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Subject: Number of turns (days)? rss

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Brian Peters
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So I've seen several references to there being 12 "days" in the game, and yet there is a picture of the "Time Card" posted here on BGG by Phil Reed that has spaces 0 - 13, which would seem to be 14 turns.

What's the deal? Is space 0 just for set up, and space 13 for scoring, or something like that?
 
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Drew Chappell
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Days= number of turns for a full game (12)
Time= number of actions players may take in a day (normally 6)
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brian
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Right, there are 12 days. This is tracked on the main game board. A day consists of all the player turns and the end of day events that occur (as shown graphically on the board).

The time sheet is used for tracking time spent by each investigator during the day. They start with 6 time units (let's call them "hours" for simplicity's sake). This can supposedly be increased or decreased based on the cards in play at the time. (Not sure since I don't have the game yet, but the assumption is plot cards, event cards, and shift cards are what adjusts this).
 
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Brian Peters
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Where's the forehead-smack smiley when I need it? If i'd actually paid attention to that picture I would have realized this.

So does that sheet mean it's theoretically possible to get up to 13 units of time in a single day? That sounds like a LOT. Thought it could also be because of the size of counters and having two rows of numbers and all that.
 
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brian
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fnord3125 wrote:
So does that sheet mean it's theoretically possible to get up to 13 units of time in a single day? That sounds like a LOT. Thought it could also be because of the size of counters and having two rows of numbers and all that.

Yes, I think it is possible to get up to 13 "hours" though not having the game, I am not sure what combo of events/actions/cards would get you to that number.

But knowing Kevin's design on Arkham Horror, you may get a ton of stuff and lots of tracks to follow, but it is possible to use all of it. So if it says 13, then someway somehow, you can get 13.
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Jake Strangeway
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One of the characters - Floyd - starts the game with 7 time instead of 6, and he has a card that allows him for 1 turn to get 6 extra time.
 
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Kelly Overholser
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Spoilers, if anyone doesn't want to see other character abilities...

Spoiler (click to reveal)
Caprice can also get up to 7 time through her Sanity mechanic, although I don't know if you can raise or lower her sanity without the Descent into Madness plot in play.
 
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Matt Davis
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Clarification of previous spoiler:

Spoiler (click to reveal)
Some of her Twilight Cards affect her sanity, but the big one is the resolution of her first plot (not Descent into Madness), which sets her baseline for the second week when Descent into Madness automatically comes into play.
 
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