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	<title>Arkham Horror | BoardGameGeek</title>
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		<title>Arkham Horror | BoardGameGeek</title>
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	<description>BoardGameGeek features information related to the board gaming hobby</description>
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 	<pubDate>Tue, 10 Nov 2009 02:41:20 +0000</pubDate>
	<lastBuildDate>Tue, 10 Nov 2009 02:41:20 +0000</lastBuildDate>
   <link>http://www.boardgamegeek.com/</link>
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   	<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Mease19&#039;&gt;Mease19&lt;/a&gt;&lt;/p&gt;
	You could also just stack clue tokens on the doom track, one for each player on each doom track number.  Then remove tokens. &lt;br&gt;&lt;br&gt;I typically put a d6 on the highest doom track and set it to the number of players.  For each damage, move it down one face.  When you can't move it down any more, move it to the next lower doom track number and continue counting down.
</description>
<link>http://www.boardgamegeek.com/article/4186263#4186263</link>
<guid>http://www.boardgamegeek.com/article/4186263#4186263</guid>
<pubDate>Tue, 10 Nov 2009 02:41:20 +0000</pubDate>
<dc:creator>Mease19</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dpr76&#039;&gt;dpr76&lt;/a&gt;&lt;/p&gt;
	Please put me down for 10 of each, shipping to Pittsburgh...&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;Dave
</description>
<link>http://www.boardgamegeek.com/article/4186223#4186223</link>
<guid>http://www.boardgamegeek.com/article/4186223#4186223</guid>
<pubDate>Tue, 10 Nov 2009 02:29:42 +0000</pubDate>
<dc:creator>dpr76</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BosonMichael&#039;&gt;BosonMichael&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;pbwill2000 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;sign me up for 8/10/8 blessed/normal/cursed to San Francisco&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Cursed to San Francisco? What a horrible fate that would be!! :gulp:&lt;br&gt;&lt;br&gt;:laugh:
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<link>http://www.boardgamegeek.com/article/4186189#4186189</link>
<guid>http://www.boardgamegeek.com/article/4186189#4186189</guid>
<pubDate>Tue, 10 Nov 2009 02:18:45 +0000</pubDate>
<dc:creator>BosonMichael</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	Borrowed from The Professors fine breakdown:&lt;br&gt;&lt;br&gt;&lt;u&gt;Description&lt;/u&gt;&lt;br&gt;Dice are 16mm dice.&lt;br&gt;&lt;br&gt;All dice are etched on 1, 2, or 3 sides; all other sides remain blank&lt;br&gt;Scarab-Scarlet w/silver Elder Sign + #6 etching; 1-side: $.50 (&quot;Cursed&quot;)&lt;br&gt;Scarab-Jade w/silver Elder Sign etching + #s 5 and 6; 2-sides: $1.00 (&quot;Normal&quot;)&lt;br&gt;Scarab-Royal Blue w/silver Elder Sign etching + #s 4, 5,and 6; 3-sides: $1.50 (&quot;Blessed&quot;)&lt;br&gt;&lt;br&gt;For pictures, please check-out The Professor's Gallery&lt;br&gt;&lt;br&gt;&lt;u&gt;Order Quantity and Dice Colors&lt;/u&gt;&lt;br&gt;Spreadsheet: 	&lt;A target='_blank' href=&quot;http://spreadsheets.google.com/ccc?key=tRx1fxC6mfpB8s3fHgI3OXw&quot; rel=&quot;nofollow&quot;&gt;http://spreadsheets.google.com/ccc?key=tRx1fxC6mfpB8s3fHgI3O...&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Shipping - General&lt;/u&gt;&lt;br&gt;Again, Joe from Chessex has confirmed that both US and International shipping is available on this order. &lt;br&gt;&lt;br&gt;Shipping - US&lt;br&gt;Domestic US shipping will cost $7.00.  Your order will ship directly from Chessex to you.&lt;br&gt;&lt;br&gt;Shipping - International&lt;br&gt;International shipping will cost $13.00.  Your order will ship directly from Chessex to you.&lt;br&gt;&lt;br&gt;&lt;u&gt;Payment Option&lt;/u&gt;&lt;br&gt;Paypal (waiting to hear about direct Credit Card billing)&lt;br&gt;I will provide more specific information here once the order is closed.  &lt;b&gt;DO NOT SEND MONEY AT THIS TIME!&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Your Responsibility&lt;/u&gt;&lt;br&gt;Dice requests posted in this threads serve as a binding agreement.  I will send PMs to all individuals currently on the order list to confirm dice totals and interest.  If you have changed your mind, please let me know ASAP.&lt;br&gt;&lt;br&gt;&lt;u&gt;Closing date&lt;/u&gt;&lt;br&gt;&lt;b&gt;Given that this thread has been up for more than a month, and this current order active for a week, I'm closing orders on this run on Tuesday, November 10, 2009 at 11:59pm (Mountain Time).&lt;/b&gt;&lt;br&gt;&lt;br&gt;I will send order details to Joe at Chessex on Wednesday, November 11, 2009 and update payment information in this thread.&lt;br&gt;&lt;br&gt;If you're on the fence, consider that a solo order of 30 dice (10 of each) at &lt;b&gt;regular&lt;/b&gt; pricing would cost $45 vs our group rate of $30.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4186185#4186185</link>
<guid>http://www.boardgamegeek.com/article/4186185#4186185</guid>
<pubDate>Tue, 10 Nov 2009 02:18:09 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Currently i own  Illsmouth and BGotWs... but I have only been playing Core + BGotWs at the moment.&lt;br&gt;&lt;br&gt;Well, if you close every gate you see you are basically guaranteeing that a doom token gets added in every Mythos Phase. It seams to me the only way to really impede the Mythos cards from adding a doom token (you add a doom token every time a gate opens) is to seal the gate or to take a monster spawn on the chin.&lt;br&gt;&lt;br&gt;So as you are getting tons of Monster Surges due to using gates to stop doom token you need to basically assign 1 or 2 investigators to just kill monsters, to stop the terror track form filling up. I also have the &quot;slayers&quot; buy items with they trade to the other players.&lt;br&gt;&lt;br&gt;I havn't seen those items yet.&lt;br&gt;&lt;br&gt;I am interested in what you are saying but as I see it.. it is the exact opposite... open gates = less doom tokens = slower AO awakening??&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Okay. Are you playing with the BGoTW herald? I would assume not because you seem to favor monster surges. I'm not advising you to close every gate you see, nor am I advising you to &quot;close&quot; gates, though you need to sometimes. I am saying you should seal them. I apologize if you know this already:&lt;br&gt;&lt;br&gt;When a mythos card shows a gate at a seal location, normally no gate appears and no monster appears (with exception of gate bursts). So when a Mythos pops a gate that you've sealed, you basically get a free turn. Now that changes a bit with the DOR track (Innsmouth board), but you can spend some clues to deal with it. &lt;br&gt;&lt;br&gt;What I like to do (and I hope this is somewhat correct), is to seal the high frequency locations and close low frequency locations IF needed (say near gate limit). This allows more chances for the seals blocking the gates = free turns.&lt;br&gt;&lt;br&gt;Now if you are playing with just the base board with no herald, I can see that allowing gates to stay longer can seem beneficial. After all, theres only 11 gates total and it's harder to reach gate limit if you are doing some sealing/closing every now and then.&lt;br&gt;&lt;br&gt;I play with both DH and IH and that adds a total of 9 more gate locations. If I don't start gunning for those gates I'll hit the gate limit 7/4 investigators around 8-9 on the doom track.&lt;br&gt;&lt;br&gt;So if allowing more open gates works for you now and you are winning those games, you can stay the course. But I don't think it'll work when you add an extra board.
</description>
<link>http://www.boardgamegeek.com/article/4186156#4186156</link>
<guid>http://www.boardgamegeek.com/article/4186156#4186156</guid>
<pubDate>Tue, 10 Nov 2009 02:09:20 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/krechevskoy&#039;&gt;krechevskoy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;dgmaga wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;krechevskoy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The main complaint I hear amongst the dissenters was, &quot;I do not feel like I am playing or contributing.&quot;   This is my only gripe about the game.  If you have a player that has sealed 3 gates, and they don't feel like they are playing or contributing, something with the system is broken.  And this response is not an isolated occurance.  But this feeling of along for the freefall is also what draws fans of Arkham Horror.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Why did this person feel like s/he had not contributed after sealing three gates?&lt;br&gt;&lt;br&gt;I can only follow the reasoning if there was one or two more active players who told the others what to do. If you seal three gates because somebody else told you what to do every turn, I can understand the coment &quot;I am not playing&quot;.&lt;br&gt;&lt;br&gt;Some people just not enjoy &quot;team&quot; games and prefer playing against other players.&lt;br&gt;&lt;br&gt;This does not mean that a game is broken, it just means it does not work for some type of players, I guess.&lt;br&gt;&lt;br&gt;Daniel &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Broken is probably a bad word to use as it is an &quot;easy&quot; word use.&lt;br&gt;&lt;br&gt;There was no easy way to say it, and the &quot;B&quot; word (acutally used as a description in BGG's rankings) came out.&lt;br&gt;&lt;br&gt;But I can honestly state that there is a point where the player does lose control and the game does end up being on rails, as capabilities keep being taken away from the player.  There is a turning point to where AH changes from game to more of a choose your own path book that is being read to you.&lt;br&gt;&lt;br&gt;Some people are really going to like that fact, some aren't.  But the ones that don't like it feel that the game part has disolved like so many investigators' sanity throughout the game.  I did go back and ask why did it feel liek a non-contribution, it was described as the game part was ripped out from underneath and was replaced with a satisfying horror experience.  But not a game. &lt;br&gt;&lt;br&gt;That is why I used the B word it was easier to say than what I wrote above.  As for the &quot;use your imagination&quot; retort to cover for lack of a mechanic, the game already forces so many  abstract rules on the players that unless you are reading the manual constantly and versed in Cuthulu 101, you are more worried about scrambling to get things right more so than getting into the story part of AH.&lt;br&gt;&lt;br&gt;As for Co-op versus ...erll versus, our group usually takes pretty well to co-op games.  We were actually pretty psyched about an us against the system style of game when all of us first played.&lt;br&gt;&lt;br&gt;But I do enjoy AH, I call it S&amp;M in a box, for all the dislikes I still comes back to it.   But I genuinely think halloween kills AH ratings, as the die hards will play it all the time and anytime.  Us dillitantes will play it at Halloween and leave with an aversion until the dusty box calls out again next year. 
</description>
<link>http://www.boardgamegeek.com/article/4186095#4186095</link>
<guid>http://www.boardgamegeek.com/article/4186095#4186095</guid>
<pubDate>Tue, 10 Nov 2009 01:48:31 +0000</pubDate>
<dc:creator>krechevskoy</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Monster Limits... Outskirts Question + Spawning Question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So.. &lt;br&gt;&lt;br&gt;&lt;b&gt;You are at the &lt;i&gt;Monster Limit&lt;/i&gt; and you have a few on the outskirts...&lt;/b&gt;  &lt;br&gt;&lt;br&gt;Q:- If you kill a few monsters on the board... dose anything change... As in just when new monsters are drawn though the Mythos Card during a Gate Spawn or a Monster Surge they are placed on the board...&lt;br&gt;&lt;br&gt;or (how we have been doing it)&lt;br&gt;&lt;br&gt;You are at the monster limit and you kill a few on the board.. you then draw from the outskirts from the bottom of the pile (oldest monster on outskirts first) and place it on Arkham. Place the monster on gate with matching dimensional symbol, if no matching gate, then place as evenly as possible (as in on gates with no monsters first.. etc etc)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;You check the city limit first.  So if you have a &quot;vacancy&quot; in Arkham, place the next monster monster drawn from the cup there.  You don't pull monsters from the outskirt to fill the city (unless something specifically tells you to do so)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Q:- If the Outskirts Limit is 4... Do you empty the outskirts to the cups and increase the terror value ON the 4th monster or on the 5th?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;The 5th monster clear it.  You clear out the outskirts when the limit is EXCEEDED.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Q:- Only monsters spawned by the Gate Spawns in fact stay on teh board.. all the cards that say &quot;Monster Apears&quot; are only on teh board for the period during the card resolution.. &lt;br&gt;&lt;br&gt;So &quot;Monster appears in Rivertown Street&quot;... if you are IN teh street you have to evade or fight.. and then the monster is gone after teh card is discarded... if no one is in the street.. you ignore the &quot;appears&quot; completely?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;When a monster appears as the result of an ENCOUNTER and just says a monster appears, then it is either fought or evaded.  It does not go to the board.&lt;br&gt;&lt;br&gt;If it appears as the result of a &quot;monster and gat appear&quot; encounter, it stays on the baord.&lt;br&gt;&lt;br&gt;If it appears as the result of the special text of a mythios card, then it stays as well.&lt;br&gt;&lt;br&gt;What you are quoting appears to be from a Mythos card so would stay on the board.
</description>
<link>http://www.boardgamegeek.com/article/4186085#4186085</link>
<guid>http://www.boardgamegeek.com/article/4186085#4186085</guid>
<pubDate>Tue, 10 Nov 2009 01:46:31 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Smoo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Here's an easy way to track damage against the GOO:&lt;br&gt;&lt;br&gt;Every time you roll a success on your combat roll, put a stamina (or sanity, or clue, or whatever) token on the GOO. One for each success. At any time, you can remove a number of stamina (sanity/clue/...) equal to the number of investigators to remove one doom token. If you remove all doom tokens, you win.&lt;br&gt;&lt;br&gt;Simple as that.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Which is how I have come to play.&lt;br&gt;&lt;br&gt;Don't read the rules on this - they are confusing.  The FAQ in Innsmouth &quot;tries&quot; to explain what they were thinking but makes it even more confusing in my opinion.&lt;br&gt;&lt;br&gt;Simply put, you just need to roll successes equal to the number of players times the highest printed number on the doom track.  So if 4 players and a doom track of 12 - 48 total successes.  Every success counts.&lt;br&gt;&lt;br&gt;(the exception being cthulhu who makes things difficult)
</description>
<link>http://www.boardgamegeek.com/article/4186032#4186032</link>
<guid>http://www.boardgamegeek.com/article/4186032#4186032</guid>
<pubDate>Tue, 10 Nov 2009 01:33:33 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Monster Limits... Outskirts Question + Spawning Question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	So.. &lt;br&gt;&lt;br&gt;&lt;b&gt;You are at the &lt;i&gt;Monster Limit&lt;/i&gt; and you have a few on the outskirts...&lt;/b&gt;  &lt;br&gt;&lt;br&gt;Q:- If you kill a few monsters on the board... dose anything change... As in just when new monsters are drawn though the Mythos Card during a Gate Spawn or a Monster Surge they are placed on the board...&lt;br&gt;&lt;br&gt;or (how we have been doing it)&lt;br&gt;&lt;br&gt;You are at the monster limit and you kill a few on the board.. you then draw from the outskirts from the bottom of the pile (oldest monster on outskirts first) and place it on Arkham. Place the monster on gate with matching dimensional symbol, if no matching gate, then place as evenly as possible (as in on gates with no monsters first.. etc etc)&lt;br&gt;&lt;br&gt;Q:- If the Outskirts Limit is 4... Do you empty the outskirts to the cups and increase the terror value ON the 4th monster or on the 5th?&lt;br&gt;&lt;br&gt;Q:- Only monsters spawned by the Gate Spawns in fact stay on teh board.. all the cards that say &quot;Monster Apears&quot; are only on teh board for the period during the card resolution.. &lt;br&gt;&lt;br&gt;So &quot;Monster appears in Rivertown Street&quot;... if you are IN teh street you have to evade or fight.. and then the monster is gone after teh card is discarded... if no one is in the street.. you ignore the &quot;appears&quot; completely?
</description>
<link>http://www.boardgamegeek.com/thread/461740</link>
<guid>http://www.boardgamegeek.com/thread/461740</guid>
<pubDate>Tue, 10 Nov 2009 01:31:50 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tendril of Nyogtha Timing Question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Thanks,&lt;br&gt;&lt;br&gt;And just asking to make sure: If the investigator fails an evade check, s/he is instantly devoured, right? No fighting till 2nd round of combat?
</description>
<link>http://www.boardgamegeek.com/article/4186011#4186011</link>
<guid>http://www.boardgamegeek.com/article/4186011#4186011</guid>
<pubDate>Tue, 10 Nov 2009 01:29:28 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Sverre wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;No, I don't think that is true. You are allowed to change weapons from round to round, as long as you don't use more than two hands at any given time.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yea, each combat round you can assign or change your weapons. Unless that weapon or spell taps after use.
</description>
<link>http://www.boardgamegeek.com/article/4185917#4185917</link>
<guid>http://www.boardgamegeek.com/article/4185917#4185917</guid>
<pubDate>Tue, 10 Nov 2009 01:00:26 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tendril of Nyogtha Timing Question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Silopolis&#039;&gt;Silopolis&lt;/a&gt;&lt;/p&gt;
	What if the Investigator is KOed BEFORE the second round? Technically, it's before the second round, but the creature wasn't defeated or evaded before then, either. &lt;br&gt;&lt;br&gt;If the player is defeated before the 2nd round, is he KOed or Devoured?
</description>
<link>http://www.boardgamegeek.com/article/4185909#4185909</link>
<guid>http://www.boardgamegeek.com/article/4185909#4185909</guid>
<pubDate>Tue, 10 Nov 2009 00:57:43 +0000</pubDate>
<dc:creator>Silopolis</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pbwill2000&#039;&gt;pbwill2000&lt;/a&gt;&lt;/p&gt;
	sign me up for 8/10/8 blessed/normal/cursed to San Francisco
</description>
<link>http://www.boardgamegeek.com/article/4185732#4185732</link>
<guid>http://www.boardgamegeek.com/article/4185732#4185732</guid>
<pubDate>Tue, 10 Nov 2009 00:11:30 +0000</pubDate>
<dc:creator>pbwill2000</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	There are quite a few ways of addressing this.  &lt;br&gt;&lt;br&gt;1)  The monsters know what they're about, have tracked your investigator down and are just too damn fast for him/her to escape without doing battle.&lt;br&gt;&lt;br&gt;2)  The game has to win, too.&lt;br&gt;&lt;br&gt;3)  Your investigator has a limited time to act in order to save the world and doesn't have a lot of time to sneak around.  Only a certain number of monsters can inhabit Arkham at any one time and they must be dealt with, despite the risk to health and sanity in order to prevent the town from being completely overrun.&lt;br&gt;&lt;br&gt;4)  Your investigator is rushing to fulfill a task, turns a corner and bumps into someting unexpected.&lt;br&gt;&lt;br&gt;What I find unusual is that an investigator cannot change his tactics at will.  In other words, if a &quot;monster appears,&quot; s/he's stuck with his/her settings. &lt;br&gt;&lt;br&gt;If an investigator is suddenly confronted with something in an OW, they don't have time to think through a strategy and figure out the best way to deal with it; i.e., readjusting sliders. &lt;br&gt;&lt;br&gt;Instead, there are negatives to required skill checks to reflect that the investigator has been caught unawares.&lt;br&gt;&lt;br&gt;First and foremost, it's a game, and I, admittedly, forget that myself sometimes and just shake my head in wonderment about what the game is &quot;doing&quot;.  When I come to my senses, I understand that is just plain great game design.  A game that can and does anticipate your every move and does everything in its power to thwart you is beautifully designed.  &lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/article/4185647#4185647</link>
<guid>http://www.boardgamegeek.com/article/4185647#4185647</guid>
<pubDate>Mon, 09 Nov 2009 23:48:10 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Smoo&#039;&gt;Smoo&lt;/a&gt;&lt;/p&gt;
	Here's an easy way to track damage against the GOO:&lt;br&gt;&lt;br&gt;Every time you roll a success on your combat roll, put a stamina (or sanity, or clue, or whatever) token on the GOO. One for each success. At any time, you can remove a number of stamina (sanity/clue/...) equal to the number of investigators to remove one doom token. If you remove all doom tokens, you win.&lt;br&gt;&lt;br&gt;Simple as that.
</description>
<link>http://www.boardgamegeek.com/article/4185612#4185612</link>
<guid>http://www.boardgamegeek.com/article/4185612#4185612</guid>
<pubDate>Mon, 09 Nov 2009 23:40:13 +0000</pubDate>
<dc:creator>Smoo</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	I've added both of you to the order list.  Desferous, I put you down for 30 dice (10 of each type), please confirm your dice order and location so I can update shipping as needed.
</description>
<link>http://www.boardgamegeek.com/article/4185500#4185500</link>
<guid>http://www.boardgamegeek.com/article/4185500#4185500</guid>
<pubDate>Mon, 09 Nov 2009 23:18:33 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Syvanis&#039;&gt;Syvanis&lt;/a&gt;&lt;/p&gt;
	I don't have the game in front of me but I play a lot.&lt;br&gt;&lt;br&gt;Each investagators gets an attack seperately. &lt;br&gt;&lt;br&gt;Take your fight plus any bonuses that your weapons or spells add. Now subtract the GOO modifier. Roll that many dice. Keep track of how many successes you have. In a four player game each Doom Token is worth 4 successes to remove.&lt;br&gt;&lt;br&gt;If player one has 6 successes then you remove one token and there is 2 &quot;floating&quot;. &lt;br&gt;&lt;br&gt;Now the second player rolls with the bonuses of fight + weapons - Goo Modifier = # of dice rolled. Let's assume they also get 6 &quot;hits&quot; Now you take the &quot;floating&quot; 2 + 2 hits to remove another token and the remaining 4 hits remove another token. A total of 3 tokens are gone now.&lt;br&gt;&lt;br&gt;Player 3 hits 5. Remove another token Total 4 with 1 &quot;floating&quot;&lt;br&gt;&lt;br&gt;Player 4 hits 5. 1 floating + 3 removes another token a Total of 5 for everyone's attacks. There is now 2 floating, but the investagtors attack is done so these floating &quot;hits&quot; are lost.&lt;br&gt;&lt;br&gt;Goo Attacks.&lt;br&gt;&lt;br&gt;Repeat.
</description>
<link>http://www.boardgamegeek.com/article/4185437#4185437</link>
<guid>http://www.boardgamegeek.com/article/4185437#4185437</guid>
<pubDate>Mon, 09 Nov 2009 23:06:33 +0000</pubDate>
<dc:creator>Syvanis</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nicodemus055&#039;&gt;nicodemus055&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;??? 8+4-2*6=0 ???&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I'm not sure which part of that is confusing, so I'll address everything I can think of.&lt;br&gt;&lt;br&gt;The 8 is the number of dice Investigator A gets.  The 4 is the number of dice Investigator B gets.  The -6 is the modifier of this example Greater Old One.  It's multiplied by 2 because in this example you're pooling the investigator attacks/modifiers, and there are 2 investigators being modified.  If you're not clear about what that modifier is, it's the '-6' in this picture of a Greater Old One card:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/74704"><img src="http://images.boardgamegeek.com/images/pic74704_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;If you're unclear on the math written, it's simply order of operations: Please excuse my dear aunt Sally.&lt;br&gt;&lt;br&gt;Regardless, this is an example of the incorrect way of fighting the GOO.  It should be:&lt;br&gt;&lt;br&gt;1) Investigator A rolls 2 dice.  Successes are subtracted from the total X successes needed to win the fight, where X is number of Doom token spots on the GOO (13 for Cthulu) multiplied by the number of investigators (2 in the example with investigator A and B).  &lt;br&gt;&lt;br&gt;2) Investigator B rolls no dice. &lt;br&gt;3) GOO attacks.&lt;br&gt;4) Upkeep.  &lt;br&gt;5)Lather, rinse, repeat from 1) until all investigators are devoured or 26 successes (in this example) are reached.&lt;br&gt;&lt;br&gt;edit: though of course, in this example I've ignored Cthulu's doomtrack-increasing ability for the final combat- I was just using him because of the -6. 
</description>
<link>http://www.boardgamegeek.com/article/4185370#4185370</link>
<guid>http://www.boardgamegeek.com/article/4185370#4185370</guid>
<pubDate>Mon, 09 Nov 2009 22:54:53 +0000</pubDate>
<dc:creator>nicodemus055</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;nicodemus055 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The way you're playing seems correct except for the pooling, and you don't mention the GOO's combat modifier.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Don't forget about the combat modifier and/or resistances. You don't pool the dice together (well, you could, but IMO it's easier to count the dice per investigator).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You DON'T pool the dice together. &lt;br&gt;&lt;br&gt;Example: 2 investigators.  Investigator A has 8 dice with weapons, Investigator B has 4.  The GOO has a -6 modifier.  Pooled, you get 0 dice (8+4-2*6=0).  Not pooled, investigator A rolls 2 dice and B rolls 0.&lt;br&gt;&lt;br&gt;Each investigator takes their own attack turn, then the GOO attacks, then repeat (after upkeep).&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;??? 8+4-2*6=0 ???
</description>
<link>http://www.boardgamegeek.com/article/4185308#4185308</link>
<guid>http://www.boardgamegeek.com/article/4185308#4185308</guid>
<pubDate>Mon, 09 Nov 2009 22:41:12 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Hannibal+Rex&#039;&gt;Hannibal Rex&lt;/a&gt;&lt;/p&gt;
	First of all, that post was originally written for the FFG AH board, which is, as you might imagine, a bit less critical than this place. That's the reason why it might seems needlessly exhaustive.&lt;br&gt;&lt;br&gt;Second, I posted it here exactly because I wanted to see if there are differences in the responses I get. Which, indeed, is the case. The people here obviously have a wider focus, so you're my reality-check control group. :cool:&lt;br&gt;&lt;br&gt;I'm more of a PC gamer than boardgamer, and when I see such design imbalances, my first response is that I want a balancing patch, wether official or not.The boardgame analogue to that are variants or rule tweaks, like StormKnight's (Hi!).&lt;br&gt;&lt;br&gt;As complex as FFG games are, glitches are bound to crop up. I've played a couple of other games from them (Game of Thrones, Runebound, Doom and that Warcraft boardgame, once), but all of them turned out rather unsatisfying after a couple of sessions. Arkham Horror has its flaws, but it's always been entertaining so far, and we've been playing it every couple of months for the last three years or so.&lt;br&gt;&lt;br&gt;So basically, I'm willing to try some house-ruling to make stealth less marginal. But before doing that, I wanted to be certain I'm not undervalueing it somehow.&lt;br&gt;&lt;br&gt;Going below 3 speed seems really inefficient to me. Rather than ending a turn on a street, it seems more prudent to go somewhere else entirely, and wait for the dedicated monster hunter to clear a path. And when it comes to monsters you can defeat, if the choice is between fighting and staying in place, or sneaking past it and not getting where you want to go regardless, because you had to decrease your speed so much, well, the first option at least keeps the monster population under control.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4185258#4185258</link>
<guid>http://www.boardgamegeek.com/article/4185258#4185258</guid>
<pubDate>Mon, 09 Nov 2009 22:32:27 +0000</pubDate>
<dc:creator>Hannibal Rex</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Are you playing just the base game or with expansions?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Currently i own  Illsmouth and BGotWs... but I have only been playing Core + BGotWs at the moment.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well, either way you should try to figure out the different frequencies of each gate. If you seal a high frequency gate in the base game, it should help you out [Slow down the doom track].&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Well, if you close every gate you see you are basically guaranteeing that a doom token gets added in every Mythos Phase. It seams to me the only way to really impede the Mythos cards from adding a doom token (you add a doom token every time a gate opens) is to seal the gate or to take a monster spawn on the chin.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cleaning up monsters isn't a priority&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;So as you are getting tons of Monster Surges due to using gates to stop doom token you need to basically assign 1 or 2 investigators to just kill monsters, to stop the terror track form filling up. I also have the &quot;slayers&quot; buy items with they trade to the other players.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also, items like Old Journal and King in Yellow, some allies and personal stories can help you on clues.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I havn't seen those items yet.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Purposely allowing gates to open longer than needed is inviting the AO to come out...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I am interested in what you are saying but as I see it.. it is the exact opposite... open gates = less doom tokens = slower AO awakening??&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4185237#4185237</link>
<guid>http://www.boardgamegeek.com/article/4185237#4185237</guid>
<pubDate>Mon, 09 Nov 2009 22:29:55 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Lord_Nerdhammer&#039;&gt;Lord_Nerdhammer&lt;/a&gt;&lt;/p&gt;
	When i first started playing Arkham i was of the same opinion. I NEVER used stealth. I've played over 2 dozen games now and its essential to how my group plays the game.&lt;br&gt;&lt;br&gt;I find that it allows for a more strategic element as investigators sneak past one monster to kill a monster in another location to clear the way for another investigator who is trying to get into a gate for a seal. Or investigators are all sneaking past monsters to enter gates at the same time (Trying for the victory by closed gates!)&lt;br&gt;&lt;br&gt;The skill isn't used nearly as often as a fight check, but when you DO need it its essential IMO. &lt;br&gt;&lt;br&gt;Sometimes an Investigator will be forced into combat with a monster that they simply can not defeat (ones with immunities in particular) In these cases sneaking past these monsters is a HUGE advantage in the game over heading to the Hospital or Asylum for a timeout :D&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4184909#4184909</link>
<guid>http://www.boardgamegeek.com/article/4184909#4184909</guid>
<pubDate>Mon, 09 Nov 2009 21:36:41 +0000</pubDate>
<dc:creator>Lord_Nerdhammer</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Are you playing just the base game or with expansions? &lt;br&gt;&lt;br&gt;Well, either way you should try to figure out the different frequencies of each gate. If you seal a high frequency gate in the base game, it should help you out [Slow down the doom track]. If you are playing with innsmouth, then the DOR track might change that strategy. &lt;br&gt;&lt;br&gt;Also, items like Old Journal and King in Yellow, some allies and personal stories can help you on clues.&lt;br&gt;&lt;br&gt;Cleaning up monsters isn't a priority, unless you are going for a high score (Or have KiY herald/Glaaki). I think often times people get caught up in killing monsters just to be on the safe side, neglect the gates, and the AO wakes up due to the gate limit. &lt;br&gt;&lt;br&gt;Purposely allowing gates to open longer than needed is inviting the AO to come out...
</description>
<link>http://www.boardgamegeek.com/article/4184906#4184906</link>
<guid>http://www.boardgamegeek.com/article/4184906#4184906</guid>
<pubDate>Mon, 09 Nov 2009 21:36:30 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nicodemus055&#039;&gt;nicodemus055&lt;/a&gt;&lt;/p&gt;
	The way you're playing seems correct except for the pooling, and you don't mention the GOO's combat modifier.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Don't forget about the combat modifier and/or resistances. You don't pool the dice together (well, you could, but IMO it's easier to count the dice per investigator).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You DON'T pool the dice together. &lt;br&gt;&lt;br&gt;Example: 2 investigators.  Investigator A has 8 dice with weapons, Investigator B has 4.  The GOO has a -6 modifier.  Pooled, you get 0 dice (8+4-2*6=0).  Not pooled, investigator A rolls 2 dice and B rolls 0.&lt;br&gt;&lt;br&gt;Each investigator takes their own attack turn, then the GOO attacks, then repeat (after upkeep).&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4184792#4184792</link>
<guid>http://www.boardgamegeek.com/article/4184792#4184792</guid>
<pubDate>Mon, 09 Nov 2009 21:19:00 +0000</pubDate>
<dc:creator>nicodemus055</dc:creator>
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		<title>Reply: Arkham Horror:: Sessions:: Re: The mythos hates you</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	And of course, Vincent Lee is part of the bottom-dwellers for me, when talking investigators. IH and his Personal Story made an even crappy guy even worse.&lt;br&gt;&lt;br&gt;Vincent Lee, Amanda Sharpe, George Barnaby and Dexter &quot;Douchebag Extraordinaire&quot; Drake, :gulp: , hope those 4 never show up in the same game :goo: .
</description>
<link>http://www.boardgamegeek.com/article/4184789#4184789</link>
<guid>http://www.boardgamegeek.com/article/4184789#4184789</guid>
<pubDate>Mon, 09 Nov 2009 21:18:39 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	I am sorry your reply is confusing me could you please tell me where this FAQ is ... and maybe try restating what you said above?
</description>
<link>http://www.boardgamegeek.com/article/4184787#4184787</link>
<guid>http://www.boardgamegeek.com/article/4184787#4184787</guid>
<pubDate>Mon, 09 Nov 2009 21:18:26 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Example&lt;br&gt;&lt;br&gt;4 investigator game&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Fixed to show what actually counts. In a 4-inv game, you need X time Y hits. X = # of investigators (4), Y = max doom track on GOO, if 12, then need 48 hits with 4 investigators.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Between you all you have 26 dice. (4 fight + 6 Magic weapon | 2 fight + 3 combat weapon | 1 fight + 2 combat weapon | 3 fight + 5 combat weapons)....&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Don't forget about the combat modifier and/or resistances. You don't pool the dice together (well, you could, but IMO it's easier to count the dice per investigator).&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;You need 4 success to remove a doom token... even if you get more than 4 you only remove one token. The Old One then gets its own attack pahse based on what ever the card says... &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;If you get 10 hits with 4 investigators, remove 2 doomers and carry over the 2 hits for the next round. FAQ clarifies this.
</description>
<link>http://www.boardgamegeek.com/article/4184743#4184743</link>
<guid>http://www.boardgamegeek.com/article/4184743#4184743</guid>
<pubDate>Mon, 09 Nov 2009 21:11:21 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	I wouldn't say Speed is useless as such. From what I've seen, the Speed checks (esp. in OWs) carry a stiffer success/penalty difference than Sneak checks. If an investigator is solidly enough equipped and in good mental and physical health, I prefer to keep Speed high(ish).&lt;br&gt;&lt;br&gt;Ideally, I'd like to have each stat at 3, that way I'd be getting at least 1 die for a vast majority of the checks that come my way.
</description>
<link>http://www.boardgamegeek.com/article/4184724#4184724</link>
<guid>http://www.boardgamegeek.com/article/4184724#4184724</guid>
<pubDate>Mon, 09 Nov 2009 21:06:55 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Fighting the Old One rule check...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Let me just make sure i have got this strait....&lt;br&gt;&lt;br&gt;When fighting the Old One.. .all the investigators roll as one and you add all there success rolls up. The toughness of the Old One is based on how many players you have. If you have that many susesses in a single roll set you take one doom token off...&lt;br&gt;&lt;br&gt;Example&lt;br&gt;&lt;br&gt;4 player game&lt;br&gt;&lt;br&gt;Between you all you have 26 dice. (4 fight + 6 Magic weapon | 2 fight + 3 combat weapon | 1 fight + 2 combat weapon | 3 fight + 5 combat weapons)....&lt;br&gt;&lt;br&gt;You need 4 success to remove a doom token... even if you get more than 4 you only remove one token. The Old One then gets its own attack pahse based on what ever the card says... &lt;br&gt;&lt;br&gt;then repeat until you are dead or it is?&lt;br&gt;&lt;br&gt;Is this how it is meant to work?
</description>
<link>http://www.boardgamegeek.com/thread/461647</link>
<guid>http://www.boardgamegeek.com/thread/461647</guid>
<pubDate>Mon, 09 Nov 2009 21:00:09 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tanakor&#039;&gt;Tanakor&lt;/a&gt;&lt;/p&gt;
	Yes, that's correct. There are clues at sealed locations.&lt;br&gt;The tricky and sometimes overlooked part is, that you don't place a clue token, when a gate is open at a location. But from your question I assume, that you already play it that way.
</description>
<link>http://www.boardgamegeek.com/article/4184493#4184493</link>
<guid>http://www.boardgamegeek.com/article/4184493#4184493</guid>
<pubDate>Mon, 09 Nov 2009 20:34:32 +0000</pubDate>
<dc:creator>Tanakor</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Anyway EVADE is one of the most important skills I use. Battling every monster you see ifs crazy... BGotW gives + 2 to all cultists, sometimes I get that Old One that also adds +2 to cultists... that is a 4 Difficulty Rating for Cultists... you telling me that is not worth evading?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;By BGotW, you mean the Herald? If so, what is the +2 you're talking about :what: ?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;um... you know,, i can not see that on the herald sheet at all... lol.. been played it twice so far using that rule.. oh well.. I did say I am &lt;i&gt;pretty new to this game&lt;/i&gt; - rofl&lt;br&gt;&lt;br&gt;I still think my comments about stealth are valid even with that glaring error.
</description>
<link>http://www.boardgamegeek.com/article/4184486#4184486</link>
<guid>http://www.boardgamegeek.com/article/4184486#4184486</guid>
<pubDate>Mon, 09 Nov 2009 20:33:50 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thumper7458&#039;&gt;thumper7458&lt;/a&gt;&lt;/p&gt;
	That's the way I've been playing
</description>
<link>http://www.boardgamegeek.com/article/4184472#4184472</link>
<guid>http://www.boardgamegeek.com/article/4184472#4184472</guid>
<pubDate>Mon, 09 Nov 2009 20:32:46 +0000</pubDate>
<dc:creator>thumper7458</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: The mythos hates you</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Triumphant+Ogre&#039;&gt;Triumphant Ogre&lt;/a&gt;&lt;/p&gt;
	Foolish me! You're right; it was Michael and Wilson that started with the Elder signs. Confused as they layout of the investigators has changed since the weekend's game.
</description>
<link>http://www.boardgamegeek.com/article/4184457#4184457</link>
<guid>http://www.boardgamegeek.com/article/4184457#4184457</guid>
<pubDate>Mon, 09 Nov 2009 20:31:26 +0000</pubDate>
<dc:creator>Triumphant Ogre</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Anyway EVADE is one of the most important skills I use. Battling every monster you see ifs crazy... BGotW gives + 2 to all cultists, sometimes I get that Old One that also adds +2 to cultists... that is a 4 Difficulty Rating for Cultists... you telling me that is not worth evading?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;By BGotW, you mean the Herald? If so, what is the +2 you're talking about :what: ?
</description>
<link>http://www.boardgamegeek.com/article/4184394#4184394</link>
<guid>http://www.boardgamegeek.com/article/4184394#4184394</guid>
<pubDate>Mon, 09 Nov 2009 20:24:34 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: Rules:: Do you still place clue tokens on Sealed Gate locatons?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Clue tokens are so hard to come by.. as you need near the gate limit open at all times to stop teh doom track rising so quickly... we have been setting to investorgaters on monster clean up and the rest on gate clean up..&lt;br&gt;&lt;br&gt;Anyway... when you seal a gate.. and a Mythos Card says a clue appears... we have been placing a clue on that area... Is this correct?
</description>
<link>http://www.boardgamegeek.com/thread/461633</link>
<guid>http://www.boardgamegeek.com/thread/461633</guid>
<pubDate>Mon, 09 Nov 2009 20:23:57 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Another Question&lt;br&gt;&lt;br&gt;When Sealing or Closing Gates are your combat modifiers like magical or physical +X die on roll taken into account?&lt;br&gt;&lt;br&gt;Like you cna use a Lore or Combat check right? So if i choose combat and have a +6 Magical Weapon... dose that mean I get to try the check using the 6 extra dice or only amount on my investigator card?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Closing is a Lore or Fight check, so no weapons, those are only for Combat Checks.
</description>
<link>http://www.boardgamegeek.com/article/4184357#4184357</link>
<guid>http://www.boardgamegeek.com/article/4184357#4184357</guid>
<pubDate>Mon, 09 Nov 2009 20:18:53 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: The mythos hates you</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Triumphant Ogre wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;while Gloria and Wilson took to the other worlds to make use of their Elder signs (yes, both investigators got one as their random unique item).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Sounds awesome, except for, umm, let's see, Gloria doesn't start with any random UIs :whistle: . Mickey-boy gets 1, Wilson 2, other two 0. Of course, if Gloria hit the Curiositie Shoppe on turn 1 and got one, then okay.
</description>
<link>http://www.boardgamegeek.com/article/4184339#4184339</link>
<guid>http://www.boardgamegeek.com/article/4184339#4184339</guid>
<pubDate>Mon, 09 Nov 2009 20:17:13 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	In defence of Stealth;&lt;br&gt;&lt;br&gt;+1 Stealth comes in handy when you're scrambling to get to the last few Gates, or when you REALLY don't wanna waste the time killing an easy monster (like a Zombie) &lt;br&gt;I use Stealth as much for easy monsters as hard ones; to avoid adding a Doom Token for killing one of Yig's Cultists for example, or when you hafta draw a Corruption for killing a Child of the Goat. And to avoid  risking Combat in the Other Worlds when the Gate is your priority.&lt;br&gt;&lt;br&gt;The only &quot;broken' thing about the Skills (in my opinion) is that Fight+1 is WAY more valuable than all the others cause it's the only guaranteed weapon in certain Final Battles. &lt;br&gt;&lt;br&gt;But then I'm really not a very good strategist, so what do I know...You're right about the 'stupid skills' tho. Or the skills that seem out-of-character, like Lore for someone with 3 max sanity...
</description>
<link>http://www.boardgamegeek.com/article/4184221#4184221</link>
<guid>http://www.boardgamegeek.com/article/4184221#4184221</guid>
<pubDate>Mon, 09 Nov 2009 20:03:46 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Another Question&lt;br&gt;&lt;br&gt;When Sealing or Closing Gates are your combat modifiers like magical or physical +X die on roll taken into account?&lt;br&gt;&lt;br&gt;Like you cna use a Lore or Combat check right? So if i choose combat and have a +6 Magical Weapon... dose that mean I get to try the check using the 6 extra dice or only amount on my investigator card?
</description>
<link>http://www.boardgamegeek.com/article/4184191#4184191</link>
<guid>http://www.boardgamegeek.com/article/4184191#4184191</guid>
<pubDate>Mon, 09 Nov 2009 20:01:09 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	I am pretty new to this game and only had a few solo runs and 2 runs with other people.. I play with random old ones, random heralds and random investigators. (I manual choose heralds if I wish the &quot;theme&quot; of a expansion to dominate)&lt;br&gt;&lt;br&gt;Anyway EVADE is one of the most important skills I use. Battling every monster you see ifs crazy... BGotW gives + 2 to all cultists, sometimes I get that Old One that also adds +2 to cultists... that is a 4 Difficulty Rating for Cultists... you telling me that is not worth evading?&lt;br&gt;&lt;br&gt;Also there is a lot of moment bonus items I have noticed.. so you start off with low sneak and then slowly dump sneak for moment and use motorcycles and stuff to start moving about the game board.&lt;br&gt;&lt;br&gt;I roll evades all the time. Remember (as far as I can tell) when you read &quot;appears&quot; on cards... those monsters disappear at the end of the card resolution. If a hardcore monster &quot;appears&quot; on top of you... I pretty much 100% evade it.. as it is removed if you secede on the evade.&lt;br&gt;&lt;br&gt;So what I am saying is.. Evade is needed... and speed is NOT so needed. You say 3 speed is minimum you need I normally have 2 speed and then use what ever the lowest is after I get a + speed item.. like the motorbikes.
</description>
<link>http://www.boardgamegeek.com/article/4184154#4184154</link>
<guid>http://www.boardgamegeek.com/article/4184154#4184154</guid>
<pubDate>Mon, 09 Nov 2009 19:56:24 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Session: Arkham Horror:: The mythos hates you</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Triumphant+Ogre&#039;&gt;Triumphant Ogre&lt;/a&gt;&lt;/p&gt;
	Gloria Goldberg, Michael McGlen, Wilson Richards and Vincent Lee took to the streets of Arkham to see what all these disturbances were about.&lt;br&gt;&lt;br&gt;Michael went off fighting monsters while Gloria and Wilson took to the other worlds to make use of their Elder signs (yes, both investigators got one as their random unique item). Meanwhile, Vincent Lee went to check out South Church. Whilst there, he was cornered by a hound of Tindalos. He tried to sneak past, but it sensed him and gave him a good mauling. Suffering &lt;i&gt;concussion&lt;/i&gt;, Dr. Lee was sent to St. Mary's Hospital. Once there, he felt it would be a good idea to find any clues. Using his skills, he checked out a corpse. Alas, it wasn't quite dead and attacked him!&lt;br&gt;&lt;br&gt;This proved too much for the poor doctor, and drove him insane, manifesting as a sever case of &lt;i&gt;paranoia&lt;/i&gt;. Hoping for a cure in Arkham Asylum, he instead was subjected to some unorthodox drugs which makes him forgetful. Stumbling from the Asylum, he made his way to find solace in a cup of tea at Velma's Diner. Seeing his disheveled state, Velma offered to read him his tea leaves.&lt;br&gt;&lt;br&gt;He should have known...&lt;br&gt;&lt;br&gt;His future looked dire, and he found himself &lt;i&gt;cursed&lt;/i&gt;!&lt;br&gt;&lt;br&gt;And so Dr. Lee continued his miserable existence. While the other three investigators were finding all sorts of aid in the form of allies and arcane items, Lee dragged himself from location to location. Each stop heaped more misery on him, yet he continued doggedly onwards. Perhaps he was aware that if the malevolent force was fixated on him, the other investigators may slip around town relatively unnoticed?
</description>
<link>http://www.boardgamegeek.com/thread/461617</link>
<guid>http://www.boardgamegeek.com/thread/461617</guid>
<pubDate>Mon, 09 Nov 2009 19:51:52 +0000</pubDate>
<dc:creator>Triumphant Ogre</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	D'Oh! I AM a bit thick- I've played the &quot;Street Encounters&quot; and &quot;Tome&quot; variants but forgot what they were called! 
</description>
<link>http://www.boardgamegeek.com/article/4184088#4184088</link>
<guid>http://www.boardgamegeek.com/article/4184088#4184088</guid>
<pubDate>Mon, 09 Nov 2009 19:46:17 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	This sounds cool. I'm a bit thick; Are these the same as regular Clue tokens, or something different? &lt;br&gt;&lt;br&gt;I'm hooked on the 'Personal Story&quot; variant, and this looks like a good way to inject some strategy into the game, something that can benefit the players. &lt;br&gt;&lt;br&gt;I'd enjoy a &quot;smaller&quot; scenario with more character story and less Apocalypse- been noodling scenarios in my head where something like the 'Dunwich Horror&quot; is the worst monster you face- something big, but not world-ending like the Ancient Ones.  &lt;br&gt;(SPOILERS: in the story the D-Horror was to be instrumental in destroying the world, but the end of the world had been averted by the time they actually fought the Horror itself)&lt;br&gt; &lt;br&gt;But then I've never heard of &quot;Arkham Investigations&quot; and I'm gonna look it up now...&lt;br&gt;  
</description>
<link>http://www.boardgamegeek.com/article/4184063#4184063</link>
<guid>http://www.boardgamegeek.com/article/4184063#4184063</guid>
<pubDate>Mon, 09 Nov 2009 19:41:54 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thumper7458&#039;&gt;thumper7458&lt;/a&gt;&lt;/p&gt;
	Pardon me for stepping in, I'm new to the BGG site and deep games in general I too find FFG games confusing and it usually takes 10 or so attempts at the get before we get it right but I take it for what it's worth, I play by the rules as they're written, sure there might be a few discrepencies which need to be sorted out and people (game designers) do make mistakes. &lt;br&gt;&lt;br&gt; On the whole, I don't really analize every mechanic in the game, wondering, if it dosn't work for me in this given the situation with the character I'm currently using then it must be broken.  Maybe I'm ignorant or nieve to think that the game designer may have wanted it that way, sneek maybe a usless skill because you randomly picked a character that can't benifit from it or maybe it just a weak skill, ultimately winning is supposed to be a challange, if it wasn't would you play again?&lt;br&gt;&lt;br&gt;I've played AH a few time and I'm still learing the base game but I haven't run into the problems that most are describing and that's either because I haven't played it enough or I really didn't notice a problem and went with the flow&lt;br&gt;&lt;br&gt;Just my 2 cents &lt;br&gt;P.S I'm not bashing anyone or trying to deliver a negative tone to the original poster&lt;br&gt;&lt;br&gt;Stuart
</description>
<link>http://www.boardgamegeek.com/article/4183744#4183744</link>
<guid>http://www.boardgamegeek.com/article/4183744#4183744</guid>
<pubDate>Mon, 09 Nov 2009 18:58:02 +0000</pubDate>
<dc:creator>thumper7458</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bleached_lizard&#039;&gt;bleached_lizard&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;StormKnight wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Wouldn't broken mechanics imply there are mechanics in AH that actually work? :p&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Amen to that.  ;)&lt;br&gt;&lt;br&gt;Don't get me wrong though - I enjoy AH and get a lot of fun out of it, but it's impossible to pretend that any part of it is in any way balanced (though I wouldn't go as far to say that it is broken).  And in this particular instance it's not entirely a bad thing that everything is so out of whack - it's the Cthulhu mythos, after all - it's just that it could be out of whack in a better way.
</description>
<link>http://www.boardgamegeek.com/article/4183548#4183548</link>
<guid>http://www.boardgamegeek.com/article/4183548#4183548</guid>
<pubDate>Mon, 09 Nov 2009 18:30:08 +0000</pubDate>
<dc:creator>bleached_lizard</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/berserkr&#039;&gt;berserkr&lt;/a&gt;&lt;/p&gt;
	If still possible I'd like to sign up for 16 normal, 16 cursed and 8 blessed (although I'm Brazilian, I'm currently living in the USA). Just let me know.
</description>
<link>http://www.boardgamegeek.com/article/4183238#4183238</link>
<guid>http://www.boardgamegeek.com/article/4183238#4183238</guid>
<pubDate>Mon, 09 Nov 2009 17:38:11 +0000</pubDate>
<dc:creator>berserkr</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StormKnight&#039;&gt;StormKnight&lt;/a&gt;&lt;/p&gt;
	Wouldn't broken mechanics imply there are mechanics in AH that actually work? :p
</description>
<link>http://www.boardgamegeek.com/article/4183233#4183233</link>
<guid>http://www.boardgamegeek.com/article/4183233#4183233</guid>
<pubDate>Mon, 09 Nov 2009 17:36:43 +0000</pubDate>
<dc:creator>StormKnight</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Desferous&#039;&gt;Desferous&lt;/a&gt;&lt;/p&gt;
	I would like to order a set of all 3 colors for the game too please?&lt;br&gt;&lt;br&gt;Thanks!
</description>
<link>http://www.boardgamegeek.com/article/4183162#4183162</link>
<guid>http://www.boardgamegeek.com/article/4183162#4183162</guid>
<pubDate>Mon, 09 Nov 2009 17:24:33 +0000</pubDate>
<dc:creator>Desferous</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;Play a low Will character a few times and you’ll say horror checks are broken.  Or an investigator with no weapons: Fight checks are now broken.  As we all know Spells are already broken according to a few other posters because you have to actually cast them first.  Luck is broken because I haven’t had many Luck encounters recently, and, erm, oh yeah, Speed is broken because I was the slow-poke Doc last session.&lt;br&gt;&lt;br&gt;Just play the game a few more times, dude, you’ll look back on this thread and wonder what you were on about.  Or, by all means, house-rule movement tactics out of the game completely and just let everyone start with the Patrol Wagon and maximum Sneak . . .&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182986#4182986</link>
<guid>http://www.boardgamegeek.com/article/4182986#4182986</guid>
<pubDate>Mon, 09 Nov 2009 16:55:31 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bleached_lizard&#039;&gt;bleached_lizard&lt;/a&gt;&lt;/p&gt;
	I agree with the OP.  As is common in Kevin Wilson games, although the concept of the skill slider mechanic is clever and quite interesting, the details of its implementation are flawed and the problem you describe is one manifestation of this.
</description>
<link>http://www.boardgamegeek.com/article/4182869#4182869</link>
<guid>http://www.boardgamegeek.com/article/4182869#4182869</guid>
<pubDate>Mon, 09 Nov 2009 16:39:09 +0000</pubDate>
<dc:creator>bleached_lizard</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BeanThere&#039;&gt;BeanThere&lt;/a&gt;&lt;/p&gt;
	I personally think that it works just fine. Yes sneak isn't the most useful skill, but I'd much rather have that then 'Expert Occultist' with a character with low lore. At least you have extra dice when an encounter asks for a sneak check.&lt;br&gt;&lt;br&gt;Also a lot of the tougher monsters will be easier to sneak past and not all investigators will be good monster slayers, so they could potentially use sneak to get into a gate past an otherwise unbeatable(for them) monster.&lt;br&gt;&lt;br&gt;I think a lot of the fun is making the most of what you're dealt. You could house rule to choose your investigator every time and give him/her all the items and skills you like, but then where is the fun in that?&lt;br&gt;&lt;br&gt;edit: spelling and what not,
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<link>http://www.boardgamegeek.com/article/4182867#4182867</link>
<guid>http://www.boardgamegeek.com/article/4182867#4182867</guid>
<pubDate>Mon, 09 Nov 2009 16:38:38 +0000</pubDate>
<dc:creator>BeanThere</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DeePee&#039;&gt;DeePee&lt;/a&gt;&lt;/p&gt;
	Good sneak/evade has saved my ass more times than I can remember. There are some monsters that you just can't kill at times, but at least you can still sneak past them.&lt;br&gt;&lt;br&gt;Good stealth is also important when drawing monsters during Arkham / otherworld encounters. In case you happen to draw the Servitor of Outer Gods or Dhole...
</description>
<link>http://www.boardgamegeek.com/article/4182859#4182859</link>
<guid>http://www.boardgamegeek.com/article/4182859#4182859</guid>
<pubDate>Mon, 09 Nov 2009 16:37:18 +0000</pubDate>
<dc:creator>DeePee</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tanakor&#039;&gt;Tanakor&lt;/a&gt;&lt;/p&gt;
	Yes, we can agree that Stealth-Skills aren't great. What is your point?
</description>
<link>http://www.boardgamegeek.com/article/4182764#4182764</link>
<guid>http://www.boardgamegeek.com/article/4182764#4182764</guid>
<pubDate>Mon, 09 Nov 2009 16:21:05 +0000</pubDate>
<dc:creator>Tanakor</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Stealth/Evading Monsters - a broken mechanic?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Hannibal+Rex&#039;&gt;Hannibal Rex&lt;/a&gt;&lt;/p&gt;
	I'm cross-posting this from the FFG forums in hope of getting more response. I'd like to hear your opinions on this.&lt;br&gt;&lt;br&gt;Is it this marginal, or is it just me?&lt;br&gt;&lt;br&gt;Among my group of players, stealth is easily the least used skill. Drawing a stealth-related skill card at character setup amounts to a groan-inducing disappointment. (Well, not really, but almost.)&lt;br&gt;&lt;br&gt;Stealth as implemented in the base game is, in my opinion, flawed design, and while I appreciate later additions like elusive monsters and the Innsmouth curfew (haven't played it yet, though), none of these really address the problem at its core.&lt;br&gt;&lt;br&gt;Before we start, let's talk about probabilities. It seems accepted amongst AH players that Lore 4 investigators don't make good casters. Why? Because since most spells have a -1 modifier, the chance of casting failure at Lore 4 makes it too unreliable to depend on. For the record, these are the chances of success per dice, without blessings or bells and whistles:&lt;br&gt;&lt;br&gt;1 die - 33%&lt;br&gt;&lt;br&gt;2 dice - 55%&lt;br&gt;&lt;br&gt;3 dice - 70%&lt;br&gt;&lt;br&gt;4 dice - 80%&lt;br&gt;&lt;br&gt;5 dice - 87%&lt;br&gt;&lt;br&gt;As you can see, (and most likely know already) 4 dice are pretty much the magic number for successful skill checks. With less than 3, you shouldn't attempt them voluntarily, unless you're willing (and able) to burn clue tokens.&lt;br&gt;&lt;br&gt;Now, how does this relate to stealth/evade checks?&lt;br&gt;&lt;br&gt;First, you have to take speed into account. It takes a minimum of Speed 3 to move from one location to a location in a different neigborhood. If you want to sneak by a monster with less than that, it pretty much means you either ended your previous turn in the street, or you'll end this one in it. Either way, you passed one chance to pick up a clue or have a beneficial encounter.&lt;br&gt;&lt;br&gt;Related to that, you have to take focus into account. A high Stealth doesn't help you much if it takes you multiple turns to switch between an acceptable sneaking chance, and enough speed to actually go somewhere. (Hello, Ashcan Pete!) Focus 1 characters are pretty much crippled when it comes to sneaking about.&lt;br&gt;&lt;br&gt;Third, there's the monsters, obviously. More than half of them are -2 or worse. So the odds are actually worse than those of spell checks. Additionally, if you fail, you get an auto-hit, your movement ends, and you still have to fight. Since you usually don't try to sneak past monsters you have a decent chance of beating, failing an Evade check means a trip to the hospital more often than not. And even if you successfully evade, the monster remains on the board and has to be taken care of eventually.&lt;br&gt;&lt;br&gt;With all these factors combined, the requirements for successful Stealth are extremely prohibitive. There are barely a handful of characters that can attempt it on a regular basis. (Wendy, obviously. Joe Diamond and Rita Young. From Innsmouth, Finn and Trish.) And even those would be better of with at least one more Speed or Stealth item or skill.&lt;br&gt;&lt;br&gt;And since the prerequisites are so high, a slight bonus is often equivalent to a wasted point. An investigator with a speed/stealth spread of 3/5 is nowhere near in utility to one with 5/3, despite both being equivalent in the character creator. Speed is one of the most important skills, but it effectiveness doesn't increase linearly (sp?). Max speed 3 is similarily crippling to Focus 1, while the increase from 4 to 5 is a huge boost in effective mobility. 5 to 6 is nice, but not nearly as pronounced.&lt;br&gt;&lt;br&gt;Before I continue on with a discussion of possible house rules to address this point, I'd first like to hear your opinions. Is it this bad? Or is my group overlooking something?
</description>
<link>http://www.boardgamegeek.com/thread/461522</link>
<guid>http://www.boardgamegeek.com/thread/461522</guid>
<pubDate>Mon, 09 Nov 2009 16:15:16 +0000</pubDate>
<dc:creator>Hannibal Rex</dc:creator>
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		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ivory_tower&#039;&gt;ivory_tower&lt;/a&gt;&lt;/p&gt;
	Exactly.  I played through the arkham investigations and found it not as fun.  I wanted a way to integrate the two for a more immersive experience.  I got the idea from Loren at fantasy flight for Clue cards, and put two and two together.  So I'm thinking there would be 8 acts.&lt;br&gt;&lt;br&gt;1.  if pass go to 3, if fail go to 2&lt;br&gt;&lt;br&gt;2. if pass go to 3. if fail go to 4&lt;br&gt;&lt;br&gt;3. if pass go to 5, if fail go to 4&lt;br&gt;&lt;br&gt;and so on.  with each step along the way , greater rewards and downfalls.  I still need to work out the details of how this will flow, going to work on it at work tonight.
</description>
<link>http://www.boardgamegeek.com/article/4182713#4182713</link>
<guid>http://www.boardgamegeek.com/article/4182713#4182713</guid>
<pubDate>Mon, 09 Nov 2009 16:10:13 +0000</pubDate>
<dc:creator>ivory_tower</dc:creator>
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		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bill_andel&#039;&gt;bill_andel&lt;/a&gt;&lt;/p&gt;
	This is beginning to sound a little bit like Arkham Investigations, but with better integration into the existing game mechanics.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182651#4182651</link>
<guid>http://www.boardgamegeek.com/article/4182651#4182651</guid>
<pubDate>Mon, 09 Nov 2009 15:56:09 +0000</pubDate>
<dc:creator>bill_andel</dc:creator>
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		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ivory_tower&#039;&gt;ivory_tower&lt;/a&gt;&lt;/p&gt;
	I just thought of something.  One could start the game with 1 personal story and if it passes the next chapter would be activated, but if it failed then a separate timeline with more dire consequences could be activated.  The Personal stories don't need to be all NPC's either.  They could be events or locations the investigators would have to unravel also.  And as the story progresses, the rewards and detriments could become greater.&lt;br&gt;&lt;br&gt;For example, the above story of father michael is solved, but then that activates a witch house storyline, where they track the package originating from the witch house.  Or if it fails, it activates them having to track down father micheal and have to perform an exorcism to remove the blight and gain a reward.  And so on, until the story has something to do with the Ancient One, and later successes could remove doom tokens or create seals to reward the investigators for progressing along the story.  Hope that makes sense?&lt;br&gt;&lt;br&gt;I will work on 1 complete scenario for play test and post my results. 
</description>
<link>http://www.boardgamegeek.com/article/4182530#4182530</link>
<guid>http://www.boardgamegeek.com/article/4182530#4182530</guid>
<pubDate>Mon, 09 Nov 2009 15:29:32 +0000</pubDate>
<dc:creator>ivory_tower</dc:creator>
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		<title>Reply: Arkham Horror:: Variants:: Re: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bill_andel&#039;&gt;bill_andel&lt;/a&gt;&lt;/p&gt;
	Interested in how play test of this goes.  Please post details.
</description>
<link>http://www.boardgamegeek.com/article/4182482#4182482</link>
<guid>http://www.boardgamegeek.com/article/4182482#4182482</guid>
<pubDate>Mon, 09 Nov 2009 15:16:20 +0000</pubDate>
<dc:creator>bill_andel</dc:creator>
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		<title>Thread: Arkham Horror:: Variants:: New type of Card, NPC Personal stories with Clue cards to solve them</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ivory_tower&#039;&gt;ivory_tower&lt;/a&gt;&lt;/p&gt;
	I originally posted this over at fantasy flight....&lt;br&gt;&lt;br&gt;I have attempted to integrate Clue Cards and the feel that one is investigating something wth them, a system of advantages/disadvantages, and a reward for completing the investigation all in one system.  Here is how it works.&lt;br&gt;&lt;br&gt;Start the game with Resident of Arkham Personal Stories, like this.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.thefourseasonsboutique.com/pictures/clues/The-Shopkeeper.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.thefourseasonsboutique.com/pictures/clues/The-Shopkeeper-Front-Face.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.thefourseasonsboutique.com/pictures/clues/The-Shopkeeper-Back-Face.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Now I plan on having more than one of these going on at any time.  So there will be a Clue Card deck and the Investigators will have to track down the Clues pertaining to this story and contribute them to it (discard them to activate the story).  The Clues also have an inherit advantage and disadvantage on their own if you don't want to follow the personal story.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.thefourseasonsboutique.com/pictures/clues/Symbol-Clue---Star-.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.thefourseasonsboutique.com/pictures/clues/rivertown%20-%20shopkeeper.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;What I had in mind, which I talked about in the other clue thread is having a clue deck of&lt;br&gt;&lt;br&gt;2 for each symbol = 16&lt;br&gt;&lt;br&gt;2 for each neighborhood (except northside cause there is no unstable location there) = 16&lt;br&gt;&lt;br&gt;Then some misc. clues maybe 10, maybe some could open up personal stories of other NPC's.  Total Clue deck of 42 cards.  It shouldn't be that hard to find all the clues for any story.&lt;br&gt;&lt;br&gt;Players will start out with generic clues, but all Clues gathered after the start of the game will be drawn by clue cards.  All clue cards can be discarded to add bonuses just like regular clues.&lt;br&gt;&lt;br&gt;Each set of clues, (1 symbol and 1 neighborhood) will tell a story the players have to investigate.  This makes 8 stories that could be played, but I would recommend only 4, drawn randomly at the start, that way not all the clues will be towards completing these mini quests.
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<link>http://www.boardgamegeek.com/thread/461502</link>
<guid>http://www.boardgamegeek.com/thread/461502</guid>
<pubDate>Mon, 09 Nov 2009 15:09:27 +0000</pubDate>
<dc:creator>ivory_tower</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tendril of Nyogtha Timing Question</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi,&lt;br&gt;&lt;br&gt;The text of the monster says, &quot;If the Tendril of Nyogtha has not been evaded or defeated&lt;i&gt; &lt;u&gt;after&lt;/u&gt;&lt;/i&gt; the second round of combat, the investigator is devoured.&quot;&lt;br&gt;&lt;br&gt;If an investigator is knocked unconscious&lt;u&gt; &lt;i&gt;after &lt;/i&gt;&lt;/u&gt;the 2nd round of combat, does he go to St. Mary's/LiTaS first? Or is he devoured?&lt;br&gt;&lt;br&gt;thanks,&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Devoured.
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<link>http://www.boardgamegeek.com/article/4181830#4181830</link>
<guid>http://www.boardgamegeek.com/article/4181830#4181830</guid>
<pubDate>Mon, 09 Nov 2009 11:43:48 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jorren wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;10 of each for me if there is still time.&lt;br&gt;&lt;br&gt;Thanks.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Added!
</description>
<link>http://www.boardgamegeek.com/article/4181383#4181383</link>
<guid>http://www.boardgamegeek.com/article/4181383#4181383</guid>
<pubDate>Mon, 09 Nov 2009 07:23:15 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jorren&#039;&gt;Jorren&lt;/a&gt;&lt;/p&gt;
	10 of each for me if there is still time.&lt;br&gt;&lt;br&gt;Thanks.
</description>
<link>http://www.boardgamegeek.com/article/4181361#4181361</link>
<guid>http://www.boardgamegeek.com/article/4181361#4181361</guid>
<pubDate>Mon, 09 Nov 2009 07:12:32 +0000</pubDate>
<dc:creator>Jorren</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dgmaga&#039;&gt;dgmaga&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;quadraphonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I will create a spreadsheet like The Professor did to track orders.&lt;br&gt;&lt;br&gt;Update: Spreadsheet here -&gt; 	&lt;A target='_blank' href=&quot;http://spreadsheets.google.com/ccc?key=tRx1fxC6mfpB8s3fHgI3OXw&quot; rel=&quot;nofollow&quot;&gt;http://spreadsheets.google.com/ccc?key=tRx1fxC6mfpB8s3fHgI3O...&lt;/A&gt;&lt;br&gt;&lt;br&gt;Update: I e-mailled Chessex again to confirm order details.  I will post a more comprehensive update once I hear back from them.&lt;br&gt;&lt;br&gt;Thanks again to all the folks who started this project (you've come up with some incredible looking dice) and thanks to all the other late-comers who've signed on for round 2!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Thank you for organising this! It's really great!&lt;br&gt;&lt;br&gt;Daniel
</description>
<link>http://www.boardgamegeek.com/article/4181324#4181324</link>
<guid>http://www.boardgamegeek.com/article/4181324#4181324</guid>
<pubDate>Mon, 09 Nov 2009 06:57:14 +0000</pubDate>
<dc:creator>dgmaga</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Tendril of Nyogtha Timing Question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;&lt;br&gt;The text of the monster says, &quot;If the Tendril of Nyogtha has not been evaded or defeated after the second round of combat, the investigator is devoured.&quot;&lt;br&gt;&lt;br&gt;If an investigator is knocked unconscious after the 2nd round of combat, does he go to St. Mary's/LiTaS first? Or is he devoured?&lt;br&gt;&lt;br&gt;thanks,
</description>
<link>http://www.boardgamegeek.com/thread/461384</link>
<guid>http://www.boardgamegeek.com/thread/461384</guid>
<pubDate>Mon, 09 Nov 2009 04:42:18 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Professor&#039;&gt;The Professor&lt;/a&gt;&lt;/p&gt;
	quadraphonic,&lt;br&gt;&lt;br&gt;     Thank you for picking-up the banner and moving it forward!  Joe at Chessex has been outstanding, and his customer service truly unparalleled in the world of retail.  Again, best of luck with the order, which will soon hit the 300 mark, based on the incoling orders.&lt;br&gt;&lt;br&gt;Cheers,&lt;br&gt;The Professor 
</description>
<link>http://www.boardgamegeek.com/article/4180647#4180647</link>
<guid>http://www.boardgamegeek.com/article/4180647#4180647</guid>
<pubDate>Mon, 09 Nov 2009 01:53:34 +0000</pubDate>
<dc:creator>The Professor</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: 6th game, 6th win : Playing this game is starting to feel like a chore. Are we natural mythos killers???</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	I htink he meant he sealed a total of 6 and closed another 5 (in other words, 11 total were closed at some point).
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<link>http://www.boardgamegeek.com/article/4180611#4180611</link>
<guid>http://www.boardgamegeek.com/article/4180611#4180611</guid>
<pubDate>Mon, 09 Nov 2009 01:38:14 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: 6th game, 6th win : Playing this game is starting to feel like a chore. Are we natural mythos killers???</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fanweru&#039;&gt;fanweru&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Bobthesnake wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm sorry, I meant sealed and not closed.  We usually just seal the gate whenever we can.  In our last game, &lt;b&gt;we sealed 6 and closed 5&lt;/b&gt;.  3 or 4 times in an arkham encoutner, we got a monster and gate appeared.  We also closed a gate to remove the chtolian (triangle) with when it moves, he hit everyone in arkham with a 4-6.  The funny thing is my friend had winded up in the hospital in his movement phase due to fighting. So when we do the mythos phase, the chtolian moved, I rolled a 5 and he died again lol.  Nowhere that I foiund that it didn't hit h im for 1 stamina when in the hospital so he died twice in 1 turn.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Hello everybody, I'm currently playing my 2nd game with AH (just base game) and I'm really surprise that in a game the investigators can seal 6 gates and only closed 5 (!?), it isn't supposed to an investigator should close first the gate and then spend 5 clue tokens to seal it!? So if these investigatores seal 6 gates then they at least should close 6 gates... or am I playing wrong? Because I do believe the game is still hard for 4 investigators.&lt;br&gt;&lt;br&gt;fw
</description>
<link>http://www.boardgamegeek.com/article/4180376#4180376</link>
<guid>http://www.boardgamegeek.com/article/4180376#4180376</guid>
<pubDate>Mon, 09 Nov 2009 00:01:05 +0000</pubDate>
<dc:creator>fanweru</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	Updated with everyone's totals.  We've now hit 200 dice on the order so the prices went down to the best per die rate.  Here's where we stand.&lt;br&gt;&lt;br&gt;Current orders&lt;br&gt;&lt;br&gt;quadraphonic 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;monsterman 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;Sidewynnder 16 (4 cursed, 8 normal, 4 blessed) $16&lt;br&gt;Tegre 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;BosonMichael 18 (6 cursed, 6 normal, 6 blessed) $18&lt;br&gt;Rainbow Spryte 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;dlminsac 18 (6 cursed, 6 normal, 6 blessed) $18&lt;br&gt;dgmaga 45 (15 cursed, 15 normal, 15 blessed) $45&lt;br&gt;dachsy 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;waynerumsey 30 (10 cursed, 10 normal, 10 blessed) $30&lt;br&gt;&lt;br&gt;Current total: 277&lt;br&gt;&lt;br&gt;Current pricing threshold and estimates for sets of ten.&lt;br&gt;&lt;br&gt;Cursed: $0.50 per die&lt;br&gt;Normal: $1.00 per die&lt;br&gt;Blessed: $1.50 per die&lt;br&gt;&lt;br&gt;10 cursed @ $0.50 per die = $5.00&lt;br&gt;10 normal @ $1.00 per die = $10.00&lt;br&gt;10 blessed @ 1.50 per die = $15.00&lt;br&gt;Total: $30.00&lt;br&gt;&lt;br&gt;I will create a spreadsheet like The Professor did to track orders.
</description>
<link>http://www.boardgamegeek.com/article/4180250#4180250</link>
<guid>http://www.boardgamegeek.com/article/4180250#4180250</guid>
<pubDate>Sun, 08 Nov 2009 23:17:04 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/waynerumsey&#039;&gt;waynerumsey&lt;/a&gt;&lt;/p&gt;
	I would like to get in on the second order if it isn't too late.  10 of each, please.&lt;br&gt;&lt;br&gt;-Wayne
</description>
<link>http://www.boardgamegeek.com/article/4180232#4180232</link>
<guid>http://www.boardgamegeek.com/article/4180232#4180232</guid>
<pubDate>Sun, 08 Nov 2009 23:10:28 +0000</pubDate>
<dc:creator>waynerumsey</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dgmaga&#039;&gt;dgmaga&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;krechevskoy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;AH is a game we play maybe once or twice a year, we screw up the rules for about the first few turns, then things start clicking.  If we played more often, we would probably be more comfortable with the rules.  But if we played more often some of our group would probably revolt.&lt;br&gt;&lt;br&gt;The main complaint I hear amongst the dissenters was, &quot;I do not feel like I am playing or contributing.&quot;   This is my only gripe about the game.  If you have a player that has sealed 3 gates, and they don't feel like they are playing or contributing, something with the system is broken.  And this response is not an isolated occurance.  But this feeling of along for the freefall is also what draws fans of Arkham Horror.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Why did this person feel like s/he had not contributed after sealing three gates?&lt;br&gt;&lt;br&gt;I can only follow the reasoning if there was one or two more active players who told the others what to do. If you seal three gates because somebody else told you what to do every turn, I can understand the coment &quot;I am not playing&quot;.&lt;br&gt;&lt;br&gt;Some people just not enjoy &quot;team&quot; games and prefer playing against other players.&lt;br&gt;&lt;br&gt;This does not mean that a game is broken, it just means it does not work for some type of players, I guess.&lt;br&gt;&lt;br&gt;Daniel 
</description>
<link>http://www.boardgamegeek.com/article/4179803#4179803</link>
<guid>http://www.boardgamegeek.com/article/4179803#4179803</guid>
<pubDate>Sun, 08 Nov 2009 20:28:00 +0000</pubDate>
<dc:creator>dgmaga</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dachsy&#039;&gt;dachsy&lt;/a&gt;&lt;/p&gt;
	I am in for 10 of each.
</description>
<link>http://www.boardgamegeek.com/article/4179771#4179771</link>
<guid>http://www.boardgamegeek.com/article/4179771#4179771</guid>
<pubDate>Sun, 08 Nov 2009 20:16:40 +0000</pubDate>
<dc:creator>dachsy</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dgmaga&#039;&gt;dgmaga&lt;/a&gt;&lt;/p&gt;
	I am in with 15 of each, too.&lt;br&gt;&lt;br&gt;I don't use Paypal but I guess that we can pay Chessex with credit card, too, right?&lt;br&gt;&lt;br&gt;Daniel&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4179766#4179766</link>
<guid>http://www.boardgamegeek.com/article/4179766#4179766</guid>
<pubDate>Sun, 08 Nov 2009 20:13:17 +0000</pubDate>
<dc:creator>dgmaga</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	Added, we're getting close.  I'd propose that if/when we hit 200 we proceed.  I don't want any sales to go cold and I'm sure we'd all love to have these sooner rather than later.  I was considering ordering 15 of each, if anyone else would like to increase their order, please let me know.&lt;br&gt;&lt;br&gt;Once we hit 200, I will PM everyone to confirm the order, then follow-up with Chessex to confirm payment details.&lt;br&gt;&lt;br&gt;As The Professor noted previously, if we pay Chessex directly, there will be a 3% Paypal fee on top of our final order price.  However, this is preferable in that they will ship directly to each buyer.
</description>
<link>http://www.boardgamegeek.com/article/4179746#4179746</link>
<guid>http://www.boardgamegeek.com/article/4179746#4179746</guid>
<pubDate>Sun, 08 Nov 2009 20:00:16 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dlminsac&#039;&gt;dlminsac&lt;/a&gt;&lt;/p&gt;
	I'm in for 6 of each.  
</description>
<link>http://www.boardgamegeek.com/article/4179673#4179673</link>
<guid>http://www.boardgamegeek.com/article/4179673#4179673</guid>
<pubDate>Sun, 08 Nov 2009 19:36:57 +0000</pubDate>
<dc:creator>dlminsac</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mageith&#039;&gt;mageith&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Thoth Amon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;With the Black Goat herald my house rule is; monster surges only add a Doom token on a die roll of 1-2. (Now I lose a lot slower to the old Goat)&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;That's harder than me. I just ignore the part about monster surges adding doom tokens. Still we don't play it much.  We really have to steel ourselves for all the extra corruption card bookkeeping.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;br&gt;I keep losing Innsmouth too. (I mean REALLY drastically LOSING at Innsmouth) Here's my proposed 'House Rules'...&lt;br&gt;&lt;br&gt;ONLY during the Doom Track's second row (about 4-8 tokens) Roll a die when you draw a Mythos card; on a &quot;1&quot; (or '6' if you prefer) --you ignore the Gate opening part of the card but follow everything else (monster movement and headline/environment effects) &lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;How many investigators are you? Often when we play 3 invesigators we ignore the entire mythos 25% of time (rolling an 8 sided die). However we treat everything else like its a 4 investigator game (ie. higher monster limit, lower outskirts limit and rumors like there are four players). The 4 investigator game is the maximised version of AH and gives you the best chance.  Again the goal is to have fun. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Also considering a 1-Rumour-per-game Maximum limit.&lt;br&gt;&lt;br&gt;Yeah these are pretty drastic; but Quachil Uttaus has mopped the floor with me, Cthugha has mopped the floor with me (all the while singing &quot;Great Balls of Fire&quot;) and Ghatanothoa's Visage has laughed openly in my face. I need at least a ghost of a chance to win.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Not necessarily too drastic.  The goal is to have fun and a ghost that always beats you is not fun.  Out of curiosity, what chance is your ghost giving you lately?  On the FFG boards, overall, the win percentage is a bit over 60%.&lt;br&gt;&lt;br&gt;Some rumors vs some investigators are very very drastic.  Even 1 can be too many.  Do you just draw again, then or ignore the rumor part?
</description>
<link>http://www.boardgamegeek.com/article/4179076#4179076</link>
<guid>http://www.boardgamegeek.com/article/4179076#4179076</guid>
<pubDate>Sun, 08 Nov 2009 15:22:13 +0000</pubDate>
<dc:creator>mageith</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Sverre&#039;&gt;Sverre&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Kobold Curry Chef wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;That being said, some weapons grant bonuses to only one combat check. You can treat those as being exhausted after use, but I believe they continue to occupy the listed number of hands if the combat continues beyond one round.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No, I don't think that is true. You are allowed to change weapons from round to round, as long as you don't use more than two hands at any given time. So a weapon that can only be used once can be swapped for another weapon or spell in the next round of combat.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4178878#4178878</link>
<guid>http://www.boardgamegeek.com/article/4178878#4178878</guid>
<pubDate>Sun, 08 Nov 2009 13:37:02 +0000</pubDate>
<dc:creator>Sverre</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Question about Mythos special text &amp; Delirium Madness card</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	The new FAQ will confirm that is the &lt;i&gt;drawing &lt;/i&gt;of a gate burst card itself, and not the actual gate burst, that move fliers.&lt;br&gt;&lt;br&gt;There is still some clarification needed, but it also looks like &quot;combat&quot; checks are going to be defined as the Evade, Horror, and Combat checks that are used against monsters.  So the delrium card by extension will only be affected by non-monster combat checks.  In other words, if a check is printed on the actual encounter card, then you are subject to Delirium.
</description>
<link>http://www.boardgamegeek.com/article/4178743#4178743</link>
<guid>http://www.boardgamegeek.com/article/4178743#4178743</guid>
<pubDate>Sun, 08 Nov 2009 11:44:24 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Question about Mythos special text &amp; Delirium Madness card</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I am of the opinion that they move regardless how the gate resolves.  I think the mechanic is there as a random element to move fliers (which have a tendancy to clog the sky) instead of being linked to the gate actually bursting.&lt;br&gt;I think the majority feel the same way so you are most likely playing that part correct as well.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I agree. In fact, this is a gripe I have about the game: Instead of linking this to gate bursts, they should have added an &quot;all flyers move&quot; symbol to the monster movement area of the mythos card (something that looks like a &lt;strike&gt;bat&lt;/strike&gt; &lt;i&gt;byakhee&lt;/i&gt; wing perhaps). The way it is, I often end up forgetting to move the flying monsters. Also, having it separate from the gate bursts would have opened up more design space; it wouldn't have to be limited to only gate burst cards, and they could make other similar things such as an &quot;all aquatic monsters move&quot; symbol.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;miyazakigrognard wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm fairly certain you are misunderstanding me. I'm not talking about a &quot;Flee&quot; (evasion) attempt &quot;during combat&quot;, but the general Evasion attempt which takes place before, and if successful, precludes combat. Since such an evasion attempt does not take place &quot;during combat&quot; it must logically be susceptible to the effect of Delirium.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I'm unsure about this one. On the one hand, the rules for failing the initial evade check uses the phrase &quot;combat begins&quot;. Plus combat has it's own section describing the Horror check, Combat checks, and attempting to flee with Evade checks, which is seperate from the section describing the initial Evade check. And another Madness card, Depression, very clearly lists the Evade check as being outside of combat.&lt;br&gt;&lt;br&gt;On the other hand, I tend to think the purpose of the phrase &quot;but not during combats caused by encounters&quot; was meant to limit the effected skill checks to those specifically on the encounter card itself. Therefore a pre-combat Evade check would also not be effected. In the same way, I expect that casing a spell during an encounter (such as Premonition) would not be subject to the delirium.
</description>
<link>http://www.boardgamegeek.com/article/4178582#4178582</link>
<guid>http://www.boardgamegeek.com/article/4178582#4178582</guid>
<pubDate>Sun, 08 Nov 2009 09:05:29 +0000</pubDate>
<dc:creator>foxx</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Rainbowspryte wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Just played a game with these. A friend bought a set for his copy of the game and they play awesomely fantastic!&lt;br&gt;&lt;br&gt;Put me down for 30 (10 blue, 10 red, 10 green) as well.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Excellent, we're getting closer.  Current order total is 154 dice!
</description>
<link>http://www.boardgamegeek.com/article/4178518#4178518</link>
<guid>http://www.boardgamegeek.com/article/4178518#4178518</guid>
<pubDate>Sun, 08 Nov 2009 07:48:32 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	With the Black Goat herald my house rule is; monster surges only add a Doom token on a die roll of 1-2. (Now I lose a lot slower to the old Goat)&lt;br&gt;&lt;br&gt;I keep losing Innsmouth too. (I mean REALLY drastically LOSING at Innsmouth) Here's my proposed 'House Rules'...&lt;br&gt;&lt;br&gt;ONLY during the Doom Track's second row (about 4-8 tokens) Roll a die when you draw a Mythos card; on a &quot;1&quot; (or '6' if you prefer) --you ignore the Gate opening part of the card but follow everything else (monster movement and headline/environment effects) &lt;br&gt;&lt;br&gt;Also considering a 1-Rumour-per-game Maximum limit.&lt;br&gt;&lt;br&gt;Yeah these are pretty drastic; but Quachil Uttaus has mopped the floor with me, Cthugha has mopped the floor with me (all the while singing &quot;Great Balls of Fire&quot;) and Ghatanothoa's Visage has laughed openly in my face. I need at least a ghost of a chance to win.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4178464#4178464</link>
<guid>http://www.boardgamegeek.com/article/4178464#4178464</guid>
<pubDate>Sun, 08 Nov 2009 06:58:31 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Rainbowspryte&#039;&gt;Rainbowspryte&lt;/a&gt;&lt;/p&gt;
	Just played a game with these. A friend bought a set for his copy of the game and they play awesomely fantastic!&lt;br&gt;&lt;br&gt;Put me down for 30 (10 blue, 10 red, 10 green) as well.
</description>
<link>http://www.boardgamegeek.com/article/4178452#4178452</link>
<guid>http://www.boardgamegeek.com/article/4178452#4178452</guid>
<pubDate>Sun, 08 Nov 2009 06:46:49 +0000</pubDate>
<dc:creator>Rainbowspryte</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;BosonMichael wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm in for 6 of each. Should be $18 total (plus $7 shipping, right?)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Added, but it'll only be $18 if we hit 200 total dice ordered.  Right now it stands at $21.60.
</description>
<link>http://www.boardgamegeek.com/article/4178445#4178445</link>
<guid>http://www.boardgamegeek.com/article/4178445#4178445</guid>
<pubDate>Sun, 08 Nov 2009 06:42:30 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Combine your nerderies to learn more about Lovecraft</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ninjadorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Thoth Amon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There's another good non-Mythos one where a guy's trapped in a tomb (might be called &quot;Trapped in the Tomb&quot;??) &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Is that the one he co-wrote with Houdini &quot;Imprisoned With The Pharaohs&quot; &lt;a href=&quot;http://www.yankeeclassic.com/miskatonic/library/stacks/literature/lovecraft/stories/imprison.htm&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;	&lt;A target='_blank' href=&quot;http://www.yankeeclassic.com/miskatonic/library/stacks/literature/lovecraft/stories/imprison.htm&quot; rel=&quot;nofollow&quot;&gt;http://www.yankeeclassic.com/miskatonic/library/stacks/liter...&lt;/A&gt;&lt;/a&gt;?  I had a script outline years ago about Lovecraft and Houdini going toe-to-toe with the Mythos!&lt;br&gt;&lt;br&gt;:goo:&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No, I remember that one though. Can't believe it was really written with THE Houdini! &lt;br&gt;The one I'm talking about is about a very thick-headed grave digger with zero belief in the supernatural who gets stuck in a mausoleum. Funny and scary, like Reanimator.
</description>
<link>http://www.boardgamegeek.com/article/4178406#4178406</link>
<guid>http://www.boardgamegeek.com/article/4178406#4178406</guid>
<pubDate>Sun, 08 Nov 2009 06:20:04 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	The trickiest part is separating out the duplicate monsters from the originals. I've noticed small differences. &lt;br&gt;The 3 extra Dark Young from BGOTW, for example, lack the script on the back (about giant hoof-steps etc) The Mi-Go from Innsmouth have a different shade of blue border from the originals in the base game. And the Shoggoths have the words for their ability centered differently (a tough difference to spot)&lt;br&gt;&lt;br&gt;Just realized, I think Innsmouth came with a Cultist but I never took note of the differences, if any. Good thing I'm not totally OCD :-) &lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4178373#4178373</link>
<guid>http://www.boardgamegeek.com/article/4178373#4178373</guid>
<pubDate>Sun, 08 Nov 2009 05:52:10 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mageith&#039;&gt;mageith&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt; &quot;Thoth Amon: I like a close game best, when there's at least a slim chance of victory. So I 'dumb it down' a bit with house rules... &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Please share
</description>
<link>http://www.boardgamegeek.com/article/4178357#4178357</link>
<guid>http://www.boardgamegeek.com/article/4178357#4178357</guid>
<pubDate>Sun, 08 Nov 2009 05:43:14 +0000</pubDate>
<dc:creator>mageith</dc:creator>
	</item>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BosonMichael&#039;&gt;BosonMichael&lt;/a&gt;&lt;/p&gt;
	I'm in for 6 of each. Should be $18 total (plus $7 shipping, right?)
</description>
<link>http://www.boardgamegeek.com/article/4178151#4178151</link>
<guid>http://www.boardgamegeek.com/article/4178151#4178151</guid>
<pubDate>Sun, 08 Nov 2009 03:43:16 +0000</pubDate>
<dc:creator>BosonMichael</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;onyxavenger wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I only have the core game and one expansion (Innsmouth), but I've marked the monster pieces in case I ever need to separate them.  The pieces are fairly thick, so you can mark them on the side of the pieces. The system I developed is this:&lt;br&gt;&lt;br&gt;Arkham Horror - no marks&lt;br&gt;Dunwich Horror - single mark on each side (centered)&lt;br&gt;Kingsport Horror - two marks on each side (centered, and close together)&lt;br&gt;Innsmouth Horror - three marks on each side (centered, and close together)&lt;br&gt;&lt;br&gt;I haven't quite figured out how to make this work with the small expansions yet (and this hasn't come up), but I'm think it would probably be to use marks closer to the corner (rather than center).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Use different marks - like a slash an X or a + You could even use horizontal (or verticals) whatever is perpendicular to what you did before&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;I also marked the corners on my pieces to help differentiate the Masks and the Spawn monsters from the normal monsters.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Spawn monsters are already marked by a red circle on their front side.
</description>
<link>http://www.boardgamegeek.com/article/4178049#4178049</link>
<guid>http://www.boardgamegeek.com/article/4178049#4178049</guid>
<pubDate>Sun, 08 Nov 2009 02:38:42 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/onyxavenger&#039;&gt;onyxavenger&lt;/a&gt;&lt;/p&gt;
	I only have the core game and one expansion (Innsmouth), but I've marked the monster pieces in case I ever need to separate them.  The pieces are fairly thick, so you can mark them on the side of the pieces. The system I developed is this:&lt;br&gt;&lt;br&gt;Arkham Horror - no marks&lt;br&gt;Dunwich Horror - single mark on each side (centered)&lt;br&gt;Kingsport Horror - two marks on each side (centered, and close together)&lt;br&gt;Innsmouth Horror - three marks on each side (centered, and close together)&lt;br&gt;&lt;br&gt;I haven't quite figured out how to make this work with the small expansions yet (and this hasn't come up), but I'm think it would probably be to use marks closer to the corner (rather than center).&lt;br&gt;&lt;br&gt;I also marked the corners on my pieces to help differentiate the Masks and the Spawn monsters from the normal monsters.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4178034#4178034</link>
<guid>http://www.boardgamegeek.com/article/4178034#4178034</guid>
<pubDate>Sun, 08 Nov 2009 02:30:15 +0000</pubDate>
<dc:creator>onyxavenger</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Go to this link.&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/2561573#2561573&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/2561573#2561573&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/4177892#4177892</link>
<guid>http://www.boardgamegeek.com/article/4177892#4177892</guid>
<pubDate>Sun, 08 Nov 2009 01:28:11 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Ithkrall wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;We always play with 1 expansion at a time, but we keep all the item/spell cards and monsters in play. I just separate out the cards, keeps the theme of each expansion distinct while not being a real hassle to separate. &lt;br&gt;&lt;br&gt;Just an idea. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I dunno I know what your saying but at lot of what makes this game so great to me is the theme of the game. Doing Dulwitch for example but having illsmouth fish people wondering about the streets doesn't appeal to me.. and there are spell and items that fall into that same problem.&lt;br&gt;&lt;br&gt;But it is not hard to separate the cards out as they all have teh symbol. but I would like to have a link to that PDF if anyone knows where it is (Guess I could scan my chips b4 i mix them myself, but i am sure somone else has done this
</description>
<link>http://www.boardgamegeek.com/article/4177886#4177886</link>
<guid>http://www.boardgamegeek.com/article/4177886#4177886</guid>
<pubDate>Sun, 08 Nov 2009 01:25:01 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ithkrall&#039;&gt;Ithkrall&lt;/a&gt;&lt;/p&gt;
	We always play with 1 expansion at a time, but we keep all the item/spell cards and monsters in play. I just separate out the cards, keeps the theme of each expansion distinct while not being a real hassle to separate. &lt;br&gt;&lt;br&gt;Just an idea. 
</description>
<link>http://www.boardgamegeek.com/article/4177870#4177870</link>
<guid>http://www.boardgamegeek.com/article/4177870#4177870</guid>
<pubDate>Sun, 08 Nov 2009 01:20:32 +0000</pubDate>
<dc:creator>Ithkrall</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;willco wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There's a [listitem=35971]pdf[/listitem] with all the monsters and what expansions they are from in the files section.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;witch files section.. there is a files section for each expansion and for the core... i can not see this pdf in any
</description>
<link>http://www.boardgamegeek.com/article/4177833#4177833</link>
<guid>http://www.boardgamegeek.com/article/4177833#4177833</guid>
<pubDate>Sun, 08 Nov 2009 01:02:19 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/willco&#039;&gt;willco&lt;/a&gt;&lt;/p&gt;
	There's a [listitem=35971]pdf[/listitem] with all the monsters and what expansions they are from in the files section.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4177697#4177697</link>
<guid>http://www.boardgamegeek.com/article/4177697#4177697</guid>
<pubDate>Sat, 07 Nov 2009 23:48:12 +0000</pubDate>
<dc:creator>willco</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: General:: How can you seperate the Core from the Expantions?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hi there&lt;br&gt;&lt;br&gt;Going to try playing Illsmouth now I think i have the core game rules under control. Still I want the option of making the game run in its original forms but I can not see a way to identify the components of the original game and the xpacs. Currently I have Illlsmount and Black Goat. &lt;br&gt;&lt;br&gt;Anyway... I can see that the all the cards all have a symbol linking it to a certain expansion. Illsmouth is a small anchor and the black goat cards us a small ... um... multi-headed thing.&lt;br&gt;&lt;br&gt;Still on the Monster Cards I see no identifying marks.&lt;br&gt;&lt;br&gt;Q:- How can you tell the monster cards from the xpacs from the monster cards in the original core game?
</description>
<link>http://www.boardgamegeek.com/thread/460982</link>
<guid>http://www.boardgamegeek.com/thread/460982</guid>
<pubDate>Sat, 07 Nov 2009 23:15:41 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Useing a Clue Token to buy a extra Dice.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Message&#039;&gt;The Message&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;apatheticexecutioner wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Matchstickman&lt;br&gt;&lt;br&gt;I have rerolled a success when I didn't want to return to Arkham from an OW and have to face an unbeatable monster before attempting to seal.&lt;br&gt;&lt;br&gt;But I agree it is rare.&lt;br&gt;&lt;br&gt;Brian&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Rerolled with clues or with an ability that tells you to reroll?
</description>
<link>http://www.boardgamegeek.com/article/4177536#4177536</link>
<guid>http://www.boardgamegeek.com/article/4177536#4177536</guid>
<pubDate>Sat, 07 Nov 2009 22:29:38 +0000</pubDate>
<dc:creator>The Message</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;krechevskoy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;.&lt;br&gt;&lt;br&gt;&lt;br&gt; and we all agree the game does make everyone feel frustrated and hopeless, just like a real Lovecraft story.  . &lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I have this complaint too, especially with Innsmouth. It's all-but impossible to win! &lt;br&gt;About the &quot;hopeless and frustrated&quot; angle, I re-read some HPL stories. (SPOILERS AHEAD!!!)&lt;br&gt;In &quot;The Dunwich Horror&quot; Prof Armitage (yes, the Ally) and 2 other scholars defeat the 'Horror' using the Powder of Ibn Ghazi. Cthulhu doesn't destroy the world in his short story (but he will...someday) nor does Dagon, or any of the others.  So it's NOT always hopeless in the original stories. &lt;br&gt;I like a close game best, when there's at least a slim chance of victory. So I 'dumb it down' a bit with house rules....(maybe I just suck- I'm usually terrible at strategy games too) 
</description>
<link>http://www.boardgamegeek.com/article/4177433#4177433</link>
<guid>http://www.boardgamegeek.com/article/4177433#4177433</guid>
<pubDate>Sat, 07 Nov 2009 21:39:01 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	Certain Investigators start with a lot of money. Ones that don't should get a Bank Loan early on, or go to the Newspaper in hopes of getting a Retainer. &lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4177412#4177412</link>
<guid>http://www.boardgamegeek.com/article/4177412#4177412</guid>
<pubDate>Sat, 07 Nov 2009 21:26:34 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	Unless you use your imagination to get into character, instead of looking at yourself as playing a boardgame, it can be pretty dry.&lt;br&gt;&lt;br&gt;Put a little life into the encounters, place yourself into the position of facing an horrendous creature obviously not of this world or getting into an arm-wrestling contest with Sir William Britton.&lt;br&gt;&lt;br&gt;Moving your token over there and drawing a card is pretty generic.  Tell the story, get involved.&lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/article/4177237#4177237</link>
<guid>http://www.boardgamegeek.com/article/4177237#4177237</guid>
<pubDate>Sat, 07 Nov 2009 19:54:46 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Useing a Clue Token to buy a extra Dice.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	Matchstickman&lt;br&gt;&lt;br&gt;I have rerolled a success when I didn't want to return to Arkham from an OW and have to face an unbeatable monster before attempting to seal.&lt;br&gt;&lt;br&gt;But I agree it is rare.&lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/article/4177200#4177200</link>
<guid>http://www.boardgamegeek.com/article/4177200#4177200</guid>
<pubDate>Sat, 07 Nov 2009 19:36:31 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Smizmazmarlemagne&#039;&gt;Smizmazmarlemagne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/600561"><img border=0  src="http://images.boardgamegeek.com/images/pic600561_t.jpg"></a>]]>
	&lt;div&gt;Winifred loves a drink. Luckily she inherited the distilleries outside Arkham. Her ancestor, however, drew his success from an unholy source. Now that evil patron comes to collect, and Winifred is even more driven to drink, knowing she must save her town.&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/600561</link>
<guid>http://www.boardgamegeek.com/image/600561</guid>
<pubDate>Sat, 07 Nov 2009 18:31:03 +0000</pubDate>
<dc:creator>Smizmazmarlemagne</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Smizmazmarlemagne&#039;&gt;Smizmazmarlemagne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/600560"><img border=0  src="http://images.boardgamegeek.com/images/pic600560_t.jpg"></a>]]>
	&lt;div&gt;Zebulon Shofar came from an agency of an unknown nation. Sought by the feds as an enemy of the state, he has stolen a precious piece of information. Zebulon plans to use this pivotal secret to turn the tide against the horror soon to engulf the world.&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/600560</link>
<guid>http://www.boardgamegeek.com/image/600560</guid>
<pubDate>Sat, 07 Nov 2009 18:30:57 +0000</pubDate>
<dc:creator>Smizmazmarlemagne</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Smizmazmarlemagne&#039;&gt;Smizmazmarlemagne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/600559"><img border=0  src="http://images.boardgamegeek.com/images/pic600559_t.jpg"></a>]]>
	&lt;div&gt;Zolong ThThTh grew weary of Carcosa, in the employ of the King in Yellow. A day-to-day magic world was tiresome- he longed for adventure. When a rival god begins to invade Arkham, Zolong volunteers to stop the terrestrial apocalypse in the name of Hastur.&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/600559</link>
<guid>http://www.boardgamegeek.com/image/600559</guid>
<pubDate>Sat, 07 Nov 2009 18:30:46 +0000</pubDate>
<dc:creator>Smizmazmarlemagne</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Snipafist&#039;&gt;Snipafist&lt;/a&gt;&lt;/p&gt;
	The decision on whether to close a gate or wait to seal it can be tricky. Obviously, if the terror level/number of monsters/number of open gates is getting out of control and can't be remedied any other way, you'll need to close a gate even if you can't seal it. Leaving too many gates open also has the negative side effect of limiting how often clue tokens appear in-game because if a gate is open at a location it swallows up all the clue tokens there and any future clue tokens that would be placed there. In general, my group tries to seal the very active gates as soon as we can - for that reason, the Witch House, Unvisited Isle, and the Woods are all on the very top of the &quot;seal this if you possibly can&quot; list. Less common gate opening locations like Hibb's Roadhouse, the Science Lab, the Silver Twilight Lodge, and the Historic Society are better to close because they rarely get opened by Mythos cards so you're better off saving your clues/elder signs for more active locations.
</description>
<link>http://www.boardgamegeek.com/article/4176862#4176862</link>
<guid>http://www.boardgamegeek.com/article/4176862#4176862</guid>
<pubDate>Sat, 07 Nov 2009 16:59:30 +0000</pubDate>
<dc:creator>Snipafist</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Sessions:: Re: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tanakor&#039;&gt;Tanakor&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;krechevskoy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The main complaint I hear amongst the dissenters was, &quot;I do not feel like I am playing or contributing.&quot;   This is my only gripe about the game.  If you have a player that has sealed 3 gates, and they don't feel like they are playing or contributing, something with the system is broken.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Or the players just start out with the wrong expectations. I fully understand, that AH is not in everyones taste and I can see why. But obviously many people love the game - so calling it &quot;broken&quot; (one of my most hated words around here) is definitly wrong.
</description>
<link>http://www.boardgamegeek.com/article/4176809#4176809</link>
<guid>http://www.boardgamegeek.com/article/4176809#4176809</guid>
<pubDate>Sat, 07 Nov 2009 16:37:29 +0000</pubDate>
<dc:creator>Tanakor</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: The Adventures of Little Cthulhu</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/berserkley&#039;&gt;berserkley&lt;/a&gt;&lt;/p&gt;
	First the cartoon, and now the toy tie in:&lt;br&gt;&lt;br&gt;&lt;a href="http://www.youtube.com/watch?v=e6Z6XQSaZ9E&amp;feature=related"&gt;Youtube Video&lt;/a&gt;
</description>
<link>http://www.boardgamegeek.com/article/4176763#4176763</link>
<guid>http://www.boardgamegeek.com/article/4176763#4176763</guid>
<pubDate>Sat, 07 Nov 2009 16:11:57 +0000</pubDate>
<dc:creator>berserkley</dc:creator>
	</item>
		<item>
		<title>Session: Arkham Horror:: Did Halloween knock Arkham Horror out of the top 50</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/krechevskoy&#039;&gt;krechevskoy&lt;/a&gt;&lt;/p&gt;
	I wonder how many other people played AH during the halloween weekend.  And I wonder how many others like us, have ever been so polarized over a game, and possibly gave it lower marks when they were done.  Sort of like when kids play with a Ouija board and are dissapointed at its lame and boring outcome.  I find myself wondering how I can keep saying things such as &quot;It is not the same, but it is&quot; to defend AH as I slap it with backhanded compliments. &lt;br&gt; &lt;br&gt;Just as a bit of background we had a larger group of people playing 2 different games of Arkham Horror(we wanted manageable, so no 9+ player games). One group played with 3+ expansions and all the fixins, smothered-covered.  And our group wanted to go back and simply play only the original AH game.&lt;br&gt;&lt;br&gt;This summary covers the original relase game, as I was not at the big tenticle table.  Every so often I enjoy going back to the plain vanilla version of games that have been expanded.  But calling AH vanilla is like saying &quot;War and Peace&quot; is a light read. &lt;br&gt;&lt;br&gt;Both tables had set up a hard time limit, as we have had experience with these games going on too long.  So even though we did not &quot;finish&quot; some of us still had fun.&lt;br&gt;&lt;br&gt;AH is a game we play maybe once or twice a year, we screw up the rules for about the first few turns, then things start clicking.  If we played more often, we would probably be more comfortable with the rules.  But if we played more often some of our group would probably revolt.&lt;br&gt;&lt;br&gt;The main complaint I hear amongst the dissenters was, &quot;I do not feel like I am playing or contributing.&quot;   This is my only gripe about the game.  If you have a player that has sealed 3 gates, and they don't feel like they are playing or contributing, something with the system is broken.  And this response is not an isolated occurance.  But this feeling of along for the freefall is also what draws fans of Arkham Horror.&lt;br&gt;&lt;br&gt;The above paragraph is also why I enjoy Arkham Horror. AH feels more like an event unfolding, once I read the BGG article to stop playing AH like a normal game and just enjoy the chaos, AH got much better.  Even I admit after a game of AH, I sometimes feel like I just wasted 3 hours of my life on a game that frustrates the heck out of me. There is also the issue of having to rationalize some of the mechanics. I moved 2 spaces to help seal away a greater evil, what is that?  But it is after I think of it about 3 days later I think back on it and I'm like &quot;It wasn't that bad&quot;.  I like these involved horror games, I played the hell out of Eternal Darkness, and Silent Hill when they came out, but those games offered a bit more capability than AH does. &lt;br&gt;&lt;br&gt;Anyway after the play we found:  Our rules recollection gets rusty, we all are frustrated at the games length for the lack of player capability (we are no experts, nor are we slouches), and we all agree the game does make everyone feel frustrated and hopeless, just like a real Lovecraft story.  In fact after playing it I went back to BGG and docked it about half a point.  AH is good, but after I play it, I want to play it less.  It feels more like an aversion rather than I got my fill.  But also Arkham is very love craft, I'm not supposed to feel all &quot;disney&quot; when I walk away from it.  That is the point.   If anyone remembers a certain line from harry Potter 3, when Ron tells Harry.  &quot;You're going to suffer, but you're going to like it.&quot;&lt;br&gt;&lt;br&gt;Playing Arkham horror is going to be the same way people are about horror films, no matter how intrinsically good the movie or game may be, some people just are not going to enjoy it.  And if you don't completely enjoy it teh same as horror enthusiests do, you are going to hear it from the fanboys for the rest of your life. &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460881</link>
<guid>http://www.boardgamegeek.com/thread/460881</guid>
<pubDate>Sat, 07 Nov 2009 15:37:49 +0000</pubDate>
<dc:creator>krechevskoy</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	no. In a single turn all the investigators do there thing in each phase starting with the toon that has the &quot;start marker&quot; thing, then around the table
</description>
<link>http://www.boardgamegeek.com/article/4176545#4176545</link>
<guid>http://www.boardgamegeek.com/article/4176545#4176545</guid>
<pubDate>Sat, 07 Nov 2009 14:51:49 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	If you pass the encounter, you are resolving during Phase 4.  You won't move again until Phase 2 of the next turn (unless resolving the encounter sends you back to Arkham as part of the effect).&lt;br&gt;&lt;br&gt;So the sequence is this:&lt;br&gt;&lt;br&gt;Turn A: Phase 4 - have your 2nd encounter in the OW.&lt;br&gt;&lt;br&gt;Turn B: Phase 2 - Move back to Arkham.  You MAY ignore the monster the same turn you return or you may engage it if you wish.&lt;br&gt;&lt;br&gt;Turn B: Phase 3 - You may attempt to close the gate.  If you are successful, any monsters matching the gate icon are returned to the cup.  &lt;br&gt;&lt;br&gt;Turn C: Phase 2 - You may move away from the location.  if the monster is still there, then you must engage it.  If you didn't close the gate previously, then you would lose your explroed marker if you move away.
</description>
<link>http://www.boardgamegeek.com/article/4176488#4176488</link>
<guid>http://www.boardgamegeek.com/article/4176488#4176488</guid>
<pubDate>Sat, 07 Nov 2009 14:28:37 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ChukLife&#039;&gt;ChukLife&lt;/a&gt;&lt;/p&gt;
	Are you playing a Mythos phase for each investigator?  It's a common mistake for new players: Only one mythos card is drawn for each turn cycle.&lt;br&gt;&lt;br&gt;1. Upkeep, starting with First Player, proceeding around the table.&lt;br&gt;2. Movement, starting with First Player, proceeding around the table.&lt;br&gt;3. Arkham Encounters, starting with First Player, proceeding around the table.&lt;br&gt;4. Other World Encounters, starting with First Player, proceeding around the table.&lt;br&gt;5. First player draws and resolves a Mythos card.&lt;br&gt;6. Pass First Player token and start a new turn.
</description>
<link>http://www.boardgamegeek.com/article/4176456#4176456</link>
<guid>http://www.boardgamegeek.com/article/4176456#4176456</guid>
<pubDate>Sat, 07 Nov 2009 14:07:06 +0000</pubDate>
<dc:creator>ChukLife</dc:creator>
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		<title>Reply: Arkham Horror:: Variants:: Re: Buffed spell casting system</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	I don't mind spells. The problem isn't the spells, it's the spell casters. If you get the right investigator or the right set of equipment, and spells are highly useful. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;yoacusna wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;For a start, try removing some of the 8 (yes, 8) Flesh Wards from the base game. This is a terrible spell, why there are so many copies of it is completely beyond me.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Four of those are replacement cards that include errata. There are also other replacements, check the Dunwich rulebook for details. (Note: if like me you have the second printing of the base game, you'll find your base game cards already have the errata.)
</description>
<link>http://www.boardgamegeek.com/article/4176040#4176040</link>
<guid>http://www.boardgamegeek.com/article/4176040#4176040</guid>
<pubDate>Sat, 07 Nov 2009 08:31:12 +0000</pubDate>
<dc:creator>foxx</dc:creator>
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		<title>Reply: Arkham Horror:: News:: Re: Fresh to the Fight - FFG is proud to announce Arkham Horror Investigator Miniatures! </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Bastian+Bux&#039;&gt;Bastian Bux&lt;/a&gt;&lt;/p&gt;
	I'm really impressed with FFG.
</description>
<link>http://www.boardgamegeek.com/article/4175918#4175918</link>
<guid>http://www.boardgamegeek.com/article/4175918#4175918</guid>
<pubDate>Sat, 07 Nov 2009 06:44:31 +0000</pubDate>
<dc:creator>Bastian Bux</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Ken's and Tim's explanations seam to make teh most sense to me.. I think I will also play that way.. as in you only deal with monster encounters on the next turn after you return to arkham.
</description>
<link>http://www.boardgamegeek.com/article/4175797#4175797</link>
<guid>http://www.boardgamegeek.com/article/4175797#4175797</guid>
<pubDate>Sat, 07 Nov 2009 05:09:45 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;coolpapa wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;How many investigators are you using?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I am playing test games using 4 investigators and just playing all 4 of them. This is because when I do the fist game night it will be with 3 other people. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;LFITQ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;how do you get money?  Well certain investigators are given lots of money, others are given ways to keep getting money.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Well I am playing random investigators and Old One - I sorta prefer it that way.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;LFITQ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Q#2 - Yep.  Elder signs are the only way I have come across so far in the base game to remove doom tokens.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I have Illsmouth and the Black Goat expantion (all that was in stock when I went to store) but havn't been including the new xpac parts yet as I wanted to understand the core game 1st.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;LFITQ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It is a balancing act.  Close a gate, but be prepared to have it reopen and add another doom token.  Or only close gates when you can seal them with elder signs or clue tokens, but run the risk that too many gates open awakening the AO.  So you can pick your poison&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;StormKnight wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You've just discovered AH secret #1: never* close a gate.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yea this is what I am thinking. Do not close as many gates but just go into the otherworld as needed say 4 or 3 turns before the outskirts fills up. (as 3 is min turns needed to get though otherworld and back to Arkham to close the gate). Then spend the rest of teh time just battling monsters and collecting tokens.&lt;br&gt;&lt;br&gt;Anyway.. I am almost sure I have most of the situations down and be able to run a game night with out looking at the manual every 2 seconds. So thanks a lot guys.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4175789#4175789</link>
<guid>http://www.boardgamegeek.com/article/4175789#4175789</guid>
<pubDate>Sat, 07 Nov 2009 05:04:40 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/LFITQ&#039;&gt;LFITQ&lt;/a&gt;&lt;/p&gt;
	Q#1 - yep.  Every time a gate opens in a new (let's say empty) location a doom token gets added.&lt;br&gt;&lt;br&gt;Q#2 - Yep.  Elder signs are the only way I have come across so far in the base game to remove doom tokens.&lt;br&gt;&lt;br&gt;It is a balancing act.  Close a gate, but be prepared to have it reopen and add another doom token.  Or only close gates when you can seal them with elder signs or clue tokens, but run the risk that too many gates open awakening the AO.  So you can pick your poison.&lt;br&gt;&lt;br&gt;how do you get money?  Well certain investigators are given lots of money, others are given ways to keep getting money.  others are just flat out broke.  You can get money in various ways: through bank loans, various encounters will give you money, gaining a retainer, etc.  &lt;br&gt;&lt;br&gt;Some games I find I am rolling in the cash and in others I find I can't find enough pop cans to get even a nickel.
</description>
<link>http://www.boardgamegeek.com/article/4175768#4175768</link>
<guid>http://www.boardgamegeek.com/article/4175768#4175768</guid>
<pubDate>Sat, 07 Nov 2009 04:48:54 +0000</pubDate>
<dc:creator>LFITQ</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StormKnight&#039;&gt;StormKnight&lt;/a&gt;&lt;/p&gt;
	You've just discovered AH secret #1: never* close a gate.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;* Slight exaggeration...but not much.
</description>
<link>http://www.boardgamegeek.com/article/4175763#4175763</link>
<guid>http://www.boardgamegeek.com/article/4175763#4175763</guid>
<pubDate>Sat, 07 Nov 2009 04:44:19 +0000</pubDate>
<dc:creator>StormKnight</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/coolpapa&#039;&gt;coolpapa&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi...&lt;br&gt;&lt;br&gt;Ok.. another solo &quot;learn&quot; session is over.. thanks again for all your help as always guys. So here is my last question for today,&lt;br&gt;&lt;br&gt;In every test game I have had the old one awaken before it seams I have really had a decent play.&lt;br&gt;&lt;br&gt;Q:- You are ment to put a new doom token on the board every time a gate opens in a new location?&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Q:- You can only remove doom tokens by uses a unique elder sign card?&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Pretty much, yeah. There's an event in the South Church that can remove one, and maybe some other possibilities as well, but Elder Signs are by far the most common way.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;br&gt;So in a way you are not ment o madly close every gate you see? As it increases the chances of a doom token going on the doom track.&lt;br&gt;&lt;br&gt;The only way to get the elder cards to remove things from the doom track is to buy them, and a few &quot;draw card&quot; commands form events and stuff. So... how do you get money? Just from a bank lone and a few retainers? How do you get retainers anyway?&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Money is hard to come by - kill monsters and sell them at the docks is one option. Retainers can be acquired at the Newspaper from a proper event. Closing gates without sealing them is not necessarily a bad idea, but seals are a huge plus when you can get them done. In a won game, you will definitely get a few monster surges from time to time, so they're not the end of the world.&lt;br&gt;&lt;br&gt;How many investigators are you using? I haven't played a 1-investigator game, so I can't speak to that much, if that's what you're doing. Someone around here will be able to, though.
</description>
<link>http://www.boardgamegeek.com/article/4175756#4175756</link>
<guid>http://www.boardgamegeek.com/article/4175756#4175756</guid>
<pubDate>Sat, 07 Nov 2009 04:38:18 +0000</pubDate>
<dc:creator>coolpapa</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/LFITQ&#039;&gt;LFITQ&lt;/a&gt;&lt;/p&gt;
	I tend to think of it this way.&lt;br&gt;&lt;br&gt;First, using the &quot;phases&quot; you only move during the Movement phase.  So you move back to Arkham through the gate during your Movement phase.&lt;br&gt;&lt;br&gt;However, if there is a monster &quot;guarding&quot; the gate, because you are coming through the gate, the monster has it's back to you. So you get to miss dealing with him at this point during the move phase.  (Consider this the theme).&lt;br&gt;&lt;br&gt;During the Arkham encounter Phase, you now get to try and close the gate.&lt;br&gt;&lt;br&gt;If you fail to close the gate, then next turn you have to deal with the consequences.  If you did close the gate, and the monster has the same symbol as the gate you just closed, then it gets sucked back in and you have nothing to worry about.&lt;br&gt;&lt;br&gt;Consider it this way, during the next Movement phase the monster has heard you trying to close the gate and has sensed your presence.  So now you have to fight it or evade it.&lt;br&gt;&lt;br&gt;Then during the Arkham encounter phase after successfully defeating the monster or evading it, you get a second chance to close the gate (so long as you didn't move away from the gate).
</description>
<link>http://www.boardgamegeek.com/article/4175749#4175749</link>
<guid>http://www.boardgamegeek.com/article/4175749#4175749</guid>
<pubDate>Sat, 07 Nov 2009 04:34:19 +0000</pubDate>
<dc:creator>LFITQ</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Newbie (Last one for today) - Doom Tarck fills so fast... ??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hi...&lt;br&gt;&lt;br&gt;Ok.. another solo &quot;learn&quot; session is over.. thanks again for all your help as always guys. So here is my last question for today,&lt;br&gt;&lt;br&gt;In every test game I have had the old one awaken before it seams I have really had a decent play.&lt;br&gt;&lt;br&gt;Q:- You are ment to put a new doom token on the board every time a gate opens in a new location?&lt;br&gt;&lt;br&gt;Q:- You can only remove doom tokens by uses a unique elder sign card?&lt;br&gt;&lt;br&gt;So in a way you are not ment o madly close every gate you see? As it increases the chances of a doom token going on the doom track.&lt;br&gt;&lt;br&gt;The only way to get the elder cards to remove things from the doom track is to buy them, and a few &quot;draw card&quot; commands form events and stuff. So... how do you get money? Just from a bank lone and a few retainers? How do you get retainers anyway?&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460811</link>
<guid>http://www.boardgamegeek.com/thread/460811</guid>
<pubDate>Sat, 07 Nov 2009 04:02:29 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;tlnordin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Once you get back, if a monster is sitting there, you don't have to sneak past it when you land back in Arkham. If you fail to close the gate on the turn you arrive, however, you will have to fight the monster on the next turn (or evade it)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ElSoyokaze wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;That all takes place during your movement phase, so you won't have to deal with the monster until after you seal the gate.  Since you won't be able to move further, you'll have to either evade or fight the monster at the end of the turn &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Unless i miss-understand (very possible) you have both contradicted each other... TLnordin is saying that you have no horror/combat or sneak check untill the entire next ... and ELSoyokaze is saying that you need to do a combat / horror or evade check after you arrive in arkham, after you attempt to seal the gate.
</description>
<link>http://www.boardgamegeek.com/article/4175691#4175691</link>
<guid>http://www.boardgamegeek.com/article/4175691#4175691</guid>
<pubDate>Sat, 07 Nov 2009 03:54:44 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ElSoyokaze&#039;&gt;ElSoyokaze&lt;/a&gt;&lt;/p&gt;
	EDIT: ninja'd.  Ahwell, at least we agree.&lt;br&gt;&lt;br&gt;You'll move back to Arkham on your next movement phase, at which point you'll immediately have a chance close and seal the gate.&lt;br&gt;&lt;br&gt;That all takes place during your movement phase, so you won't have to deal with the monster until after you seal the gate.  Since you won't be able to move further, you'll have to either evade or fight the monster at the end of the turn (provided it wasn't obliterated by the sealing of the gate).&lt;br&gt;&lt;br&gt;At least, that's my understanding of the rules.&lt;br&gt;&lt;br&gt;--ElSoy
</description>
<link>http://www.boardgamegeek.com/article/4175655#4175655</link>
<guid>http://www.boardgamegeek.com/article/4175655#4175655</guid>
<pubDate>Sat, 07 Nov 2009 03:40:07 +0000</pubDate>
<dc:creator>ElSoyokaze</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/tlnordin&#039;&gt;tlnordin&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi... &lt;br&gt;&lt;br&gt;When you complete the location event card for the 2nd space in a Otherworld location, do you move immediately to a matching gate in Arkham, or do you move there on your next movement phase?&lt;br&gt;&lt;br&gt;Also, if there is a Monster at the only gate you can come back to Arkham though, do you still need to do all sneak checks? I thought I read that in the manual somewhere but I can not seam to find it.&lt;br&gt;&lt;br&gt;Basically I have just passed the event on the 2nd part of an Otherworld location. There is only one matching gate to spawn at. This gate has a rather nasty monster sitting there....&lt;br&gt;&lt;br&gt;This is how I thought it would go down.. please correct me if I am wrong.&lt;br&gt;&lt;br&gt;1) I pass the event and move immediately to the gate location at Arkham and receive my explorer chit.&lt;br&gt;&lt;br&gt;2) I can now immediately attempt to close the gate. Not doing any sneak or combat or horror check type stuff. As this is all in the Location Event Phase and NOT at the end of my movement phase (witch as fast as I know when that type of stuff happens)&lt;br&gt;&lt;br&gt;3 - Option1) If I close the gate, as the monster here has the same icon, the gate marker becomes a trophy and the monster is sent back to cup.&lt;br&gt;&lt;br&gt;3 - Option2) I fail the close teh gate check, the monster stays on board. No matter if i choose to stay on the location or move elsewhere as I now pass though my movment phase I need to evade / fight this monster before I can move or stay to attempt to close the gate?&lt;br&gt;&lt;br&gt;Thanks again&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;When you pass the second encounter (aka the one in the right-hand area) of another world, you are already past your movement phase for the turn. You must wait until your next movement phase, on your next turn to return to Arkham. &lt;br&gt;&lt;br&gt;Once you get back, if a monster is sitting there, you don't have to sneak past it when you land back in Arkham. If you fail to close the gate on the turn you arrive, however, you will have to fight the monster on the next turn (or evade it).&lt;br&gt;&lt;br&gt;If you are able to close the gate, and the monster has the same symbol, then it will be pulled back into the gate, allowing to avoid it all together.&lt;br&gt;&lt;br&gt;Good luck and happy investigating. And welcome to BGG
</description>
<link>http://www.boardgamegeek.com/article/4175646#4175646</link>
<guid>http://www.boardgamegeek.com/article/4175646#4175646</guid>
<pubDate>Sat, 07 Nov 2009 03:35:55 +0000</pubDate>
<dc:creator>tlnordin</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Question about monster cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Definitely not a glitch because you can totally shotgun a cultist without being scared out of your mind. =)
</description>
<link>http://www.boardgamegeek.com/article/4175645#4175645</link>
<guid>http://www.boardgamegeek.com/article/4175645#4175645</guid>
<pubDate>Sat, 07 Nov 2009 03:35:44 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<item>
		<title>Thread: Arkham Horror:: Rules:: newbie - otherworld movment back to arkham</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hi... &lt;br&gt;&lt;br&gt;When you complete the location event card for the 2nd space in a Otherworld location, do you move immediately to a matching gate in Arkham, or do you move there on your next movement phase?&lt;br&gt;&lt;br&gt;Also, if there is a Monster at the only gate you can come back to Arkham though, do you still need to do all sneak checks? I thought I read that in the manual somewhere but I can not seam to find it.&lt;br&gt;&lt;br&gt;Basically I have just passed the event on the 2nd part of an Otherworld location. There is only one matching gate to spawn at. This gate has a rather nasty monster sitting there....&lt;br&gt;&lt;br&gt;This is how I thought it would go down.. please correct me if I am wrong.&lt;br&gt;&lt;br&gt;1) I pass the event and move immediately to the gate location at Arkham and receive my explorer chit.&lt;br&gt;&lt;br&gt;2) I can now immediately attempt to close the gate. Not doing any sneak or combat or horror check type stuff. As this is all in the Location Event Phase and NOT at the end of my movement phase (witch as fast as I know when that type of stuff happens)&lt;br&gt;&lt;br&gt;3 - Option1) If I close the gate, as the monster here has the same icon, the gate marker becomes a trophy and the monster is sent back to cup.&lt;br&gt;&lt;br&gt;3 - Option2) I fail the close teh gate check, the monster stays on board. No matter if i choose to stay on the location or move elsewhere as I now pass though my movment phase I need to evade / fight this monster before I can move or stay to attempt to close the gate?&lt;br&gt;&lt;br&gt;Thanks again&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460803</link>
<guid>http://www.boardgamegeek.com/thread/460803</guid>
<pubDate>Sat, 07 Nov 2009 03:20:56 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Question about monster cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thumper7458&#039;&gt;thumper7458&lt;/a&gt;&lt;/p&gt;
	I'm just learning this game too, I thought it was a printing glitch, I played it as no horror check 
</description>
<link>http://www.boardgamegeek.com/article/4175606#4175606</link>
<guid>http://www.boardgamegeek.com/article/4175606#4175606</guid>
<pubDate>Sat, 07 Nov 2009 03:20:34 +0000</pubDate>
<dc:creator>thumper7458</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Question about monster cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Chipacabra&#039;&gt;Chipacabra&lt;/a&gt;&lt;/p&gt;
	Looks like you're correct on all counts.
</description>
<link>http://www.boardgamegeek.com/article/4175559#4175559</link>
<guid>http://www.boardgamegeek.com/article/4175559#4175559</guid>
<pubDate>Sat, 07 Nov 2009 02:54:48 +0000</pubDate>
<dc:creator>Chipacabra</dc:creator>
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		<item>
		<title>Thread: Arkham Horror:: Rules:: Newbie - Question about monster cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;img border=0 src=&quot;http://www.arkhamhorrorwiki.com/wiki/images/b/b1/CultistBack.png&quot;&gt;&lt;/div&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.arkhamhorrorwiki.com/wiki/images/1/1e/ManiacBack.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Q:- These monsters simple have NO horror check? So you just skip teh horror check part of monster encounter?&lt;br&gt;&lt;br&gt;I am pretty sure i got this but as i made the thread anyway for the above question.. just to clarify.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.arkhamhorrorwiki.com/wiki/images/7/7b/ChthonianBack.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This means &lt;br&gt;-2 die during horror check, if fail loose 2 sanity&lt;br&gt;-3 die during combat check, if fail loose 3 health + you need 3 dice to come up as passes (so you also need 3 x5-6)&lt;br&gt;&lt;br&gt;?&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460796</link>
<guid>http://www.boardgamegeek.com/thread/460796</guid>
<pubDate>Sat, 07 Nov 2009 02:46:46 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Useing a Clue Token to buy a extra Dice.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Matchstickman&#039;&gt;Matchstickman&lt;/a&gt;&lt;/p&gt;
	A1. Yep, any skill check at all&lt;br&gt;A2. Nope, you can fail and then buy a new die or even succeed and buy a new die if really want (though I think that would only be useful in the Final Battle). Better yet, you buy them one at a time so you can buy one, roll, check to see if you succeed, buy another, roll, check to see if you succeed etc until you either pass, stop rolling or run out of clue tokens.
</description>
<link>http://www.boardgamegeek.com/article/4175457#4175457</link>
<guid>http://www.boardgamegeek.com/article/4175457#4175457</guid>
<pubDate>Sat, 07 Nov 2009 02:05:54 +0000</pubDate>
<dc:creator>Matchstickman</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Useing a Clue Token to buy a extra Dice.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Message&#039;&gt;The Message&lt;/a&gt;&lt;/p&gt;
	Yes, you can spend clues for any Skill check. Keep in mind that it's only for skill checks though (Speed, Sneak, Fight, Will, Lore, Luck, Spell, Combat and Evade) and not any other rolls your investigator(s) may have to make.&lt;br&gt;&lt;br&gt;You spend clues for extra dice after rolling and you do so one at a time. For example, you roll your normal dice and see that you failed but you have 2 clue tokens. You spend one of the clues to roll one die and it also fails, then you spend the second clue and roll for the success. Unless you're trying to get &quot;extra&quot; successes (Some cards accomodate these) you should never find yourself spending clues for extra dice on a roll you've already passed.&lt;br&gt;&lt;br&gt;And just to clarify, you don't get to reroll any of your &quot;normal&quot; dice after spending clue tokens, but some abilities (Like Mandy's) allow you to reroll all dice including those you just bought with clue tokens.
</description>
<link>http://www.boardgamegeek.com/article/4175451#4175451</link>
<guid>http://www.boardgamegeek.com/article/4175451#4175451</guid>
<pubDate>Sat, 07 Nov 2009 02:04:44 +0000</pubDate>
<dc:creator>The Message</dc:creator>
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		<item>
		<title>Thread: Arkham Horror:: Rules:: Newbie - Useing a Clue Token to buy a extra Dice.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hello...&lt;br&gt;&lt;br&gt;I'm Back.. another solo play though to sort out all the rules. I think I am pretty close now guy thanks to all your patient responses to my questions.&lt;br&gt;&lt;br&gt;Anyway.&lt;br&gt;&lt;br&gt;You can spend a Clue Token to buy a extra &quot;dice&quot; when doing skill checks....&lt;br&gt;&lt;br&gt;Q:- These count for any skill check in the game?&lt;br&gt;Q:- Do you need to declare the clue token &lt;b&gt;BEFORE&lt;/b&gt; you roll? Or can you roll, see you fail the check then say buy a extra 2 dice and roll again?
</description>
<link>http://www.boardgamegeek.com/thread/460784</link>
<guid>http://www.boardgamegeek.com/thread/460784</guid>
<pubDate>Sat, 07 Nov 2009 01:51:18 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/evilpanda&#039;&gt;evilpanda&lt;/a&gt;&lt;/p&gt;
	The Historical Society thanks all of you for your continued support.
</description>
<link>http://www.boardgamegeek.com/article/4174518#4174518</link>
<guid>http://www.boardgamegeek.com/article/4174518#4174518</guid>
<pubDate>Fri, 06 Nov 2009 22:08:16 +0000</pubDate>
<dc:creator>evilpanda</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/WhiteKnight85&#039;&gt;WhiteKnight85&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;JamesR87 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When you enter a location with an open gate - and a monster is guarding it, do you have to evade or combat the monster before you are pulled into the gate? The rules seemed vague on this (I probably missed it...)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Everyone responding has been correct -- the evasion or combat takes place before you are pulled into the gate, but they haven't said &lt;b&gt;why&lt;/b&gt; this is so.&lt;br&gt;&lt;br&gt;Remember it's all about keeping the phases straight.  When you know the phase order and what happens in each phase, almost everything else falls into place.&lt;br&gt;&lt;br&gt;So you evade or combat a monster in the Movement phase.  You get pulled through the gate in the Arkham Encounter phase.  Therefore dealing with the monster is handled prior to going through the gate.  When you know why, I think it's easier to remember.
</description>
<link>http://www.boardgamegeek.com/article/4173791#4173791</link>
<guid>http://www.boardgamegeek.com/article/4173791#4173791</guid>
<pubDate>Fri, 06 Nov 2009 20:26:53 +0000</pubDate>
<dc:creator>WhiteKnight85</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	Think of the combat checks - &quot;2&quot; is like the &quot;Toughness&quot; of the check.
</description>
<link>http://www.boardgamegeek.com/article/4173573#4173573</link>
<guid>http://www.boardgamegeek.com/article/4173573#4173573</guid>
<pubDate>Fri, 06 Nov 2009 19:41:56 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Sverre&#039;&gt;Sverre&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Silopolis wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When you &lt;i&gt;close&lt;/i&gt; a gate, you remove any monsters whose movement symbol matches the symbol on the gate.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;There, corrected that for you. ;)
</description>
<link>http://www.boardgamegeek.com/article/4173203#4173203</link>
<guid>http://www.boardgamegeek.com/article/4173203#4173203</guid>
<pubDate>Fri, 06 Nov 2009 18:30:26 +0000</pubDate>
<dc:creator>Sverre</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/LFITQ&#039;&gt;LFITQ&lt;/a&gt;&lt;/p&gt;
	Page 13 of the rulebook under &quot;Difficulty&quot; shows that Brian's interpretation is correct.&lt;br&gt;&lt;br&gt;[2] is the &quot;difficulty&quot; of the check.  Difficulty &quot;is the number of successes an investigator must roll during a skill check to pass the check.  Each die result of 5 or 6 counts as one success.  Remember that if a skill check does not list a difficulty, it is assumed to be 1.&quot;&lt;br&gt;&lt;br&gt;So the above example in the OP is:&lt;br&gt;&lt;br&gt;Luck skill check&lt;br&gt;(-1) using one less die than your skill currently allows (modifier)&lt;br&gt;[2] with 2 successes on the die roll&lt;br&gt;&lt;br&gt;Throw the dice and hope you get at least 2 - 5's or 6's (unless you are blessed or cursed of course!).
</description>
<link>http://www.boardgamegeek.com/article/4173138#4173138</link>
<guid>http://www.boardgamegeek.com/article/4173138#4173138</guid>
<pubDate>Fri, 06 Nov 2009 18:18:26 +0000</pubDate>
<dc:creator>LFITQ</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/willco&#039;&gt;willco&lt;/a&gt;&lt;/p&gt;
	Roll your luck pool (-1 die) and try for [2] successes.
</description>
<link>http://www.boardgamegeek.com/article/4173117#4173117</link>
<guid>http://www.boardgamegeek.com/article/4173117#4173117</guid>
<pubDate>Fri, 06 Nov 2009 18:13:47 +0000</pubDate>
<dc:creator>willco</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jowjow&#039;&gt;Jowjow&lt;/a&gt;&lt;/p&gt;
	I thought the 2 indicated how many times you need to pass that same check, rather than it being the number of successes you need on that check.  &lt;br&gt;&lt;br&gt;Edit:  Perfect example of how you can play this game 20-30 times and still learn things you've been doing wrong.  :blush:
</description>
<link>http://www.boardgamegeek.com/article/4173105#4173105</link>
<guid>http://www.boardgamegeek.com/article/4173105#4173105</guid>
<pubDate>Fri, 06 Nov 2009 18:11:18 +0000</pubDate>
<dc:creator>Jowjow</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	The number in brackets indicates how many successes you'll need to pass the check.&lt;br&gt;&lt;br&gt;Edit:  I was assuming you new that the (-1) means that you look at your &quot;luck&quot; setting, subtract one from it and roll that many dice.&lt;br&gt;&lt;br&gt;Edit #2:  Spelling&lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/article/4172858#4172858</link>
<guid>http://www.boardgamegeek.com/article/4172858#4172858</guid>
<pubDate>Fri, 06 Nov 2009 17:24:55 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: Rules:: Pass a Luck (-1) [2] check</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/evilpanda&#039;&gt;evilpanda&lt;/a&gt;&lt;/p&gt;
	Had an encounter at the Historical Society.&lt;img src=&quot;http://geekdo-images.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&quot;Pass a Luck (-1) [2] check to gain insight into a skill while studying the old volumes of books. Draw 1 Skill, but stay here next turn. &quot;&lt;br&gt;&lt;br&gt;What the hell does &quot;Pass a Luck (-1)[2] check&quot; mean?&lt;img src=&quot;http://geekdo-images.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460643</link>
<guid>http://www.boardgamegeek.com/thread/460643</guid>
<pubDate>Fri, 06 Nov 2009 17:22:43 +0000</pubDate>
<dc:creator>evilpanda</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Deep One Rising &amp; Arkham Encounters Phase (Question)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Lord_Nerdhammer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also related to this question, What about a monster surge? I'm assuming that when you have a monster surge, it doesn't result in adding a token to the Deep One Rising track. But i was wondering what the general consensus was.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No DOR.
</description>
<link>http://www.boardgamegeek.com/article/4172766#4172766</link>
<guid>http://www.boardgamegeek.com/article/4172766#4172766</guid>
<pubDate>Fri, 06 Nov 2009 17:08:09 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;cvdellen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;True, but the only time this may be different than when you enter is if you wish to use a Tome before fighting/evading the monster. Otherwise you enter the location and either try and leave or stay, either way you must deal with the monster.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Well, there is at least the situation of entering a space with a hard to Evade, 1-toughness monster (Cultists vs Yig for example) while you have 	&lt;A target='_blank' href=&quot;http://www.arkhamhorrorwiki.com/Plague_of_Locusts&quot; rel=&quot;nofollow&quot;&gt;http://www.arkhamhorrorwiki.com/Plague_of_Locusts&lt;/A&gt; in hand.&lt;br&gt;&lt;br&gt;Overall, I agree, won't make a huge amount of difference, but set off my Spidey Sense for getting the rule correct :D .
</description>
<link>http://www.boardgamegeek.com/article/4172748#4172748</link>
<guid>http://www.boardgamegeek.com/article/4172748#4172748</guid>
<pubDate>Fri, 06 Nov 2009 17:04:07 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Deep One Rising &amp; Arkham Encounters Phase (Question)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Lord_Nerdhammer&#039;&gt;Lord_Nerdhammer&lt;/a&gt;&lt;/p&gt;
	Also related to this question, What about a monster surge? I'm assuming that when you have a monster surge, it doesn't result in adding a token to the Deep One Rising track. But i was wondering what the general consensus was.
</description>
<link>http://www.boardgamegeek.com/article/4172742#4172742</link>
<guid>http://www.boardgamegeek.com/article/4172742#4172742</guid>
<pubDate>Fri, 06 Nov 2009 17:03:53 +0000</pubDate>
<dc:creator>Lord_Nerdhammer</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cvdellen&#039;&gt;cvdellen&lt;/a&gt;&lt;/p&gt;
	True, but the only time this may be different than when you enter is if you wish to use a Tome before fighting/evading the monster. Otherwise you enter the location and either try and leave or stay, either way you must deal with the monster.
</description>
<link>http://www.boardgamegeek.com/article/4172712#4172712</link>
<guid>http://www.boardgamegeek.com/article/4172712#4172712</guid>
<pubDate>Fri, 06 Nov 2009 16:53:59 +0000</pubDate>
<dc:creator>cvdellen</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;cvdellen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;1) Yes, when you enter a location with a monster you must deal with (i.e., evade or fight) that monster before having an encounter. Being sucked into the gate will be your encounter if you survive the monster.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Minor, but important correction. When you end your movement phase in a space with a monster OR try to leave a space with a monster, you must deal with it. Not when you enter.
</description>
<link>http://www.boardgamegeek.com/article/4172686#4172686</link>
<guid>http://www.boardgamegeek.com/article/4172686#4172686</guid>
<pubDate>Fri, 06 Nov 2009 16:44:57 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cvdellen&#039;&gt;cvdellen&lt;/a&gt;&lt;/p&gt;
	1) Yes, when you enter a location with a monster you must deal with (i.e., evade or fight) that monster before having an encounter. Being sucked into the gate will be your encounter if you survive the monster.&lt;br&gt;&lt;br&gt;2) The numbered activity markers are there for your own use as you see fit, the numbers have no specific purpose. Perhaps they can be used to remind you what order the activities came onto the board. Personally, I do as you do, and put the card on the location to help me remember what is going on there.&lt;br&gt;&lt;br&gt;Hope this helps, happy gaming :goo:
</description>
<link>http://www.boardgamegeek.com/article/4172673#4172673</link>
<guid>http://www.boardgamegeek.com/article/4172673#4172673</guid>
<pubDate>Fri, 06 Nov 2009 16:42:38 +0000</pubDate>
<dc:creator>cvdellen</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Monster Guards &amp; Activity Markers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JamesR87&#039;&gt;JamesR87&lt;/a&gt;&lt;/p&gt;
	Hi guys, I have two brief questions I was hoping you could help me with!&lt;br&gt;&lt;br&gt;1) When you enter a location with an open gate - and a monster is guarding it, do you have to evade or combat the monster before you are pulled into the gate? The rules seemed vague on this (I probably missed it...)&lt;br&gt;&lt;br&gt;2) What's the significance of the numbers on the activity markers? I also can't find the significance of this, generally we just place the card on the affected tile and seem to have never needed 3.&lt;br&gt;&lt;br&gt;Cheers
</description>
<link>http://www.boardgamegeek.com/thread/460628</link>
<guid>http://www.boardgamegeek.com/thread/460628</guid>
<pubDate>Fri, 06 Nov 2009 16:38:21 +0000</pubDate>
<dc:creator>JamesR87</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/trouvere&#039;&gt;trouvere&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I love Arkham but sometimes I just want it to be a PC game (Setup time, save progress, etc).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I see what you are saying. It would be nice to drop in for a bit of Arkham themed fun on the computer every now and then.  But...  the best thing for me about Arkham (after the stuff of course!) is that it is a social event.  PC games will never replace that.
</description>
<link>http://www.boardgamegeek.com/article/4171546#4171546</link>
<guid>http://www.boardgamegeek.com/article/4171546#4171546</guid>
<pubDate>Fri, 06 Nov 2009 12:50:50 +0000</pubDate>
<dc:creator>trouvere</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;For some reason I'm reminded of Aliens . . .&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Hudson wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&quot;&lt;i&gt;Come on! Come on! Come and get it, baby! Come on! I don't got all day! Come on! Come on! Come on you bastard! Come on, you too! Oh, you want some of this? **** you!&lt;/i&gt;&quot;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4171267#4171267</link>
<guid>http://www.boardgamegeek.com/article/4171267#4171267</guid>
<pubDate>Fri, 06 Nov 2009 10:21:21 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thoth+Amon&#039;&gt;Thoth Amon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I love Arkham but sometimes I just want it to be a PC game (Setup time, save progress, etc).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I feel that way sometimes, too- but then I take a good loving look at the game in all its unweildy glory; stacks of pieces, stacks of cards, monster pieces, small cards, markers, huge cards covered with cardboard brains and hearts, decks consisting of as few as 3 cards etc and I think, &quot;It takes ALL THAT STUFF just to run this game?&quot; &lt;br&gt;&lt;br&gt;The sheer massive quantity of colourful stuff is part of the coolness factor.&lt;br&gt;&lt;br&gt;And atmosphere; Picture a dark stormy night; the wind howls just outside your windows(this is no exaggeration; where I live the wind literally howls at times) Lightning flashes illuminate your game pieces like little cardboard grave stones, and stacks of arcane-looking cards all over the place. Little brains and hearts litter your weathered-looking character sheets, while the Ultimate Evil looks on....Ya don't get that with a laptop screen.&lt;br&gt;&lt;br&gt;(But yeah- I wish there were a PC version too. It'd be nice to skip the set-up and take-down once in a while)
</description>
<link>http://www.boardgamegeek.com/article/4170972#4170972</link>
<guid>http://www.boardgamegeek.com/article/4170972#4170972</guid>
<pubDate>Fri, 06 Nov 2009 07:20:56 +0000</pubDate>
<dc:creator>Thoth Amon</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Wow thank you for taking the time to answer Kevin!
</description>
<link>http://www.boardgamegeek.com/article/4170928#4170928</link>
<guid>http://www.boardgamegeek.com/article/4170928#4170928</guid>
<pubDate>Fri, 06 Nov 2009 06:53:21 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/VanMark&#039;&gt;VanMark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;KevinW wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Yes he can.&lt;br&gt;&lt;br&gt;-Kevin Wilson&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Well, I guess that settles that!  Thanks Kevin.
</description>
<link>http://www.boardgamegeek.com/article/4170926#4170926</link>
<guid>http://www.boardgamegeek.com/article/4170926#4170926</guid>
<pubDate>Fri, 06 Nov 2009 06:52:32 +0000</pubDate>
<dc:creator>VanMark</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BeanThere&#039;&gt;BeanThere&lt;/a&gt;&lt;/p&gt;
	Also closing and sealing gates are two different things. When you explore another world then successfully close a gate, all monsters that match the dimensional symbol on the gate token are returned to the monster cup. Then after closing the gate you can spend 5 clue tokens to seal it.&lt;br&gt;&lt;br&gt;I just thought I'd point this out because it's not uncommon for the mistake to be made and have all gate closures become sealed gates, which makes the game way too easy.
</description>
<link>http://www.boardgamegeek.com/article/4170924#4170924</link>
<guid>http://www.boardgamegeek.com/article/4170924#4170924</guid>
<pubDate>Fri, 06 Nov 2009 06:51:52 +0000</pubDate>
<dc:creator>BeanThere</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/KevinW&#039;&gt;KevinW&lt;/a&gt;&lt;/p&gt;
	Yes he can.&lt;br&gt;&lt;br&gt;-Kevin Wilson
</description>
<link>http://www.boardgamegeek.com/article/4170918#4170918</link>
<guid>http://www.boardgamegeek.com/article/4170918#4170918</guid>
<pubDate>Fri, 06 Nov 2009 06:50:27 +0000</pubDate>
<dc:creator>KevinW</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Done for Today) - Combat / Evade in movment phase question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BeanThere&#039;&gt;BeanThere&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Q:- If you in fact have combat with that monster, instead of evading it. Do you still get to use your unused speed points?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;You are correct that you can evade monsters then continue movement, but once you enter combat with any monster, your movement is over for that turn.&lt;br&gt;&lt;br&gt;edit - I suppose I should refresh my frames now and then to see if anyone else has answered before me.
</description>
<link>http://www.boardgamegeek.com/article/4170902#4170902</link>
<guid>http://www.boardgamegeek.com/article/4170902#4170902</guid>
<pubDate>Fri, 06 Nov 2009 06:41:00 +0000</pubDate>
<dc:creator>BeanThere</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/VanMark&#039;&gt;VanMark&lt;/a&gt;&lt;/p&gt;
	Well, each successive expansion includes a small FAQ which addresses a few issues.  But the big FAQ is on the FFG website and is updated from time to time.  I just haven't had the desire to check it out in a long time.  It might be worth your while though...&lt;br&gt;&lt;br&gt;Mark
</description>
<link>http://www.boardgamegeek.com/article/4170893#4170893</link>
<guid>http://www.boardgamegeek.com/article/4170893#4170893</guid>
<pubDate>Fri, 06 Nov 2009 06:39:25 +0000</pubDate>
<dc:creator>VanMark</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie (Done for Today) - Combat / Evade in movment phase question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/VanMark&#039;&gt;VanMark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;When ever you finish a turn on a space with a Monster or Leave a space with a monster you have to make a combat or a evade check.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Right&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;If you pass the evade check you may continue to use the remaining speed you have left and continue moving. (EG:- you have speed 5. You move 1, there is a monster here, you evade, you can now move 4 more spaces)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Right&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Q:- If you in fact have combat with that monster, instead of evading it. Do you still get to use your unused speed points? &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Nope.  Combat ends your movement.
</description>
<link>http://www.boardgamegeek.com/article/4170885#4170885</link>
<guid>http://www.boardgamegeek.com/article/4170885#4170885</guid>
<pubDate>Fri, 06 Nov 2009 06:35:46 +0000</pubDate>
<dc:creator>VanMark</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	What FAQ?
</description>
<link>http://www.boardgamegeek.com/article/4170882#4170882</link>
<guid>http://www.boardgamegeek.com/article/4170882#4170882</guid>
<pubDate>Fri, 06 Nov 2009 06:34:42 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/VanMark&#039;&gt;VanMark&lt;/a&gt;&lt;/p&gt;
	Hmmm, that's a good question.  I guess it needs to be determined whether &quot;adjacent&quot; and &quot;connected&quot; are the same thing.  My gut feeling is that they are not, but I don't have the FAQ to back that up.
</description>
<link>http://www.boardgamegeek.com/article/4170880#4170880</link>
<guid>http://www.boardgamegeek.com/article/4170880#4170880</guid>
<pubDate>Fri, 06 Nov 2009 06:33:15 +0000</pubDate>
<dc:creator>VanMark</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Newbie (Done for Today) - Combat / Evade in movment phase question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Ok last one for today... as always ... I really thank you guys for your time in answering my questions. You show patience and understanding. I appreciate it.&lt;br&gt;&lt;br&gt;When ever you finish a turn on a space with a Monster or Leave a space with a monster you have to make a combat or a evade check.&lt;br&gt;&lt;br&gt;If you pass the evade check you may continue to use the remaining speed you have left and continue moving. (EG:- you have speed 5. You move 1, there is a monster here, you evade, you can now move 4 more spaces)&lt;br&gt;&lt;br&gt;i believe this is all correct?&lt;br&gt;&lt;br&gt;Q:- If you in fact have combat with that monster, instead of evading it. Do you still get to use your unused speed points?
</description>
<link>http://www.boardgamegeek.com/thread/460503</link>
<guid>http://www.boardgamegeek.com/thread/460503</guid>
<pubDate>Fri, 06 Nov 2009 06:30:48 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: Tommy Muldoon and Flying Monsters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	Sorry if this has been asked before:&lt;br&gt;&lt;br&gt;Since the sky is connected to street areas, can Tommy use his ability to bring down flying monsters?&lt;br&gt;&lt;br&gt;Thanks
</description>
<link>http://www.boardgamegeek.com/thread/460502</link>
<guid>http://www.boardgamegeek.com/thread/460502</guid>
<pubDate>Fri, 06 Nov 2009 06:27:41 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Location card - Hibb's Roadhouse</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/VanMark&#039;&gt;VanMark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Dose that only count if you pay the 3 clue tokens but he is not in the deck? (as in another player has him as an ally)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You realize that this is not the only way that the ally card would not be available right? An important thing to remember is that each time the terror track increases, the size of the ally deck decreases by the same number. - i.e. the scarier it gets in Arkham, the fewer potential allies are hanging around. Also,(and this only really matters if you are playing with expansions), you only start with 11 allies in the deck (available) I have played with groups where these rules were overlooked, so don't feel bad if you've been doing it wrong too.  Hope this helps!&lt;br&gt;&lt;br&gt;Mark
</description>
<link>http://www.boardgamegeek.com/article/4170872#4170872</link>
<guid>http://www.boardgamegeek.com/article/4170872#4170872</guid>
<pubDate>Fri, 06 Nov 2009 06:27:04 +0000</pubDate>
<dc:creator>VanMark</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mavo&#039;&gt;mavo&lt;/a&gt;&lt;/p&gt;
	James is right
</description>
<link>http://www.boardgamegeek.com/article/4170861#4170861</link>
<guid>http://www.boardgamegeek.com/article/4170861#4170861</guid>
<pubDate>Fri, 06 Nov 2009 06:22:36 +0000</pubDate>
<dc:creator>mavo</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Silopolis&#039;&gt;Silopolis&lt;/a&gt;&lt;/p&gt;
	When you seal a gate, you remove any monsters whose movement symbol matches the symbol on the gate. But as far as I know, any other open gates to the realm remain open.&lt;br&gt;&lt;br&gt;For example, you seal/close a gate with a Triangle symbol. The realm has two other gates open. All monsters with the Triangle symbol return to the cup. The other two gates stay open.
</description>
<link>http://www.boardgamegeek.com/article/4170818#4170818</link>
<guid>http://www.boardgamegeek.com/article/4170818#4170818</guid>
<pubDate>Fri, 06 Nov 2009 05:56:30 +0000</pubDate>
<dc:creator>Silopolis</dc:creator>
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		<item>
		<title>Thread: Arkham Horror:: Rules:: Newbie - Seal / Closing Gates</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	I ma sure when  ifirst read the manual there was somthign about when you seal a gate you remove ALL gates of the same otherworld from the map but i can nto seam to find it anymore...&lt;br&gt;&lt;br&gt;Q: When you seal a gate do you remove all gates of that otherworld type form the board?&lt;br&gt;&lt;br&gt;Example - You seal (not just close) the gate to Rlyen... not only do you remove and take the token for that gate you are on as a trophy.. you also remove all other gates to the same otherworld (Rlyen) and take them as trophies?
</description>
<link>http://www.boardgamegeek.com/thread/460493</link>
<guid>http://www.boardgamegeek.com/thread/460493</guid>
<pubDate>Fri, 06 Nov 2009 05:50:30 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: When can you pick up clue tokens?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have been the lone voice arguing that you should be able to pick them up at the end of any phase.  So I think the new FAQ will support that when it comes out.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I wouldn't mind either way (only at end of movement, or at the end of any phase). But I don't like the idea of the rules saying &quot;only at the end of movement except you also get them if a mythos card places them on you&quot;. At any rate, some official clarification will be nice. 
</description>
<link>http://www.boardgamegeek.com/article/4170672#4170672</link>
<guid>http://www.boardgamegeek.com/article/4170672#4170672</guid>
<pubDate>Fri, 06 Nov 2009 04:50:26 +0000</pubDate>
<dc:creator>foxx</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Location card - Hibb's Roadhouse</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/profound_dark&#039;&gt;profound_dark&lt;/a&gt;&lt;/p&gt;
	With regard to all Ally events, if you pass the check or pay the fee (as appropriate), you normally would be able to go through the Ally deck and take their respective Ally card. However, if it is not available, then you get the other reward instead.&lt;br&gt;&lt;br&gt;So, if you don't pay the fee or pass the skill check, you don't get anything.
</description>
<link>http://www.boardgamegeek.com/article/4170660#4170660</link>
<guid>http://www.boardgamegeek.com/article/4170660#4170660</guid>
<pubDate>Fri, 06 Nov 2009 04:46:21 +0000</pubDate>
<dc:creator>profound_dark</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Ok... I see... so &lt;br&gt;&lt;br&gt;The 2 hand thing i got right.&lt;br&gt;They do not exhaust when deactivated unless the card says so.&lt;br&gt;Ignore the $ cost as this only counts when you buy the item at a store.&lt;br&gt;&lt;br&gt;Thanks again&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4170625#4170625</link>
<guid>http://www.boardgamegeek.com/article/4170625#4170625</guid>
<pubDate>Fri, 06 Nov 2009 04:34:38 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: Rules:: Newbie - Location card - Hibb's Roadhouse</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	In the one of the cards for Hibb's Raod house it says...&lt;br&gt;&lt;br&gt;&quot;... introduces himself as Ryan Dean....  spend 3 clue Tokens to get his Ally Card.... &lt;b&gt;If not available&lt;/b&gt; he gives you 2 common items&quot;&lt;br&gt;&lt;br&gt;Dose that only count if you pay the 3 clue tokens but he is not in the deck? (as in another player has him as an ally)&lt;br&gt;&lt;br&gt;or&lt;br&gt;&lt;br&gt;Dose this also mean that if you do not have the 3 clue tokens you get the 3 cards as he dose not join you?
</description>
<link>http://www.boardgamegeek.com/thread/460479</link>
<guid>http://www.boardgamegeek.com/thread/460479</guid>
<pubDate>Fri, 06 Nov 2009 04:32:17 +0000</pubDate>
<dc:creator>booored</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Aarontu&#039;&gt;Aarontu&lt;/a&gt;&lt;/p&gt;
	You're right about the hands, but you never have to pay to use an item (unless it specifically says you have to in its text, but I don't think there are any items like this in the base game).&lt;br&gt;&lt;br&gt;You only use the cash values in the corner when you are buying that card at the store or similar. You pretty much ignore the cash values once you have them in your possession.
</description>
<link>http://www.boardgamegeek.com/article/4170616#4170616</link>
<guid>http://www.boardgamegeek.com/article/4170616#4170616</guid>
<pubDate>Fri, 06 Nov 2009 04:30:29 +0000</pubDate>
<dc:creator>Aarontu</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kobold+Curry+Chef&#039;&gt;Kobold Curry Chef&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;booored wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Questions in brief.&lt;br&gt;&lt;br&gt;1) You can only have 2 hands worth of items active at once?&lt;br&gt;2) You have to pay the $ cost in the bottom right when ever you activate an item?&lt;br&gt;3) Once a item is not activated after being active for one combat round, is it exhausted until the next turns upkeep phase, or can you (in above example) after casting that spell pick up and make those two weapons active again.. (in makign active you need to re-pay the $8 as well)&lt;br&gt;&lt;br&gt;Am i on track?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Not really.&lt;br&gt;&lt;br&gt;1) Yes, you can only use 2 &quot;hands&quot; worth of stuff during a combat.&lt;br&gt;2) No.  That's the purchase price, and only the purchase price.&lt;br&gt;3) Cards are only exhausted when the text on the card specifically says so. For instances, most spells say &quot;Cast and exhaust...&quot; on them. If you don't see that text, you don't exhaust the item when you use it. That being said, some weapons grant bonuses to only one combat check. You can treat those as being exhausted after use, but I believe they continue to occupy the listed number of hands if the combat continues beyond one round.
</description>
<link>http://www.boardgamegeek.com/article/4170611#4170611</link>
<guid>http://www.boardgamegeek.com/article/4170611#4170611</guid>
<pubDate>Fri, 06 Nov 2009 04:27:55 +0000</pubDate>
<dc:creator>Kobold Curry Chef</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: Rules:: Newbie - Items cards and the like</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hi there...&lt;br&gt;&lt;br&gt;heh this game is complex.. I think I understand it but i get slightly confused all the time. &lt;br&gt;&lt;br&gt;When you wish to use item/spell cards and the like.. there is often either a hand icon in the bottom left or a cash number in the bottom right, or both.&lt;br&gt;&lt;br&gt;Now.. as I see it it works like this...&lt;br&gt;&lt;br&gt;Any currently active spell or item needs to amount to 2 hands max.&lt;br&gt;Any item that only has a $ values is normally an instant and you just pay the fee to use the item, As these have no hands you can use them even if you have 2 hands worth of items.&lt;br&gt;&lt;br&gt;So example&lt;br&gt;&lt;br&gt;Joe Diamond is fighting a monster&lt;br&gt;&lt;br&gt;He activates &quot;Cavalry Saber (1H, $3) + Cross (1H, $5)&quot; - this is 2 hands and costs him $8 to pickup these items and use them during the battle. Then in the next round of combat he wishes to cast the spell &quot;Dread Curse of Azathoth (2H)&quot; as this is also two hands he needs to drop the other two items. Witch go back onto the table near his toon card exhausted until the next turn?&lt;br&gt;&lt;br&gt;Is this all correct?&lt;br&gt;&lt;br&gt;Questions in brief.&lt;br&gt;&lt;br&gt;1) You can only have 2 hands worth of items active at once?&lt;br&gt;2) You have to pay the $ cost in the bottom right when ever you activate an item?&lt;br&gt;3) Once a item is not activated after being active for one combat round, is it exhausted until the next turns upkeep phase, or can you (in above example) after casting that spell pick up and make those two weapons active again.. (in makign active you need to re-pay the $8 as well)&lt;br&gt;&lt;br&gt;Am i on track?
</description>
<link>http://www.boardgamegeek.com/thread/460476</link>
<guid>http://www.boardgamegeek.com/thread/460476</guid>
<pubDate>Fri, 06 Nov 2009 04:15:31 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Tegre wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Shoot, I'm not missing this boat a 2nd time.  Put me down for 30 (10/10/10)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Done!
</description>
<link>http://www.boardgamegeek.com/article/4170338#4170338</link>
<guid>http://www.boardgamegeek.com/article/4170338#4170338</guid>
<pubDate>Fri, 06 Nov 2009 02:45:09 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tegre&#039;&gt;Tegre&lt;/a&gt;&lt;/p&gt;
	Shoot, I'm not missing this boat a 2nd time.  Put me down for 30 (10/10/10)
</description>
<link>http://www.boardgamegeek.com/article/4170310#4170310</link>
<guid>http://www.boardgamegeek.com/article/4170310#4170310</guid>
<pubDate>Fri, 06 Nov 2009 02:35:51 +0000</pubDate>
<dc:creator>Tegre</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quadraphonic&#039;&gt;quadraphonic&lt;/a&gt;&lt;/p&gt;
	A few more orders and we hit a decent pricing threshold.  Any other late takers looking to get in?
</description>
<link>http://www.boardgamegeek.com/article/4170286#4170286</link>
<guid>http://www.boardgamegeek.com/article/4170286#4170286</guid>
<pubDate>Fri, 06 Nov 2009 02:25:54 +0000</pubDate>
<dc:creator>quadraphonic</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	I love Arkham but sometimes I just want it to be a PC game (Setup time, save progress, etc).
</description>
<link>http://www.boardgamegeek.com/article/4170233#4170233</link>
<guid>http://www.boardgamegeek.com/article/4170233#4170233</guid>
<pubDate>Fri, 06 Nov 2009 02:10:09 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	A look at all the stuff is upwards of 2500 pieces:&lt;br&gt;	&lt;A target='_blank' href=&quot;http://files.boardgamegeek.com/file/download/4ths1xkwue/Arkham_Inventory.pdf&quot; rel=&quot;nofollow&quot;&gt;http://files.boardgamegeek.com/file/download/4ths1xkwue/Arkh...&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/4170191#4170191</link>
<guid>http://www.boardgamegeek.com/article/4170191#4170191</guid>
<pubDate>Fri, 06 Nov 2009 01:56:40 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Burnham&#039;&gt;Burnham&lt;/a&gt;&lt;/p&gt;
	I suppose I should've stated that all the extra stuff can be used even if you don't want to complicate the game with additional rules/mechanics/boards etc.
</description>
<link>http://www.boardgamegeek.com/article/4169277#4169277</link>
<guid>http://www.boardgamegeek.com/article/4169277#4169277</guid>
<pubDate>Thu, 05 Nov 2009 22:13:34 +0000</pubDate>
<dc:creator>Burnham</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Peristarkawan&#039;&gt;Peristarkawan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Sidewynnder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also, are these color coded or anything?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The cursed dice are red, the normal dice are green, and the blessed dice are blue.
</description>
<link>http://www.boardgamegeek.com/article/4169071#4169071</link>
<guid>http://www.boardgamegeek.com/article/4169071#4169071</guid>
<pubDate>Thu, 05 Nov 2009 21:51:34 +0000</pubDate>
<dc:creator>Peristarkawan</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Burnham wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;7 Location cards per street vs. 35 Location cards per street&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;That's just for Arkham itself, all the extra board neighborhoods are at 14 per.&lt;br&gt;&lt;br&gt;Of course, I got nothing against stuff, owning and using everything I have in my games (which means everything except KH).
</description>
<link>http://www.boardgamegeek.com/article/4169005#4169005</link>
<guid>http://www.boardgamegeek.com/article/4169005#4169005</guid>
<pubDate>Thu, 05 Nov 2009 21:45:07 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jeppster&#039;&gt;jeppster&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Burnham wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When it comes to boardgames, there are two things I especially love:&lt;br&gt;1-Arkham Horror&lt;br&gt;2-loads of &quot;stuff&quot;!&lt;br&gt;&lt;br&gt;While Arkham Horror is an amazing game by itself, it's made all the more amazing by the assload of new stuff introduced in the expansions. Essentially this thread is just a celebration of all the stuff you get with all the expansions.&lt;br&gt;&lt;br&gt;How much you have with just the base game vs. how much you have with all the expansions included&lt;br&gt;&lt;br&gt;16 characters vs. 48 characters&lt;br&gt;8 Ancient Ones vs. 24 Ancient Ones&lt;br&gt;7 Location cards per street vs. 35 Location cards per street&lt;br&gt;9 Blocks vs. 18 Blocks&lt;br&gt;55 monsters vs. 134 monsters (not including AO specific monsters or The Dunwich Horror)&lt;br&gt;40 Spells vs. 114 spells&lt;br&gt;39 Unique Items vs. 109 Unique Items&lt;br&gt;11 Allies vs. 34 Allies&lt;br&gt;etc. for Common Items, Skills&lt;br&gt;&lt;br&gt;That's not including all the new &quot;functions&quot; like Injury/Madness, Personal Stories, Epic Battle Cards etc.&lt;br&gt;&lt;br&gt;God bless Stuff!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You could also say &quot;Murder by Numbers&quot; in some cases.  :D
</description>
<link>http://www.boardgamegeek.com/article/4168998#4168998</link>
<guid>http://www.boardgamegeek.com/article/4168998#4168998</guid>
<pubDate>Thu, 05 Nov 2009 21:44:13 +0000</pubDate>
<dc:creator>jeppster</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror dice produced by Chessex</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Sidewynnder&#039;&gt;Sidewynnder&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;quadraphonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Okay.. I'd be in for at least 30&lt;br&gt;&lt;br&gt;quadraphonic 30&lt;br&gt;Marcus 30&lt;br&gt;Caleb ?&lt;br&gt;&lt;br&gt;Just a few more and we'll hit 100.  Caleb, how many would you be interested in?  Any other takers?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Depends on the price, but as of right now:&lt;br&gt;&lt;br&gt;4 cursed&lt;br&gt;8 normal&lt;br&gt;4 blessed&lt;br&gt;&lt;br&gt;Also, are these color coded or anything?
</description>
<link>http://www.boardgamegeek.com/article/4168938#4168938</link>
<guid>http://www.boardgamegeek.com/article/4168938#4168938</guid>
<pubDate>Thu, 05 Nov 2009 21:37:26 +0000</pubDate>
<dc:creator>Sidewynnder</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror:: General:: Love by the numbers</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Burnham&#039;&gt;Burnham&lt;/a&gt;&lt;/p&gt;
	When it comes to boardgames, there are two things I especially love:&lt;br&gt;1-Arkham Horror&lt;br&gt;2-loads of &quot;stuff&quot;!&lt;br&gt;&lt;br&gt;While Arkham Horror is an amazing game by itself, it's made all the more amazing by the assload of new stuff introduced in the expansions. Essentially this thread is just a celebration of all the stuff you get with all the expansions.&lt;br&gt;&lt;br&gt;How much you have with just the base game vs. how much you have with all the expansions included&lt;br&gt;&lt;br&gt;16 characters vs. 48 characters&lt;br&gt;8 Ancient Ones vs. 24 Ancient Ones&lt;br&gt;7 Location cards per street vs. 35 Location cards per street&lt;br&gt;9 Blocks vs. 18 Blocks&lt;br&gt;55 monsters vs. 134 monsters (not including AO specific monsters or The Dunwich Horror)&lt;br&gt;40 Spells vs. 114 spells&lt;br&gt;39 Unique Items vs. 109 Unique Items&lt;br&gt;11 Allies vs. 34 Allies&lt;br&gt;etc. for Common Items, Skills&lt;br&gt;&lt;br&gt;That's not including all the new &quot;functions&quot; like Injury/Madness, Personal Stories, Epic Battle Cards etc.&lt;br&gt;&lt;br&gt;God bless Stuff!
</description>
<link>http://www.boardgamegeek.com/thread/460346</link>
<guid>http://www.boardgamegeek.com/thread/460346</guid>
<pubDate>Thu, 05 Nov 2009 21:36:11 +0000</pubDate>
<dc:creator>Burnham</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: General:: Re: Character Doubles</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JamesR87&#039;&gt;JamesR87&lt;/a&gt;&lt;/p&gt;
	A sprue is the technical term for the plastic framework that comes as a result of creating plastic models using moulding...&lt;br&gt;&lt;br&gt;So it's probably the entirely wrong word and I apologize for offending your senses with it's use :)&lt;br&gt;&lt;br&gt;However, I thought I'd share with you this piece of correspondence: &lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Hello James,&lt;br&gt;&lt;br&gt;I packed up a replacement set of the tokens from Sheet 4, and those will mail out to you in tomorrow's post. &lt;br&gt;&lt;br&gt;If you punched out sheet 3 before you noticed the duplication, that sheet has:&lt;br&gt;&lt;br&gt;5 gates:&lt;br&gt;Another Dimension (+0) Great Hall of Celeano (-1) Yuggoth (-2) The Dreamlands (+1) The Abyss (-2)&lt;br&gt;4x Migos&lt;br&gt;2x Byakhees&lt;br&gt;2x Night Gaunts&lt;br&gt;3x Ghosts&lt;br&gt;2x Warlocks&lt;br&gt;3x Dark Young&lt;br&gt;2x Hound of Tindalos *(you really, really do not want 4x of these guys!!)&lt;br&gt;2x Cthonian (likewise)&lt;br&gt;&lt;br&gt;The extra stamina and sanity, skill markers, and doom track tokens are not a problem. For balance, you should remove the listed bits, though, if you mixed them in!&lt;br&gt;&lt;br&gt;Thanks for playing&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Needless to say, they've earned themselves a customer for life with service like this.
</description>
<link>http://www.boardgamegeek.com/article/4168455#4168455</link>
<guid>http://www.boardgamegeek.com/article/4168455#4168455</guid>
<pubDate>Thu, 05 Nov 2009 20:25:54 +0000</pubDate>
<dc:creator>JamesR87</dc:creator>
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		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;foxx wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Note: Ursula isn't protected by a &lt;b&gt;Flux Stabilizer of Science!&lt;/b&gt; and so she could get sucked into a gate right away should she choose to start on an unstable location.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;But then she will have 5 clues, hopefully enough to survive the trip and seal the gate. =)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Hastur says: Hi! :goo:
</description>
<link>http://www.boardgamegeek.com/article/4168329#4168329</link>
<guid>http://www.boardgamegeek.com/article/4168329#4168329</guid>
<pubDate>Thu, 05 Nov 2009 20:06:55 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzonic&#039;&gt;mzonic&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;foxx wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Note: Ursula isn't protected by a &lt;b&gt;Flux Stabilizer of Science!&lt;/b&gt; and so she could get sucked into a gate right away should she choose to start on an unstable location.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;But then she will have 5 clues, hopefully enough to survive the trip and seal the gate. =)
</description>
<link>http://www.boardgamegeek.com/article/4168071#4168071</link>
<guid>http://www.boardgamegeek.com/article/4168071#4168071</guid>
<pubDate>Thu, 05 Nov 2009 19:19:38 +0000</pubDate>
<dc:creator>mzonic</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror:: Rules:: Re: When can you pick up clue tokens?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;foxx wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The problem, I think, is that the rules were written in a phase by phase manor, and so they only mention the clue tokens at those times it's most likely to be relevant. Since it would only be relevant during the encounter phase in rare cases, they failed to mention it.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It's possible.  I also think the original rules said you could only pick up clues at the end of Phase 2.  Which pretty much made it the only time you could pick up clues.  Then one of the early FAQs granted you the ability to pick them up at the end of Phase 5 when new ones were dumped on you (but they never really made mention of existing Clues at that location in case you weren't there during Phase 2 to pick them up).&lt;br&gt;&lt;br&gt;I have been the lone voice arguing that you should be able to pick them up at the end of any phase.  So I think the new FAQ will support that when it comes out.
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<link>http://www.boardgamegeek.com/article/4167807#4167807</link>
<guid>http://www.boardgamegeek.com/article/4167807#4167807</guid>
<pubDate>Thu, 05 Nov 2009 18:33:51 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: When can you pick up clue tokens?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	The problem, I think, is that the rules were written in a phase by phase manor, and so they only mention the clue tokens at those times it's most likely to be relevant. Since it would only be relevant during the encounter phase in rare cases, they failed to mention it.
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<link>http://www.boardgamegeek.com/article/4167283#4167283</link>
<guid>http://www.boardgamegeek.com/article/4167283#4167283</guid>
<pubDate>Thu, 05 Nov 2009 17:20:49 +0000</pubDate>
<dc:creator>foxx</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: When can you pick up clue tokens?</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	What you are describing is an interpretationof intent that I agree with.  But the rules clearly say only during the end of movement and when a Clue is placed on you during the Mythos phase.&lt;br&gt;&lt;br&gt;Kate is the only one that starts in an unstable location and she has her own set of instructions on how to deal with the Clue at her location.&lt;br&gt;&lt;br&gt;I think the new FAQ is going to make this intent clear - that you can pick up clues anytime you end any phase while in a location.&lt;br&gt;&lt;br&gt;So I agree with your interpretation thet it SHOULD be read this way.  But I disagree with you that the rules currently support that.
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<link>http://www.boardgamegeek.com/article/4165963#4165963</link>
<guid>http://www.boardgamegeek.com/article/4165963#4165963</guid>
<pubDate>Thu, 05 Nov 2009 13:00:58 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	The rules say you can only pick up Clues when you end your Movement Phase on a location or if you get one dumped on you during the Mythos Phase.&lt;br&gt;&lt;br&gt;Kate is the only investigator that starts on an unstable location and her card tells you what to do for the beginning of the game (basically, her starting equipment takes it into account and no Clue is placed).&lt;br&gt;&lt;br&gt;Ursula now may start anywhere.  The new FAQ says if she starts in an Unstable location, she gets that clue as well.&lt;br&gt;&lt;br&gt;&lt;b&gt;The above is all fact and the correct way to play.  The rest is my speculation...&lt;/b&gt;&lt;br&gt;&lt;br&gt;What that IMPLIES to me (as it has for years, is that as long as you END your phase at any location, you get those Clues.  The rules never supported this, this was just how I read it.  The new FAQ that is about to come out, implies this is the correct interpretation many times but has never come out specifically and said, yes, this is the new rule.  I have asked for that clarification to be made.
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<link>http://www.boardgamegeek.com/article/4165935#4165935</link>
<guid>http://www.boardgamegeek.com/article/4165935#4165935</guid>
<pubDate>Thu, 05 Nov 2009 12:51:05 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Arkham Horror Dress-Up Party 2009 - Madness Calling!</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Omega2064&#039;&gt;Omega2064&lt;/a&gt;&lt;/p&gt;
	heh. You'd fit right in at any Cthulhu Live LARP.
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<link>http://www.boardgamegeek.com/article/4165597#4165597</link>
<guid>http://www.boardgamegeek.com/article/4165597#4165597</guid>
<pubDate>Thu, 05 Nov 2009 09:51:43 +0000</pubDate>
<dc:creator>Omega2064</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: When can you pick up clue tokens?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Officially, you can only pick up Clues 1 of 2 times:&lt;br&gt;&lt;br&gt;1) When you end your movement during Phase 2.&lt;br&gt;&lt;br&gt;2) When one gets dumped on you during Phase 5.&lt;br&gt;&lt;br&gt;Those are the only times.  If an Arkham Encounter (phase 3) moves you to another location, you are not allowed to pick up the Clue until the next phase 2 if you remain there.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I disagree.&lt;br&gt;Those are the only two times the rulebook specifically mentions gaining clue tokens, but it never says you can't pick them up them outside of that. Normally, I'd say that if the rules don't specifically allow something then it's not allowed, however, in this case there seems to be a strong indication that it was intended for investigators to pick up clue tokens where they are except while moving. And that it was only not specifically mentioned due to an oversight.&lt;br&gt;&lt;br&gt;First, the rule concerning picking up clue tokens during the movement phase does not say that you cannot pick them up at other times. It specifies end of movement only to clarify that you can't just pass through to get them.&lt;br&gt;&lt;br&gt;Further, the rule about placing a clue token on the board during the mythos phase says that an investigator would get it. And it's stated as an &quot;oh, by the way&quot; kind of thing. By which I mean it does not seem to be limiting this clue token gaining to the mythos phase.&lt;br&gt;&lt;br&gt;Plus, consider that Kate Winthrop, who starts on a space that normally gets a clue token gets to start the game with that clue token.&lt;br&gt;&lt;br&gt;All this, to me, would seem to indicate that the intention was that an investigator will always get the clues on the space where they are except while moving. The strongest indicator being the rule on page 10 about placing a clue token during the mythos phase. It seems extremely absurd that there would be a rule allowing you to immediately receive the clue token from the mythos phase unless they meant for you to be able to pick them up at any time. Therefore, since they are not clear on the issue, I have to assume they meant you get them at any time except while moving.&lt;br&gt;&lt;br&gt;Personally, I think it'd be much cleaner if the only time you can pick up clues is at end of your movement (and not during the mythos phase or any other time). I would be happy if it were officially ruled that way. I generally use a house rule to that affect anyways. (I ignore the rule on page ten, along with a few other rules that seem to exist only to make things easy for the investigators.)
</description>
<link>http://www.boardgamegeek.com/article/4165547#4165547</link>
<guid>http://www.boardgamegeek.com/article/4165547#4165547</guid>
<pubDate>Thu, 05 Nov 2009 09:23:47 +0000</pubDate>
<dc:creator>foxx</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Tim Maloney seams to make more sense.. it says in the manual you only pick clues off the board if you END the moment phase on the clue tokin.. So I interpret that as you only pick up the token.. if you do not move at all in the moment phase.. like Tim said. The bit you are talking about is for placing clue token were investigators are.. i think that is a septate issue.. and one explained in the maunl as you said?
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<link>http://www.boardgamegeek.com/article/4165313#4165313</link>
<guid>http://www.boardgamegeek.com/article/4165313#4165313</guid>
<pubDate>Thu, 05 Nov 2009 07:21:49 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/foxx&#039;&gt;foxx&lt;/a&gt;&lt;/p&gt;
	Throughout the game, when placing clue tokens, if their is an investigator at the location, that investigator gets it instead of it being placed on the space. (see page 10 of the rules, under the heading &quot;Place Clue Token&quot;.) Thus in the event of a character starting on a space with a clue token, they'd almost certainly get to start with it.&lt;br&gt;&lt;br&gt;As of Innsmouth, there are only two characters where this is relevant. Kate Winthrop (base game), whose character card specifically starts her with the clue token from the location, and Ursula Downs (innsmouth), who can start on any non-Other World location or street.&lt;br&gt;&lt;br&gt;Note: Ursula isn't protected by a &lt;b&gt;Flux Stabilizer of Science!&lt;/b&gt; and so she could get sucked into a gate right away should she choose to start on an unstable location.
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<link>http://www.boardgamegeek.com/article/4165275#4165275</link>
<guid>http://www.boardgamegeek.com/article/4165275#4165275</guid>
<pubDate>Thu, 05 Nov 2009 06:59:59 +0000</pubDate>
<dc:creator>foxx</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kobold+Curry+Chef&#039;&gt;Kobold Curry Chef&lt;/a&gt;&lt;/p&gt;
	Most investigators who start the game on unstable locations have a note saying that location does not start with a clue on it.  I assume that the clue from that location is just added to the investigator's starting fixed possessions.&lt;br&gt;&lt;br&gt;In those odd cases where the investigator card doesn't say that, I'd just give them the clue from that location anyway.  Clearly, they ended their last movement there....
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<link>http://www.boardgamegeek.com/article/4165245#4165245</link>
<guid>http://www.boardgamegeek.com/article/4165245#4165245</guid>
<pubDate>Thu, 05 Nov 2009 06:43:03 +0000</pubDate>
<dc:creator>Kobold Curry Chef</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Chipacabra&#039;&gt;Chipacabra&lt;/a&gt;&lt;/p&gt;
	Off the top of my head, the only example I can think of is Kate Winthrop, and her character card says what to do. (She starts with the clue that goes on that space.)
</description>
<link>http://www.boardgamegeek.com/article/4165086#4165086</link>
<guid>http://www.boardgamegeek.com/article/4165086#4165086</guid>
<pubDate>Thu, 05 Nov 2009 05:34:34 +0000</pubDate>
<dc:creator>Chipacabra</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/indiexxx&#039;&gt;indiexxx&lt;/a&gt;&lt;/p&gt;
	They wouldn't have to move off and back. They could choose not to move that turn and then pick up the clue after NOT moving. If they chose to leave and go someplace they would not get the clue from the space they left. 
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<link>http://www.boardgamegeek.com/article/4165035#4165035</link>
<guid>http://www.boardgamegeek.com/article/4165035#4165035</guid>
<pubDate>Thu, 05 Nov 2009 05:18:09 +0000</pubDate>
<dc:creator>indiexxx</dc:creator>
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		<title>Thread: Arkham Horror:: Rules:: newbie - Question about picking up clues?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/booored&#039;&gt;booored&lt;/a&gt;&lt;/p&gt;
	Hi again...&lt;br&gt;&lt;br&gt;In the rules it says that you only pick up clues when you END a movement phase on a location with a clue token. So what happens with the few investigators that start on a location with a red diamond, witch have a clue token placed on them at the initial board setup stage of the game? Do they automatically get that clue token or do they only get it if they move  into the street and then back into the location and end there turn there?&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/thread/460094</link>
<guid>http://www.boardgamegeek.com/thread/460094</guid>
<pubDate>Thu, 05 Nov 2009 05:13:46 +0000</pubDate>
<dc:creator>booored</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Character Doubles</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Smoo&#039;&gt;Smoo&lt;/a&gt;&lt;/p&gt;
	Is &quot;sprue&quot; actually a word? Couldn't we, as a culture, have done better? Would we not be better off had that never become a word?
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<link>http://www.boardgamegeek.com/article/4164799#4164799</link>
<guid>http://www.boardgamegeek.com/article/4164799#4164799</guid>
<pubDate>Thu, 05 Nov 2009 03:46:05 +0000</pubDate>
<dc:creator>Smoo</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Flute of Outer Gods</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Snipafist&#039;&gt;Snipafist&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;mzonic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Pick a monster that you want to fight with, pass/fail the sanity check, and before making a combat check with that monster, use the flute and kill all the monsters in your area.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;So if there's a cultist, a Star Vampire, a Dhole, and a Formless Spawn all on the same location, it's best to choose to fight the Cultist and then play a jaunty tune on the Flute.:laugh:
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<link>http://www.boardgamegeek.com/article/4164601#4164601</link>
<guid>http://www.boardgamegeek.com/article/4164601#4164601</guid>
<pubDate>Thu, 05 Nov 2009 02:46:17 +0000</pubDate>
<dc:creator>Snipafist</dc:creator>
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		<title>Reply: Arkham Horror:: Rules:: Re: Flute of Outer Gods</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/lord_ewin&#039;&gt;lord_ewin&lt;/a&gt;&lt;/p&gt;
	Thanks guys! :D
</description>
<link>http://www.boardgamegeek.com/article/4164556#4164556</link>
<guid>http://www.boardgamegeek.com/article/4164556#4164556</guid>
<pubDate>Thu, 05 Nov 2009 02:33:48 +0000</pubDate>
<dc:creator>lord_ewin</dc:creator>
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		<title>Reply: Arkham Horror:: General:: Re: Who's interested in custom dice?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jaric&#039;&gt;Jaric&lt;/a&gt;&lt;/p&gt;
	Got the email saying they were shipped on Monday the 2nd and received them in the mail today, now that's fast.&lt;br&gt;&lt;br&gt;Thanks again for all of this Joe
</description>
<link>http://www.boardgamegeek.com/article/4164407#4164407</link>
<guid>http://www.boardgamegeek.com/article/4164407#4164407</guid>
<pubDate>Thu, 05 Nov 2009 01:53:20 +0000</pubDate>
<dc:creator>Jaric</dc:creator>
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