<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Arkham Horror - Dunwich Horror Expansion</title>
	<link>http://www.boardgamegeek.com/boardgame/21059</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 06 Jul 2008 12:50:42 -0500</lastBuildDate>
	<pubDate>Sun, 06 Jul 2008 12:50:42 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>&lt;b&gt;Grimstax wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Brian,&lt;br&gt;&lt;br&gt;Do you see any problem with using a time bomb to destroy the Dunwich Horror?  That's what I did in a game the other day.  I couldn't find anything that said I couldn't just put a time bomb on Sentinel Hill and take out the Dunwich Horror.  Does that make sense to you?&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;I don't see anything against it that would prevent it.  But a couple of thoughts.&lt;br&gt;&lt;br&gt;1) Being a Spawn monster, they may make a different ruling that says they can only be beaten in combat.  Spawn monsters are somewhat above the rules already.&lt;br&gt;&lt;br&gt;2) We may need official clarification because this is probably an unintended interaction between two expansions that might not have been checked.&lt;br&gt;&lt;br&gt;3) Since the time bomb is what knocked out the DH, no one should get the reward for him being defeated.  He just goes back off baord ready to be summoned again.</description>
	<link>http://www.boardgamegeek.com/article/2450061#2450061</link>
	<pubDate>2008-07-05T02:05:17+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>Brian,&lt;br&gt;&lt;br&gt;Do you see any problem with using a time bomb to destroy the Dunwich Horror?  That's what I did in a game the other day.  I couldn't find anything that said I couldn't just put a time bomb on Sentinel Hill and take out the Dunwich Horror.  Does that make sense to you?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2450049#2450049</link>
	<pubDate>2008-07-05T01:50:20+00:00</pubDate>
	<dc:creator>Grimstax</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Madgit wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;or by gate closures (if they have a moon symbol)?&lt;/i&gt;&lt;br&gt;&lt;br&gt;There aren't any gates with the Moon symbol (also, Greater Banishment also specifically prevents using the Moon symbol).&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;You'll find the Moon symbol is used for all Earthly 'monsters' - cultists, maniacs, etc. The Dunwich Horror itself was born on Earth and is part-human, so it counts as Earthly. You obviously can't get rid of Earthly monsters by any means that sends them back to their home World!&lt;br&gt;&lt;br&gt;Before the Dunwich and Kingsport expansions, every other monster symbol was uniquely tied to a specific Other World - and you'll find that the monsters with a particular symbol do tie up with the Other World associated with that symbol.</description>
	<link>http://www.boardgamegeek.com/article/2447361#2447361</link>
	<pubDate>2008-07-03T10:17:19+00:00</pubDate>
	<dc:creator>Gary Duke</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>And that answers everything. Thanks! You guys are amazingly fast. Like, scarily so. Sorry I couldn't find these myself, but my search-fu is weak.&lt;br&gt;&lt;br&gt;We had a lot of fun playing last night, even with the confusion we suffered from these questions By pure chance it seems we played almost everything right though. Forgetting about he Dunwich board no counting towards monster limits is the only thing that hurt us, and that was a stupid mistake anyways. We're going to play again tonight with new investigators and see how we fare. </description>
	<link>http://www.boardgamegeek.com/article/2446882#2446882</link>
	<pubDate>2008-07-03T07:41:05+00:00</pubDate>
	<dc:creator>Madgit</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Don't have Kingsport (have read some mixed reactions to it), plus I'm happy with AH + DH combo, so have to skip the KH question.&lt;br&gt;&lt;br&gt;As for banishing the DH, I wouldn't remove him if a counter is removed from the track. Don't think I've drawn that card yet, so if that doesn't mention anything about removing a wakened DH, I'd leave it in play.&lt;/i&gt;&lt;br&gt;Agreed.  The DH tokens and DH monster are two seperate things.  While the DH monster is in play, nothing really happens with the DH tokens. You can remove them - but getting them to 0 doesn't do anything.  And if he is out, increasing it up to 3 (or beyond) doesn't do anything either.&lt;br&gt;&lt;br&gt;Once the DH monster is defeated in combat, then the track resets to 0 anyway.  So keeping track of it while he is out is really just a waste of time.  So I would ignore cards like these when he is in play.  (Unless I am forgetting somethingt hat occurs when he is out and you need to look at the track.</description>
	<link>http://www.boardgamegeek.com/article/2446838#2446838</link>
	<pubDate>2008-07-03T07:28:01+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>&lt;b&gt;Madgit wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also, is that a typo on the Livre D'Ivon (we had some Kingsport investigators mixed in) the first time it says discard? It really seems like it should say exhaust when you make the attempt and discard when you succeed, like all the other tomes. Currently is says discard when you attempt then discard again when you succeed, which makes no sense.&lt;/i&gt;&lt;br&gt;Most likely a typo.  Standard sequence for Tomes is to exhaust and use movement points.  If it fails nothing happens.  &lt;br&gt;&lt;br&gt;The fact that the rest of this is carried out in the text (discard if successful; nothing happens if you fail) strongly suggests the first word should have been &quot;Exhaust&quot; instead of &quot;Discard.&quot;</description>
	<link>http://www.boardgamegeek.com/article/2446824#2446824</link>
	<pubDate>2008-07-03T07:22:53+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>Don't have Kingsport (have read some mixed reactions to it), plus I'm happy with AH + DH combo, so have to skip the KH question.&lt;br&gt;&lt;br&gt;As for banishing the DH, I wouldn't remove him if a counter is removed from the track. Don't think I've drawn that card yet, so if that doesn't mention anything about removing a wakened DH, I'd leave it in play.</description>
	<link>http://www.boardgamegeek.com/article/2446799#2446799</link>
	<pubDate>2008-07-03T07:17:41+00:00</pubDate>
	<dc:creator>Dam the Man</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>Well, that was quick and easy. You are a rules answering ninja! Thanks for the link to the ruling about spawn monsters, forgot the DH was a spawn. We never even bothered to check gate symbols. I guess maybe that would have been a quick easy way to answer that question myself. It just never occurred to me that there wouldn't be certain symbols. Any rulings on the Livre D'Ivon or of discarding a DH token banishes him?</description>
	<link>http://www.boardgamegeek.com/article/2446776#2446776</link>
	<pubDate>2008-07-03T07:11:22+00:00</pubDate>
	<dc:creator>Madgit</dc:creator>
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	<title>Thread: Re: Dunwich Horror first play questions.</title>
	<description>&lt;b&gt;Madgit wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Is the Dunwich Horror itself removed because of any generic card effects (such as a mythos card saying all monsters in the streets are returned to the cup)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Spawn monster aren't affected by them.&lt;br&gt;&lt;br&gt;From http://www.fantasyflightgames.com/ffgforums/posts/list/114.page&lt;br&gt;&lt;br&gt;&lt;i&gt;5. Do &quot;return monsters to the cup&quot; effects work on Spawn monster or no? Can the Feds Raiding Arkham actually get rid of the Dunwich Horror? (06/13/08) &lt;br&gt;No. Spawn monsters should never returned to the cup by card effects like &quot;Feds Raid Arkham&quot;. &lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;or by gate closures (if they have a moon symbol)? Normally the point would be moot since he would just reappear at the top of the hill because of the three DH tokens on the DH track but we had removed one after he had appeared due to an encounter at the Whateley farm (Pass a luck -1 check to remove one DH token). Or did we do that wrong, should he have been returned to the sideboard when that token was removed?&lt;/i&gt;&lt;br&gt;&lt;br&gt;There aren't any gates with the Moon symbol (also, Greater Banishment also specifically prevents using the Moon symbol).&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2446753#2446753</link>
	<pubDate>2008-07-03T07:03:33+00:00</pubDate>
	<dc:creator>Dam the Man</dc:creator>
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	<title>Thread: Dunwich Horror first play questions.</title>
	<description>My wife and I just had our first play of DH last night and it was really fun! It has been a while since we had lost so miserably...&lt;br&gt;&lt;br&gt;During our play a couple of questions did come up that I could not find answers to though (and playing at 3 am had nothing to do with that, I'm sure...).&lt;br&gt;&lt;br&gt;Is the Dunwich Horror itself removed because of any generic card effects (such as a mythos card saying all monsters in the streets are returned to the cup) or by gate closures (if they have a moon symbol)? Normally the point would be moot since he would just reappear at the top of the hill because of the three DH tokens on the DH track but we had removed one after he had appeared due to an encounter at the Whateley farm (Pass a luck -1 check to remove one DH token). Or did we do that wrong, should he have been returned to the sideboard when that token was removed?&lt;br&gt;&lt;br&gt;Also, is that a typo on the Livre D'Ivon (we had some Kingsport investigators mixed in) the first time it says discard? It really seems like it should say exhaust when you make the attempt and discard when you succeed, like all the other tomes. Currently is says discard when you attempt then discard again when you succeed, which makes no sense.</description>
	<link>http://www.boardgamegeek.com/article/2446742#2446742</link>
	<pubDate>2008-07-03T06:59:18+00:00</pubDate>
	<dc:creator>Madgit</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;MickeyD wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hey Brian, everyone deserves a day off (or is it an off day?)!  You're still a great resource to have!  ;)  -MickeyD&lt;/i&gt;&lt;br&gt;Thanks!  Today is about 30-degrees cooler and we are knocking off early for the holiday weekend.  Basically, the exact opposite of yesterday!&lt;br&gt;&lt;br&gt;Regardless, I'll try not to ramble off-topic without looking things up first.&lt;br&gt;&lt;br&gt;So with the extra time, I think I will get a solo game in of AH!</description>
	<link>http://www.boardgamegeek.com/article/2445832#2445832</link>
	<pubDate>2008-07-03T01:21:39+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;MickeyD wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You're still a great resource to have!  ;)  -MickeyD&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, Ally deck is really useful :D !</description>
	<link>http://www.boardgamegeek.com/article/2445825#2445825</link>
	<pubDate>2008-07-03T01:19:33+00:00</pubDate>
	<dc:creator>Dam the Man</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>Hey Brian, everyone deserves a day off (or is it an off day?)!  You're still a great resource to have!  ;)  -MickeyD</description>
	<link>http://www.boardgamegeek.com/article/2445818#2445818</link>
	<pubDate>2008-07-03T01:15:47+00:00</pubDate>
	<dc:creator>MickeyD</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>I learned something new, too, and it wasn't even the question I asked! I too have been playing R'leyh Rising wrong as well.  -MickeyD</description>
	<link>http://www.boardgamegeek.com/article/2445810#2445810</link>
	<pubDate>2008-07-03T01:13:52+00:00</pubDate>
	<dc:creator>MickeyD</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;Jedit wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You're right again.  &lt;br&gt;&lt;br&gt;I am going to chalk this one up to a +90-degree day at the jobsite with no air conditioning, screaming Union B.A.'s, collapsing walls, an hour of overtime, and general bad moods all-around the site.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Interesting.  Myself, I'd chalk it up to there being 300 or so Mythos cards now, and anyone who can remember all of them belongs in Arkham Asylum.&lt;/i&gt;&lt;br&gt;There are &quot;ony&quot; 170 Mythos cards... and after you play the game 235 times you tend to remember them quite well (I may still qualify for the Asylum, thoug ;) ).</description>
	<link>http://www.boardgamegeek.com/article/2445691#2445691</link>
	<pubDate>2008-07-03T11:50:23+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You're right again.  &lt;br&gt;&lt;br&gt;I am going to chalk this one up to a +90-degree day at the jobsite with no air conditioning, screaming Union B.A.'s, collapsing walls, an hour of overtime, and general bad moods all-around the site.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Interesting.  Myself, I'd chalk it up to there being 300 or so Mythos cards now, and anyone who can remember all of them belongs in Arkham Asylum.</description>
	<link>http://www.boardgamegeek.com/article/2445625#2445625</link>
	<pubDate>2008-07-03T10:54:15+00:00</pubDate>
	<dc:creator>Jedit</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;R'leyh Rising in play and trying to close a gate to R'lyeh:&lt;br&gt;&lt;br&gt;-3 modifier (as per the gate) to your Fight/Lore&lt;br&gt;&lt;br&gt;# of successes needed: &lt;b&gt;2&lt;/b&gt; (1 + 1 difficulty from RR)&lt;br&gt;&lt;br&gt;&lt;br&gt;(add to that if the GOO is the one who adds 1 to difficulty of close/seal, you're looking at minimum 6 Fight/Lore to have any chance and even then need 3 successes on 3 dice :devil: )&lt;/i&gt;&lt;br&gt;&lt;br&gt;Crikey! :surprise: Thanks for the clarification. As I suspected, we have played it wrong, using a -4 modifier on the gate instead of &quot;-3 [2]&quot;.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2445589#2445589</link>
	<pubDate>2008-07-03T09:53:27+00:00</pubDate>
	<dc:creator>vidarino</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>R'leyh Rising in play and trying to close a gate to R'lyeh:&lt;br&gt;&lt;br&gt;-3 modifier (as per the gate) to your Fight/Lore&lt;br&gt;&lt;br&gt;# of successes needed: &lt;b&gt;2&lt;/b&gt; (1 + 1 difficulty from RR)&lt;br&gt;&lt;br&gt;&lt;br&gt;(add to that if the GOO is the one who adds 1 to difficulty of close/seal, you're looking at minimum 6 Fight/Lore to have any chance and even then need 3 successes on 3 dice :devil: )</description>
	<link>http://www.boardgamegeek.com/article/2445543#2445543</link>
	<pubDate>2008-07-03T08:47:13+00:00</pubDate>
	<dc:creator>Dam the Man</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;Luke the Flaming wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Doesn't &quot;R'lyeh Rising&quot; raise by 1 the difficulty to close R'lyeh gates (rather than the Clue needed to seal them)?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Speaking of difficulty, just a quick question. I think that we might have been playing that bit incorrectly. Does the added difficulty add one to the gate's modifier (or subtract one, technically), or does it mean you need two successes to close it?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2445521#2445521</link>
	<pubDate>2008-07-03T08:18:00+00:00</pubDate>
	<dc:creator>vidarino</dc:creator>
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	<title>Thread: Re: After playing five times, I can fairly review it...</title>
	<description>My group has played with the Dunwich cards mixed in since we got it.  Kingsport is now also mixed in.  Yesterday the game never once drew a single Mythos card that came from the Dunwich expansion: no Seal Busters and no Dunwich gates.  It was really disappointing.&lt;br&gt;&lt;br&gt;Next time we play I'm going to suggest that the Dunwich cards be extracted and drawn every-other as the Curse of the Dark Pharaoh &quot;traveling exhibit&quot; uses their Mythos cards (CotDP and The King in Yellow would likewise be separated, if included, and drawn Round Robin style).  That way we see Seal Busters and Dunwich gates on a regular basis.</description>
	<link>http://www.boardgamegeek.com/article/2445274#2445274</link>
	<pubDate>2008-07-03T04:49:08+00:00</pubDate>
	<dc:creator>draco18s</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>You're right again.  &lt;br&gt;&lt;br&gt;I am going to chalk this one up to a +90-degree day at the jobsite with no air conditioning, screaming Union B.A.'s, collapsing walls, an hour of overtime, and general bad moods all-around the site.&lt;br&gt;&lt;br&gt;I am going to go take a nap now.  You're in charge Luca.</description>
	<link>http://www.boardgamegeek.com/article/2444460#2444460</link>
	<pubDate>2008-07-02T09:10:00+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Luke the Flaming wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&quot;Noden's favor&quot; (sic) reduces the Clues needed to seal a gate by 2, not one.&lt;/i&gt;&lt;br&gt;You're right.  I was getting confused with the +1 Clue from R'lyeh Rising.  So Nodens doesn't effect you (since it is a -2) but this one could make it change up.&lt;br&gt;&lt;/i&gt;&lt;br&gt;Doesn't &quot;R'lyeh Rising&quot; raise by 1 the difficulty to close R'lyeh gates (rather than the Clue needed to seal them)?&lt;br&gt;&lt;br&gt;I only remember the Blight Card for &quot;O. Thomas&quot; raising (by 1, by the way) the needed Clues to seal gates (apart Hastur's power, of course).</description>
	<link>http://www.boardgamegeek.com/article/2444358#2444358</link>
	<pubDate>2008-07-02T08:32:09+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;Luke the Flaming wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&quot;Noden's favor&quot; (sic) reduces the Clues needed to seal a gate by 2, not one.&lt;/i&gt;&lt;br&gt;You're right.  I was getting confused with the +1 Clue from R'lyeh Rising.  So Nodens doesn't effect you (since it is a -2) but this one could make it change up.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2444293#2444293</link>
	<pubDate>2008-07-02T08:15:24+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&quot;Noden's favor&quot; (sic) reduces the Clues needed to seal a gate by 2, not one.</description>
	<link>http://www.boardgamegeek.com/article/2444181#2444181</link>
	<pubDate>2008-07-02T07:45:17+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;b&gt;Jedit wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;And likewise she'd suffer no penalty if Hastur was the GOO.&lt;/i&gt;&lt;br&gt;Well, no more of a penalty than the others ;)&lt;br&gt;&lt;br&gt;Unless you had hastur and the environment card which would require 7 clues and send her back to 8.  But you get it now anyway!</description>
	<link>http://www.boardgamegeek.com/article/2443982#2443982</link>
	<pubDate>2008-07-02T06:47:32+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>Thanks Brian!&lt;br&gt;&lt;br&gt;I guessed the 3-pairs, as I was hoping she wasn't barred from sealing gates.  -MickeyD</description>
	<link>http://www.boardgamegeek.com/article/2443970#2443970</link>
	<pubDate>2008-07-02T06:42:43+00:00</pubDate>
	<dc:creator>MickeyD</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>And likewise she'd suffer no penalty if Hastur was the GOO.</description>
	<link>http://www.boardgamegeek.com/article/2443969#2443969</link>
	<pubDate>2008-07-02T06:42:37+00:00</pubDate>
	<dc:creator>Jedit</dc:creator>
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	<title>Thread: Re: Mania &amp; sealing gates</title>
	<description>&lt;i&gt;Mania:&lt;br&gt;Whenever you spend Clue tokens, you must spend them in groups of 2.&lt;br&gt;If you ever gain another Mania card, you are devoured.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Since it normally takes 5 Clue tokens to seal a gate, she would have to spend 6 (3 pairs) as you mentioned).  If the environment card is out that allows you to reduce them to 4, she could go back to 4 Clue tokens like everyone else.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2443878#2443878</link>
	<pubDate>2008-07-02T06:14:00+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Mania &amp; sealing gates</title>
	<description>I played AH the other night with Jenny B, and had to take a madness (mania) to avoid lossing a bunch of spells.  I can understand the adding clues to checks would be done in pairs (so you waste clues), but how does it affect gate sealing?  Do you spend 6 clues (3 pairs), 5 clues (spend 2 &lt;i&gt;or more&lt;/i&gt;), or can she no longer seal gates (2=/=5)?  Thanks! -MickeyD</description>
	<link>http://www.boardgamegeek.com/article/2443786#2443786</link>
	<pubDate>2008-07-02T05:36:02+00:00</pubDate>
	<dc:creator>MickeyD</dc:creator>
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