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28

Page 4 on Arkham Horror FAQ from the Fantasy Flight website: Q: Does the Strong Mind ability (reduce all Sanity loss by 1) of the professor, Harvey Walters, apply to the casting of spells? A: No. The professor’s ability works on losses, not costs. The same distinction applies to the gangster, Michael McGlen, and his ability to reduce Stamina ...


21

3-4 hours is good. 8 is way too long! Without seeing you play it's hard to say with precision where your time is being spent inefficiently, I do have a couple suggestions though. Setup efficiently Setup can be done in 5-10 minutes but can easily drag on for half an hour. Setting up is a job for several people. The most experienced person should be ...


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 ...


15

You always gain bonus dice from clue tokens spent, regardless of how negative your actual ability check is. So in your example you do not have to spend one to overcome the negative, then another to gain a dice, you would be able to spend one (or more) clue(s) to gain one (or more) dice. From the rulebook (page 13 under Spending Clue Tokens on Skill Checks):...


14

2-4 hours is definitely the standard length for a game. That said, sometimes games run for 6+ hours just due to luck of the draw. The "Big 4" locations in the base set are the Woods, the Unvisited Isle, the Witch House, and Independence Square. Each of these locations has 10 cards in the Mythos deck which open a gate in their location. Concievably, you could ...


14

Roll as many dice as you need to (nine, in your case). The relevant bit in the rules, I suppose, is: When making a skill check, a player always rolls a number of dice equal to his investigator’s value in the appropriate skill. There's also an example, under Weapon and Skill Limits, saying: ... He then accounts for the Star Spawn’s combat rating (–3), ...


14

No, you can't do that. Short version: the Ancient One devours you as soon as you're reduced to 0, so by the time the Injury/Madness tries to change how you recover after your're reduced to 0, you're already gone. In combat with the Ancient One, you're devoured if you're reduced to zero Stamina/Sanity: Any investigator reduced to 0 Sanity or Stamina by ...


13

Yes. Just as there's nothing stopping you from not using your weapons to purposefully fail a combat check against a Nightgaunt to go through a gate, or purposefully failing a sneak check to take combat damage and get sent to the hospital, there's nothing stopping you from casting a spell when there's no chance of you succeeding. The closest thing I can come ...


13

If the gate the second investigator came through (or another gate to the same world) is open when they try to return, then they would return as normal to whichever gate they choose. However, if there are no open gates to that Other World, then the investigator would be lost in time and space. For reference, this is on page 8 of the Arkham Horror rulebook, ...


12

People survive, and quite frequently as well. Here's a Google Doc of recorded games that a guy on the FFG forums has been keeping. It's got some pretty interesting statistics on it. https://docs.google.com/spreadsheet/ccc?key=0AliZyklaTCWzdEszdXpoRVJQNGltTU5wMi1qWEJnQkE#gid=2 As far a good strategies go, it's pretty simple. As you can see from the ...


12

Basically, if you pass through the same location as someone else, you can give up or receive items from them. As long as it's not combat, there are no timing requirements. This is described on page 23 of the rulebook. The rules for trading items are quite generous: Investigators have the ability to trade Common Items, Unique Items, Spells, and Money, as ...


11

Unlike the other phases, only the first player acts in the Mythos Phase (check the first sentence about the Mythos phase in the rulebook page 9) In your example you'd have 10 turns each before the GOO (Great Old One) awakens. Some caveats: 10 is just a sample number, various GOO's have between 7 and 14 tokens allowed. Not all Mythos cards open a gate (...


10

Just for reference... For normal gate openings, on Pages 9/10: The first player draws a monster marker from the cup at random and places it on the location. If this would bring the number of monsters over the monster limit, the first player places the monster in the Outskirts instead (see “Monster Limits and the Outskirts,” page 18) Exception: ...


10

They're just markers; effectively you have to draw three unique items to pass her story. Rules-wise, there's nothing that explicitly says this, it's just that the tokens are on the card, not in your possession, and there's nothing that says you can ever gain them or use them. I wouldn't say they're "lost" when passed/failed; you never actually had them as ...


9

With all due respect to the amount of time you put in making that list, I think you may be asking the wrong question. First of all, there's generally no fixed order or prioritization which requires a flowchart. You add up all the things that affect the modifier, and addition is commutative. If you have things that let you reroll, they can be used in any ...


9

Spells (and other items) will usually have some casting phase or timing defined on the card that states when they're allowed to be used. http://www.arkhamhorrorwiki.com/Find_Gate Find Gate has Movement: on it, so you can only cast Find Gate during the Movement phase. So if you were drawn through a gate due to an Arkham Encounter that said some thing like '...


9

This is clarified/fixed in the FAQ in the Dunwich Horror rules: Battling the Ancient One Q: In combat with Ancient Ones, do investigators get a full Upkeep Phase, or is the Upkeep Phase limited in some way during the final battle? A: Investigators get a full Upkeep phase. So yes, you roll for blessings and curses. I can only assume they wrote ...


9

If a mythos card with no gate is drawn during step 14 of Game Setup, discard it and draw again until you draw a mythos card that depicts a gate. Source: Arkham Horror Core FAQ or Complete Arkham Horror FAQ, "Rule Changes and Clarifications" (page 2 in both sources)


8

This question isn't covered in the Arkham Horror FAQ. The rule book lists two different ways of picking up Clue tokens. The first is when you end your movement in a location that contains a Clue token, or when a Clue token is placed in your location from a Mythos card. I think that if you were moved to a location with a Clue token you could claim it, but it ...


8

Monsters are placed randomly in the outskirts and on the gates. You cannot choose to place the toughest monsters in the outskirts. During a monster surge, follow these steps: Determine how many monsters will be placed (subject to the monster limits) Divide the total monsters placed by the number of open gates. Each gate will get at least this number of ...


8

Alright. I'll look for an actual reference guide later, but I'll do a summary of the rules, followed by a brief turn summary now. Here goes. The game is divided up into four phases. Upkeep, Movement, Encounters, and Mythos. The game starts with a Mythos. Phases: Upkeep: Pass first player token. Refresh Exhuasted Cards, use items/spells that get used ...


8

You always apply whatever toughness modifiers are in effect when you exchange the trophy, the trophy's worth when you gained it is irrelevant. To refer to your examples, a Fire Vampire killed before a Heat Wave, and exchanged during a Heat Wave is worth +1 toughness, while a Fire Vampire killed during a Heat Wave and exchanged after the Heat Wave has ended ...


8

I think the "Gate and a monster" effect still needs to follow the basic rules on placing a gate. This means if you are at a location with an Elder Sign, the gate doesn't open, and if you are at a location with an open gate, then a monster surge happens. So, you are on a location with an open gate, and you have explored it. A gate opens in your location. ...


8

I own both AH and EH. I have the Kingsport, Innsmouth and Black Goat of the Woods expansions for AH. Only have the base game for EH right now but those four expansions call me pretty loudly. I really couldn't say that either is better than the other because I really love both a lot but for different reasons. One thing that I can say I really miss from ...


8

During the final battle, the only thing that matters is the Ancient One and any Investigators who were not lost in time and space. Everything associated with the old board is irrelevant. Take a look at the description of the turn structure on page 22 of the rules: Combat with the Ancient One is divided into rounds. During a round, players first have an ...


7

It's worth adding that there are two versions of Curse of the Dark Pharaoh. The original release was an excellent addition, as it added the highly thematic exhibit card class. However it suffers from dilution in an all-in game, as the chances to draw encounter which refer to the Exhibit items severely diminish. The revised version of Curse of the Dark ...


7

I'm going to assume that since you mentioned the Miskatonic Horror expansion and environments you're using the Act cards from that expansion and not the one originally present in King in Yellow. For those that don't know the differences between the two: Originally in the King in Yellow expansion, the Acts only advanced when 'The Next Act Begins!' was drawn ...


7

Custom Scenarios were used in 2 Arkham Horror Leagues, organized by Fantasy Flight. You can find the whole scenarios from the Arkham Horror Wiki Scenarios Category page, along with pdf printouts of each story. There doesn't appear to be a summary of season 1, however. Compilations of the league scenarios nicely assembled were contributed to the file ...


7

Moving gates cannot move onto Vortexes. From a post on Fantasy Flight's forum: Gates can't enter Vortexes. In this situation, the vortex is treated like an open gate, and gates can't move onto gates. If a gate has to move into a vortex, it just stays in place instead. I do not believe that the answerer, Tibs, is an official representative of ...


7

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.


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