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Learn to Play Rules Reference Thread 1: Cycle of Eternity 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. House Rules
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# ? Mar 22, 2020 02:07 |
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# ? Apr 28, 2024 16:13 |
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INVESTIGATORSquote:Agatha Crane, the Parapsychologist quote:Carson Sinclair, the Butler quote:Father Mateo, the Priest quote:Minh Thi Phan, the Secretary quote:Preston Fairmont, the Millionaire quote:Rita Young, the Athlete quote:Wendy Adams, the Urchin quote:William Yorick, the Gravedigger 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 12:17 on Apr 14, 2020 |
# ? Mar 22, 2020 02:12 |
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I'd like to play, with Rita or Agatha.
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# ? Mar 22, 2020 02:42 |
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I'm in, William Yorick or Carson Sinclair. I played this game only once before, years ago, on a different adventure, that we lost early on.
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# ? Mar 22, 2020 02:47 |
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I haven't played before, but I'd like to give Minh or Wendy a go.
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# ? Mar 22, 2020 03:44 |
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I'll sit this one out because I'm really busy at the moment, but I'll be reading and cheering.
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# ? Mar 22, 2020 03:56 |
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Oh god yes please, I'm in. Either Preston Sinclair or Father Mateo.
El Fideo fucked around with this message at 05:09 on Mar 22, 2020 |
# ? Mar 22, 2020 05:01 |
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Would love to play. Agatha or Minh.
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# ? Mar 22, 2020 17:36 |
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SETUP By random draw: Circlmastr reprises Rita Young. El Fideo is uhhh either Preston Fairmont or Carson Sinclair and you know what that's a mistake I've made myself too so I'm going to say El Fideo is Father Mateo. Tricky is Mhin Tai Phan (and much like my note about Clues, I will need a rough strategy for her rerolls). MonsieurChoc is William Yorick. STARTING ITEMS Investigators each receive 2 Clues. Investigators begin with the following items to be distributed amongst them: 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) Crowbar (Heavy Weapon, Damage 2.) Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) Wither (Spell. Ranged, Damage 2.) Oil Lamp (Light Source.) Old Journal (Evidence.) Escape from Innsmouth posted:A strange feeling crawls across your skin as you step off the bus into the small Massachusetts town of Innsmouth. Everywhere you go, you can feel the gaze of the local's unblinking, watery eyes on your back. In every alleyway, on every street corner, you can feel the presence of the stooped, pallid residents following you, watching from a distance.
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# ? Mar 23, 2020 11:51 |
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quote:The hotel that you found is a ratty hole-in-the-wall on the back streets near the shore of the town. Outside the hotel, the street stretches up the hill towards the center of town. The street continues to the east, past a storefront. To the west, the street narrows into an alley that stretches along the side of the hotel. Sight tokens are placed. Checking the journal does not take an action, but its owner and contents might be important if one of you happens to go Insane, so I will only inform you of its status when requested! Sight tokens (the white ones) do not take an action to resolve and can be triggered from anywhere on that specific tile - they represent taking a glance down the street, and will reveal more of the exterior map. There may be reasons not to do this, as it might mean less horror checks. Action Queue - All investigators: Distribute starting items. - All investigators: 2 actions. - Remember you can go in whichever turn order you wish, and that you can interrupt a move to do something and then continue your move. - Clue/reroll tactics would be handy. TOKENS Room #1, Search: A dingy window looks out over the docks. (Action: Search.) Room #1, South Explore: You put your ear to the door. You can hear the raspy breathing of someone on the other side of the lock. (Action: "Who is there?!" / Throw open the door. / Barricade the door.) Room #1, East Explore: The second door to your room leads to the hotel's back hall and shared bathroom. (Action: Explore.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. 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. Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 2 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. William Yorick (MonsieurChoc) 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. Second Post | Learn To Play | Rules Reference
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# ? Mar 23, 2020 11:52 |
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I'll take the 2x4 if there are no objections. I figure Rita's extra movement will provide more opportunity to put it to use. First action is to barricade the door (using the Explore token option, not the 2x4). Hold second action pending barricade results.
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# ? Mar 23, 2020 18:33 |
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I'll take the Crowbar since I gain Clues when monster dies. That's also how I'll use my Clue tokens for now, to become the "combat" character of the group. Gonna gravedig them gribblies. Since Rita is barricading the door I'll Explore the East Door, to see if there's trouble that way too.
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# ? Mar 23, 2020 19:21 |
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I've got Jesus in my heart, so I'll grab the spooky Journal and I would like to be able to Whither our enemies for the Lord.
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# ? Mar 23, 2020 19:49 |
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I'll take the Medical Textbook and Magnifying Glass. Rita will probably be the best Oil Lamp carrier with the increased movement. I will Search the window and hold my second action pending the current lot resolving. Reroll: Until a priority situation arises, like an urgent check or something, spend it on the first roll that is able to succeed with a success on the reroll.
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# ? Mar 24, 2020 01:25 |
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I'm in the middle of work but I should note that while your turns are taken simultaneously, your two actions can't be interrupted by someone else. What this means is practice is that if Rita goes first and doesn't reveal any new tokens when she barricades the door, she can only interact with tokens in the room - she can't barricade the door, then William opens the other door, then Rita moves through. So some actions might get held / overridden. We'll figure it out.
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# ? Mar 24, 2020 02:11 |
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Ah, okay, good to know. In that case I'll sit on my actions until Rita and William resolve.
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# ? Mar 24, 2020 02:23 |
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I'm fine with Rita taking the Oil Lamp.Stelas posted:What this means is practice is that if Rita goes first and doesn't reveal any new tokens when she barricades the door, she can only interact with tokens in the room - she can't barricade the door, then William opens the other door, then Rita moves through. So some actions might get held / overridden. We'll figure it out. Correct me if I'm wrong, but the implication of the raspy breathing is that someone is in the east Interior Hall, right?
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# ? Mar 24, 2020 03:57 |
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CirclMastr posted:Correct me if I'm wrong, but the implication of the raspy breathing is that someone is in the east Interior Hall, right? Yep, someone's trying to open the door to your south, which is the one you can barricade. East door is, as far as you know, empty.
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# ? Mar 24, 2020 04:32 |
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Rita barricades the door.quote:Looking around the room, your eyes fall on the small bookshelf. You pick it up and slam it against the door. The Explore token is replaced by a barricade. At the sound, the rattling stops, and you hear a gurgling voice from the other side of the door. "You will never escape. Give yourselves up now!" A moment later, the local begins banging heavily at the door, attempting to break through. Spawn a Deep One Hybrid. Then, the Hybrid attempts to move 1 space into Bedroom #1. (Deep One Hybrid Brawn: ) The barricade holds. To get through a barricade, monsters roll Brawn and need 2 successes. Oh, I'm super dumb and missed an explore icon... so, this is what I mean - Rita has first dibs on the search or explore tokens, since she has nothing else she can do. If she goes through the door, I'll run Minh taking a look at the window, while if she goes for the window, I'll run William opening the door. This scenario has kind of a cramped start but this will get easier as we go. Action Queue - Rita: 1 action. - All other investigators: 2 actions. - Remember you can go in whichever turn order you wish, and that you can interrupt a move to do something and then continue your move. - Clue/reroll tactics would be handy. TOKENS Room #1, Search: A dingy window looks out over the docks. (Action: Search.) Room #1, South Explore: You put your ear to the door. You can hear the raspy breathing of someone on the other side of the lock. (Action: "Who is there?!" / Throw open the door. / Barricade the door.) Room #1, East Explore: The second door to your room leads to the hotel's back hall and shared bathroom. (Action: Explore.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. MONSTERS Interior Hall: Deep One Hybrid (HP ?/?, Awareness 3, Horror 1, Brawn 2.) 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. 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) Oil Lamp (Light Source.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Wither (Spell. Ranged, Damage 2.) Old Journal (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 2 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) William Yorick (MonsieurChoc) 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. Crowbar (Heavy Weapon, Damage 2.) Second Post | Learn To Play | Rules Reference
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# ? Mar 24, 2020 05:36 |
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Hmm... based on the guess that looking out the window will favor Observation and Minh has a better stat than Rita, Rita will do the east Explore. Also for Clue tactic right now: if I have no successes and any number of Clues, spend 1 Clue for a success.
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# ? Mar 24, 2020 06:31 |
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Tricky posted:Reroll: Until a priority situation arises, like an urgent check or something, spend it on the first roll that is able to succeed with a success on the reroll. Trouble is, I don't often know what 'success' means - the app manages that part, so sometimes it will involve a little guesswork. Rita busts the door open! quote:Behind your hotel room, a cramped hallway leads to the hotel's public bathroom. An endtable sits in the corner of the hall, while a worn door leads into the bathroom itself. Opposite the bathroom is a heavy-looking door marked 'Hendersons'. You may move 1 space into the revealed area. Minh gazes out over the town. quote:You struggle to see through the dense fog, but you believe you see a small fishing boat out in the bay. As long as the captain of that boat is not in league with the locals, that could be your ticket out of this town. You will need to find a way to alert the boat to your presence, however. Gain 1 Clue, and discard this search token. Action Queue - Rita: Move in? - Minh: Second action. - William / Father: 2 actions. TOKENS Hall Corner 3, North Explore: A worn door leads to the hotel's only bathroom. (Action: Explore.) Hall Corner 3, South Explore: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.) Hall Corner 3, Search: An endtable sits in the corner of the hallway. (Action: Search.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. (Action: Explore.) MONSTERS Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.) 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. 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) Oil Lamp (Light Source.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Wither (Spell. Ranged, Damage 2.) Old Journal (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) William Yorick (MonsieurChoc) 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. Crowbar (Heavy Weapon, Damage 2.) Second Post | Learn To Play | Rules Reference
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# ? Mar 24, 2020 09:22 |
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Stelas posted:Trouble is, I don't often know what 'success' means - the app manages that part, so sometimes it will involve a little guesswork. Ah, fair. I was thinking rolls would be more like the combat stuff in the learn to play, where the TN was known in advance. Let's go with something like CirclMastr's for now (reroll on first test with no successes, then save Minh's clues to buy successes on her test without success). For my second action, I'll either Push William or Father Mateo into the room to the east (moving with), or just Move if neither of them want to be moved.
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# ? Mar 24, 2020 16:26 |
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Rita will move into the revealed area.
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# ? Mar 24, 2020 17:07 |
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Tricky posted:Ah, fair. I was thinking rolls would be more like the combat stuff in the learn to play, where the TN was known in advance. Let's go with something like CirclMastr's for now (reroll on first test with no successes, then save Minh's clues to buy successes on her test without success). I'll go with it, it makes escape faster.
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# ? Mar 24, 2020 19:14 |
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I would like to use my special Action to give Focus to Willam Yorick, then I will move one space East.
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# ? Mar 24, 2020 20:34 |
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El Fideo posted:I would like to use my special Action to give Focus to Willam Yorick, then I will move one space East. After this, I will explore the bathroom to the North for my first action.
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# ? Mar 24, 2020 20:44 |
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Minh shoves William through the door. The Father heads on through as well, then blesses William for good measure. Range cannot be counted through doorways, so Father Mateo's actions had to be reversed. William checks the bathroom. quote:You open the door to a dingy bathroom. As you scan the filthy room, you spot a ratty newspaper sitting on the tank of the toilet. A panel on the opposite side of the bathroom looks as if it can be opened. Tokens are placed. You may move 1 space into the revealed area. Action Queue - William: Move in? Second action? TOKENS Bathroom, Explore: A panel in the wall looks like it can slide open. (Action: Explore.) Bathroom, Search: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.) Hall Corner 3, South Explore: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.) Hall Corner 3, Search: An endtable sits in the corner of the hallway. (Action: Search.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. (Action: Explore.) MONSTERS Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.) 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. 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) Oil Lamp (Light Source.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Wither (Spell. Ranged, Damage 2.) Old Journal (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) William Yorick (MonsieurChoc) 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. Crowbar (Heavy Weapon, Damage 2.) Focused (You may discard this card to convert all clue results to successes while resolving a test.) Second Post | Learn To Play | Rules Reference
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# ? Mar 25, 2020 02:58 |
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Just a quick correction, but Pushing allows you to optionally move with the target. Minh should be in the room with everyone else.
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# ? Mar 25, 2020 03:05 |
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Tricky posted:Just a quick correction, but Pushing allows you to optionally move with the target. Minh should be in the room with everyone else. Whoops, you're right. Shows how often I used it in games! It'll be fixed next image.
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# ? Mar 25, 2020 03:09 |
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Since Move is an action, if I go into the bathroom I can't do anything else, right? Therefore I will Search the endtable.
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# ? Mar 25, 2020 05:26 |
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I think you get an option to move for free as a result of resolving the Explore, since it's in the resolution text.
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# ? Mar 25, 2020 05:50 |
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MonsieurChoc posted:Since Move is an action, if I go into the bathroom I can't do anything else, right? Therefore I will Search the endtable. Moving in after an Explore is a free action - you could still search, or explore again.
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# ? Mar 25, 2020 05:51 |
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Stelas posted:Moving in after an Explore is a free action - you could still search, or explore again. Alright then! I will then move into the bathroom and Explore the panel. Might it be a way out?
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# ? Mar 25, 2020 05:53 |
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William checks the bathroom, but closer this time.quote:You push and slide the panel to the side. Discard this Explore token, and place a Secret Passage token instead. Secret Passages block range, and allow you to treat two spaces as adjacent for the purposes of movement. You can't reveal the sight tokens because you're not on the Beach, you're in the Shack. TOKENS Beach, Explore: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.) Beach, Search: An old rowboat sits on the beach. It will not be enough to escape in, but maybe it can get you to the fishing boat in the bay. (Action: Search.) Bathroom, Search: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.) Hall Corner 3, South Explore: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.) Hall Corner 3, Search: An endtable sits in the corner of the hallway. (Action: Search.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. (Action: Explore.) MONSTERS Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.) 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. 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space.) Oil Lamp (Light Source.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Wither (Spell. Ranged, Damage 2.) Old Journal (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) William Yorick (MonsieurChoc) 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. Crowbar (Heavy Weapon, Damage 2.) Focused (You may discard this card to convert all clue results to successes while resolving a test.) Second Post | Learn To Play | Rules Reference
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# ? Mar 25, 2020 06:55 |
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ROUND 1 - MYTHOS PHASEquote:The air is tinted with an unnamable colour. No immediate effect. quote:The Deep One Hybrid continues hammering his fists against your barricade, yelling curses all the while. (Deep One Hybrid Brawn: ) quote:No enemies are in range, so no horror checks are made. ROUND 2 - INVESTIGATOR PHASE Action Queue - All investigators: 2 actions. TOKENS Beach, Explore: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.) Beach, Search: An old rowboat sits on the beach. It will not be enough to escape in, but maybe it can get you to the fishing boat in the bay. (Action: Search.) Bathroom, Search: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.) Hall Corner 3, South Explore: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.) Hall Corner 3, Search: An endtable sits in the corner of the hallway. (Action: Search.) Interior Hall, Room #2 Explore: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. Interior Hall, West Explore: The hotel's side door leads to an alley right off the street. (Action: Explore.) MONSTERS Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.) 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. 2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.) Oil Lamp (Light Source.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity. Action: Another investigator within range becomes Focused. Activate this ability only once per round. Wither (Spell. Ranged, Damage 2.) Old Journal (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity. Once per round, you or another investigator within range may reroll 1 die when resolving a test. Magnifying Glass (Roll an additional die when resolving an Observation test.) Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.) William Yorick (MonsieurChoc) 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. Crowbar (Heavy Weapon, Damage 2.) Focused (You may discard this card to convert all clue results to successes while resolving a test.) Second Post | Learn To Play | Rules Reference Stelas fucked around with this message at 09:51 on Mar 25, 2020 |
# ? Mar 25, 2020 07:00 |
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I would like to move twice, getting me next to that little boat.
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# ? Mar 25, 2020 08:13 |
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I forgot a token off the map so I updated it. Just to be clear, white tokens don't take an action, you just say 'hey I want to reveal the map in that direction' while standing on a street or the beach.
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# ? Mar 25, 2020 08:58 |
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Just a little rules clarification - unlike Spells and Conditions (and similar card types in other games in the same series), any investigator can look at the back of any Common Item or Unique Item at any time (per Common Item / Unique Item in the rules reference) - the upshot of this is that you might as well post the text on the back of the 2x4 (in case it wasn't obvious enough from the front side what flipping it does).
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# ? Mar 25, 2020 09:06 |
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I'll Search the endtable, then unless it reveals the password to the door I'll Move to the shack.
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# ? Mar 25, 2020 09:35 |
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# ? Apr 28, 2024 16:13 |
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Stelas posted:I forgot a token off the map so I updated it. Just to be clear, white tokens don't take an action, you just say 'hey I want to reveal the map in that direction' while standing on a street or the beach. In that case I would like to move to the western spot of the beach tile, and reveal the area to the west.
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# ? Mar 25, 2020 09:37 |