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Arkham Horror
Madness and mayhem abound in this bestselling game of Lovecraftian horror
Moderator: FFGAntonffgjafferffgjoshGeckoThe Spaniard Topics: 3553 | Posts: 39063
List of Errata
Published on 21 November 2008 - 07:34:52

 The purpose of this thread is to list the Errata of the game and keep it collected in one dedicated thread. It will probably duplicate the FAQs and some printed cards. My intent is to only list the cards and game components and not changes to the rulebooks. I ask that the contributions be limited to just the known errata that have been officially answered. Please ask about potential errata in their own threads.

Arkham Location cards
Easttown, Police Station [AH] - An encounter begins "If you succeed at a Luck (-1) check, then Deputy Dingby absentmindedly leaves you holding his gun." The reward should be the ".38 Revolver" instead of the ".45 Revolver." (fFAQ)
French Hill, Silver Twilight Lodge [CotDP] - An encounter begins "The lights go out; you hear chanting and feel a knife at your throat. You may:" The 3rd option should include this text: "If you fail, lose 3 Stamina and all your Spells, then move to the street." (fFAQ)
Ma's Boarding House [BGotW] - An encounter begins "Ma asks you to give her a hand moving a piano..." There are two "Pass" outcomes. The 2nd, losing 1 Stamina and being delayed, should be the "Fail" outcome. (Pendingd)
Northside, Train Station [CotDP] - An encounter begins "You share a train car with a foreign visitor. When you step off and open your valise, you realize that you grabbed the wrong one!" It should continue as follows: "Discard a Common or Unique Item if able, then make a Luck (+0) check. If you pass, draw a number of Unique or Exhibit Items equal to the number of successes rolled, and keep one. If you fail, discard a Common or Unique Item if able, then make a Luck (+0) check. If you pass, draw a number of Common Items equal to the number of successes rolled, and keep one. If you fail this second check, nothing happens. (fFAQ)

Common Items
Lantern [AH1] (x2) - Text is replaced with: "+1 to Luck checks"; cost increases to $3 (DH rules; corrected in AH2; provided in DH)

Game Boards
Lost Carcosa [DH] - The Other World colors are BLUE and Yellow (FAQ)
Terror Track, space 10 [AH] - When the Terror Track reaches 10, a Doom Token is NOT placed on the Doom Track. Instead, the Monster limit is doubled and for every Level the Terror Track would be increased beyond 10, then add a Doom Token for each Level (DH rules)
The Underworld [KH] - The Other World colors are BLUE and Green (assumed)

Investigators
Bob Jenkins [AH1] - Starts with $9 instead of $8 (DH rules; corrected in AH2)
Jenny Barnes [AH1] - Starts with 2 Random Common Items instead of 1 (DH rules; corrected in AH2)
Wilson Richards [DH] - Focus is 4 instead of ?. However, he does not need to use Focus to move his skill sliders (KH rules)

Monsters
The Beast [DH] (x1) - Special Abilities should also include Endless, like all Mask monsters. (oFAQ)

Spells
Denying the Ancient One [CotDP] (x2) - You must "cast and exhaust" in order to use this Spell (oFAQ)
Flesh Ward [AH1] (x4) - Text is replaced with: "Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this card if the Ancient One awakens."; Sanity cost increases to 2 (DH rules; corrected in AH2; provided in DH)
Plague of Locusts [CotDP] (x3) - You must "cast and exhaust" in order to use this Spell (oFAQ)

Unique Items
Healing Stone [AH1] (x1) - Text is replaced with: "Upkeep: Exhaust to gain 1 Stamina or 1 Sanity. Discard this card if the Ancient One awakens."; cost increases to $8 (DH rules; corrected in AH2; provided in DH)

==========
AH1 = Arkham Horror (base game) - 1st Edition
AH2 = Arkham Horror (base game) - 2nd Edition
CotDP = Curse of the Dark Pharaoh (expansion)
DH = Dunwich Horror (expansion)
KiY = King in Yellow (expansion)
KH = Kingsport Horror (expansion)
BGotW = Black Goat of the Woods (expansion)
FAQ
FAQ = Printed Frequently Asked Questions (PDF)
fFAQ = Forum Frequently Asked Questions
oFAQ = old Frequently Asked Questions

- Brian <><

aka ColtsFan76

 

Page 1 of 1 (5 messages) 1
Reply #1 | Published on 05 May 2009 - 14:46:25
2
12

Good information here.

Team Name:
Squirrel Messiah

Location of your team:
Galveston Texas

Season II Scenarios 1-10

Six investigator team.

Final Score: 246

At your service...my lord.

Reply #2 | Published on 05 May 2009 - 15:25:39

Oh if only these cards would be a part of the Innsmouth expansion just like some errata cards made it into Dunwich, whishfull thinking I guess.

Forgive my spelling, english is at best my second language..
Larger elder sign: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=113&efcid=1&efidt=141734

Reply #3 | Published on 06 May 2009 - 05:52:26
1
2

ColtsFan76 said:

 

Flesh Ward [AH1] (x4) - Text is replaced with: "Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this card if the Ancient One awakens."; Sanity cost increases to 2 (DH rules; corrected in AH2; provided in DH)

 

 

 

Are you sure about the Sanity Cost? I have AH2 (and the Dunwich Replacements), and I am quite certain that Flesh Ward costs only 1 Sanity (unfortunately I can't check it at the moment). Perhaps you meant the casting modifier, which is at -2.

Without signature

Reply #4 | Published on 06 May 2009 - 06:22:37
0
0

Flesh Ward is indeed 1 sanity with modifier -2 (broken spell for Daisy, complete crap for the rest)


Reply #5 | Published on 06 May 2009 - 07:34:52

kroen said:

Flesh Ward is indeed 1 sanity with modifier -2 (broken spell for Daisy, complete crap for the rest)

Replace Flesh Ward with pretty much any spell costing 1 or more Sanity and the broken bit is fairly valid still. Complete crap varies for the rest .

A dirty mind is its own reward.

Page 1 of 1 (5 messages) 1

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