<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Arkham Horror - Curse of the Dark Pharaoh Expansion</title>
	<link>http://www.boardgamegeek.com/boardgame/22172</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 15 Oct 2008 21:49:15 -0500</lastBuildDate>
	<pubDate>Wed, 15 Oct 2008 21:49:15 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: First time playing with 2 players </title>
	<description>Well this was the first time I have used this expansion only and wow it is as deadly as the instructions say.&lt;br&gt;&lt;br&gt;&lt;b&gt;Game 1: Salesman and Reporter Vs. Cthulhu &lt;/b&gt;&lt;br&gt;Well, I played the reporter and gained over 12 clue tokens within 4 turns. The other player played the saleman and was delayed over 3 times due to failed rolls. &lt;br&gt;In the end we only got 2 gates closed and we were both eaten when Cthulhu woke up while we were both in the Other Worlds. He popped fast. We drew those &quot;add 2 doom tokens&quot; too many times. &lt;br&gt;&lt;br&gt;&lt;b&gt;Game 2: Doctor and Writer Vs. Shub&lt;/b&gt;&lt;br&gt;This game took a turn for bad with in 7 turns. There were 7 gates open at different locations one more and he would have woke up. Clue tokens were hard to come by and by the end we only sealed 2 gates and closed 1. It didn't prevent him from waking up ,but we got lucky on the last Arkham Phase for the Writer didn't have a common weapon and the police gave her a tommy gun for free. So with enchant weapon it was a nice gun. The GOO woke up anyways due to open portals. We actually were doing well for the doctor only got 3 dice to attack with and the writer with the gun had 4. We had alot of successes, but the writer was eaten and the doctor took out Shub alone. </description>
	<link>http://www.boardgamegeek.com/article/2708440#2708440</link>
	<pubDate>2008-10-07T19:22:13+00:00</pubDate>
	<dc:creator>j-train1</dc:creator>
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	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>I'm with Grimwold.  If you'd &quot;fix&quot; the Mythos card, than it doesn't make much sense not to &quot;fix&quot; the spell.  Look at it this way - you're replacing having your encounter (which is none) with doing something else with the spell.&lt;br&gt;&lt;br&gt;Wording+FFG=frequent nightmares.</description>
	<link>http://www.boardgamegeek.com/article/2703088#2703088</link>
	<pubDate>2008-10-06T01:17:47+00:00</pubDate>
	<dc:creator>perfalbion</dc:creator>
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	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>&lt;b&gt;Grimwold wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;ca_squires wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hey There&lt;br&gt;That raises the question about the Astral Travel Spell. It says&lt;br&gt;&lt;b&gt;Arkham Encounters: &lt;/b&gt; Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham.&lt;br&gt;&lt;br&gt;So can you cast it if you are in the street?&lt;br&gt;I don't think so, but it came up last night and was kinda iffy.&lt;br&gt;Chris&lt;/i&gt;The Investigator still has an Arkham Encounters phase, even if they are in the street.. the only difference is that you do not draw an encounter card for street locations... I think it is perfectly feasible for him to cast the spell while in the street.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Just wanted to throw in that I'm not sure I agree with that. If an official ruling proves me wrong then I'd like to know, but I play it as there is a difference between an Arkham Encounter Phase, and an Arkham Encounter. The Mythos card stated by the OP says that something is allowed to happen while in the streets, but otherwise, I wouldn't play it that it can.&lt;br&gt;&lt;br&gt;My rationale is this: An encounter is when you draw a Location card. It details the encounter that is happening to you. Thus the encounter is in the cards. Anything that replaces an encounter (location abilities, spells, etc.) replace the drawing of that card, not the phase. Therefore, if there's no card to be drawn, there's no encounter to be replaced. Now if it were to say &quot;During the Arkham Enounter Phase&quot;, or something similar, then it's doable to me. &lt;br&gt;&lt;br&gt;The Sandstorm mythos card seems to go against that, but I chalk that up to the bad wording often found in the CotDP expansion. To me, it should read &quot;During the Arkham Encounter Phase, investigators in the street may....&quot;. Then again, I could be totally off base, but I think an encounter is not the same as an encounter phase. So unless standing in the street doing nothing counts as an encounter, I don't think investigators in the streets have an encounter to replace.</description>
	<link>http://www.boardgamegeek.com/article/2702694#2702694</link>
	<pubDate>2008-10-05T21:18:20+00:00</pubDate>
	<dc:creator>Cimmerz</dc:creator>
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	<title>Thread: Re: New monsters on the table - left or discarded</title>
	<description>&lt;b&gt;ca_squires wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;If the monsters count towards the total on the board, then it is possible that one all of them could wind up in the outskirts or back in the cup. If that happened then it would make the card useless, since, I think&lt; you have to kill all of them to get the bonus of the card.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;This is correct.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2535183#2535183</link>
	<pubDate>2008-08-07T07:30:04+00:00</pubDate>
	<dc:creator>ninjadorg</dc:creator>
</item><item>
	<title>Thread: Re: New monsters on the table - left or discarded</title>
	<description>Hey there,&lt;br&gt;I'd like an &quot;official&quot; ruling on this one if possible. If the monsters count towards the total on the board, then it is possible that one all of them could wind up in the outskirts or back in the cup. If that happened then it would make the card useless, since, I think&lt; you have to kill all of them to get the bonus of the card.&lt;br&gt;If they don't count towards the total on the board, then next round they would be removed.&lt;br&gt;We played it that they were &quot;special&quot; and not subject to being sent to the outskirts and were removed if they weren't defeated.&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/2531231#2531231</link>
	<pubDate>2008-08-06T02:36:04+00:00</pubDate>
	<dc:creator>ca_squires</dc:creator>
</item><item>
	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>Cool, thanks for the response. we weren't totally sure, so any clarification is welcome.&lt;br&gt;Chris&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2528649#2528649</link>
	<pubDate>2008-08-05T12:05:06+00:00</pubDate>
	<dc:creator>ca_squires</dc:creator>
</item><item>
	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>&lt;b&gt;ca_squires wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hey There&lt;br&gt;That raises the question about the Astral Travel Spell. It says&lt;br&gt;&lt;b&gt;Arkham Encounters: &lt;/b&gt; Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham.&lt;br&gt;&lt;br&gt;So can you cast it if you are in the street?&lt;br&gt;I don't think so, but it came up last night and was kinda iffy.&lt;br&gt;Chris&lt;/i&gt;The Investigator still has an Arkham Encounters phase, even if they are in the street.. the only difference is that you do not draw an encounter card for street locations... I think it is perfectly feasible for him to cast the spell while in the street.</description>
	<link>http://www.boardgamegeek.com/article/2528401#2528401</link>
	<pubDate>2008-08-05T08:24:48+00:00</pubDate>
	<dc:creator>Grimwold</dc:creator>
</item><item>
	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>Hey There&lt;br&gt;That raises the question about the Astral Travel Spell. It says&lt;br&gt;&lt;b&gt;Arkham Encounters: &lt;/b&gt; Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham.&lt;br&gt;&lt;br&gt;So can you cast it if you are in the street?&lt;br&gt;I don't think so, but it came up last night and was kinda iffy.&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/2527940#2527940</link>
	<pubDate>2008-08-05T02:03:35+00:00</pubDate>
	<dc:creator>ca_squires</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>Mmmmm..&lt;br&gt;I was thinking, maybe the mask could be tweaked a little.&lt;br&gt;Instead of like, working a set amount of turns (Which is IMHO my problem with them. They are useful, but the fact that it's a timed artifact make it useful for, in most case, a single ocasion. you'll activate the item, use the skill because you needed it at that moment. And on the next few turns the situation that required that skill will be gone and it'll be wasted. (I'm aware there are upkeep skills, but I'm talking about, like for instance, an ability like Monterey Jack's. Unless you get to draw from the unique deck every turn. You'll use it only once)&lt;br&gt;&lt;br&gt;So what I propose, is that you still put counters on it. but you exhaust the counter only when you activate somebody's ability (If it's an upkeep ability, you lose a counter each upkeep.)&lt;br&gt;&lt;br&gt;This makes them far more useful because you at least get a few uses of them that may very well save your life. And I think that promotes them from a 'meh, too much bother, too little use' item to a 'Still some bother, but some net potential.' That's just an idea. I haven't had the chance of trying them yet. I do own the expansion.&lt;br&gt;&lt;br&gt;I'll probably play them like this tho.</description>
	<link>http://www.boardgamegeek.com/article/2524058#2524058</link>
	<pubDate>2008-08-02T17:57:11+00:00</pubDate>
	<dc:creator>Ribonizer</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>Yeah, and Kingsport problem wouldn't have had an extra elder sign if a character didn't start with one!  &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2523680#2523680</link>
	<pubDate>2008-08-02T12:42:40+00:00</pubDate>
	<dc:creator>Grimstax</dc:creator>
</item><item>
	<title>Thread: Re: 'A Sandstorm!?' card broken</title>
	<description>other things do happen in the streets though such as the rumour mythos cards etc. so I guess it means instead of doing that as well.</description>
	<link>http://www.boardgamegeek.com/article/2522482#2522482</link>
	<pubDate>2008-08-01T21:07:51+00:00</pubDate>
	<dc:creator>Skarsnik</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>Yea 1 more eldersign and to spray salt int the wound what, 20-30 &quot;other&quot; unique items? &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2522477#2522477</link>
	<pubDate>2008-08-01T21:05:09+00:00</pubDate>
	<dc:creator>Skarsnik</dc:creator>
</item><item>
	<title>Thread: Re: Cursed Relics Mythos Card</title>
	<description>&lt;b&gt;Arborshate wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;From what I recall from seeing those cards, they put tokens on themselves, and go away in an upkeep where they are out of tokens, so they would disappear right after that, anyway.  &lt;/i&gt;&lt;br&gt;&lt;br&gt;Yep, that's correct.  The tokens you put on them is equal to your Sanity at the time you exhaust it.  Then the clock starts ticking.</description>
	<link>http://www.boardgamegeek.com/article/2519749#2519749</link>
	<pubDate>2008-08-01T02:18:46+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Cursed Relics Mythos Card</title>
	<description>&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;bill_andel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;elCaptain wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;3)Any player may exhaust an Exhibit Item or discard a Unique item to negate both effects&lt;/i&gt;&lt;br&gt;Just played CODP for the first time yesterday and this one came up.  Which Exhibit Items are considered &quot;exhautible&quot; for purposes of negating the effects?  Any of them?  And since the effect only occurs in the Mythos phase, can't you just &quot;refresh&quot; the item on the very next upkeep phase?&lt;/i&gt;&lt;br&gt;You can only &quot;exhaust&quot; an Exhibit Item that has the word &quot;exhaust&quot; in it.  The only Exhibit Items that have the word &quot;exhaust&quot; in them are the 5 Mask cards.  As you'll notice on the card text, once these items are exhausted, they are not refreshed but instead stay in effect for X rounds, where X is your current Sanity level when you first exhaust it.&lt;/i&gt;&lt;br&gt;&lt;br&gt;From what I recall from seeing those cards, they put tokens on themselves, and go away in an upkeep where they are out of tokens, so they would disappear right after that, anyway.  </description>
	<link>http://www.boardgamegeek.com/article/2519728#2519728</link>
	<pubDate>2008-08-01T02:09:00+00:00</pubDate>
	<dc:creator>Arborshate</dc:creator>
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	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The more expansions you have, the better exhibit items get. &lt;br&gt;This is because while the Unique item deck grows, you never get any new Elder signs. This means elder signs get harder to draw from the deck since their are so many unique item cards now. &lt;br&gt;However no matter how many expansions you add, the Exhibit item deck is the same size, so Parchments of the Elder Gods (which are gate sealers) still have the same chance to be drawn.&lt;br&gt;&lt;br&gt;The Exhibit item stuff is actually pretty good. The Masks (which are the things that let you use other characters powers) actually are strong, the problem is they are too fiddly and thus people can never be fucked using them. Who can be bothered memorizing the powers that each mask can use? Not me!&lt;br&gt;&lt;br&gt;In fact CotDP has the 'fiddley' problem in a number of places - some of the Mythos cards are just book keeping pains in the ass (the environment where the streets fill with mummies is a shocker). That's why most people think it's the weakest expansion I think. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Actually, Kingsport came with a new Elder Sign.</description>
	<link>http://www.boardgamegeek.com/article/2467497#2467497</link>
	<pubDate>2008-07-12T16:45:34+00:00</pubDate>
	<dc:creator>sshawmd</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>&lt;b&gt;Grimstax wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I didn't know there were items that sealed gates in the exhibit item deck.&lt;/i&gt;&lt;br&gt;Sort of.  What Frank is talking about is a Parchment that allows you the chance to seal and remove a Doom token &lt;i&gt;if&lt;/i&gt; you successfully close the gate.  But the item is discarded &lt;i&gt;before &lt;/i&gt;you make your check so it could be wasted in vain.&lt;br&gt;&lt;br&gt;But this is one of the best Exhibit Items as I stated above.</description>
	<link>http://www.boardgamegeek.com/article/2467235#2467235</link>
	<pubDate>2008-07-12T13:23:49+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The more expansions you have, the better exhibit items get. &lt;br&gt;This is because while the Unique item deck grows, you never get any new Elder signs. This means elder signs get harder to draw from the deck since their are so many unique item cards now. &lt;br&gt;However no matter how many expansions you add, the Exhibit item deck is the same size, so Parchments of the Elder Gods (which are gate sealers) still have the same chance to be drawn.&lt;br&gt;&lt;br&gt;The Exhibit item stuff is actually pretty good. The Masks (which are the things that let you use other characters powers) actually are strong, the problem is they are too fiddly and thus people can never be fucked using them. Who can be bothered memorizing the powers that each mask can use? Not me!&lt;br&gt;&lt;br&gt;In fact CotDP has the 'fiddley' problem in a number of places - some of the Mythos cards are just book keeping pains in the ass (the environment where the streets fill with mummies is a shocker). That's why most people think it's the weakest expansion I think. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Thanks, Mr S!  You are right that I just wasn't sure I wanted to &quot;fiddle&quot; with the Masks, especially playing solo with 4 investigators.  As someone who isn't intimately familiar with all the investigators, I was afraid I'd have to hunt their cards up and then find space for them somewhere.  I can certainly see an advantage to being able to have other character's special abilities if needed.  It seems it might have worked as a better mechanic, though, to be able to pick one of three and have that person's special ability for the rest of the game when you exhaust the card or something.    &lt;br&gt;&lt;br&gt;I didn't know there were items that sealed gates in the exhibit item deck.  I'm glad, because I didn't want to feel like the expansion was lost in the dilution as I am a big Nyarly/Dark Pharoah fan in the literature.  Boy, you are right about there being much &quot;fiddly&quot; stuff in CotDP, though.  The &quot;mummies on every street&quot; is a hassle to deal with.&lt;br&gt;&lt;br&gt;Thanks everyone for your help!</description>
	<link>http://www.boardgamegeek.com/article/2467213#2467213</link>
	<pubDate>2008-07-12T13:08:06+00:00</pubDate>
	<dc:creator>Grimstax</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>The more expansions you have, the better exhibit items get. &lt;br&gt;This is because while the Unique item deck grows, you never get any new Elder signs. This means elder signs get harder to draw from the deck since their are so many unique item cards now. &lt;br&gt;However no matter how many expansions you add, the Exhibit item deck is the same size, so Parchments of the Elder Gods (which are gate sealers) still have the same chance to be drawn.&lt;br&gt;&lt;br&gt;The Exhibit item stuff is actually pretty good. The Masks (which are the things that let you use other characters powers) actually are strong, the problem is they are too fiddly and thus people can never be fucked using them. Who can be bothered memorizing the powers that each mask can use? Not me!&lt;br&gt;&lt;br&gt;In fact CotDP has the 'fiddley' problem in a number of places - some of the Mythos cards are just book keeping pains in the ass (the environment where the streets fill with mummies is a shocker). That's why most people think it's the weakest expansion I think. </description>
	<link>http://www.boardgamegeek.com/article/2467124#2467124</link>
	<pubDate>2008-07-12T11:14:48+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>Thematically, you &lt;i&gt;should&lt;/i&gt; take the Exhibit item. Who wants some old rock when there's a totaly sweet ankh or something available?&lt;br&gt;&lt;br&gt;I play CotDP as a one-off add to vanilla AH. With Dunwich added on, the GOO just comes too fast as you have to tie up some Investigators in Dunwich and can't really handle the action in Arkham. </description>
	<link>http://www.boardgamegeek.com/article/2465397#2465397</link>
	<pubDate>2008-07-11T16:09:53+00:00</pubDate>
	<dc:creator>jeblucas</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>Most of them suck basically.  There are a few keepers - particulary the Parchment of the Elder Gods (or whatever it is called) that allows a chance for a doom token to be removed and the Summoning Glass. &lt;br&gt;&lt;br&gt;Most times, you are going to be better off taking the Unique Item vs. the Exhibit Item.  I think it would have been better if they made them all Unique Items and then the balance would have been better.&lt;br&gt;&lt;br&gt;FFG did somewhat of a retro-fix on this by creating the Herald for CotDP that you can print off their website.  It makes the punishment more severe for Unique Items and less severe for Exhibit Items.  So that might be more motivation to grab an Exhibit Item instead.</description>
	<link>http://www.boardgamegeek.com/article/2465375#2465375</link>
	<pubDate>2008-07-11T16:03:37+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Exhibit Items vs Unique Items</title>
	<description>I just bit the bullet and looked through the exhibit deck to pull out all the subpar items, so that drawing from the exhibit deck is always a treat</description>
	<link>http://www.boardgamegeek.com/article/2464985#2464985</link>
	<pubDate>2008-07-11T14:21:09+00:00</pubDate>
	<dc:creator>toku42</dc:creator>
</item><item>
	<title>Thread: Exhibit Items vs Unique Items</title>
	<description>When I first bought CotDP, it was at the same time as Dunwich Horror and all the cards were added in together. I don't study the individual cards from expansions when I put them in to not spoil surprises. I've suddenly been more frequently getting encounter cards that will say something like &quot;draw either an exhibit item or a unique item.&quot; &lt;br&gt;&lt;br&gt;I started out thinking, &quot;Cool! I get to see what the probably powerful exhibit items are finally!&quot; Then I seem to (every time) draw an exhibit item that just allows me three turns with another character's special ability, which doesn't seem very powerful in lieu of a shot at an elder sign. &lt;br&gt;&lt;br&gt;My question is this (since I haven't peeked at the exhibit items): Am I just unlucky in what I'm drawing for exhibit items? How do you who are playing with all the expansions handle these type of encounters? Do you draw an exhibit item every chance you get? Or is it better to go with a unique item? </description>
	<link>http://www.boardgamegeek.com/article/2464945#2464945</link>
	<pubDate>2008-07-11T14:10:54+00:00</pubDate>
	<dc:creator>Grimstax</dc:creator>
</item><item>
	<title>Thread: Re: silver twilight lodge encounter question</title>
	<description>That´s it, thank you a lot &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2449951#2449951</link>
	<pubDate>2008-07-05T11:49:44+00:00</pubDate>
	<dc:creator>pethulhu</dc:creator>
</item><item>
	<title>Thread: Re: silver twilight lodge encounter question</title>
	<description>Might be this:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/ffgforums/posts/list/114.page&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/ffgforums/posts/list/114.p...&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;10. An encounter in the Silver Twilight Lodge reads: &lt;br&gt;&lt;br&gt;&quot;The lights go out; you hear chanting and feel a knife at your throat. You may: &lt;br&gt;&lt;br&gt;1) Flee. Lose 1 Stamina and move to the street &lt;br&gt;2) Allow them to cast their ritual upon you. Lose 2 Stamina, but take the Visions card and gain 1 Clue token &lt;br&gt;3) Attempt to take control of the ritual with a Lore (-1) check. If you pass, the Lodge offers you Silver Twilight Membership.&quot; &lt;br&gt;&lt;br&gt;Shouldn't the third option have some sort of a penalty for a failed check? Otherwise there's no reason to take the first option ever. &lt;br&gt;&lt;br&gt;That 3rd option should also read, &quot;If you fail, lose 3 stamina and all your spells, then move to the street.&quot; I'll note that for the errata. &lt;br&gt;&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/2449946#2449946</link>
	<pubDate>2008-07-05T11:36:29+00:00</pubDate>
	<dc:creator>Dam the Man</dc:creator>
</item><item>
	<title>Thread: silver twilight lodge encounter question</title>
	<description>One encounter at the silver twilight lodge reads:&lt;br&gt;[o]The lights go out. you hear chanting and feel a knife at your throat. You may:&lt;br&gt;1) Flee. Lose 1 stamina and move to the street&lt;br&gt;2) allow them to cast their ritual upon you. Lose 2 Stamina, but take the Visions card and gain 1 clue token.&lt;br&gt;3) Attempt to take control of the ritual with a lore (-1) check. If you pass, tehe lodge offers you a Silver Twilight membership.[/o]&lt;br&gt;&lt;br&gt;I was wondering that their are no ill effects when 3) fails. At least lose some stamina, to going unconscious or even devoured.&lt;br&gt;Any thoughts or official answers you got?&lt;br&gt;(I couldnt find this on the Fantasy Flight forum.)&lt;br&gt;&lt;br&gt;Thanks.</description>
	<link>http://www.boardgamegeek.com/article/2449938#2449938</link>
	<pubDate>2008-07-05T11:20:41+00:00</pubDate>
	<dc:creator>pethulhu</dc:creator>
</item><item>
	<title>Thread: Re: Mythos card:  &quot;Murder in the Museum&quot; question</title>
	<description>Thanks guys for the quick responses.  Playing the card as written is definitely simpler.  I'll continue to play it that way as well.</description>
	<link>http://www.boardgamegeek.com/article/2442913#2442913</link>
	<pubDate>2008-07-02T12:27:34+00:00</pubDate>
	<dc:creator>robertg611</dc:creator>
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	<title>Thread: Re: Mythos card:  &quot;Murder in the Museum&quot; question</title>
	<description>Most likely it was a printing error due to the substantially large text on it.&lt;br&gt;&lt;br&gt;Regardless, I have to agree with the rest here - I am playing it as is until directed otherwise.</description>
	<link>http://www.boardgamegeek.com/article/2434401#2434401</link>
	<pubDate>2008-06-29T20:10:46+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Mythos card:  &quot;Murder in the Museum&quot; question</title>
	<description>&lt;b&gt;dbuel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm going to continue to play the card the way it's printed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;This.  It's an exception to the rule until Kevin Wilson says different.</description>
	<link>http://www.boardgamegeek.com/article/2433998#2433998</link>
	<pubDate>2008-06-29T16:15:10+00:00</pubDate>
	<dc:creator>Jedit</dc:creator>
</item><item>
	<title>Thread: Re: Mythos card:  &quot;Murder in the Museum&quot; question</title>
	<description>I'm going to continue to play the card the way it's printed.</description>
	<link>http://www.boardgamegeek.com/article/2433970#2433970</link>
	<pubDate>2008-06-29T15:54:31+00:00</pubDate>
	<dc:creator>dbuel</dc:creator>
</item><item>
	<title>Thread: Mythos card:  &quot;Murder in the Museum&quot; question</title>
	<description>I noticed that the mythos card &quot;Murder in the Museum&quot; &lt;i&gt;Headline&lt;/i&gt;does not have a &lt;b&gt;Clue Appears At:&lt;/b&gt; section.  After examining the mythos cards included in AH and CotDP, I found that ALL mythos cards have a Clue Appears section except for Rumors and The Story Continues...&lt;br&gt;&lt;br&gt;As Murder in the Museum is definitely not a rumor, it should allow a Clue to be placed.  Right?  Is this a printing error or an intentional omission?&lt;br&gt;&lt;br&gt;I did a quick search here and in the FFG forums and didn't find this mentioned.  If it has been mentioned, please guide me to the thread discussing this.&lt;br&gt;&lt;br&gt;&lt;br&gt;Continuing on, against my better judgement, I did a quick analysis of the 18 Mythos cards included in CotDP.&lt;br&gt;&lt;br&gt;MINOR SPOILER AHEAD concerning frequency of clues appearing in CotDP:&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Ready?  I found that 10 locations out of the possible 11 have clues appearing, some have 2 or 3.  Rumors, of course, don't have any clues appearing.  One location [o]The Silver Twilight Lodge[/o] doesn't have any clues appearing!  If this is indeed a printing error, I would suggest that a clue should appear at the above location when this Headline is drawn.&lt;br&gt;&lt;br&gt;Any thoughts?  Opinion?</description>
	<link>http://www.boardgamegeek.com/article/2433892#2433892</link>
	<pubDate>2008-06-29T15:02:04+00:00</pubDate>
	<dc:creator>robertg611</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Or, if you just play it exactly how it is written, it's as tough as it's meant to be.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;You mean so that you can't discard specifically to satisfy the rumor, but instead must find an alternate method of discarding a common item while in an Other World? So for example, I have an Other World encounter that makes me loose an item, and I choose to discard my .18 Derringer*, then since I just discarded an item the Rumor goes away. Is this what you mean? I could see it being read that way, though I don't think that is how it was intended. However, it would ramp up the difficulty of that rumor significantly.&lt;br&gt;&lt;br&gt;I can just see people cursing that they can't use most tomes in the Other World due to lacking normal movement.&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;(*on a side note, I like that this would give more meaning to &quot;cannot be lost or stolen unless you choose to allow it.&quot;)</description>
	<link>http://www.boardgamegeek.com/article/2426518#2426518</link>
	<pubDate>2008-06-26T02:47:45+00:00</pubDate>
	<dc:creator>foxx</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>The way it is written is not tough at all.  Maybe that is what you were trying to say and I misunderstood.</description>
	<link>http://www.boardgamegeek.com/article/2425579#2425579</link>
	<pubDate>2008-06-25T18:40:00+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Or, if you just play it exactly how it is written, it's as tough as it's meant to be.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;But that's not how it is written.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;What?</description>
	<link>http://www.boardgamegeek.com/article/2425499#2425499</link>
	<pubDate>2008-06-25T18:13:46+00:00</pubDate>
	<dc:creator>ninjadorg</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Or, if you just play it exactly how it is written, it's as tough as it's meant to be.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;But that's not how it is written.</description>
	<link>http://www.boardgamegeek.com/article/2418972#2418972</link>
	<pubDate>2008-06-23T18:23:08+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Or, if you just play it exactly how it is written, it's as tough as it's meant to be.&lt;/i&gt;&lt;br&gt;You mean applying the &quot;1 or 2&quot; roll even to the item discarded to pass the Rumor? How do you think an (average) 1.5 items (yeah, one-and-half) are a &quot;tough&quot; price to get 10 Clues (with 5 Investigators)?&lt;br&gt;Not to mention that the game is already a dicefest as it is... allowing some planning here or there (e.g. &quot;you must discard N items&quot; rather than &quot;you discard, then roll to see if it has effect or is merely wasted&quot;) would at least give the impression that the players can take some meaningful decisions (and not only be at the mercy of dice, cards and chits).&lt;br&gt;&lt;br&gt;This Rumor, like others, has the issue of having a difficulty non proportionated to the number of players, while the reward is (note how this was corrected, unfrotunately erring on the other side in my opinion, in the Dunwich Rumors).&lt;br&gt;&lt;br&gt;In any case, as everything in this game (and not only), one just needs to find the way to play the suits him (and his mates, of course!).&lt;br&gt;Whatever it'll be for you, have fun! &lt;img src=&quot;http://files.boardgamegeek.com/images/meeple_smile.gif&quot; alt=&quot;:meeple:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2418915#2418915</link>
	<pubDate>2008-06-23T18:04:04+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>Or, if you just play it exactly how it is written, it's as tough as it's meant to be.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2418864#2418864</link>
	<pubDate>2008-06-23T17:49:05+00:00</pubDate>
	<dc:creator>ninjadorg</dc:creator>
</item><item>
	<title>Thread: Re: Cursed Relics Mythos Card</title>
	<description>&lt;b&gt;bill_andel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;elCaptain wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;3)Any player may exhaust an Exhibit Item or discard a Unique item to negate both effects&lt;/i&gt;&lt;br&gt;Just played CODP for the first time yesterday and this one came up.  Which Exhibit Items are considered &quot;exhautible&quot; for purposes of negating the effects?  Any of them?  And since the effect only occurs in the Mythos phase, can't you just &quot;refresh&quot; the item on the very next upkeep phase?&lt;/i&gt;&lt;br&gt;You can only &quot;exhaust&quot; an Exhibit Item that has the word &quot;exhaust&quot; in it.  The only Exhibit Items that have the word &quot;exhaust&quot; in them are the 5 Mask cards.  As you'll notice on the card text, once these items are exhausted, they are not refreshed but instead stay in effect for X rounds, where X is your current Sanity level when you first exhaust it.</description>
	<link>http://www.boardgamegeek.com/article/2417400#2417400</link>
	<pubDate>2008-06-23T03:10:31+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Two Card Questions</title>
	<description>&lt;b&gt;moonmood wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;1. Why does the portal card state that you need one hit per doom token? Isn't this the basic rule when trying to hard an AO?&lt;/i&gt;&lt;br&gt;You typically need N hits per doom token where N is the number of players.  If you have a GOO of 10 doom tokens and 4 players, you need a total of 40 hits to remove the 10 doom tokens.  Since this is a 1-on-1 battle, you would only need one hit per doom token.  They just wanted to clarify this since there is 1 investigator in the battle but most likely mor eint he game.&lt;br&gt;&lt;br&gt;&lt;i&gt;2. How come you don't get scared (lose sanity).... I bet the magician was scared shitless when the shadowy Ithaqua came for his sigarettes...&lt;/i&gt;&lt;br&gt;Most likely because the damage is going to be pretty severe anyway if you survive.  Taking Sanioty away as well is just overkill!</description>
	<link>http://www.boardgamegeek.com/article/2417388#2417388</link>
	<pubDate>2008-06-23T03:02:56+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>Welcome to the world of broken CotDP cards!  I'd say the rumor is a bit too easy as well.&lt;br&gt;&lt;br&gt;While I see what you are saying about potentially loosing the item before you can discard it, I think I have to go with Luca's interpretation.  You use certain common items by discarding them.  But discarding an item to satisfy this rumor is not &quot;using&quot; it.  So no rolling for that item.&lt;br&gt;&lt;br&gt;If you want to make it tougher, then N items discarded sounds about right.  It can still be easily accomplished but at a heftier price.</description>
	<link>http://www.boardgamegeek.com/article/2417381#2417381</link>
	<pubDate>2008-06-23T02:58:09+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>The card says &quot;Any time a player attempts to use a Common Item, whether by applying it's bonuses to combat, exhausting it, or discarding it, roll a die. On a 1 or a 2, it falls apart before it can be used and must be discarded.&quot;&lt;br&gt;&lt;br&gt;So... maybe you are suppose to roll when trying to discard to the rumor. That could have made it a little tougher, but even so, it still seems way too easy to pull off given the reward; we -easily- beat that game and I attribute a large part of that to the bounty of clue tokens we received early on from this. There were 7 players so 14 clue tokens handed out for doing almost nothing. This combined with an encounter following it that allowed us to trade clue tokens, and we had no trouble with clue tokens the rest of the game.</description>
	<link>http://www.boardgamegeek.com/article/2414266#2414266</link>
	<pubDate>2008-06-21T02:43:36+00:00</pubDate>
	<dc:creator>foxx</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Remember, because of the rumour you need to roll a die whenever discarding a common item, including the one to try and beat this rumour, and if you roll a 1 (or 2?) you lose it.  So we had a guy jump through a gate and discard 5 common items and roll terribly, losing all of them to the stupid rumour.&lt;br&gt;&lt;br&gt;Yeah, if you roll well it's easy, but even if you have a ton of common items you can still get screwed . . .&lt;/i&gt;&lt;br&gt;If I remember correctly, items are lost on 1 or 2, but only when used (either exhausted or to simply apply their bonus), not when discarded (e.g. to satisfy the Rumor).</description>
	<link>http://www.boardgamegeek.com/article/2414082#2414082</link>
	<pubDate>2008-06-21T00:29:03+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>Remember, because of the rumour you need to roll a die whenever discarding a common item, including the one to try and beat this rumour, and if you roll a 1 (or 2?) you lose it.  So we had a guy jump through a gate and discard 5 common items and roll terribly, losing all of them to the stupid rumour.&lt;br&gt;&lt;br&gt;Yeah, if you roll well it's easy, but even if you have a ton of common items you can still get screwed . . .</description>
	<link>http://www.boardgamegeek.com/article/2413245#2413245</link>
	<pubDate>2008-06-20T19:48:57+00:00</pubDate>
	<dc:creator>ninjadorg</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>That Rumor is intended by design to be so simple to beat (confirmed by someone from FFG on their forum).&lt;br&gt;However, I find it ridiculous (especially compared to the average Rumor); if you want to make it more challenging, just change it to require N common items (with N = number of Investigators) rather than only 1. It is still doable, but requires some more effort and sacrifice.&lt;br&gt;In either way, have fun! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2412275#2412275</link>
	<pubDate>2008-06-20T15:33:44+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: Return to the Old Ways</title>
	<description>It is really that simple.  When in the OW, discard the item.  As you mentioned, it could be super simple if someone happens to be in the OW anyway and has a junk item.&lt;br&gt;&lt;br&gt;However, you may want to leave it out for a bit to keep other rumors from taking effect.  You need to weigh that versus the off-chance you'll break your other items.</description>
	<link>http://www.boardgamegeek.com/article/2411539#2411539</link>
	<pubDate>2008-06-20T10:05:58+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
</item><item>
	<title>Thread: Return to the Old Ways</title>
	<description>In a recent game, the rumor &quot;Return to the Old Ways&quot; came up. After reading the ongoing effect and then the Fail effect, I was a bit surprised to find the Pass condition so easy to achieve. The card says (in part):  If a player discards a Common Item while in an Outer World, return this card to the box. Each player gains 2 Clue tokens.&quot;&lt;br&gt;&lt;br&gt;We interpreted this to mean someone needed to go an other world and then discard an item as a cost to remove this rumor. However, I could see interpreting it to mean that you'd need to find an alternate method to get an item discards, and not just discard one by choice.  &lt;br&gt;&lt;br&gt;The latter would be far more challenging, and would seem to be more in line with the apparent nastiness of the rest of the card.  For us one player with a junk item, who was planning to travel into a gate anyways, just hopped in and sacrificed the item. My question is, was this really the free-clues-for-everyone card that it seems to be? Or were we playing it wrong?</description>
	<link>http://www.boardgamegeek.com/article/2411490#2411490</link>
	<pubDate>2008-06-20T09:01:57+00:00</pubDate>
	<dc:creator>foxx</dc:creator>
</item><item>
	<title>Thread: Re: Two Card Questions</title>
	<description>We played like this (which I can see now is obviously wrong):&lt;br&gt;The Nun encountered Shub-Niggurath in Yuggoth. Shub got any first attack/special as defined on its card, but for hitpoints it got only ONE doom token since it wasn't the AO in slumber. In our game the Nun immediately got devoured since she hadn't killed any minions, and thus killed. The doom track was in addition advanced by one token. (Yes, I know, completely wrong, but I was tired..)&lt;br&gt;Later the magician met Ithaqua in the Plateau of Leng. The player lost his Lucky sigarettes because of the AO ability. Which we later understood was the sole reason for the enconter: Ithaqua was having the cravings... One hit later, it ran away with the pack of sigarettes...&lt;br&gt;&lt;br&gt;Well, anyways, I now clearly as daylight see that this was the wrong way to play, but there is one thing I wonder about:&lt;br&gt;&lt;br&gt;1. Why does the portal card state that you need one hit per doom token? Isn't this the basic rule when trying to hard an AO?&lt;br&gt;&lt;br&gt;2. How come you don't get scared (lose sanity).... I bet the magician was scared shitless when the shadowy Ithaqua came for his sigarettes... &lt;br&gt;&lt;br&gt;Cheers...!</description>
	<link>http://www.boardgamegeek.com/article/2410372#2410372</link>
	<pubDate>2008-06-19T21:12:25+00:00</pubDate>
	<dc:creator>moonmood</dc:creator>
</item><item>
	<title>Thread: Re: Train Station encounter</title>
	<description>&lt;b&gt;ryanhanson wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Oh, OK. &lt;br&gt;so... is he saying that if you fail the first check then discard a second item? That's what it seems to be saying.&lt;br&gt;&lt;/i&gt;&lt;br&gt;I'd say he clearly is saying that (and thus the card is misprinted).</description>
	<link>http://www.boardgamegeek.com/article/2381619#2381619</link>
	<pubDate>2008-06-09T18:03:49+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: Train Station encounter</title>
	<description>Oh, OK. &lt;br&gt;so... is he saying that if you fail the first check then discard a second item? That's what it seems to be saying.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2381557#2381557</link>
	<pubDate>2008-06-09T17:39:01+00:00</pubDate>
	<dc:creator>ryanhanson</dc:creator>
</item><item>
	<title>Thread: Re: Cursed Relics Mythos Card</title>
	<description>&lt;b&gt;elCaptain wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;3)Any player may exhaust an Exhibit Item or discard a Unique item to negate both effects&lt;/i&gt;&lt;br&gt;Just played CODP for the first time yesterday and this one came up.  Which Exhibit Items are considered &quot;exhautible&quot; for purposes of negating the effects?  Any of them?  And since the effect only occurs in the Mythos phase, can't you just &quot;refresh&quot; the item on the very next upkeep phase?</description>
	<link>http://www.boardgamegeek.com/article/2378845#2378845</link>
	<pubDate>2008-06-08T12:29:49+00:00</pubDate>
	<dc:creator>bill_andel</dc:creator>
</item><item>
	<title>Thread: Re: Train Station encounter</title>
	<description>&lt;a href=&quot;http://www.fantasyflightgames.com/ffgforums/posts/list/114.page;jsessionid=5D30AACB0E25EBA50C703D95ADDED580&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt; Kevin W. answered to this issue on FFG forum&lt;/a&gt; (scroll down quite a bit):&lt;br&gt;&lt;br&gt;&lt;i&gt;Pretend that it reads like this: Discard a Common or Unique Item if able, then make a Luck (+0) check. If you pass, draw a number of Unique or Exhibit Items equal to the number of successes rolled, and keep one. If you fail, Discard a Common or Unique Item if able, then make a Luck (+0) check. If you pass, draw a number of Common Items equal to the number of successes rolled, and keep one. If you fail this second check, nothing happens. &lt;/i&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2378817#2378817</link>
	<pubDate>2008-06-08T11:55:35+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Dark Pharaoh Official Herald of Nyarlatoteph &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic330531_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/330531</link>
	<pubDate>2008-05-08T04:25:17+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Promotional card found in new release of Arkham Horror base game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic298292_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/298292</link>
	<pubDate>2008-02-07T01:39:38+00:00</pubDate>
	<dc:creator>yakos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Spells &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic225750_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/225750</link>
	<pubDate>2007-07-03T04:38:23+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Important Mythos Card Additions &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic225749_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/225749</link>
	<pubDate>2007-07-03T04:30:51+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Allies 300 DPI &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic225747_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/225747</link>
	<pubDate>2007-07-03T04:27:54+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Items 300 DPI &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic225746_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/225746</link>
	<pubDate>2007-07-03T04:23:39+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		every new artifact &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic202165_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/202165</link>
	<pubDate>2007-04-08T21:35:03+00:00</pubDate>
	<dc:creator>DancingMoogle</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		all of the new spells &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic202162_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/202162</link>
	<pubDate>2007-04-08T21:31:12+00:00</pubDate>
	<dc:creator>DancingMoogle</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		new benfits and disadvantages &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic202161_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/202161</link>
	<pubDate>2007-04-08T21:26:50+00:00</pubDate>
	<dc:creator>DancingMoogle</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All of the new ally cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic202146_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/202146</link>
	<pubDate>2007-04-08T19:57:16+00:00</pubDate>
	<dc:creator>DancingMoogle</dc:creator>
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