Sliders remain where they are, I move to the Asylum and pay $2 to get up to full sanity.
You realize, of course, that we are now doomed to have a gate open up in the Roadhouse that you just left.
Yeah, I was actually quite tempted to just sit there. I'd have rather moved back to the Silver Twilight Lodge and keep an eye on it instead, but those 2 monsters in the streets haven't been very accommodating. I'm not too overly concerned by it at the moment though, as we only have a single gate open.
He doesn't even need to seal, just close/claim it as a trophy. If at any time there are no open gates on the board and the players have claimed (and still hold) at least [# players] gates, they win the game.
So if we already hold 7 gates among us (which I think we do) and he claims that one by winning the fight or lore check, that's the 8th gate and a winner is us. I think.
The win condition isn't dependent on us holding the gate tokens, it's the number of sealed gates on the board at any given time that the board is clear. Ran into that in my last game that I played. So there's no reason at all to hold onto Gate Trophies if you'd like to spend them on something.
There's more than one way to win the game, and the board being clear isn't required for the "number of sealed gates" option. I was referring to option A, close the gates. With no open gates (like now), if we have in our possession a number of gates greater than or equal to the number of players, we would win.
You seem to be thinking of option B, Seal the Gates, but that doesn't require all the gates to be clear. You just need six that have been sealed.
VICTORY
The investigators win the game in any of the following
three ways: A. Close the Gates
To satisfy this victory condition, the players must
accomplish two objectives:
• An investigator must close the last gate on the board,
such that there are currently no open gates.
• When the last gate is closed, the players must have a
number of gate trophies equal to or greater than the
number of players. These gate trophies do include the
one just awarded for closing the last gate, but do not
include any trophies the players have spent.
If these two conditions are met, the players immediately
win. Stability is restored to Arkham as the Ancient One
slips back into a deep slumber for a few more millennia. B. Seal the Gates
If, at any time, there are six or more elder sign tokens on
the board, the players immediately win. The Ancient
One is driven away and peace returns to Arkham. C. Banish the Ancient One
If the Ancient One awakens (see page 20) but the investigators
manage to defeat it, the players immediately win.
The Ancient One is banished beyond time and space.
...
DEFEAT
If the Ancient One awakens and defeats all of the investigators
in battle, the space-time continuum ruptures, the
Ancient One is unleashed, and all of mankind suffers for
the investigators’ failure. In this unfortunate event, all
players lose the game.
Also, you cannot give away clue tokens, so that is a moot point. Only money, Common Items, Unique Items, and Spells can be traded; trophies, skills, and clues represent experience gained by the investigator.
Ashcan Pete moves to the Unnameable, and kills the nightgaunt.
Jenny Barnes moves to the Asylum.
Kate Winthrop moves to the Asylum.
Michael McGlen moves to the Train Station.
Darrell Simmons moves to the Historical Society.
Arkham Encounters:
Surrounded by gibbering horrors, Harvey Walters closes the final gate. When it disappears, the feeling of oppression in Arkham immediately lifts. As he and the other investigators poke around the deserted town, there is nothing left but sunshine and a soft breeze.
Yet Cthulhu is not beaten, only turned aside for a time. For that is not dead which can eternal lie, and with strange aeons even death may die.
Game's Over: Investigator Victory!
You hold eight gate tokens, and there are no open gates remaining. Congratulations! You've saved Arkham and the world from Cthulhu's return.
Posts
Spell Check: 3 - 0 = 3 BOOM
Will Check: 4 - 1 = 3 BOOM
Combat Check: 4 - 2 +3 + 1 + 3 = 9 that nightgaunt is cowboy sauce
Moving to the Asylum; forego encounter to pay $2 to fully heal my sanity.
Speed 3+1/ Sneak 1
Fight 3+1/ Will 3
Lore 4/ Luck 2+1
Sanity: 5/5
Stamina 3/3
Inventory:
$2 +1 per upkeep (Trust Fund)
3 clue
2 Gate (R'lyeh, Another World)
1 Trophy (Fire Vampire, toughness 1)
Sword of Glory (unique)
Magical Weapon
+6 Combat Check
2 Hands
Price: $8
Find Gate(spell)
Casting Modifier: -1
Sanity Cost: 1
Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Speed(skill)
+1 Speed
When you spend a Clue token to add to any Speed check, add one extra bonus die.
I'll go ahead and move over to the Historical Society. Whatever madness is happening here, I get the nagging suspicion that it's happened before.
Sliders to:
Speed 4/Sneak 1
Fight 2/Will 2
Luck 3/Lore 4
Moving to the library and having an encounter there.
3DS: 0963-0539-4405
Lore 6 and a casting mod of -1 = 5 dice.
5d6.hits(5)=3
Success!
You realize, of course, that we are now doomed to have a gate open up in the Roadhouse that you just left.
Don't forget to pick up your Clue.
Yeah, I was actually quite tempted to just sit there. I'd have rather moved back to the Silver Twilight Lodge and keep an eye on it instead, but those 2 monsters in the streets haven't been very accommodating. I'm not too overly concerned by it at the moment though, as we only have a single gate open.
3DS: 0963-0539-4405
Harvey Walters uses Find Gate, relocates to the Black Cave
Vincent Lee's move
Current Board:
(Assuming we still have 7 claimed gates among us... has anyone turned one in for something?)
So if we already hold 7 gates among us (which I think we do) and he claims that one by winning the fight or lore check, that's the 8th gate and a winner is us. I think.
Also, you cannot give away clue tokens, so that is a moot point. Only money, Common Items, Unique Items, and Spells can be traded; trophies, skills, and clues represent experience gained by the investigator.
I have never actually reached the end of a game, so this is pretty exciting for me.
While I should wait for the Encounters Phase, I'll roll for the closing now....
Lore 6 + Difficulty 1 = 7 dice.
7d6.hits(5)=5
Success!
Vincent Lee moves to the bank.
Sister Mary moves to the library.
Ashcan Pete moves to the Unnameable, and kills the nightgaunt.
Jenny Barnes moves to the Asylum.
Kate Winthrop moves to the Asylum.
Michael McGlen moves to the Train Station.
Darrell Simmons moves to the Historical Society.
Arkham Encounters:
Surrounded by gibbering horrors, Harvey Walters closes the final gate. When it disappears, the feeling of oppression in Arkham immediately lifts. As he and the other investigators poke around the deserted town, there is nothing left but sunshine and a soft breeze.
Yet Cthulhu is not beaten, only turned aside for a time. For that is not dead which can eternal lie, and with strange aeons even death may die.
Game's Over: Investigator Victory!
You hold eight gate tokens, and there are no open gates remaining. Congratulations! You've saved Arkham and the world from Cthulhu's return.
Final Board:
Thanks for sticking around; it was fun.
Last one out, hit the lights.
"And I'm off to ride the rails. Sounds like there's a spotta trouble in Innsmouth these days."
"ARF"
Best line I didn't get to use: getting deputized. ("I'm your worst nightmare: a hobo with a badge!")
I know it's hard to keep running one of these.
Did I end up with the most Trophies? :P
3DS: 0963-0539-4405
That would be Sharp, with three closed gates.
Thanks for playing, everyone!