|Elder Sign | Published 29 December 2011||Rating||12 votes|
Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it sometimes a thousandfold more hideous.
–H.P. Lovecraft, Facts Concerning the Late Arthur Jermyn and His Family
Are some questions best left unanswered? It no longer matters. The comforting blanket of ignorance is forever lost. Arcane knowledge beckoned from deep within the museum, so you entered. Now, unable to unlearn what you have learned, you must further steep yourself in arcane lore...and maintain your grip on reality long enough to delay humanity’s doom.
Answers from beyond
Forbidden knowledge awaits. The FAQ for Elder Sign is now available on the support page! With a brief, one page errata section followed by a comprehensive list of answers to common questions, the Elder Sign FAQ brings new clarity to your search for otherworldly relics.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror.
"Question: does new errata of "If a monster or effect moves the clock..." (pg6e) resolve before the clock turns or does it stay at midnight?"
>>The monster would move the clock, then players turn would end, and if the clock is at or past midnight- effects would be triggered but not until the players turn ends. It does not stay on the number 12. Midnight is considered anything causing the clock to be on "12" or past at the end of a player's turn.
"Also, when all white bordered areas where monsters would be forced to appear at are filled, and there are more monsters yet to be laid, can you distribute the rest all onto one adventure card or other world adventure card of your choosing or do they have to be evenly distributed in some way...?"
>>This answer is very clear in the rules and this FAQ. If all the white bordered areas are filled then monsters must be placed at the bottom of Adventures Cards so that every card has one monster at the bottom before you can placed 2 on one card. Then if all Adventure Cards have two monsters you can place a 3rd on a card. But before you can place a 4th monster on a card all cards must have 3 monsters on them.
So basically you can't pile all the monsters on one card anymore.
I am very satisfied. All the errata change the game in a way more consistent with what my impression was the original intent of the designers. With the exception of the wild=4 investigation, I already use the errata'd rules as house rules. Now it's official! Thank you FFG!
Cool Thanks for the FAQ
Clarifications actually seemed to make the game easier (didn't realize clue tokens do rerolls for one, some, or all dice, not just one dice), or the red die makes 4 investigation vs 1.
Question: does new errata of "If a monster or effect moves the clock..." (pg6e) resolve before the clock turns or does it stay at midnight?
Also, when all white bordered areas where monsters would be forced to appear at are filled, and there are more monsters yet to be laid, can you distribute the rest all onto one adventure card or other world adventure card of your choosing or do they have to be evenly distributed in some way...?
Glad to get some clarification on how things work, and that character abilities only work for the characters (mostly).
Thanks for releasing the FAQ.
I have one request, could you release the next version so that when printed it will fit in the box (i.e. make it 8.5" x 9.5")