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?
Surges definitely count towards limits. If a monster surge occurs and more monsters would be placed than the monster limit, the excess will be placed in the outskirts, possibly causing it to overflow and increase Terror, possibly multiple times.
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?
1. The Woods gate (and all gates to the City of the Great Race) is +0. In the future I will add this information to the monster list, thanks.
2. You can dual wield them for a physical +6 Combat, but this occupies both of your hands.
3. All of the Elder Sign cards are in the Unique Items deck, which all effects that give you Unique Items draw from, so you could obtain all of the Elder Sign cards from the Curiositie Shoppe. I count four. Yes, successfully using an Elder Sign will remove it from the game.
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.
Generally, one clue appears on the ground every mythos phase after a gate opens, but it cannot if a gate is in that location, and gates opening on top of clues will destroy them, so while it is generally a good idea to have particular people focusing on clues, it's not really a good idea to refrain from picking a clue up if it's within your reach and nobody else's, since it might disappear. Clues can also be obtained from encounters and defeating certain monsters (such as the Warlock).
jalapeno_dude wrote:{confusion}
You get a gate as a trophy any time you close it,
whether or not you seal it.
A gate opens (and the Doom Track increments) every turn unless the mythos card picks a location where a gate
or seal, or Kate Winthrop is already present.
Thus, winning by closing all gates requires that you have gate seals and/or Kate in the locations where gates would appear in the two to three turns it takes to travel through and close the final gate, which may occur by luck with fewer than 6 sealed gates. In practice most games I've seen won were won by sealing 6 gates, but Kate does make victory by closing all gates more plausible.
The Doom Track does
not decrease when clues are spent to seal a gate, only via the text on the Elder Sign card.