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Arkham Horror» Forums » Rules

Subject: Unique items, bank loans, retainers rss

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Mad Hatter
United States

Illinois
Retainers, bank loans, few uniqur items
1. Can a person get multiple retainer cards and bank loans? So, with multiple retainer cards, one can get multiple amount of money?

2.Flute of outer gods - Before using it, I have to make at least one horror check, right? Also, once I use it all other monsters are also defeated, without even having to make horror checks against the other monsters?

3. Related to above, if there are multiple monsters at a location, I have to make horror check with each one of them, right even if I have finished fighting the first one?

4. Enchanted jewellery - Just like Flesh ward, it can be used even during encounter resolution, right because it prevents stamina loss. Also, can I put 3 stamina on the card together to avoid losing 3 stamina or should it be one at a time?

5. Obsidian Statue- It is similar to Flesh Ward in the sense that it prevents Stamina/Sanity loss only for one round of combat, not for multiple rounds against one monster, correct?

6. Suppose I cast a spell successfully, but fail in the combat check. For next round, am I forced to use the spell (whether one-handed or 2-handed)? Or are my hands freed? Conversely, if I actually want to use the same spell, do I need to re-cast it or is it considered cast?

7. Discard - Any type of discard (including allies) means bottom of pile, not to the box, right?
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brian
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Since you asked this in another thread....

ColtsFan76 wrote:
subrak13 wrote:
1. Can a person get multiple retainer cards and bank loans? So, with multiple retainer cards, one can get multiple amount of money?

Only one each - which is why there are only 8 copies in the game (1 for each player up to the maximum of 8 players)

Quote:
2.Flute of outer gods - Before using it, I have to make at least one horror check, right? Also, once I use it all other monsters are also defeated, without even having to make horror checks against the other monsters?

There is some debate on whether you even need to make the horror check. But yes, one suffices and the rest are defeated after a successful combat check.

Quote:
3. Related to above, if there are multiple monsters at a location, I have to make horror check with each one of them, right even if I have finished fighting the first one?

Without the Flute, yes, each monster has it's own horror check (unless otherwise noted on the monster).

Quote:
4. Enchanted jewellery - Just like Flesh ward, it can be used even during encounter resolution, right because it prevents stamina loss. Also, can I put 3 stamina on the card together to avoid losing 3 stamina or should it be one at a time?

Correct. You can take all 3 at the same time. Basically, it is giving you +3 stamina temporarily.

Quote:
5. Obsidian Statue- It is similar to Flesh Ward in the sense that it prevents Stamina/Sanity loss only for one round of combat, not for multiple rounds against one monster, correct?

Correct. You can only use it once as it is discarded - so it won't carry over into multiple rounds.

Quote:
6. Suppose I cast a spell successfully, but fail in the combat check. For next round, am I forced to use the spell (whether one-handed or 2-handed)? Or are my hands freed? Conversely, if I actually want to use the same spell, do I need to re-cast it or is it considered cast?

Your choice. As long as you devote hands to it, you do not have to recast it (unless otherwise stated). But as soon as you "let go" then you can no longer use that spell. And since it is exhausted, the only way to cast it again is to have a 2n copy of it (or refresh it in upkeep at the start of the next turn).

7. Yes, discard means back to wherever it came from - supply, deck, monster cup. It will be very specific as to "remove from game" when that is meant.
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Mad Hatter
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Thanks Brian. Clarifications on the casting spell - Spell says cast and exhaust. But you are saying I don't have to recast it as long as I devote one hand to it? What is the spell was discard-I don't know if there any discard spells. Few other questions-

1. Harvey Walters reduces sanity losses by 1. Dragon's eye (and possibly other cards) says lose one sanity do something. Will Harvey Walters power against this. I know it doesn't affect sanity cost, but card says 'lose', so I was not sure.

2. When you are drawn through gate after having failed a combat check with nightgaunt, are you delayed in OW? Also, if there is a monster is on the gate, do you have to fight/evade it or can you just go through?



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Mad Hatter
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Also, if I already teleported using deputy wagon, can I still use some other card (I think tome) which says that I can exhaust 2 movement points to do something else? Or is it that having done my teleport, have I exhausted my movements points irrespective of my speed slider.
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Mad Hatter
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Sorry, but the questions just keep coming- when investigator is devoured, do I get to keep the money and clue tokens because rule only asks us to discard all cards.
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Felipe Barajas
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Harvey Walters only prevents sanity "loss", he does not reduce sanity "costs". Therefore anything that requires you to 'pay' sanity for an effect, like a spell or using an item, you cannot use Harvey's ability to reduce the payment.

The delay effect forces you to have two encounters in the other world. Since other world encounters occur after movement phase, you would not be delayed. You are delayed in cases like being sent into another world during the mythos phase. Since mythos is after outer world encounters and is he last phase, if you were not delayed, you would immediately move to the second location of he outer world after the upkeep phase.

When an investigator is devoured prior to the final battle, assuming there is one, you only keep monster and gate trophies. Everything else is lost, but you do receive all starting equipment except relationship cards if you're using the lurker expansion.
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  • Last edited Thu Feb 9, 2012 7:02 am (Total Number of Edits: 2)
  • Posted Thu Feb 9, 2012 6:53 am
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Mad Hatter
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I know that it doesn't work against the costs-I already mentioned that in my orignal post. But the card doesn't say 'pay' one sanity-it says 'lose' one sanity.
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Mad Hatter
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Final question hopefully Does LiTaS automatically cause you lose half your cards or only if you become insane/unconscious in OW? Because some encounters may also cause one to be LiTaS
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Mad Hatter
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Randomthts wrote:


The delay effect forces you to have two encounters in the other world. Since other world encounters occur after movement phase, you would not be delayed. You are delayed in cases like being sent into another world during the mythos phase. Since mythos is after outer world encounters and is he last phase, if you were not delayed, you would immediately move to the second location of he outer world after the upkeep phase.


But if you are drawn through a gate in Arkham encounter phase, you are delayed and since it comes before OW phase, you are actually forced to draw 3 OW encounters. So, I was wondering if the same needs to be done here.
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Russ Taylor


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Harvey's ability works with most items that consume sanity. Master tome reader, that Harvey. Can you find an example of one that's a cost rather than a loss? As far as I know, the dragon eye's a wonderful item for him. Compare to the press pass on Roland Banks. Some investigators synergize very well with certain items.

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  • Last edited Thu Feb 9, 2012 9:39 am (Total Number of Edits: 2)
  • Posted Thu Feb 9, 2012 9:37 am
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brian
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subrak13 wrote:
Also, if I already teleported using deputy wagon, can I still use some other card (I think tome) which says that I can exhaust 2 movement points to do something else? Or is it that having done my teleport, have I exhausted my movements points irrespective of my speed slider.

Using the Wagon is in place of movement points. So you can't also use a Tome when moving in this way.
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brian
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subrak13 wrote:
Final question hopefully Does LiTaS automatically cause you lose half your cards or only if you become insane/unconscious in OW? Because some encounters may also cause one to be LiTaS

No, it is not LiTaS that causes the loss of your items, it is becoming unconscious or insane that does it. LiTaS is just the destination when you are in the OW. So anything else that sends you to LiTaS does not cause the loss of items (unless specifically mentioned).
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brian
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subrak13 wrote:
Randomthts wrote:


The delay effect forces you to have two encounters in the other world. Since other world encounters occur after movement phase, you would not be delayed. You are delayed in cases like being sent into another world during the mythos phase. Since mythos is after outer world encounters and is he last phase, if you were not delayed, you would immediately move to the second location of he outer world after the upkeep phase.


But if you are drawn through a gate in Arkham encounter phase, you are delayed and since it comes before OW phase, you are actually forced to draw 3 OW encounters. So, I was wondering if the same needs to be done here.

No. The mechanic is only when a new gate opens up on your present location. When you move onto an open gate, whether under your own control or because of a Nightgaunt or because an encounter in another locations sends you to a location with an open gate, you are not delayed.

Thematically, when the gate opens on your, you are surprised and disoriented and therefore delayed. When you move into it, even by Nightgaunt, you see what is coming and are somewhat prepared, so not delayed.
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  • Last edited Thu Feb 9, 2012 2:55 pm (Total Number of Edits: 1)
  • Posted Thu Feb 9, 2012 12:28 pm
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Joe Pilkus
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Brian, I'm gussing you meant "Nightgaunt" instead of "Mi-Go" ~ you probably need a cup of coffee.
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  • Last edited Thu Feb 9, 2012 1:22 pm (Total Number of Edits: 1)
  • Posted Thu Feb 9, 2012 1:21 pm
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Mad Hatter
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Thank you everyone for all the replies. We played most of them correctly and I thought it was better to confirm while few others are already mentioned in rule book/faq, but it is so hard to remember all the rules. I don't think we have managed to play a single game (we have played at least 10 games) without making one tiny error somewhere I will repeat a few questions that were missed from my previous posts on this thread-hope no one gets annoyed.

1. Do spells remain cast (even those which DO NOT say until end of combat) after a failed combat check, even if the spell says 'Cast and Exhaust' - only requirement is that I need to devote a hand to it?
If it does, then what is the point of exhaust-we cannot use it any other time anyway, can we?

2. Dragon's eye says "LOSE" one sanity and do something. So does this have to be interpreted as a "LOSS" or "COST"? It is important to make this distinction to know if Harvey Walters' no sanity LOSS would work on this.

3. I read in FAQ that Cross doesn't require us to use it in combat to gain it's special abilities.I think it is +1 Horror check for Cross-why would we even need this in combat since we already passed/failed horror check? My Cross has a one-handed symbol on it meaning if I use (+3 combat checks for Undead monsters), I have to dedicate one hand to it. I don't see this FAQ is relevant.

4. I am assuming that if I have weapons with no hands (lets say 4) then I can combine them with ones that require hands (say 2-one handed weapons) to potentially get 6 weapon cards on a combat, correct?

5. 2nd environment card - Does the 2nd environment card immediately change the existing environment? This was particularly important for us in last game when we had Rumour to increase terror level by 1 on rolling 1 or 2 at the END of each mythos phase. But we also had environment which prevented any terror level increase- so we never needed to roll for the rumour But then we drew a 2nd environment card-now in this turn do we have to roll for the rumour card or only the next turn?

6. Is there any place where Patrol wagon rules are explained-we always get into a fight regarding its movement. I say that it is instead of movement points but my friends would then say "it is instead of normal movement", so basically you are free to use additional movement points you may have-speed/special cards such as Ruby of Ryleh etc.
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Jason Sherlock
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1. Do spells remain cast (even those which DO NOT say until end of combat) after a failed combat check, even if the spell says 'Cast and Exhaust' - only requirement is that I need to devote a hand to it?
If it does, then what is the point of exhaust-we cannot use it any other time anyway, can we?


The Exhaust means that it is done and cannot be recast. If the spell does not state until the end of combat, it is for one roll only. This applies too to weapons such as the Yithian Rifle, Elephant Gun and Kerosene. The .357 Magnum is an exception as it states to Exhaust and its effects last until the duration of this combat.

2. Dragon's eye says "LOSE" one sanity and do something. So does this have to be interpreted as a "LOSS" or "COST"? It is important to make this distinction to know if Harvey Walters' no sanity LOSS would work on this.

Unfortunately, I do not have the card in front of me right now. I will have to look later and get back to you.

3. I read in FAQ that Cross doesn't require us to use it in combat to gain it's special abilities.I think it is +1 Horror check for Cross-why would we even need this in combat since we already passed/failed horror check? My Cross has a one-handed symbol on it meaning if I use (+3 combat checks for Undead monsters), I have to dedicate one hand to it. I don't see this FAQ is relevant.

That is correct, if you just wear it around your neck (no hands required), it will give you +1 to your horror checks. If you swing it as a weapon against the Undead, then it uses a hand to do so.

The Bullwhip works in a similar fashion.

4. I am assuming that if I have weapons with no hands (lets say 4) then I can combine them with ones that require hands (say 2-one handed weapons) to potentially get 6 weapon cards on a combat, correct?

There are only two no handed weapons that I am aware of, Brass Knuckles and Alien Device. You can use both of them simultaneously and a weapon in each hand. I think that the best that you can get is 5 weapons: Alien Device, Brass Knuckles, a weapon in each hand and a one handed spell if you are the investigator that has the "Third Eye" ability.

5. 2nd environment card - Does the 2nd environment card immediately change the existing environment? This was particularly important for us in last game when we had Rumour to increase terror level by 1 on rolling 1 or 2 at the END of each mythos phase. But we also had environment which prevented any terror level increase- so we never needed to roll for the rumour But then we drew a 2nd environment card-now in this turn do we have to roll for the rumour card or only the next turn?

The new environment takes place immediately after the monsters move. So it would go the following:

1. Place a new gate, and monster (add one to doom if no monster surge or gate burst).

2. Move monsters

3. Discard old Environment

4. Apply effects of new Environment

Apply other mythos phase effects (such as rumors that resolve at end of mythos phase).

6. Is there any place where Patrol wagon rules are explained-we always get into a fight regarding its movement. I say that it is instead of movement points but my friends would then say "it is instead of normal movement", so basically you are free to use additional movement points you may have-speed/special cards such as Ruby of Ryleh etc.

I don't know if it is spelled out anywhere. However, the rules are that the Patrol wagon is used in lieu of you getting movement points. This is similar to movement in the outer worlds or being lost in Time and Space. You get no movement points to spend on moving or on other actions.

This has been confirmed by FFG and the rules experts here (who were playtesters and card editors and writers).
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Jason Sherlock
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2. Dragon's eye says "LOSE" one sanity and do something. So does this have to be interpreted as a "LOSS" or "COST"? It is important to make this distinction to know if Harvey Walters' no sanity LOSS would work on this.

Dragon Eyes specifically tells you to lose one Sanity (as do most tomes). This is an effect of using the card. It is not a cost, so Harvey's ability would work here. The Flute of the Outer Gods and the Elder Sign work in the same way.
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brian
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Patrol Wagon - yes, "normal movement" IS movement points which you then spend on either moving and/or reading tomes. So when it says it replaces normal movement, it means you get zero movement points. Therefor you cannot move as you typically would and you cannot spend movement points on reading tomes.

Given the teleportation of the wagon, you would get some wicked car sickness if you tried to read. So don't do it!
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Mad Hatter
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Thanks again all you guys. So let me get the thing about spells crystal clear- Once you successfully cast a spell, it stays cast (i.e. for multiple combat checks against one monster) as long as you devote required number of hands, even if it says exhaust. It only exhausts at the end of the multiple combat rounds and we have to fight another monster. Basically, the exhaust is only to prevent us from using it against multiple monsters at a location, correct?

Now,I don't remember if there are any spells which DON'T give combat checks until end of combat i.e are there any spells which are NOT in the following category -
Cast and exhaust to gain +X to Combat checks until the end of this combat.?

If so, then I believe the spell is only for one round of combat, correct?
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Mad Hatter
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And with regards to point 12 in the following:
http://www.boardgamegeek.com/thread/605472/a-newbie-faq-21-t...

After I finish my horror check,can I cast my spell and decide whether to flee or fight based on the failure/success on my casting? The original post doesn't seem to be explicit on this.
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Mad Hatter
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Oh and I forgot to ask one important thing-
Before the first round of final battle,am I allowed to completely reset my skills to whatever I want or is it still based on my Focus? Rule book seems to indicate former but is not explicit. For remaining rounds, I presume you can only adjust according to Focus, correct?
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brian
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subrak13 wrote:
Oh and I forgot to ask one important thing-
Before the first round of final battle,am I allowed to completely reset my skills to whatever I want or is it still based on my Focus? Rule book seems to indicate former but is not explicit. For remaining rounds, I presume you can only adjust according to Focus, correct?

Not "completely" but you can set them according to your focus and keep nudging them every upkeep until you get where you want to.
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brian
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subrak13 wrote:
And with regards to point 12 in the following:
http://www.boardgamegeek.com/thread/605472/a-newbie-faq-21-t...

After I finish my horror check,can I cast my spell and decide whether to flee or fight based on the failure/success on my casting? The original post doesn't seem to be explicit on this.

Once you have done a horror check, that is indicative that you have started the combat. So you have to go through one round of fighting. Evading/fleeing has to happen before you do the next round of combat.
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brian
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subrak13 wrote:
Thanks again all you guys. So let me get the thing about spells crystal clear- Once you successfully cast a spell, it stays cast (i.e. for multiple combat checks against one monster) as long as you devote required number of hands, even if it says exhaust. It only exhausts at the end of the multiple combat rounds and we have to fight another monster. Basically, the exhaust is only to prevent us from using it against multiple monsters at a location, correct?

Not quite. The spell actually exhaust before the combat is resolved. If you fail to cast it, it will still be exhausted. But yes, the intent is a one-time per turn use.

Quote:
Now,I don't remember if there are any spells which DON'T give combat checks until end of combat i.e are there any spells which are NOT in the following category -
Cast and exhaust to gain +X to Combat checks until the end of this combat.?

Not sure what you are getting at but there are plenty of spells that don't give you combat bonuses. But most of the ones that do should say until the end of combat.

ETA: Intervene from Lurker appears to be a one time use, not until the end of combat.
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  • Last edited Fri Feb 10, 2012 1:06 am (Total Number of Edits: 1)
  • Posted Fri Feb 10, 2012 1:05 am
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Mad Hatter
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Illinois
ColtsFan76 wrote:

Once you have done a horror check, that is indicative that you have started the combat. So you have to go through one round of fighting. Evading/fleeing has to happen before you do the next round of combat.


I am surprised-this is how we were playing it initially but here I quote from the rule book. The following appears immediately after the section on Horror check

2. Fight or Flee
Next, the investigator must choose: He may either
attempt to flee or fight the monster.A. Flee
The investigator tries to evade the monster, using an
Evade check just as described under "Evading
Monsters" earlier in these rules. If he passes the check,
he eludes the monster and the battle immediately ends.
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