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Thread: Elder Sign:: Rules:: Yet more Red, Yellow Dice Questions

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by bluegoose2112

Hi all,

1. Can I use both a yellow die card and red die card (separate cards) to add both yellow and red dice to my pool at the beginning of a task? Or am I only allowed to use one per turn?

2. On the card that adds both Yellow and Red Dice (single card) if one of the dice is locked (ie., yellow) can I still use that card to just add the red one or must you have the ability to add both dice in order to use it?

I searched the forums and just wasn't able to find these questions so apologies in advance if it's already been asked and answered.

Thanks!

Thread: Elder Sign:: Rules:: Is Cthulhu's abilities cumulative?

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by Daimond

I mean his constant ability and his attack ability. For example we have character with sanity/stamina 5/5. Cthulhu's constant ability makes it 4/4. Then, when Cthulhu awakeness and attacks 1 time, the values will be 3/4 or 4/3, right?

Thread: Elder Sign:: Rules:: Defeat a monster card

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by teha123

Hi,

Would like to know how this works out for cards that says

after you roll dice defeat a monster?


If i manage to complete a task with the roll do i complete the task
and defeat the monster? or choose only 1?

Or do i have to fail a roll first?

thanks

Thread: Elder Sign:: Rules:: Spells Question - Do I have to roll first before using a die from a spell card

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by bluegoose2112

Here's the scenario.

I have a 2 task card. First task is a lore and terror. 2nd task is a single skull. 1st roll I get a lore, terror and skull. I secure the lore and terror and task and cast a spell on the skull die. Do I have to roll again before I take the die off the spell card to complete the skull task? This adventure card had a terror effect of losing sanity for all terror dice and I only had 2 sanity left so I didn't want to risk a roll and possibly be devoured buy rolling 2 terror. At the time it seemed legit but the more I think about it, it seems like I completed 2 tasks at the same time. Am I a cheater?

Thread: Elder Sign:: Rules:: Mythos card lingering effect

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by teha123

Hi,


For mythos card with this lingering effect

" All task requirement and penalties that cause an investigator
to lose sanity or stamina are increased by 1"

So if requirement requires 1 scroll 3 investigator symbols

it becomes 2 scroll 4 investigator symbols?


thanks


Thread: Elder Sign:: Rules:: Can two 1 investigation icon be resolved with 1 die

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by larienna

There are some cards that have multiple investigation icon on the same task. One the them has two 1 investigation token.

Does that task require 2 dice of at least a value of 1?
Or can 1 die of value of 2 or more resolve both icons at once?

Thread: Elder Sign:: Rules:: Yig

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by Stevieram

Hi, I'm just playing against yig with 2 investigators, when he awakes if neither investigator has one of the cards required, they get devoured, does that mean game over? (All investigators need all three cards to discard to survive? When he awakes?)

Thread: Elder Sign:: Rules:: Ashcan Pete - best traider ever???

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by Daimond

According to Pete special ability he can buy common item for 2 trophies in the shop and transform it to unique item or even spell that costs 3-4 trophies, is it right? I think this work similar to Monterey, Bob and Dexter abilities, that works in the shop.

Thread: Elder Sign:: Rules:: Elder Sign Q.: Spending Trophies at the Entrance

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by hypersapien

Hello everyone! I am hosting a gaming night in a couple days, and it will be most of our first times playing Elder Sign. I tried playing a game by myself to familiarize myself unusual situations that might come up. One thing I don't understand is exactly when a player is allowed to cash in their trophies at the museum entrance.

My original reading of the rules led me to believe a player could only do this if they 1) declared during their move phase that they would spend their entire turn on the entrance, and 2) Use their resolution phase to spend trophies.

Now that I've played the game a bit by myself, this seems very difficult. Perhaps you are actually allowed to do this transaction at any time you are on the entrance? For example, completing an adventure and being sent back to the entrance might allow you to spend trophies during the same turn?

Could any one shed some light on this for me?

Thread: Elder Sign:: Rules:: Using spell and focusing on same roll?

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by Stevieram

Hi, just a quick question, I've been playing this way, but I want to know if it's correct, on a roll if I fail a task I lose a die, then I can focus one, can I also save a die on a spell card on that same roll?
Thanks.

Thread: Elder Sign:: Rules:: Win or loss? And Other q's

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by Stevieram

Hi,a few questions I'm unsure about,

1,I played against hastor and I successfully completed the last adventure card, (the elder sign) the rewards we're add a doom token and also an elder sign, the doom token received filled the doom track, and the elder sign was the 13th which was the amount required to defeat hastor, my question is did I win the game or did hastor wake?
As they both happened simultaneously,
Also

2,can I choose an adventure card knowing I can't complete it just to defeat a monster on it, I.e. There was a monster locking 2 green dice on a particular adventure which I knew I could not succeed, I defeated the monster to free up the green dice, but failed the adventure, taking the penalties. The green dice become available on the next players turn?.
Another question

3,when you defeat a monster using a spell or any other card, do you keep that token or does it go back in the supply? Also if you do use a card to defeat it do you suffer the penalties I.e. Lose sanity?

just wanted to make sure I'm playing correctly.
Thanks.

Thread: Elder Sign:: Rules:: Does Dexter Drake get two spells when he buys one at the Souvenir Shop?

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by Taeblewalker

It says he gets an extra spell when he "gains a spell." Does buying a spell count as "gaining" one?

Thread: Elder Sign:: Rules:: Do I have to secure two dice at once on the Dread Curse of Azathoth spell?

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by Taeblewalker

The spell has two spots for securing dice. Can a person secure one die on one roll, then another die on another roll (or another turn)? Or is it "use it or lose it?" If so, then securing only one die wastes the other slot.

Thread: Elder Sign:: Rules:: Does discarding a spell count as using it? Jenny Barnes/Ithaqua question.

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by Taeblewalker

Ithaqua causes you to lose a stamina each time you use a spell. Jenny Barnes can discard a spell to gain the red and yellow dice. Does discarding the spell count as using it? Or can she discard it without suffering the stamina penalty?

Thread: Elder Sign:: Rules:: Casting More More Than One Spell Per Roll

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by redlewis1

Can I cast more than one spell per roll thereby securing multiple dice? I don't see anything in the rules that would prohibit it. Thanks.

Thread: Elder Sign:: Rules:: When can you add red and yellow dice?

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by AMarsReject

The rules say (paraphrased) "during his turn, a player can discard an item to add the red/yellow die to the dice pool." Can this be done at any point of the turn, or only before you roll the first time?

Just wondered if you'd used up all other dice, but still had an item to allow you to take the yellow die, could you use it at the end of your resolution phase as a desperate last effort to get one more roll?

Thread: Elder Sign:: Rules:: Houserules to make the game harder

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by WolfVonhinslik

Ive testing this a few times solo, and it seems alright, needs several more test plays with more players.

I'm just disappointed with how easy Elder Sign is, and according to Google, that's a common complaint. So Ive made this in order to try to fix that and give it the difficulty of the games it takes after, Arkham Horror and Eldritch Horror.

1) Every time you have to roll the green dice (Including re-rolls), you have to advance the clock one hour (Spending clues do not advance the clock on the clue re-roll)This happens before the dice are rolled, and even if you completed part of the task in a prior roll. You however don't advance the clock at all at the end of your turn, so having to roll the dice 4 times, that turn advances 4 hours.

2) Going to the Museum entrance and doing anything there, you advance the clock 3 hours.

3) The starting 6 areas are face up, every time a new card is drawn its played face down, forcing the player to have to dedicate to it in order to see what the missions is. Portals are always placed face down as well. Clues may be spent to flip a card instead of re-rolling, in the event of a power letting you re-roll the dice again when spending a clue, that can be used as a free re-roll, or an additional flip. The reasoning for this is thematic, your initial rooms, you did enough research prior to embarking to know what to expect at first. With the portals, you don't know what's on the other side, until you pass through.

4) Elder Signs collected stay with the player that collected them, if they die, They are placed under the player token on the card they died on. All items and clues are discarded, a doom is added, and the player randomly gets another character as normal. Another player can retrieve the Elder signs by going to that adventure card, advancing the clock by 1 hour, and rolling green dice equal the number of Elder Tokens present (Maximum of 6), you retrieve the number of tokens equal to the number of clues (1,2 or 3) rolled. Cards, powers, or clues may not be used for this roll, and the roll can not be re-rolled at all. If the Adventure card is resolved without retrieving the elder tokens, the tokens are lost. Retrieving Elder Tokens takes the players whole turn. The living player can however still be used to focus on another player's turn if needed for the adventure only. Any tokens not retrieved stay on the card until the card is resolved, or all tokens are removed. When no more tokens are present on a card, the dead player token is then removed from the field.

5) You can no longer buy Elder Signs, You can however spend 10 Trophies to remove one Doom token from the elder god.

6) At midnight the active player must roll 1 of the 4 black dice (I added some spares I had to the box) for every 2 monsters, and every portal in play. For each "1" rolled add an additional doom, this roll is separate from the first midnight roll. This gives players a reason to kill monsters and close portals. In the event of midnight striking happening in the middle of a player turn due to a roll (before the dice are thrown on the current roll), the active player stops rolling the dice to resolve any and all midnight effects, then continues his/her turn keeping all progress they had prior to midnight.

7) Monsters spawned must be placed in the normal available spots (starting with a portal), if there are no available spots for monsters, then starting with portals, a monster is placed on a face down card. When a card with a monster is flipped, its added to a monster slot on that card if available, if none is present it is added to the bottom of the card.

8) Players can keep a maximum number of items, unique, or spell cards of 5 total (not of each, combined) and 1 ally card. There is no limit for clues.

9) When the elder god is awakened, his "Midnight" effect happens at 3, 6, 9 and 12 o'clock.

-----------------------------------------

What do you think, we played it tonight VS The king in Yellow and won. Mainly because Rule 9 wasn't added then. The old one came into existence, then we locked him away with relative ease because his attack only happened twice

Thread: Elder Sign:: Rules:: Trading?

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by agentkuo

It's not in the rules, but I feel like if you move to a location where another investigator is, you should be allowed to trade items with them. It makes sense, as you're working together.

What do you think? Does this make the game too easy?

Thread: Elder Sign:: Rules:: red and yellow dice

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by sackenji

When red and/or yellow dice are brought into the dice pool, do they stay in the pool for the next investigator after resolving an adventure a)if used for a task, b) if the resolution was successful, or c) if the resolution failed? The rules say "the player returns any dice granted ...to the supply at the end of the Resolution phase." Does "supply" mean the next player's pool?

Thread: Elder Sign:: Rules:: Focusing, Spell Lock, and similar mechanics.

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by Mauth

So we were playing Elder Sign, and we encountered the below scenario.

Player X moves to a location and attempts to resolve. For the purpose of this example, we'll use the following...

The Location has 2 tasks, and an arrow. The two tasks are Double Scroll (first) and Skull (last). On the first roll, a skull is showing, but no scrolls. The skull is focused, and rolls continue.

Fast forward - the player is down to his last 2 dice, and BOOM - double Scroll. Finally completing the task, he is left with a focused Skull dice and no dice to roll. This is the question.

Are players allowed to, at the end of all rolls, spend their focused dice as though they have been rolled, or is the location a failed encounter (and bad stuff happens), because they no longer have a dice pool to speak of.

For clarification - here are the points in the rulebook that i am citing.
Page 10: A focused die is not part of the dice pool, but the player may use its result to satisfy a task requirement on a later roll this turn.

Page 9: If a failed roll forces the player to discard his last die, he fails the adventure and suffers its penalties (see “Rewards & Penalties” to the right).


In our example, we do not have a failed roll causing the discard of the last dice...we instead have a success causing the spending of the last dice.

So i ask you, the gaming public - what is the result.
Adventure Fails because we ran out of dice.
Adventure Wins because we have a focused dice and have not met the listed 'failed' criteria of not having a failed dice roll and / or dice to discard
Adventure is forfeit because we're in limbo and the line on page 9 reads
Note: The player may choose to fail the adventure at any time.


I'm eager to hear your replies.
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