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Arkham Horror: The Card Game» Forums » General

Subject: My favorite rule that I have read (so far): The Grim Rule rss

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David Goulette
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Santa Clara
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I had a skim of the rules and this wonderful rule caught my eye:

Quote:
The Grim Rule
If players are unable to find the answer to a rules or timing conflict
in this Rules Reference, resolve the conflict in the manner that
the players perceive as the worst possible at that moment with
regards to winning the scenario, and continue with the game.


Brilliant. This nails the theme and it is a good practical rule for this type of game! It bakes in the "holy-crap-this-is-hopeless" feeling that should be there.

"So what is the worst that can happen? Aw hell, that just happened."

And in the case of Lord of The Rings: LCG, the most punishing interpretation of a rule usually was the correct one.

The best coop games are like this. Robinson Crusoe comes to mind. Anyway, I was amused and thought I would share.
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Mihnea Cateanu
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I cannot guarantee that I will not happen to just forget that rule ocasionally.whistle
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Miguel Molleda Garcia
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Really, I read the whole rulebook, and the only flaw I found was that rule, seeming clunky and cheap.

But looks like everyone's loving it!
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Aaron Yoder
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Tobogan wrote:
Really, I read the whole rulebook, and the only flaw I found was that rule, seeming clunky and cheap.

But looks like everyone's loving it!


It is just a rule to keep the game moving and to keep arguments or discussion about card interactions from bogging the game down. It will obviously not come into any sort of effect with experienced players, or even with new players until they discover a weird interaction. It is basically the opposite of a clunky rule.
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David Boeren
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Ideally it should never come up. All it says is "if you don't actually KNOW the rule, just do *this* to get by". But obviously it's better if you just know the rules.
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David Goulette
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nomoredroids wrote:
Tobogan wrote:
Really, I read the whole rulebook, and the only flaw I found was that rule, seeming clunky and cheap.

But looks like everyone's loving it!


It is just a rule to keep the game moving and to keep arguments or discussion about card interactions from bogging the game down. It will obviously not come into any sort of effect with experienced players, or even with new players until they discover a weird interaction. It is basically the opposite of a clunky rule.


Exactly. It will all get clarified in time. But for now just make a good thematic decision and err on the side of brutal.

I feel that with very thematic games like this, it is fun to house rule a corner case and get into what is thematic. I did that a lot with Robinson Crusoe.
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David Goulette
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dboeren wrote:
Ideally it should never come up. All it says is "if you don't actually KNOW the rule, just do *this* to get by". But obviously it's better if you just know the rules.


Right. But it will likely be cases where there are unexpected card interactions that aren't clear. I just love how this rule actually adds a layer to the theme. "We can't survive, it is hopeless, and we are even fighting against ourselves."

A rule that instructs you to screw yourself is so psychologically Lovecraftian.
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jumbit
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Tobogan wrote:
Really, I read the whole rulebook, and the only flaw I found was that rule, seeming clunky and cheap.

But looks like everyone's loving it!


Hey, it beats proofreading the rules before publication.
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David Goulette
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jumbit wrote:
Tobogan wrote:
Really, I read the whole rulebook, and the only flaw I found was that rule, seeming clunky and cheap.

But looks like everyone's loving it!


Hey, it beats proofreading the rules before publication.


I know you mean this comment in jest. But I must say that Fantasy Flight did a pretty good job keeping up with errata and rule clarifications. And most issues are not with the rules (as in the core rules of the game system). It is mostly about card interaction and timing which I would assume is very hard to playtest completely.
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Zeb Ulon

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And yet there will probably be a bunch of situations where the "worst possible" outcome is debatable, not clear cut or subjective. I hope that indeed this rule does not prepare players to too many ambiguities or a lack of testing.

The problems with some rulings we saw with LoTR LCG often came from a lack of consistency in vocabulary (After X attacks... When X attacks...) or a lack of precision in the turn sequence. It was much better as expansions came out. Let's hope that FFG learnt from this and will not fiddle too much with AH LCG.
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Chad Egbert
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dboeren wrote:
Ideally it should never come up. All it says is "if you don't actually KNOW the rule, just do *this* to get by". But obviously it's better if you just know the rules.


I think I will open the box, dump out the cards and start playing a game without reading the rules at all....just choosing to do what I think is the worst thing. laugh
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David Goulette
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pekin2121 wrote:
dboeren wrote:
Ideally it should never come up. All it says is "if you don't actually KNOW the rule, just do *this* to get by". But obviously it's better if you just know the rules.


I think I will open the box, dump out the cards and start playing a game without reading the rules at all....just choosing to do what I think is the worst thing. laugh


Haha. Nice.
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