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mageith

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    Fremont, California, United States
  1. mageith

    Question about Charlie Kanes special action

    Emphasis mine. My understanding is the sentence is there to clarify his ability not to modify it. It means that it can be used on an investigator that has not performed any actions yet this round in addition to investigators that have taken actions this round. It doesn't say "can only" or anything else that would be overriding what it says on Charlie's card itself. I think it is obvious that Charlie can use his ability on an investigator who hasn't yet used any actions, so the clarification is that Charlie cannot use his ability on investigators who have already acted. I also think it is also to clarify that Charlie's ability does not give another investigator the option to use one of their actions a second time.
  2. One. Always and only one. In addition I separate the decks so half of the Mythos cards come from the expansion I'm playing. But as others have noted your question really seems to to be about game length and that has to do with the number of players and therefore the number of player turns.
  3. mageith

    Tommy Muldoon: Hero Question

    I usually use it to shoot down flyers.
  4. mageith

    New "real" player

    Did this answer your question? What I thought I read was that you wanted to increase the abilities of the investigators (or players) but in doing so not make the game too easy? What do the XP do for the investigators/players? What kinds of bonuses are you thinking of giving them for their XP? If you give XP to players, then do they lose XP when they are devoured and/or lose a game? Your question is actually a very complicated question. The abilities of the investigators vary widely to begin with. The danger posed by the Old Ones vary even more widely. Have you referenced the statistics reports put together by Tibs. This might give you some ideas on rating them. I attempted such a campaign system early on but my group really didn't seem interested. They were more interested in playing the different investigators then pumping up one particular investigator. How I do it now, mostly unbeknownst to my group, is when an investigator is devoured or retired s/he goes into a devoured file never to be seen again until almost all the other investigators are retired. I do the same thing with the Old Ones. Once one is defeated, it goes into a defeated file so what happens is the best investigators end up fighting the toughest Old Ones until one side or the other is no more. Usually the Old Ones win. To pump up the invesitgators who defeated an Old one, I'd either give them an extra item or allow them to draw additional items and choose from among them. Giving them one extra choice per their victory, for example. This would take a measure of bookkeeping however. In my mind the experience should be with the investigator not the player.
  5. mageith

    To Horus725

    But what if the penalty is being sent to the Innsmouth Jail Cell and only being allowed to draw 1 card? You don't know which or what Old One you're dealing with. Besides is it discussing rules when you are discussing not discussing rules. What is it really like to be lost in time and space? Here's Innsmouth looking at you, kid.
  6. Terror is definitely not a big enough deal but in a normal game it's pretty much dead anyway. We don't have a monster limit anymore. Monsters in the streets of Arkham increase the terror level. If there are more monsters in the street than the number of the terror level, the terror level increases by 1. In addition, we close a stable location in Arkham town other than the police station. Our terror level routinely hits 6 and 8 or 9 is not unheard of. Still 10 is rare. One upside. Investigators can ignore (not evade) single monsters in the streets. If you like terror and killing monsters you ought to try it. We play a similar mechanic. Treat Kingsport normally, but when rifts collide they are both removed but cause a gate opening and that area is considered unstable. The gate counts toward the gate limit and it can be sealed. However when it gets that far, we've always lost. A slightly harder version is to open a gate on the location indicated on the last rift token. But since some of the rift tokens are duplications you could end up with monster surges. If a rift collides with an open gate, I'd probably have a surge too.
  7. Terror is definitely not a big enough deal but in a normal game it's pretty much dead anyway. We don't have a monster limit anymore. Monsters in the streets of Arkham increase the terror level. If there are more monsters in the street than the number of the terror level, the terror level increases by 1. In addition, we close a stable location in Arkham town other than the police station. Our terror level routinely hits 6 and 8 or 9 is not unheard of. Still 10 is rare. One upside. Investigators can ignore (not evade) single monsters in the streets. If you like terror and killing monsters you ought to try it. We play a similar mechanic. Treat Kingsport normally, but when rifts collide they are both removed but cause a gate opening and that area is considered unstable. The gate counts toward the gate limit and it can be sealed. However when it gets that far, we've always lost. A slightly harder version is to open a gate on the location indicated on the last rift token. But since some of the rift tokens are duplications you could end up with monster surges. If a rift collides with an open gate, I'd probably have a surge too.
  8. mageith

    Incorporating Strange Eons content

    I've changed practically everything to one degree or another: Mythos, Other Worlds, location, completely changed Black Goat of the Woods, changed all the Injury and Insanity cards, Exhibit items, many common items. Added 19 new investigators. It's very easy to do it if you are willing to sleeve all your cards and then simply print your changes, trim them and slip them within the sleeves. Use pretty thin paper. I still mostly follow the turn order .
  9. mageith

    New Players

    Walk said: I'm feeling bold, so here's another thread: how do you generally introduce new players to the beast that is Arkham? And how do they generally fare? For me...I'm going to get a lot of flak for this, but I plunge them straight into the deep end: all expansions, straight off the bat. Believe it or not, it's not a disaster. Works fairly well, actually. The key factor is that I handle all of the stuff that happens during the Mythos phase, and so, while I generally give them an idea of what's going on, they don't need to know any of the specifics. Like I said, it works okay in general, although they sometimes feel a bit overwhelmed with all the options. In order to make sure they understand the rules, I e-mail them the rules beforehand-or rather, I e-mail them a condensed (but still massive) summary of the rules that I typed up. They never read it, of course, so I just end up explaining it on the spot. That can get tricky. The only thing I run through is monster combat and the two purposes of the Clues. I emphasize that there's no such thing as extra clues and don't be wasting them just to save their measly lives.
  10. mageith

    Arkham Horror Game Group

    Where exactly in the bay area? I play nearly every weekend in Fremont.
  11. LIfe and rules work in opposite ways. In life, you can do anything you want until you run up against the law and/or physical limitations. In a game, you can't do anything unless the rules say you can.
  12. mageith

    # of expansions one plays with at once?

    "eidm=631186I'm a big fan of the thematic element of the game, so I want as many cards in as many decks as possible so that I can enjoy all of the horrible things that can happen to my investigator, so I'm hesitant to trim the Arkham encounters decks." I am big fan of the theme and that's why I use mythos cards from 1 expansion at time plus base plus MH + Lurker For the location decks I use the cards from the small expansion I'm using mixed in in with an equal number of cards the big boards. The big board location cards aren't as thematic as the small expansion location cards are. For the Other Worlds I have a deck for each other world, too.
  13. mageith

    Game's Hatred & Thematic Fun

    "And speaking of fun game moments, I find it always quite hilarious that spending a Clue Token does not make sense thematically in this game whatsoever. What's that? I failed this check and this tree is alive and attacks me? Wait wait..I remember now (clue)..this tree is not alive. What? My memory is fading away into darkness and I lose 2 sanity? Wait..I remember now, (clue) my memory is not slipping away." This would a great power for an Ancient One or a Madness card. (In fact, I thought it was, but couldn't find it..) Cannot use Clues to aid with Skill checks.
  14. "Bob at least had his knife to throw himself upon." Sounds like you're going to try again anyway. You'll probably have better luck (since it would be hard to have worse).
  15. mageith

    Most Ridiculous Encounter

    "And as he went out on the balcony of his room and gazed down at the sea of red tiled roofs and cobbled ways and the pleasant fields beyond, all mellow and magical in the slanted light, he swore that Ulthar would be a very likely place to dwell in always, were not the memory of a greater sunset city ever goading one onward toward unknown perils. " Dreamquest of Uknown Kadath
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