A number of cards from the encounter deck prohibit investigating the location until a specific activity has happened (usually a test and then discarding the encounter card). However, this doesn’t stop investigators from triggering abilities that allow you to ‘discover clues at your location’ as discovering is not investigating.
What are the rules for opening hand in Arkham Horror?
Draw your 5 cards for your opening hand. If any of those cards are weaknesses (your unique player weakness, basic weaknesses, or story-based weaknesses), set those cards aside and draw cards from your deck to replace this. Do not trigger these weaknesses. Continue this process until you have nothing but 5 non-weakness cards in your hand.
How many cards can you draw in Arkham Horror?
Draw cards from your deck until you have 5 cards in hand. If you drew any weakness cards, just like in Step #2, put those aside and then draw replacements until your hand is full of 5 non-weakness cards.
How are investigators activated in Arkham Horror LCG?
Players choose the order in which investigators act. Whilst each investigator takes their three actions consecutively, the concept of maintaining a strict player order (such as in Lord of the Rings) isn’t present in Arkham Horror and investigators get ‘activated’ in any order that they want.
When do Doom tokens go in Arkham Horror?
10. When an Agenda advances, all the Doom tokens in the game are removed. So all that Doom stacked on those pesky enemies is going to go as well, which means that if you know the agenda is going to advance next turn feel free to stack Doom left right and centre.
Is there a mulligan rule in Arkham Horror?
The Mulligan Rules are different to every other FFG game. Yeps, it’s a basic one to get us started, but the number of times I mulligan the whole hand in Arkham Horror is a bit silly. Of course, the actual rule is that you set aside any number of cards and then draw the same number.