abiliy The rules are not very clear on this matter: Defeating Monsters with Items and Spells - Some items or spells instruct the player to defeat a monster. When using such an item or casting such a spell, the player chooses any monster in play and flips its marker facedown, ignoring all ...


4

We've tried to solve this in the past by advancing the clock by 30 minutes instead of 15, to bring out more Mythos cards and cause more "At Midnight" effects. The only time we lost the game was when using this variant.


3

The updated rules state: Unless dice are locked or secured by a spell, the player returns any dice granted by common or unique items to the supply at the end of the Resolution phase.


3

Players have access to the Red 'Wild' Die and need not play anything. From the Elder Sign revised rules (page 12, Adding Dice to the Dice Pool) Unique Item cards often show a red die icon. During his turn, a player may discard one of these items to add the red die to his dice pool.** [...] A die that is added to the dice pool stays in the pool until the ...


3

Yes. In your example, technically speaking, you are really performing another round of rolling - rolling zero dice - and then resolving the final task. The die you have secured in your spell is a usable part of your dice pool, thus allowing you to meet the requirements of the adventure task even though you didn't physically roll any dice. Remember that ...


3

120 minutes sounds about right for 4+ players. I suspect that the fastest possible play would be two to three players with good cooperative housekeeping, which might be under an hour. I've played once with five players (three new), and it took about two hours from box open to completion (Hastur, by elder signs). There was definitely a "too many cooks" ...


3

Boardgamesgeek suggests it takes 120 minutes. I don't know where your "one hour figure" comes from, whether it's written on the box or not, but I'd definitely tend to take the word of the diehard gamers at BGG over the word of the manufacturers, every time!


3

Just to add to the good advice already given: More dice is always better, so my recommended investigators (in order): Joe Diamond is key. No one can get more dice. Mandy Thompson is a close second, since her ability doesn't depend on items My key exception is Kate Winthrop: her ability to ignore terror effects is powerful, especially considering that ...


2

There is no official ruling, so you will have to house rule it There seems to be some concern with Fantasy Flight Games slow FAQ releases and lack of designer feedback on rules clarifications. One do the designers, Richard Launius, has answered some questions sent directly to him, but they aren't considered official rules clarifications. This particular ...


2

Yes. Dice that are secured with a spell are regarded as focused, and can be used at any time (by any player, including you) to fulfill a task's requirement(s). You don't need to roll again.


2

The timing for Spells that secure dice has been updated to make it clear that you can choose to use the Spells that allow you to hold dice, after you roll. The FAQ agrees with this as well, but in any case all versions of the rules make it clear that held dice only remain on the spell card until they are used to complete a task. Spells that hold dice ...


2

I've always taken this rule to mean that the die would go to the next lock in order of appearance. I've assumed that if you resolved the other adventures/monsters that would lock the die, they would just disappear. There is also this FAQ on Fantasy Flight Games website where they don't even mention this "order" rule.


2

Not normally - monsters defeated within adventures are not destroyed and removed until the end of the adventure. Theoretically, this would work if you could destroy a monster instantly with some sort of monster-destroying special effect in the middle of the adventure; however, I believe that all such effects have timing windows that intentionally exclude ...


2

The rules as written do not clarify one way or the other - it is up to a house ruling. However, many cards have specific timing for them listed (such as "At the start of your turn" or "At the end of your turn"). With this in mind, for any card that does not have a timing listed, you could make a case for justifying its usage at any time during your turn, ...


2

Honestly, I think it's just 'Generic 1920's stereotype'. While I agree that he's got a tommy gun in both pictures, his facial structure looks wrong for being Michael McGlen. He actually looks closer to Joe Diamond, if it wasn't for Joe Diamond having a blue suit. Michael McGlen would be closest, without going over, but I think the cover art characters are ...


1

Yes, you can use spells at the end of an adventure after completing all tasks. This includes using Dice Lock spells, allowing you to lock unused dice that may be useful for other players on their turn, such as the red die on a wildcard result.


1

No. Once focused, a die may only be used to complete a task using its locked side. This is not specifically mentioned in the rules or the FAQ sheet - however, based on other rulings in the FAQ, it is clear that not being mentioned in the RAW is not considered proof positive that a rule doesn't exist by the creators. Focused dice are especially limited in ...


1

If there are no cards left, then you do not gain anything. Ideally, you should be making use of these cards as often as possible to ensure that future gains do not get wasted due to not having cards available. (Remember that all discarded cards go immediately to the bottom of their appropriate decks -- so you may want to spend spells freely in encounters ...



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