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Subject: Mythos "Activity at" rumor cards? rss

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Thomas Montgomery
United States
Arkansas
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Whats the point of the activity, on the card i pulled, the pass/fail condition has nothing to do with the "activity at"

doh, what am i doing wrong this time.
 
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Tor Sverre Lund
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You might want to be a bit more specific if there is a particular Mythos that is giving you problems. In any case, the "Activity at ..." part is there to tell you where you're supposed to put an activity marker, which again is there to point back to the Mythos card, reminding the players of something going on.
 
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Benj Davis
Australia
Summer Hill
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That's where you have to go in order to fulfill the pass conditions.
 
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Aaron Riggan
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OKLAHOMA CITY
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If you have a "pass/fail" condition on a card, then you probably drew a rumor. The "Activity At" part of the card means you put an activity token on that spot and the investigators will be able to interact with that location in a new/different way.
In the case of the rumors, that's where the investigators will have to be in order to dispel the rumor.
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Brian Mc Cabe
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Arizona
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piratesbooty wrote:
Whats the point of the activity, on the card i pulled, the pass/fail condition has nothing to do with the "activity at"

doh, what am i doing wrong this time.


It may be Southside Strangler Strikes, which requires five clue tokens to be spent at Ma's to defeat it. Some groups think it's a misprint and play that they discard the clues at the Southside Streets.

Brian

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Max Maloney
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Portland
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"If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason." -Jack Handey
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piratesbooty wrote:
Whats the point of the activity, on the card i pulled, the pass/fail condition has nothing to do with the "activity at"

Cards that say "Activity at" do so for only one reason: as a reminder. Basically those cards mean you should put a marker on that space and that marker will serve as a reminder to players that there is something tied to that space on the board.

It's just a play aid.
 
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brian
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Cedar Lake
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apatheticexecutioner wrote:
piratesbooty wrote:
Whats the point of the activity, on the card i pulled, the pass/fail condition has nothing to do with the "activity at"

doh, what am i doing wrong this time.


It may be Southside Strangler Strikes, which requires five clue tokens to be spent at Ma's to defeat it. Some groups think it's a misprint and play that they discard the clues at the Southside Streets.

Brian


I think Brian has it right. Sounds like the OP pulled the one Activity card that has a misprint.
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Eldar Closer
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Rumor cards are killing this game for me, 1 player mode.
Found no way to manage them.
 
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brian
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Eldarest wrote:
Rumor cards are killing this game for me, 1 player mode.
Found no way to manage them.

Remember that you should only have one rumor in play at time. Having a rumor out isn't necessarily a bad thing as it prevents others from coming out.
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Benj Davis
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ColtsFan76 wrote:
Eldarest wrote:
Rumor cards are killing this game for me, 1 player mode.
Found no way to manage them.

Remember that you should only have one rumor in play at time. Having a rumor out isn't necessarily a bad thing as it prevents others from coming out.


Do they? I thought a new one automatically displaced the old.
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H-B-G
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Halesowen
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Jlerpy wrote:
ColtsFan76 wrote:
Eldarest wrote:
Rumor cards are killing this game for me, 1 player mode.
Found no way to manage them.

Remember that you should only have one rumor in play at time. Having a rumor out isn't necessarily a bad thing as it prevents others from coming out.


Do they? I thought a new one automatically displaced the old.


No a new environment replaces an old one, a new rumour is discarded after resolving the other parts of the card, if there is an existing rumour in play.
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Eldar Closer
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ColtsFan76 wrote:
Eldarest wrote:
Rumor cards are killing this game for me, 1 player mode.
Found no way to manage them.

Remember that you should only have one rumor in play at time. Having a rumor out isn't necessarily a bad thing as it prevents others from coming out.


Right, I'm using that. If I can cope with the first Rumor I'll let it on to prevent a second coming out.
The Terrible Experiment is most daunting, because it only takes 3 turns to complete, if you do not have a spare 'fighting' investigator to deal with it.
Next I'll try to add Mythus cards from the Lurker to see if I can decrease the frequency of drawing the Experiment and Good Work Undone cards.

I also take note of the Strangler misprint as I've been playing it wrong.
 
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