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Chris Poor
United States
Dexter
Kentucky
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Last night's game saw the 'Kleptomania' Horror card appear, and we thought that it was odd that the Klepto investigator essentially gets a free 'Steal' action, while anyone else has to do an Opposed Test to Steal something (Rules Reference, p.17).

I know that the base strategy is to not let the Klepto end their turn in your space, and that it can actually be used to advantage in some situations, but the game had a special situation that got me thinking about it.

One Investigator had gained 'Crisis of Conscience' Insanity, meaning he was trying to make the investigation fail. In order to do this, he had to prevent anyone from leaving the map carrying a certain item. A different Investigator had 'Kleptomania'. So, the Insane fella had to do an opposed test to Steal the item, but the Klepto could just end her turn in the same space to get it back (it is a Random item stolen, but that was all he was carrying). This seemed wrong.

I know that there are strategies and ways to deal with this; my point is that perhaps the Klepto card action should ALWAYS be an opposed Steal action. The Steal action is an Opposed Test using the active player's choice of either Strength (wrestling the item away), Agility (the quick snatch) or Observation (sneaky pickpocketing). I'd also like to see them add Influence (talking them into giving it to you), but that is not listed.

It strikes me that the Klepto, whether the other Investigators are aware of her condition or not, should be required to make a 'Steal' attempt, perhaps as a free Action, as part of her turn whenever in the same space as another Investigator. I would also suggest that the 'Steal' Action can be an Unopposed test if the victim decides to let the Klepto take something.

I am interested in what others think of this, and how you will deal with this when it comes up.
 
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Jorgen Peddersen
Australia
Sydney
New South Wales
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Why did the Insane player have no other Items?
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Owen Sullivan
United States
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You can make that a house rule. Personally, it's such a niche scenario where that happens, that it barely matters.
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Chris Poor
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Clipper wrote:
Why did the Insane player have no other Items?


Bad luck. Had a lot of it in that game. Going insane seemed perfect for this guy, and getting the traitor card even more so, as everything he had attempted up to that point had been a failure. It was typical of him to roll three dice and get 1 success, 1 near-success, and 1 blank (also had no clues left). I figured he finally decided that the universe really was against him, and this meant that he needed to stop the others from what they were doing to get the universe to leave him alone.

It all worked out. He's safely in a padded cell now.
 
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Anthony Harlan

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crispy66 wrote:
I figured he finally decided that the universe really was against him, and this meant that he needed to stop the others from what they were doing to get the universe to leave him alone.

It all worked out. He's safely in a padded cell now.


Maybe he was never on your team AT ALL! He was all, like, "Consternation, Miss Barnes! I cannot POSSIBLY open this darned cabinet; it is far too securely barred. And do please pardon my harsh language. My temper can get the best of me in these sorts of trying situations."
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Chris Poor
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Mxyzptlk wrote:
crispy66 wrote:
I figured he finally decided that the universe really was against him, and this meant that he needed to stop the others from what they were doing to get the universe to leave him alone.

It all worked out. He's safely in a padded cell now.


Maybe he was never on your team AT ALL! He was all, like, "Consternation, Miss Barnes! I cannot POSSIBLY open this darned cabinet; it is far too securely barred. And do please pardon my harsh language. My temper can get the best of me in these sorts of trying situations."


I want to play this game with you. We seem to think about it the same way.
 
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