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The House On The Hill posted:The moon loomed huge and awful in the sky. Rita was having second thoughts about the whole business, standing there alone under the eyes of the stars. The longer she stood there, looking up at the heavens, the further she saw, and the limitless gulf of infinity widened above her. She looked away, looked at the house sprawling on top of the hill, anything to avoid that awful moon, that impossible sky. Learn to Play Rules Reference What? Pretty much everyone who's gone near a board game shop in the last decade or so knows about the Arkham games. Cooperative in nature, each of them involves a number of adventurers banding together to try to prevent the various big nasties of the Cthulhu mythos from breaking through into the world by properly coordinating their actions. Where they differ is in their scope - Arkham Horror confines itself to the titular city, Eldritch Horror offers a more global outlook, and Mansions of Madness concentrates on a more narrative adventure in - well - a mansion of madness. In the first edition of the game one player played as the forces of evil, working off a playbook dictating the maps, clues and items available in a given run of the game. Unfortunately, it was much too fiddly to really enjoy, and many of the provided adventures were actually completely broken and couldn't be completed as written. It was not good. The second edition shaped up a lot better. Prior to its release, Fantasy Flight Games had been slowly releasing apps for their other cooperative games, and I think it's fair to say that this is the result of their experience. With the computer running the adventure, a lot of the bookkeeping has been removed - it's faster to play, you don't really need to know a whole lot of rules, and the setup allows for some surprises and scripted events, including some longer campaigns that span multiple adventures. Is it a deep strategic masterpiece or a super-involved story experience? No. But I'm fond of it, and as far as FFG goes it was that or Android and I'm pretty certain I wouldn't get the players for that. House Rules
Stelas fucked around with this message at 10:03 on Jan 17, 2020 |
# ? Jan 16, 2020 00:53 |
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# ? Apr 28, 2024 07:03 |
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ACTIONS Each investigator takes two actions on their turn, and can double up on the same action: Normal Actions
CONDITIONS
Stelas fucked around with this message at 10:55 on Jan 17, 2020 |
# ? Jan 16, 2020 01:18 |
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I'm in. I'll take either the Butler or the Millionaire.
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# ? Jan 16, 2020 03:50 |
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I very much want to be in. I'll take either the Athlete or Secretary.
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# ? Jan 16, 2020 04:17 |
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I'm in, I'd rather the butler or the athlete
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# ? Jan 16, 2020 06:46 |
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As always I'm in for a Stelas game. I'd prefer the priest or the parapsychologist
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# ? Jan 16, 2020 21:06 |
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Neat, I've never played an Arkham game Put me down as Secretary or Urchin
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# ? Jan 16, 2020 23:46 |
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I'm back stelas you giant nerd I'd be down to try the athlete or the gravedigger (also I'd be down to play android I make terrible decisions) Istvun fucked around with this message at 00:19 on Jan 17, 2020 |
# ? Jan 17, 2020 00:15 |
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Istvun posted:(also I'd be down to play android I make terrible decisions) one day one day
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# ? Jan 17, 2020 08:17 |
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Spots are closed. Sorry to people who didn't make it! That said I will probably do another thread of this sometime, since I want to do the bigger adventures. Circlmastr is Rita Young. berenzen is Carson Sinclair. Istvun is William Yorick. Iron Chef Ramen is Preston Fairmont. Setup will be a while, as I make some tokens and just sort of decide on general sizing of images. Stelas fucked around with this message at 09:57 on Jan 17, 2020 |
# ? Jan 17, 2020 08:35 |
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SETUP Investigators collectively begin with the following items: All investigators gain 2 Clues. As I mentioned in the opening post, Clues can be used to convert 'clue' results into successes, or else give yourself extra steps to solve puzzles with. Note that if you've come from another Arkham game, these are not rerolls. For context, MOM2e dice are eight-sided, with 3 successes, 3 failures, and 2 clue icons. To keep the game going, I'll want a general idea of how conservative you want to be with your Clues - otherwise, I'll only use them if it looks like you'll get killed or go insane. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.) Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.) King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) Focused is a super-version of a clue: you can remove the Condition to turn all 'clue' results on a roll into successes instead. Spells do not need a test to use them, but will have a test on the back to see if you get any bonus effects or penalties. You can probably assume these will involve Lore most of the time, but don't get to know what they are until you use the spell once. In this game, you take damage by accumulating Wound or Horror cards - so discarding one of them is equivalent to healing. Cycle of Eternity posted:You slump into your chair after another long day of interviews. You have been investigating the disappearances surrounding a wealthy neighborhood for two weeks, but you have nothing to show for it. Stelas fucked around with this message at 11:01 on Jan 17, 2020 |
# ? Jan 17, 2020 10:19 |
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quote:Your car rattles up the uneven drive, pulling to a stop in front of the estate. Several cars and carriages are parked along the drive. However, the butler who contacted you is nowhere to be seen. You knock on the large oak door, to no response. Fearing something has happened, you try the handle, and the door swings open into a lavish entryway. You step into the warmth of the house; a strange stillness hangs in the air, and your footsteps echo through the quiet entrance. ROUND 1 - INVESTIGATOR PHASE Please let me know if you have any problems with the map and I'll see what I can do (like bordering that barricade, ugh). Yellow tokens are searchables, red tokens are explores. White lines indicate the boundaries of spaces, so going up to the top half of the lobby would require a movement action. You all act in whatever order you desire, so it's up to you to coordinate - though obviously if you're revealing a room or waiting on someone else to, that's fine. Finally, note that directions are given as you look down at the map, so when it mentions the 'door to your right', that's the one in the bottom-right. I'm not sure yet if I'll list searchable descriptions in the status section. We'll see how we go. All investigators, please decide who gets what items, then take your turns. TOKENS Lobby, Centre Search: A disheveled pile of papers sits on a table. Lobby, Right Search: An endtable stands against the wall, holding a telephone. Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway. Lobby, Bottom-Right Explore: A ruckus can be heard on the other side of this door: shouting, the crash of pots and pans, and is that hissing? Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion. Lobby, Other Explore: The door leads deeper into the mansion. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity. You may move 1 additional space per Move action. Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity. Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card. Second Post | Learn To Play | Rules Reference Stelas fucked around with this message at 22:06 on Jan 17, 2020 |
# ? Jan 17, 2020 10:57 |
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So it looks like I'm the generalist of the group. I'd be down to grab the bible and do some exploring to start us off.
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# ? Jan 17, 2020 17:57 |
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I'm the support character, so I might pick up instill bravery. I'll also explore the tile in the centre of the room. If I have more than 1 clue, I'd like to be fairly aggressive with their use, if I have only 1, I'd rather be more conservative with it.
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# ? Jan 17, 2020 18:03 |
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Quote !=Edit
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# ? Jan 17, 2020 18:39 |
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I'll take the brass knuckles and kick down the door on the right. Since there's no prize for dying with clues in reserve, I'd like to use mine pretty liberally for the time being. Let's say that if I don't already have 2+ successes on a roll, use a clue to buy a success.
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# ? Jan 17, 2020 20:02 |
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I've just remembered there are sometimes separate descriptions for when you select a token on the map before you act on it, so I think a list in the status section would be good. I'll edit the post above. I'll leave actually updating until everyone's had a chance to check in and give out the starting items.
Stelas fucked around with this message at 22:07 on Jan 17, 2020 |
# ? Jan 17, 2020 22:02 |
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Grabbing the kerosene lantern and searching the pile of papers in the middle, possibly setting fire to them. Also conserve clues for now until I can figure this game out.
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# ? Jan 17, 2020 22:37 |
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I'll take the holy water if nobody else feels strongly about it.
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# ? Jan 17, 2020 23:20 |
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Iron Chef Ramen posted:Grabbing the kerosene lantern and searching the pile of papers in the middle, possibly setting fire to them. Just to note I think you and berenzen are doubling up on that token at the moment. (Which is fine - if you think it's important to get it done and want to hedge your bets in case the butler can't figure it out.)
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# ? Jan 17, 2020 23:35 |
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CirclMastr posted:I'll take the holy water if nobody else feels strongly about it. seems fine to me, you'll probably have the most sanity problems. And I can either back up anyone who needs some help or explore the other way
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# ? Jan 18, 2020 00:13 |
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ROUND 1 - INVESTIGATOR PHASE, CONT. Rather a lot happens when bashing that door in, so let's get that out the way... Carson searches the papers on the table. quote:The papers stacked on the table are invitations marked with today's date. "The stars have come around to their positions in the cycle of eternity. The Vanderbilt Astronomy Association cordially invites you to a celebratory evening. Gain 1 Clue, then discard this token. Rita kicks a door in. quote:The door swings open to reveal a dining room in chaos. An aging man in a tailcoat scrambles through a serving window into the kitchen as he tries to escape a strange black creature writhing on the dining room table. The creature turns to face you; its black, serpentine body shifts and changes, playing tricks on your eyes as you try to focus on it. The creature unfurls its leathery wings and unleashes a bloodcurdling screech. Spawn a Hunting Horror, then suffer 2 Horror (Will negates). (Will roll: 2 Misses, 1 Clue (used), 1 Success.) All explore actions end with that last line, giving you a chance to do something in the room. Also, let's talk monsters! Awareness is the difficulty of evading past a creature, Horror is how nasty it is with its Horror checks at the start of a Mythos turn, and Brawn is used to try to bash through barricades. If you're in a space with a monster and want to do anything other than attack it, including leaving the space, you need to evade it. How difficult that is, and how you do it, differs from monster to monster (thanks to the app). Horror checks happen at the start of the mythos phase, based on the nastiest creature within range. Range is never counted through doors - I guess everyone is very polite and makes sure to close them behind themselves. Action Queue - Rita: Move in? - Rita: 1 action. - Carson: 1 action. - William: 2 actions. - Preston: 2 actions. MONSTERS Dining Room: Hunting Horror. 7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders. TOKENS Lobby, Right Search: An endtable stands against the wall, holding a telephone. Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway. Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion. Lobby, Other Explore: The door leads deeper into the mansion. Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.) Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles. Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor. Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!" INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 1 Clue. 9/9 Health, 5/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health, 6/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity. Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card. Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.) Second Post | Learn To Play | Rules Reference
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# ? Jan 18, 2020 01:46 |
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Do the Right search in the lobby, that thing seems freaky.
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# ? Jan 18, 2020 03:33 |
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Welp, I wasn't expecting eldritch abominations on turn 1. Let's see if I can solve the problem by moving into the room and punching it with the brass knuckles.
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# ? Jan 18, 2020 06:00 |
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ROUND 1 - INVESTIGATOR PHASE, CONT. Preston moves forwards, then checks the endtable. quote:You try the drawer, but the warped wood has left it stuck shut. Test Strength. (Strength: 1 Miss, 3 Successes.) With a powerful tug, you open the drawer, causing the phone to go crashing to the ground. Inside, you find an item that looks like it has been there for quite some time. Gain the Medical Textbook, then discard this token. Rita just goes to punch an evil thing in the face because she gives no fucks whatsoever. quote:You grab one of the dining room chairs and hurl it at the creature as hard as you can. Test Strength+1. (Strength + 1 + Brass Knuckles: 3 Miss, 2 Clues, 2 Successes) The monster takes damage equal to your test results. Action Queue - Carson: 1 action. - William: 2 actions. MONSTERS Dining Room: Hunting Horror. 5/7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders. TOKENS Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway. Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion. Lobby, Other Explore: The door leads deeper into the mansion. Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.) Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles. Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor. Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!" INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 1 Clue. 9/9 Health, 5/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health, 6/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity. Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card. Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.) Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.) Second Post | Learn To Play | Rules Reference Stelas fucked around with this message at 08:36 on Jan 18, 2020 |
# ? Jan 18, 2020 07:31 |
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I think you meant Preston in the first action there, not Carson. Carson will investigate the northern search in the lobby as his second action.
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# ? Jan 18, 2020 07:44 |
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That was... significantly less damage than I was hoping for.
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# ? Jan 18, 2020 08:29 |
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CirclMastr posted:That was... significantly less damage than I was hoping for. 2 successes is below the average, but not by much! As per any Arkham game, though, combat seems (in my experience) like it involves the most number stacking. berenzen posted:I think you meant Preston in the first action there, not Carson. Whoops, you're right, I'll fix that. Note that you can't reach the northern search, however - you have to be in the same space as the search token. Rooms are divided into spaces via the dim white lines - it might be a bit hard to see on the lobby, but there's one that crosses the stairs and runs in a circle around the central section. I might touch the images up to make it clearer, because I think the resizing made them harder to see.
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# ? Jan 18, 2020 08:35 |
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I'll move into the dining room and join in on the horror punching.
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# ? Jan 18, 2020 13:47 |
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I'll walk to the northwestern corner then.
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# ? Jan 19, 2020 00:39 |
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ROUND 1 - INVESTIGATOR PHASE, CONT. Carson moves into the mansion. William joins Rita for some punching. quote:You dodge behind the creature, hoping that a strike from behind will prove more effective than a frontal attack. Test Agility, Target 2. (Agility: 1 Miss, 1 Clue (used), 1 Success.) If you pass, your theory proves correct and your strikes cause the creature to lurch and wheel around; the monster suffers damage equal to your test result plus one. If you fail, the beast maneuvers to keep you in its sights despite your best efforts. Action Queue - William: Clue for 3 damage? Stelas fucked around with this message at 03:20 on Jan 19, 2020 |
# ? Jan 19, 2020 01:14 |
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definitely. That plus the two damage from rita should kill it, right?
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# ? Jan 19, 2020 03:17 |
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Istvun posted:definitely. Nope - it had 7 Health to start out. The numbers on the physical tiles are not... the best placed. Awareness is given pride of place, horror on the bottom, evade on the back, and HP tracked only through the app (??). There's a little summary on each post. Stelas fucked around with this message at 03:29 on Jan 19, 2020 |
# ? Jan 19, 2020 03:20 |
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Stelas posted:Nope - it had 7 Health to start out. The numbers on the physical tiles are not... the best placed. Awareness is given pride of place, horror on the bottom, evade on the back, and HP tracked only through the app (??). There's a little summary on each post. hmmm. that is *checks notes* awful
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# ? Jan 19, 2020 03:26 |
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Oh, and passive abilities on the back. Just so that you can forget about them most of the time. FFG's monster token design could use some work - it's the same problem Eldritch Horror had, basically. Mythos phase will be later today.
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# ? Jan 19, 2020 03:29 |
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Stelas posted:HP tracked only through the app (??). There is at least a good reason for this part: Depending on the number of players and/or the scenario, monsters with the same token may have different amounts of health. A particularly memorable instance of this is a monster that shows up early in a different scenario (early enough to probably not be a spoiler, but I'm tagging and being vague anyway), a special Riot with iirc something like 70 hp for 2 players (and even more for more players). (also the number on the back isn't anything to do with evade, it's Brawn, which is basically only ever used when the monster tries to go through a Barricade) Sillyman fucked around with this message at 06:44 on Jan 19, 2020 |
# ? Jan 19, 2020 06:40 |
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Sillyman posted:There is at least a good reason for this part: Depending on the number of players and/or the scenario, monsters with the same token may have different amounts of health. A particularly memorable instance of this is a monster that shows up early in a different scenario (early enough to probably not be a spoiler, but I'm tagging and being vague anyway), a special Riot with iirc something like 70 hp for 2 players (and even more for more players). That's fair. I honestly hadn't noticed it change, but I think I've always played with 4. Also, gently caress that mob. quote:(also the number on the back isn't anything to do with evade, it's Brawn, which is basically only ever used when the monster tries to go through a Barricade) I knew this and even mentioned awareness already and brawn further up the post. It's sunday and I'm tired and that's the excuse I'm sticking with.
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# ? Jan 19, 2020 09:12 |
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ROUND 1 - MYTHOS PHASE Mythos phase is when enemy stuff happens. Events occur, monsters move, all that stuff... Event posted:The most painful and traumatic memories of Rita's past boil unbidden to the front of her mind. Rita suffers 2 facedown Horror (Will negates). (Will: ✗✗🔍⛧). A Clue is used. Or it'll just attempt to dump on Rita. Speaking of! Hunting Horror Attack! posted:The Hunting Horror moves 3 spaces towards the investigator in range with the most items, then it attacks that investigator. Horror Check: Rita vs. Hunting Horror posted:Bracing its body against the ground, the abomination heaves and coughs and vomits an unending torrent of blood. The coppery smell overhelms you. Test Will, Target 2. (Will: ✗🔍🔍⛧) If you fail, you scream and cannot stop screaming; suffer 2 Horror and become Dazed. Horror Check: William vs. Hunting Horror posted:The creature begins to clean itself, though 'clean' is a generous term - it runs its claws over itself, scraping off chunks of dried blood and blistered flesh. Suffer 2 Horror (Will-1 negates). (Will-1: ✗✗⛧) If you suffer 1 or more Horror, the sight and smell make you nauseous; become Dazed. So, let's talk damage. Most of the time, this is how damage will manifest - you draw a card, it maybe does something, it then turns facedown. Other cards will have permanent effects and remain face up - these cards are nasty, especially as many sources will only heal facedown cards. The real fun comes when you start to get a cascade - some effects will tell you to flip a random Damage card back over. If that happens, William might encounter his Panic card a second time and take more Damage - or he might get to find out what the Damage card he just drew is. Faceup cards will be listed amongst your items. Facedown cards will not, but I'll be tracking them. ROUND 2 - INVESTIGATOR PHASE Action Queue - All: 2 actions. MONSTERS Dining Room: Hunting Horror. 2/7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders. TOKENS Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway. Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion. Lobby, Other Explores: The door leads deeper into the mansion. Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.) Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles. Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor. Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!" INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 9/9 Health. 3/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.) Dazed (You cannot spend Clues to convert dice results or perform extra puzzle steps. At the end of your turn, discard this card.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health. 6/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 6/7 Health. 6/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Dazed (You cannot spend Clues to convert dice results or perform extra puzzle steps. At the end of your turn, discard this card.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health. 6/6 Sanity. Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card. Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.) Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.) Second Post | Learn To Play | Rules Reference
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# ? Jan 19, 2020 12:40 |
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I'll go ahead and finish off the horror. When that works I'll read my book at Rita
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# ? Jan 19, 2020 15:42 |
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# ? Apr 28, 2024 07:03 |
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I'd like to search the tile, then kick down the northern door.
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# ? Jan 19, 2020 17:05 |