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Reply: Cthulhu: Death May Die:: Rules:: Re: Dark Young timing question.

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by Dormammu

We discussed this because it's almost guaranteed to come up every game when fighting Stage II Black Goat. When he starts doing 1 damage to everything within one space, he will quickly have all six Dark Young around him dying and respawning. So the order matters a lot: are there always six in his space or are there down turns with fewer?

I feel the answer is actually pretty clear when you read the steps to resolving a roll.

1. Apply successes. In combat this is damage. I believe wounds are applied and killed models are removed in this step.

2. Apply results of the roll. Examples given include effects that come from things being killed. This is why I believe killed models are removed in step 1. So in this phase, the damaged Dark Young will trigger its ability and return the killed model to the board.

3. Apply sanity losses, trigger insanity, gain skill increase, in that order.

Based on the wording of step 2 and that it specifically all happens after step 1, I am quite confident that the model returns to the board in your example.

Note also, I find players tend to mark sanity taken right away before resolving rolls. It's good to remember this is wrong because it can matter a lot. Returning to your example, if you hit a sanity breakpoint with Psychotic Outbursts or Pyromania, you would apply the results after the fresh spawn was placed in step 2.

Reply: Cthulhu: Death May Die:: General:: Re: Compared to Massive Darkness

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by TimmoWarner

I enjoy Massive Darkness, but find DMD much more fun.

I imagine I'll play Massive Darkness again sometimes just for the different mechanics, but if I had to choose to play only one over the other, I'd go with DMD for sure.

Reply: Cthulhu: Death May Die:: Rules:: Re: Discovery cards

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by JP Falcon

TV0R wrote:

JP Falcon wrote:

If I do not want to spend the stress in the top “may” action or the bottom “or” action, can I simply discard the card?


Yes, as long as the wording allows it (both options start with 'you may'). Second option is often Guilty Conscience that cannot be discarded.


Let me bring up a specific card..I have only 1 stress. The top option I "may" claim Jerome for 2 stress. Since I only have 1, this I cannot do. The second option is OR take 1 stress to claim bleach. If I do not want to spend my last stress for the bleach must I take it anyway?

Reply: Cthulhu: Death May Die:: General:: Re: This moment...

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by TimmoWarner

I must say, DMD has really exceeded all my expectations.

It LOOKED like it would be fun, but I've found the characters and backstories really amusing and really like how different all their special abilities are, the boxes are really well organized, the game play itself is a LOT more fun than it appeared from just reading the rules, the miniatures are great, the art is great, AND it's remarkably simple to play and teach!

Edit: Oh, forgot to mention that it's really fun to play solo, too!

Well done to everyone involved!

Reply: Cthulhu: Death May Die:: General:: Re: Log your plays and success rates here! With results...

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by Mr Skeletor

Dormammu wrote:

It is interesting Yog-Sothoth is such a pushover. I'm guessing they shouldn't have included the rule that destroying a Yog Gate also does 2 damage to an enemy in the same space.


I don't find him a pushover - I'm wondering if people are playing something with him wrong (or maybe I'm playing something with him wrong)

Reply: Cthulhu: Death May Die:: General:: Re: This moment...

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by hankheyming

TimmoWarner wrote:

I must say, DMD has really exceeded all my expectations.

It LOOKED like it would be fun, but I've found the characters and backstories really amusing and really like how different all their special abilities are, the boxes are really well organized, the game play itself is a LOT more fun than it appeared from just reading the rules, the miniatures are great, the art is great, AND it's remarkably simple to play and teach!

Edit: Oh, forgot to mention that it's really fun to play solo, too!

Well done to everyone involved!


Agreed. I had modest expectations. They far, far exceeded them.

Reply: Cthulhu: Death May Die:: General:: Re: Compared to Massive Darkness

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by mikanyg

Im also a MD and Zombicide fan, but currently DMD is scratching my itch.

All 3 games have some similarities (besides the cool minis), but plays very differently.

DMD properbly has the must simple and streamlined rules, more than I anticipated, and the scenarios combined with the use of sanity/powerleveling is just working really well.

I'll definitely spend the x-mas playing DMD, but MD will hit my table again at some point.

Reply: Cthulhu: Death May Die:: General:: Re: Compared to Massive Darkness

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by Mr Skeletor

Massive Darkness was a half baked snorefest. One of the most disapointing KS I have done.
DMD on the otherhand is an utterly brilliant design, the best example I have seen of a stripped down 'basic' game ever.

Reply: Cthulhu: Death May Die:: General:: Re: This moment...

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by Hex_Enduction_Hour

Nice moment!

Just today I found a used copy on eBay and BIN. Box appears damaged, but apparently the contents are complete. Still waiting for the seller to reply to my inquiries and verify it's all intact before it ships out to me. Heh, heh. Wish me luck, folks.
*fingers crossed*

Reply: Cthulhu: Death May Die:: General:: Re: This moment...

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by JaspeLoedm

TimmoWarner wrote:

I must say, DMD has really exceeded all my expectations.

It LOOKED like it would be fun, but I've found the characters and backstories really amusing and really like how different all their special abilities are, the boxes are really well organized, the game play itself is a LOT more fun than it appeared from just reading the rules, the miniatures are great, the art is great, AND it's remarkably simple to play and teach!

Edit: Oh, forgot to mention that it's really fun to play solo, too!

Well done to everyone involved!


All this with a fairly quick set up and 45 min to 1 hours-ish playtime!

Reply: Cthulhu: Death May Die:: General:: Re: This moment...

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by Silopolis

I started working on painting my DMD minis. I primed the Investigators in the Core Set, knowing there were ten more in Season 2, and "some number" in the Unspeakable Box.

I opened the Unspeakable Box to find them two-trays-deep. TONS of Investigators, each with their own special, unique abilities.

I was stunned.

...and I quickly went to work organizing their dashboards in the order they're placed in the trays, so I can reference them more easily while painting them. ;)

Reply: Return to Dark Tower:: General:: Re: Incorrectly listed as a "reimplementation" of Dark Tower?

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by daveboy

jwarrend wrote:


Hmm, do people actually do that in co-ops? I've played quite a bit of Escape and Lord of the Rings and have never observed someone to say "Ha ha, five black masks, sit there and rot, sucker!" or "Three pips on the die, you're Sauron-food for sure, chump!"

Schadenfreude seems like an intrinsically competitive-game thing.


Ah I can see that came across harsher than I intended, it's not like I'm gonna be seriously rubbing their nose in it. Just the ole "I'm glad the other guy has to deal with it" with a side of light teasing. "Oh you having a little trouble there? Corrupt Bazaar getting you down? That's a shame."

But you know, if Gondor calls for aid, Rohan will answer. We're in it to win it.

Thread: Cthulhu: Death May Die:: General:: Do-nothing enemies

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by Sarcasmorator

Is it just me or are some enemy types very static? They don't seem to move much in general unless being dragged along behind an investigator, and the Cthonian in [o]S1E2[/o] seemed especially torpid. It didn't move or attack even once, then we killed it with Marksmanship, and never drew the single mythos card that would bring it back. [o]It was guarding a tome but we just went after different ones.[/o]

Reply: Cthulhu: Death May Die:: General:: Re: Do-nothing enemies

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by MrBungle333

Played either episode 4 or 5 twice. First game the Cthonian didn't move from his spot. The second game he moved with the 1st mythos card and caught me off guard. Forgot he moved after the 1st game.

Reply: Cthulhu: Death May Die:: Rules:: Re: Dark Young timing question.

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by Homey_Christ

Dormammu wrote:

We discussed this because it's almost guaranteed to come up every game when fighting Stage II Black Goat. When he starts doing 1 damage to everything within one space, he will quickly have all six Dark Young around him dying and respawning. So the order matters a lot: are there always six in his space or are there down turns with fewer?

I feel the answer is actually pretty clear when you read the steps to resolving a roll.

1. Apply successes. In combat this is damage. I believe wounds are applied and killed models are removed in this step.

2. Apply results of the roll. Examples given include effects that come from things being killed. This is why I believe killed models are removed in step 1. So in this phase, the damaged Dark Young will trigger its ability and return the killed model to the board.

3. Apply sanity losses, trigger insanity, gain skill increase, in that order.

Based on the wording of step 2 and that it specifically all happens after step 1, I am quite confident that the model returns to the board in your example.

Note also, I find players tend to mark sanity taken right away before resolving rolls. It's good to remember this is wrong because it can matter a lot. Returning to your example, if you hit a sanity breakpoint with Psychotic Outbursts or Pyromania, you would apply the results after the fresh spawn was placed in step 2.


Sounds reasonable enough. So pretty much you’re going to just have all 6 of those a-holes on the map at all times once you start hitting the end game.

Thread: Cthulhu: Death May Die:: General:: Cthulhu: Death May Die Inventory

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by James2044

General Information
Each Episode Box contains a map, Mythos cards, Monster information, discovery items and special rules and any needed tokens for the episode.
Each Elder One box contains the Elder One, stage cards and Mythos cards. Some contain special monsters for that elder one.
An Elder One box and Episode Box combine for a game. Any Elder One can be combined with any episode.
Up to five investigators can be used in with all combinations of elder ones and episodes.

Base Game
• Elder One
Cthulhu
Hastur

• Episode Boxes
Blasphemous Alchemy
Tomes of Madness
Danse Macabre
Accursed Tide
Unspeakable Hour
Elderitch Idols

• 10 Cultists

• 18 Monsters

• 17 Board Tiles

• Insanity deck

• Counters & tokens

• Rule book

• Play mat

• Investigators
Elizbeth
Adam
Ahmed
Borden (Lizzie Borden)
Sister Beth
Morgan
Ian
Rasputin
Fatima

Unspeakable Box
• Elder One
o Dagon & 3 monsters
o Yog Sothoth & 1 monster

• Episode Boxes
Speak Fhtagn or Die!
Lord Nameless
Cultmaster X
Lord Faceless
Bright Lights, Big Monsters
2 Yithian
2 Mi-Go
Happy Birthday requires the Unspeakable Box to play

• 5 Plastic Dashboard Trays

• Investigators
Julia (Marlene Dietrich)
Meryl
Richard (Douglas Fairbanks Senior)
Maki
Maxim
Oliva (Amelia Earhart)
Al (Al Capone)
Tina (Louise Brooks)
Vincent
Roxie (Zora Neale Hurston)
Fleur (Mary Borden)
Gronk (Orson Wells)
Pops
Margie
Bert (Albert Einstein)
Ernest (Ernest Hemingway)
Josephine (Josephine Baker)


Black Goat of the Woods
• Elder One
Black Goat of the Woods & 6 Dark Young


Season Two Expansion
• Investigators
Father Luke
Mary Diaz
Alex Parker
Ariele Venturi
Hailia Hovath
Sergeant Mario Braghieri
Sam Woods
Machinists Mate Tony Boyle
Margarethe' Richter
Adilah Vidal

• Monsters
Tcho-Tcho
Nightguant
Hound of Tindalos
Star Vampire
Flying Polyp
Bokrug
Yugg
Elder Thing
Dimensional Shambler

• Episode Boxes
Strange Bedfellows
Santificetur Nomen
Monster in Sin City
Nameless Woods
Creeping time
Endgame

• 8 Board Tiles

Special note: Season Two Monsters are only used with Season Two episodes.

Reply: Cthulhu: Death May Die:: General:: Re: Cthulhu: Death May Die Inventory

Reply: Cthulhu: Death May Die:: General:: Re: Do-nothing enemies

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by jerrylsantos

Through general observation, the larger enemies do tend to have less cards in the mythos deck. I’ve never seen it as a problem or boring. The few times I tried to bank on them not moving (or spawning) tend to be the times that their card comes out. In my experience it’s been enough to keep me weary. If anything, the starting locations of the larger figures tend to be enough to encourage an “easier” path, and reacting appropriately to their unpredictable movement is part of the fun.

Reply: Cthulhu: Death May Die:: General:: Re: Do-nothing enemies

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by Dormammu

I actually believe this is a hidden strength of the game. Because the Mythos deck is reshuffled after every advance, there is no guarantee that any one enemy type will be strong or weak in a given game.

Using the first episode as an example, since everyone knows it, I’ve had games where the Fire Vampire never moved and I’ve had games where people were killed by being double-teamed by aggressive Fire Vampires.

This gives the same scenario the potential to play out in meaningfully different ways. It also keeps you on your toes when you’re not sure which enemy is the most pressing danger.

There are usually two cards in the 16-card deck for larger enemies. If you want to play as if they won’t get you, your gamble will pay off... sometimes.

And don’t forget they tend to move farther when they do activate.

Reply: Cthulhu: Death May Die:: General:: Re: Cthulhu: Death May Die Inventory

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by James2044

MrBungle333 wrote:

Fleur is Florence (K)Nightingale. Borden is Lizzie Borden


If you stick with the 20s/30s she is an American socialite, WWI nurse as I listed it. Check her out.
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