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Dumb Arkham Horror Rules Questions
1) On the Big Boss cards it often gives a "Battle" penalty--that's only for the final battle, right? Not the same as combat? The game would seem to be impossible if it was!
2) Some of the Mythos Environment cards never go away as for as I can tell--well, a lot of them really. Is this right? Bad weather goes on forever? There's a card where I can no longer seal gates? Is there any way to get rid of these or is it really a penalty for the rest of the game? Brutal.
3) I draw the encounter card that sends me to the woods where I draw 2 cards and resolve one. If there's a gate in the woods, do I draw those two encounter cards?
4) On a monster surge you try to spread monsters evenly. If you can't, is it your choice where they go?
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2. Mythos Environment cards stay active until you draw another Mythos Environment (it doesn't matter if it's Urban, Weather, or Mystic). At that point, you discard the former and things go back to normal.
3. You go into the gate. But you don't need to fight/evade the monsters there. That was clarified in a FAQ with Kevin Wilson.
4. Spread them evenly, with no gate having more monsters than the one that caused the surge. It is your choice on which gates to put the monsters, but you need to declare the gate before drawing the monster for it.
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3) I draw the encounter card that sends me to the woods where I draw 2 cards and resolve one.
You sure about that? I don't recall any cards which send you to the woods and allow you to draw 2 cards. Normally you are just sent to the woods and have an encounter there (1 card.)
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Gary Sax wrote:
3) I draw the encounter card that sends me to the woods where I draw 2 cards and resolve one.
You sure about that? I don't recall any cards which send you to the woods and allow you to draw 2 cards. Normally you are just sent to the woods and have an encounter there (1 card.)
IIRC, there's an encounter at the Historical Society where some dude is going bird-watching and offers to give you a ride to the Woods. If you go, you draw two encounter cards and choose which one to resolve. I guess the Sheldon Gang is less likely to fuck with you when you're hanging out with the bird-watching dude.
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2. Mythos Environment cards stay active until you draw another Mythos Environment (it doesn't matter if it's Urban, Weather, or Mystic). At that point, you discard the former and things go back to normal.
Is that right that things go back to normal? I've been playing that the new one replaces it instantly.
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Correct. That is what was implied but not said.2. Mythos Environment cards stay active until you draw another Mythos Environment (it doesn't matter if it's Urban, Weather, or Mystic). At that point, you discard the former and things go back to normal.
Is that right that things go back to normal? I've been playing that the new one replaces it instantly.
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New one--a bunch of gate encounters and other cards tell you you can "return to Arkham" if you pass them, making them "good" things. But does that mean you've explored the gate if you come back? So if I am one space into another dimension and I get a return to Arkham event, do I have a chance to close/seal the gate now?
Yes. These cards, items, spells let you return just as if you were moving from the second space back to Arkham.
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Thanks. Am I missing a part in the rules where it explains that?
Dunwich included an FAQ and a bunch of rules clarifications. I'm not sure if there has been a printing of the base game with revised rules or not.
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