I love you, both as an Arkham Horror LCG player and someone who also creates online educational content. This is 10/10, pleasant delivery, straight to the point, no bullshit.
Been playing for 3 years. Just learned the rule about enemies being exhausted, and therefore not “ready”, after attacking (that one’s definitely hurt us before!) and the one about Prey saying “only”. But unfortunately also learned the “must choose an option that changes the game state” rule. Guess it would probably help to reread the rule book, but in the meantime, thanks for this video!
Yeah, the enemy thing definitely gets a lot of people! Just remember it's only for standard attacks during the enemy phase, so it's not relevant all that often, but when it is, it is!
I am super new at this. In fact I just played my fourth game. I feel like watching this video saved me so much future headache and confusion and time. Thanks!
Hey thanks! I knew about point 14 but I totally forgot about it during my plays of The Scarlet Keys and Edge of the Earth, haha. Very minor thing I want to point out at around 20:20 - When you use Ancestral Knowledge, you are actually allowed to look at the cards attached to it and choose which one to draw. (FAQ 1.9 says that you are always allowed to look at player cards that attached facedown to other player cards, and Ancestral Knowledge doesn't say you have to draw them randomly.)
Yep, you're definitely allowed to do that! Apologies if I made it sound like you would be taking a chance by committing a card from AK, you can and should pick something that will help you pass the test, although sometimes my friend who last played AK picked out Take Heart instead. I think I said "optimistic" in contrast with using the player window to look at Arcane Initiate one last time before she gets thrown into the discard pile.
Really excellent video! I like that you highlighted the exact rules to back up your statements and I learned a lot. Looking forward to my next campaign!
Great video. I’ve been playing AHLCG since Carcosa first came out in blister packs and there are rules you clarified here that make me realize I’ve been handicapping myself in several ways over the years. Cheers. Looking forward from more videos
This video was very helpful even towards someone that's been playing since 2019. Eye openers for me were #3 particularly around the spawn rules and around the Bearer Only engagement rules. #5 Limits Ursula Downs special ability provokes 😔 I'm crushed by this. #13 Free Triggered Abilities, particularly before and after skill tests. I actually just learned this a couple weeks ago! And lastly Enemies Exhaust was a very good reminder along with good examples of when it matters. Great video!
number 12 got a sneaky revelation in it for us (we played practically every week for 3 years): We did not know that drawing encounter cards had a player order. We always assumed the players can decide who goes first.
new player here, thanks for the great video! the last rule makes me wonder: what would be a situation when you have a weakness in your hand? I thought that as soon as you draw a treachery (weakness) from the player deck, you immediately have to put it in play?
Hi there -- thanks for watching! It really depends on the weakness in question. Weaknesses with "Revelation" on them will tell you what do with it - usually it either goes into your threat area, or just resolves and goes into your discard pile. However, some weaknesses do go into your hand instead, especially ones that are events or assets: take a look at Agnes's "Dark Memory" from the Core Set. It'll sit in your hand (giving you horror) until you have the resources to spend on it. Good question!
Fantastic video! Even as a longterm player, I learned a few things. The fact that you can trigger "succeed by X" effects on auto-successes is especially mind-blowing. Last time I played Winifred, there were a number of times that I wished "Breaking and Entering" would trigger the additional effect on Lvl. 2 Pickpocketing. As it turns out, it was supposed to! Are there any player cards which have text to the effect of "discard all cards in your hand, draw the same amount of cards?" And if so, would such an effect allow you to discard a player card weakness in your hand? "Glimpse the Unthinkable" comes to mind, but it allows players to choose what they discard, so I assume it can't be used to pitch weaknesses.
Thanks! Maybe it'll make you feel better, but the automatic evasion on something like Breaking and Entering is not "an automatically successful test", it's just an effect like discovering a clue or dealing damage. This is one of the more annoying finer parts of the rules. You still get to do one of the things on Pickpocketing (2), just not both. So you were playing correctly! I can't think of any player card that lets you discard your whole hand. If there were, I believe that yes it'd let you get rid of a weakness!
Thanks to your video, I realized I was playing wrong. When drawing an enemy and two investigators are at the location, I thought it spawn at the location and we can choose who gets the enemy. We've finished a lot of campaigns already. .......oops
Great video. I need to be more diligent about going through the round steps, particularly exhausting enemies before moving on to the Upkeep phase. I've probably been making things more difficult for myself this way.
To be fair, I never physically exhaust the enemies after they attack, because as I said, it almost never matters, but you definitely need to read the enemy text to see if it references being ready or not!
On the negative skill values: Given a skill test of 2 or lower, When you draw an autofail token Then you still cannot play the card 'lucky' to succeed. The autofail token is just that: it keeps you failing at 0. There is no way to make it a success. In our games it took us quite some time to realize that 'Look what I found' does work but 'lucky' does not.
Yes! There are maybe 3 or 4 things that I had to cut because they're not quite as interesting, but for now let's say I'll save them for another video :)
#5 and #11 are good news to me. ;-) While #5 seems logical because those actions should scale with the number of players, I'm a bit split if I like #11 (=managing tough cards with hardly any negative effect doesnt sound satisfying....but it is what it is).
Not convinced by #5. The displayed highlighted Tex comes from a paragraph named « Limit x per [card/game element]. The exemples are not in this category but in the one described in the previous paragraph « Limit X par [period] » whose rules are different. IF I am wrong please tell me why.
There's comments elsewhere here that had the same discussion. I agree that the formatting in the rules reference is not perfect, and I didn't get the whole section of the rules here, unfortunately. This is the more relevant part: "-Unless stated otherwise, limits are player specific. -- A “group limit,” however, applies to the entire group of investigators. (For example, if an investigator triggers an ability that is “group limit once per game,” no other investigator may trigger that ability during that game.)" See also here: www.reddit.com/r/arkhamhorrorlcg/comments/fujll6/locations_with_actions_that_are_limit_once_per/
Great video, very helpful for beginners like me! But are you sure about 6#: "If the enemy did more than one dmg/horror you still have to assign the extra dmg/horror elsewhere"? Reading the rules, there is no indication that it is forbidden to, for example, assign 3 dmg to the research librarian, and then applying it afterwards (resulting in overkill). The rules say "if an asset has dmg/horror equal to or higher its health/sanity, it is defeated" . If you must distribute all overkill dmg, how can an asset get overkilled (meaning higher dmg than health)?
"An asset cannot be assigned damage beyond the amount of damage it would take to defeat the card, and cannot be assigned horror beyond the amount of horror it would take to defeat the card." Rules Reference, under "Dealing Damage/Horror"
Great video. You forgot to add "number #9 will surprise you" to the video title :) #9 did surprise me, I did not realise that I cannot fail by more than the test's difficulty. I hope I remember when this game gets tabled again ...
Haha, I can certainly add more clickbait next time :) Yes -- that's one that I think a lot of players don't realize! I actually played with someone yesterday who committed some icons to a Grasping Hands test and then drew a minus 3 token and took 3 damage. They then said "Well that's better than taking 5 damage!" -- I should have pointed them to this video! ;)
How does survival knife exp 2 work,if an enemy attacks you from another location does it stop the attack ,it looks that way for me. When an enemy attacks you during the enemy phase (before resolving that attack), exhaust Survival Knife: Fight. This attack targets the attacking enemy. You get +2 and deal +1 damage for this attack. Robert Laskey Return to the Forgotten Age #2.
We got #3 wrong, we brought the ghoul priest into play not engaged with anyone because I couldn't find this rule and we wanted to keep the game moving. I guess we made that encounter slightly easier
I am glad that being hundreds of plays into this game doesn't mean I know all the rules. I genuinely had no idea the 'per game' limits were also per player. I guess it makes sense, now that I think about it, especially given we've definitely run into 'group limit' wording before, but it just never occurred to me. Also, I never realized the 'bearer only' prey cards wouldn't engage other investigators. I also appreciate that you discussed some complicated interactions that I didn't know about. And while I knew the enemies exhaust rule, I know I misplayed the card you featured from Edge of the Earth because it simply never occurred to me that this rule was relevant for it. Thank you!
Great video. I would recommend adding rules regarding deck building to this video. For example, when a card is removed from your deck (e.g. Exile) you are permitted to add a lv0 card to your deck without spending xp. Also customizable cards count their level for each 2 exp spent. So you can sink 4 exp into the card and still play it even when limited to level 0-2 cards by your investigator's deck building restrictions.
Number 10 says that you do not discard assets when they are out of resource. When playing Yorick i thought if there is any possibility to discard an asset, just to be able to get it back later via his ability. So can i only discard assets if another card takes the slot or an effect forces me to do it?
That's right. If you have an empty one-handed gun, for example, you can play another one-handed gun down, but it won't replace the one that's already there because you have two hand slots. But if both hand slots are already filled, playing a 3rd hand slot asset will discard one of the ones that's there already.
Much appreciated! Especially the relevant sections of the RRG or FAQ. Apparently Scavenging 2 and Old Key Ring don't work the way I want to. And Charlie Kane's weakness allows exhausting an exhausted ally, even though it doesn't change the game state.
No, you have to have two actions to get rid of it. (EDIT: I was confused and thought you meant that other investigators had spent two actions on something else)
But the card "Ancient Evils" says "this effect can cause the current agenda to advance." Doesn't that mean that the agenda would advance as soon as you draw that card?
Good video, great info. Just a note: #14 Enemies Exhaust Rule - Enemies exhaust after attacking in the enemy phase and *do* disengage from each investigator (you wrote that they don't disengage). They do immediately reengage in the upkeep phase so it doesn't matter too often, but this is important when it comes to certain investigators and enemeis (i.e. Zoe will get more resources in the enemy phase).
Hi, thanks for watching! This isn't true -- enemies do not disengage when they exhaust unless that comes along with evading them. You can take a look at page 25 of the Rules Reference, which just states that enemies exhaust after attacking, but says nothing about disengagement.
@@Quick_Learner I apologise; just looked it up and you are correct. It makes no sense to me why on earth they would exhaust enemies when they attack and not have them disengage. Pretty silly rule that makes the gameplay confusing and unnecessarily complicated. I wonder what they were thinking.
I couldn't say. My speculation is that early in development exhausting the enemies after they attack was their way of tracking which enemies had already made their attacks, but in practice there are never that many enemies on the board that this should be an issue. I agree that this is a strange rule in the game. In any event, clearly the designers have made use of "enemies exhaust after attacking" since then, especially with the cards I've highlighted on the screen for #14, where being exhausted after attacking has a mechanical different.
#5 is wrong. The correct rules reference would be "Limit X per period". Those limits are for all players together, not individually Edit: Discussion shows i am probably wrong with the above statement but i think we found something the devs should clarify the rules refence
My understanding is that unless it says "group limit" it's still limit once per player. I understand that this part of the rules reference seems to talk about attachments, but in my research I couldn't find anything that says that it isn't true for limits on locations themselves, given that sometimes they do say "group limit". Cards like Base of the Hill in Dunwich would seem to be extremely difficulty if only one investigator out of a set of four could even trigger the ability.
@@Quick_Learner I understand your way of thinking because i too was thinking like that previously. I believe this misunderstanding comes from the midnight masks scenario where some locations specifically say "group limit". However, I am pretty (not 100%) sure, that my understanding is correct, since "game", "phase", "round", "skill test" etc. are all periods and not attachments. Sentinel Hill isn't such a hard scenario - at least in measures of tempo/doom - and you can play around this limit pretty easily. In the beginning you want to play your assets and later you may have some enemies to handle or maybe heal a bit etc.
In the absence of any official rulings you can think of, I have to think that the designers intended "limit once per round" and "group limit once per round" to mean different things. They both appear on different cards in the same scenario: Echoes of the Past. Take a look at two different Historical Society rooms: "Reading Room" and "Meeting Room".
@@Quick_Learner I haven't played carcosa so i can't respond to that example. Coming back to Base of the Hill location there is an official faq: "The limit on the investigate action on Base of the Hill is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on limits: "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round." This is a reference to "Limit X per period" ruling (check the wording and compare it to both)
Is the confusion here based on the position of the bullet point in the Rules Reference? I don't think the item "Limits are player specific" refers only to attachments, it refers to ALL limits, including Limits per Period. The second bullet point (about Group Limit) in this section clearly does NOT refer to attachments, and specifically calls out triggered abilities per PERIOD, for example the aforementioned Base of the Hill. Here it is again for your examination: "--Unless stated otherwise, limits are player specific. -- A “group limit,” however, applies to the entire group of investigators. (For example, if an investigator triggers an ability that is “group limit once per game,” no other investigator may trigger that ability during that game.)"
Do I understand Pay Day correctly: - Fast cards do not count towards this ability - Free triggered actions don't count either, unless they specify "take an action" ?
FFG has said on this matter: "Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger. Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on Sledgehammer that only counts as one Fight action)." There is a taboo to Pay Day that counts actions *spent*, however, which means that multiple actions spent for Sledgehammer count, and Free Triggered with a Bold Action type do not count anymore.
#2 is a huge revelation for most new players, and #5 is something many veterans completely miss.
The number of times i've played "the house always wins" from dunwich, and wondered why they basically forced you to cheat
It's a small thing, but I appreciate the inclusion of the specific entry in the rule book/reference.
Helps solidify the rule beyond the example. 👍
It's important to me too!
I love you, both as an Arkham Horror LCG player and someone who also creates online educational content. This is 10/10, pleasant delivery, straight to the point, no bullshit.
I learned at least two new things, and I have 150+ plays under my belt! Great video!
it took me a long time to learn about the enemies exhausting after they attack rule, spent many campaigns not knowing that
Always nice to find a new Arkham LCG channel to sub to
Welcome!
#5 was new to me. Thank you!
Limit once per X is for each player!
You have no idea how helpful this is. Please keep making videos like this, or anything AH!
Thank you! Will do!
#5 was super helpful. You're the player people want at the table.
Immediate subscribe. You are super thorough and very enjoyable to listen to. I wish all content was this good.
Wow, thank you!
Been playing for 3 years. Just learned the rule about enemies being exhausted, and therefore not “ready”, after attacking (that one’s definitely hurt us before!) and the one about Prey saying “only”. But unfortunately also learned the “must choose an option that changes the game state” rule. Guess it would probably help to reread the rule book, but in the meantime, thanks for this video!
Yeah, the enemy thing definitely gets a lot of people! Just remember it's only for standard attacks during the enemy phase, so it's not relevant all that often, but when it is, it is!
Thank you so much! Your videos are immensely helpful, with amazing chapter breaks and layout.
Yup… #2 makes so much more sense now, it makes coverup seem MUCH more manageable! Thank you!!
You're welcome! Happy investigating!
I am super new at this. In fact I just played my fourth game. I feel like watching this video saved me so much future headache and confusion and time. Thanks!
Hey thanks! I knew about point 14 but I totally forgot about it during my plays of The Scarlet Keys and Edge of the Earth, haha.
Very minor thing I want to point out at around 20:20 - When you use Ancestral Knowledge, you are actually allowed to look at the cards attached to it and choose which one to draw. (FAQ 1.9 says that you are always allowed to look at player cards that attached facedown to other player cards, and Ancestral Knowledge doesn't say you have to draw them randomly.)
Yep, you're definitely allowed to do that! Apologies if I made it sound like you would be taking a chance by committing a card from AK, you can and should pick something that will help you pass the test, although sometimes my friend who last played AK picked out Take Heart instead. I think I said "optimistic" in contrast with using the player window to look at Arcane Initiate one last time before she gets thrown into the discard pile.
@@Quick_Learner Ah I get it. Thanks!
Very clear and concise video, I've been playing for a number of years and picked up some things I'd missed. Excellent stuff.
All of this points was usefull for novice. Thank you very much!❤
Glad it was helpful!
Great video. I played this game in the past but it's been awhile and I keep meaning to play it again. This helped a lot.
Really excellent video! I like that you highlighted the exact rules to back up your statements and I learned a lot. Looking forward to my next campaign!
Great video. I’ve been playing AHLCG since Carcosa first came out in blister packs and there are rules you clarified here that make me realize I’ve been handicapping myself in several ways over the years.
Cheers.
Looking forward from more videos
This video was very helpful even towards someone that's been playing since 2019.
Eye openers for me were #3 particularly around the spawn rules and around the Bearer Only engagement rules.
#5 Limits
Ursula Downs special ability provokes 😔 I'm crushed by this.
#13 Free Triggered Abilities, particularly before and after skill tests. I actually just learned this a couple weeks ago!
And lastly Enemies Exhaust was a very good reminder along with good examples of when it matters.
Great video!
Excellent video! I’m a long time player and luckily knew all of these but regardless this is excellent information. Thank you!
Hugely useful video! Many thanks. Hope to see more from you along these lines.
number 12 got a sneaky revelation in it for us (we played practically every week for 3 years): We did not know that drawing encounter cards had a player order. We always assumed the players can decide who goes first.
Appreciate for the QA! Ive played till the Circle undone and i still dont know about #2 xd. Great video!
new player here, thanks for the great video! the last rule makes me wonder: what would be a situation when you have a weakness in your hand? I thought that as soon as you draw a treachery (weakness) from the player deck, you immediately have to put it in play?
Hi there -- thanks for watching! It really depends on the weakness in question. Weaknesses with "Revelation" on them will tell you what do with it - usually it either goes into your threat area, or just resolves and goes into your discard pile. However, some weaknesses do go into your hand instead, especially ones that are events or assets: take a look at Agnes's "Dark Memory" from the Core Set. It'll sit in your hand (giving you horror) until you have the resources to spend on it. Good question!
Wow didnt know about limit being per investigator and about auto success being skill tests!
Great video! Well presented and really informative.
Thank you for the extremely helpful video, appreciate the visual examples and rules references!
learned a lot!
Great video. Thanks
Wow!.... Totally been playing the #5 tip about limits wrong. Been playing it as group limit haha.
Fantastic video! Even as a longterm player, I learned a few things. The fact that you can trigger "succeed by X" effects on auto-successes is especially mind-blowing. Last time I played Winifred, there were a number of times that I wished "Breaking and Entering" would trigger the additional effect on Lvl. 2 Pickpocketing. As it turns out, it was supposed to!
Are there any player cards which have text to the effect of "discard all cards in your hand, draw the same amount of cards?" And if so, would such an effect allow you to discard a player card weakness in your hand? "Glimpse the Unthinkable" comes to mind, but it allows players to choose what they discard, so I assume it can't be used to pitch weaknesses.
Thanks! Maybe it'll make you feel better, but the automatic evasion on something like Breaking and Entering is not "an automatically successful test", it's just an effect like discovering a clue or dealing damage. This is one of the more annoying finer parts of the rules. You still get to do one of the things on Pickpocketing (2), just not both. So you were playing correctly!
I can't think of any player card that lets you discard your whole hand. If there were, I believe that yes it'd let you get rid of a weakness!
Thanks to your video, I realized I was playing wrong. When drawing an enemy and two investigators are at the location, I thought it spawn at the location and we can choose who gets the enemy. We've finished a lot of campaigns already. .......oops
Thx for the video!
Wow some greats things here that I have not taken advantage of yet.
Thanks, great video 😊
Great video. I need to be more diligent about going through the round steps, particularly exhausting enemies before moving on to the Upkeep phase. I've probably been making things more difficult for myself this way.
To be fair, I never physically exhaust the enemies after they attack, because as I said, it almost never matters, but you definitely need to read the enemy text to see if it references being ready or not!
On the negative skill values: Given a skill test of 2 or lower, When you draw an autofail token Then you still cannot play the card 'lucky' to succeed. The autofail token is just that: it keeps you failing at 0. There is no way to make it a success. In our games it took us quite some time to realize that 'Look what I found' does work but 'lucky' does not.
Yeah, it's a complicated interaction. I talk a little bit more about this in the "Survivor Nonsense Timing Video" on my channel too!
Any chance that there are any rules that didn't make the cut? This was an incredibly helpful video.
Yes! There are maybe 3 or 4 things that I had to cut because they're not quite as interesting, but for now let's say I'll save them for another video :)
Very helpful! Cheers
Well done! Thanks.
oh damn. #5 I didn't know about. Also didn't know #9 (from 16:21 onwards).
amazing content
Great topic!
#5 and #11 are good news to me. ;-)
While #5 seems logical because those actions should scale with the number of players, I'm a bit split if I like #11 (=managing tough cards with hardly any negative effect doesnt sound satisfying....but it is what it is).
Ty for number 5, its something ive never done correctly 🎉
Amazing tips. Seems like I've playing a harder game all along! 😅
Not convinced by #5. The displayed highlighted Tex comes from a paragraph named « Limit x per [card/game element]. The exemples are not in this category but in the one described in the previous paragraph « Limit X par [period] » whose rules are different. IF I am wrong please tell me why.
There's comments elsewhere here that had the same discussion. I agree that the formatting in the rules reference is not perfect, and I didn't get the whole section of the rules here, unfortunately. This is the more relevant part:
"-Unless stated otherwise, limits are player specific.
-- A “group limit,” however, applies to the entire group of investigators. (For example, if an investigator triggers an ability that is “group limit once per game,” no other investigator may trigger that ability during that game.)"
See also here: www.reddit.com/r/arkhamhorrorlcg/comments/fujll6/locations_with_actions_that_are_limit_once_per/
You absolute star! Thank you!!!
You're welcome!
EXCELLENT ! Merci.
Great vid, always good to learn a few new things
Great video, very helpful for beginners like me! But are you sure about 6#: "If the enemy did more than one dmg/horror you still have to assign the extra dmg/horror elsewhere"? Reading the rules, there is no indication that it is forbidden to, for example, assign 3 dmg to the research librarian, and then applying it afterwards (resulting in overkill).
The rules say "if an asset has dmg/horror equal to or higher its health/sanity, it is defeated" . If you must distribute all overkill dmg, how can an asset get overkilled (meaning higher dmg than health)?
"An asset cannot be assigned damage beyond the amount of damage it would take to defeat the card, and cannot be assigned horror beyond the amount of horror it would take to defeat the card." Rules Reference, under "Dealing Damage/Horror"
@@Quick_Learner Ok, I missed that, thanks for the clarification :)
Great video. You forgot to add "number #9 will surprise you" to the video title :)
#9 did surprise me, I did not realise that I cannot fail by more than the test's difficulty. I hope I remember when this game gets tabled again ...
Haha, I can certainly add more clickbait next time :) Yes -- that's one that I think a lot of players don't realize! I actually played with someone yesterday who committed some icons to a Grasping Hands test and then drew a minus 3 token and took 3 damage. They then said "Well that's better than taking 5 damage!" -- I should have pointed them to this video! ;)
How does survival knife exp 2 work,if an enemy attacks you from another location does it stop the attack ,it looks that way for me.
When an enemy attacks you during the enemy phase (before resolving that attack), exhaust Survival Knife: Fight. This attack targets the attacking enemy. You get +2 and deal +1 damage for this attack.
Robert Laskey
Return to the Forgotten Age #2.
It can, yes. There is some more on this in the FAQ section of the level 0 version on arkhamDB: arkhamdb.com/card/04017
@@Quick_Learner thanks
We got #3 wrong, we brought the ghoul priest into play not engaged with anyone because I couldn't find this rule and we wanted to keep the game moving. I guess we made that encounter slightly easier
I am glad that being hundreds of plays into this game doesn't mean I know all the rules. I genuinely had no idea the 'per game' limits were also per player. I guess it makes sense, now that I think about it, especially given we've definitely run into 'group limit' wording before, but it just never occurred to me. Also, I never realized the 'bearer only' prey cards wouldn't engage other investigators. I also appreciate that you discussed some complicated interactions that I didn't know about. And while I knew the enemies exhaust rule, I know I misplayed the card you featured from Edge of the Earth because it simply never occurred to me that this rule was relevant for it. Thank you!
Great video. I would recommend adding rules regarding deck building to this video. For example, when a card is removed from your deck (e.g. Exile) you are permitted to add a lv0 card to your deck without spending xp.
Also customizable cards count their level for each 2 exp spent. So you can sink 4 exp into the card and still play it even when limited to level 0-2 cards by your investigator's deck building restrictions.
Good stuff for a follow-up!
Number 10 says that you do not discard assets when they are out of resource. When playing Yorick i thought if there is any possibility to discard an asset, just to be able to get it back later via his ability. So can i only discard assets if another card takes the slot or an effect forces me to do it?
That's right. If you have an empty one-handed gun, for example, you can play another one-handed gun down, but it won't replace the one that's already there because you have two hand slots. But if both hand slots are already filled, playing a 3rd hand slot asset will discard one of the ones that's there already.
Much appreciated! Especially the relevant sections of the RRG or FAQ.
Apparently Scavenging 2 and Old Key Ring don't work the way I want to.
And Charlie Kane's weakness allows exhausting an exhausted ally, even though it doesn't change the game state.
As written you're right about Charlie Kane, but I've read that they are going to Errata it to work like you'd expect by adding in "must"
11:47 So, can "Wrecked by Nigthmares" be discarded by other investigators after one of them decides to spend his/her two actions?
No, you have to have two actions to get rid of it. (EDIT: I was confused and thought you meant that other investigators had spent two actions on something else)
@@Quick_Learner That's actually what I wrote...
Sorry, I think I was confused by your question. Yes, other investigators at your location can spend their two actions and it'll be discarded.
How come another investigator in your location can get rid off the Dreams of R'Lyeah card?
Because of the rule I cited in this video. You can trigger abilities on scenario cards that are at your location.
But the card "Ancient Evils" says "this effect can cause the current agenda to advance." Doesn't that mean that the agenda would advance as soon as you draw that card?
Unless you cancel the card, yes. Unsure on the context of your question -- is there something misleading or confusing that I said?
@@Quick_Learner nevermind. I somehow misunderstood. Upon rewatch, you never said anything to the contrary.
Good video, great info. Just a note: #14 Enemies Exhaust Rule - Enemies exhaust after attacking in the enemy phase and *do* disengage from each investigator (you wrote that they don't disengage). They do immediately reengage in the upkeep phase so it doesn't matter too often, but this is important when it comes to certain investigators and enemeis (i.e. Zoe will get more resources in the enemy phase).
Hi, thanks for watching! This isn't true -- enemies do not disengage when they exhaust unless that comes along with evading them. You can take a look at page 25 of the Rules Reference, which just states that enemies exhaust after attacking, but says nothing about disengagement.
@@Quick_Learner I apologise; just looked it up and you are correct. It makes no sense to me why on earth they would exhaust enemies when they attack and not have them disengage. Pretty silly rule that makes the gameplay confusing and unnecessarily complicated. I wonder what they were thinking.
I couldn't say. My speculation is that early in development exhausting the enemies after they attack was their way of tracking which enemies had already made their attacks, but in practice there are never that many enemies on the board that this should be an issue. I agree that this is a strange rule in the game. In any event, clearly the designers have made use of "enemies exhaust after attacking" since then, especially with the cards I've highlighted on the screen for #14, where being exhausted after attacking has a mechanical different.
Greta video! But perhaps add a background music!
#5 is wrong. The correct rules reference would be "Limit X per period". Those limits are for all players together, not individually
Edit: Discussion shows i am probably wrong with the above statement but i think we found something the devs should clarify the rules refence
My understanding is that unless it says "group limit" it's still limit once per player. I understand that this part of the rules reference seems to talk about attachments, but in my research I couldn't find anything that says that it isn't true for limits on locations themselves, given that sometimes they do say "group limit". Cards like Base of the Hill in Dunwich would seem to be extremely difficulty if only one investigator out of a set of four could even trigger the ability.
@@Quick_Learner I understand your way of thinking because i too was thinking like that previously. I believe this misunderstanding comes from the midnight masks scenario where some locations specifically say "group limit". However, I am pretty (not 100%) sure, that my understanding is correct, since "game", "phase", "round", "skill test" etc. are all periods and not attachments. Sentinel Hill isn't such a hard scenario - at least in measures of tempo/doom - and you can play around this limit pretty easily. In the beginning you want to play your assets and later you may have some enemies to handle or maybe heal a bit etc.
In the absence of any official rulings you can think of, I have to think that the designers intended "limit once per round" and "group limit once per round" to mean different things. They both appear on different cards in the same scenario: Echoes of the Past. Take a look at two different Historical Society rooms: "Reading Room" and "Meeting Room".
@@Quick_Learner I haven't played carcosa so i can't respond to that example. Coming back to Base of the Hill location there is an official faq: "The limit on the investigate action on Base of the Hill is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on limits: "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round." This is a reference to "Limit X per period" ruling (check the wording and compare it to both)
Is the confusion here based on the position of the bullet point in the Rules Reference? I don't think the item "Limits are player specific" refers only to attachments, it refers to ALL limits, including Limits per Period. The second bullet point (about Group Limit) in this section clearly does NOT refer to attachments, and specifically calls out triggered abilities per PERIOD, for example the aforementioned Base of the Hill. Here it is again for your examination:
"--Unless stated otherwise, limits are player specific.
-- A “group limit,” however, applies to the entire group of investigators. (For example, if an investigator triggers an ability that is “group limit once per game,” no other investigator may trigger that ability during that game.)"
Do I understand Pay Day correctly:
- Fast cards do not count towards this ability
- Free triggered actions don't count either, unless they specify "take an action" ?
FFG has said on this matter:
"Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.
Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on Sledgehammer that only counts as one Fight action)."
There is a taboo to Pay Day that counts actions *spent*, however, which means that multiple actions spent for Sledgehammer count, and Free Triggered with a Bold Action type do not count anymore.
@@Quick_Learner Thank you!