Bethesda wrote:@jalepeno, I guess whoever starts out with the most clues should go looking first. As for gates, closing takes no clue tokens, so in a game with Hastur, it might be wise to consider trying to close all gates as our victory condition.
Bethesda wrote:Also, relevant question for demo: If there's a monster surge when there are 8 monsters on the board (which I think is our monster limit), that gives at least 5 more monsters. The rulebook says their placement should be chosen. My question is, how does the limit for the Outskirts (3 in this case) interact with these surges? Do surges not count to the limits?
jalapeno_dude wrote:1. Closing a gate requires making a Lore or Fight check, "using the number printed on the gate marker as the modifier". What's that modifier for the currently open gate (in the Woods)?
2. I have 2 .38 revolvers. Do they stack to give me a +6 combat modifier, or can I only use one at a time?
3. How many Elder Sign cards are there in the game? (I'm reading the rules correctly that you can only use a given Elder Sign card once per game, right?) Are they all at the Curiositie Shoppe?
jalapeno_dude wrote:Also, if you can't trade clues, does that mean everyone other than the people on gate duty should be intentionally refraining from picking up clues? I have no idea how scare a resource clues are in this game.
jalapeno_dude wrote:{confusion}
As you intuited, this was the major source of my confusion. Thanks!Thatwasademo wrote:You get a gate as a trophy any time you close it, whether or not you seal it.
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