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Everything posted by mageith
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Congratulations! You didn't even have to wimp out and use 4 investigators.
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Dam said: mageith said: I always leave the Terrible Experiment out to prevent further rumors too. I can't do that anymore. Not that I've ever tried, I always either tackle a Rumor ASAP or just let it fizzle (Mad Bomber mostly, Virulent Disease in a recent game as it ended one turn before I won). But I recall one time when I failed to keep TE in check, and someone failed to kill a 1-toughness monster (probably the only one on the TE), got sent to the Hospital, TE failed, GOO woke up. The mix of monsters with Kingsport is more terrible than your mix (twist) and my investigators are not usually equipped to take out the mnsters on TE. We're usually a more sneaky bunch. Usually only Emily has the equipment to handle them and she doesn't always. Also she becomes the Deputy as soon as possible and each combat (should) entail a demolish check on the patrol wagon.
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Dam said: One thing I do have to say I've gotten pretty lucky of late is Rumors, most of the time I seem to cut the deck just right, with the first Mythos card being a nasty Rumor, which of course gets bounced due it being the pre-game Mythos. Even during games not getting Rumors that often (here not sure how the dilution works), or they are ongoing as the game ends, so can't really check Pass or Fail box. Me too. Short games. I think I once calculated there's about a rumor every 10 or 11 turns. So in a 13-14 Mythos game, 1 rumor most of the time. Lots one times none. One out of 10-11 games, that rumor will be at the beginning as you note. Also, I think with so many cards, the spread is larger, not that that should make any difference but maybe it does. Also I think the kind of rumors are changing. Dunwich had horrible rumors but the rumors have become kinder and less demanding. For example, a rumor that effects you on a 1-2 (or only on moon monsters moving) can go half a 14 turn game before its important. If it comes in the last half, you can pretty safely ignore it. I always leave the Terrible Experiment out to prevent further rumors too. The Southside Strangler always seems to come out, but it will last 9 or ten turns since we so seldom get allies anymore.
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The most useless card/concept/mechanism
mageith replied to Citron's topic in Arkham Horror Second Edition
Citron said: And to start it - I think the Cult Membership (BGoTW) is a complete flop! Is there any (real] benefit of joining? Worse than useless: Cult membership, Rare book collection and Velma's Gratitude. Nobody will take this is they can get away with it. Almost useless: Sheldon Gang membership, Rail Pass Almost worth it: Darke's Blessing, Coded messages Arkham Advertiser: I make all these cards more available through my newspaper for the taking. Rare book collection: You get full value back for any unique tome. Velma's gratitude: You get a retainer in addition: No takers. The injury card is too much Sheldon Gang members: Available for 5 toughness at the Woods: No takers Rail pass is available at any depot for $3. I took it once, but didn't get my money's worth. Darke's blessing. No takers,though we have activated it twice. Coded messages. Always talked about but never activated. Changed. Takes away a doom token too. No takers. Too out of the way. Captain of the White Ship: Takes away a doom token too. No takers. Useful in certain circumstances: Bank Loan: If Jenny, Wilson, bootlegger. Retainer holds always seem to get burned. Silver Twilight Lodge: I like it, but no one else does. Pass Diana's PS and its too good. Missions: Only two ever accomplished. One removed rumors and one for final battle (that didn't happen) Tasks: Probably about 5 have been accomplished. Probably 15 have been attempted. Used a lot: (In order of use:) Arkahm Asylum, St. Mary's Hospital. Curiosite Shoppe, Police Station, Science Building, Gilman's Grocery, South Church, Congregational Hospital, Harney (sp) Pond, Ma's Boarding House, Ye Olde Magick Shoppe. -
Dam said: mageith said: ??? Where are you seeing/hearing that? Tibs' stat sheet. Whenever I log a session of mine, I check the games between my current and previous session. Also check to see I didn't make any errors in reporting my current one. Okay, half-way is a bit of a stretch, but several that have only checked the IH box that have been won around 8-9 on the doom track (a few even less). awp832 seems have quite a few of them, but you have a Shudde game won on seals with 7 on the doom track. I went through the last 40 games of IH only games: (Doing it by hand gave me a headache, but I think it's pretty close.) W-L 22-18 55% (slightly below average) Wins by seals (14) #Doom tokens at victory: 6< 2 7-1 8 -3 9-3 10+ 4 Final Combat wins (6) Unknown method wins (2) AWAKENINGS (24) Doom 8 Too many Gates 6 Deep One rising 9 Unknown 1
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Sometimes I just mix in the Exhibit items with the Unique items. Players always have a choice to ignore the Exhibit item without looking at it. They get to look at it after they've refused it. Emily loves exhibit items. I can't say I do. We put a value of $6 on them if that comes up.
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The Second Great Ritual of Voting: This Time, It's Personal
mageith replied to Jedit2's topic in Arkham Horror Second Edition
Last post: jgt Too late to save Minh for another day. Well that inspiriation is gone. HURT: Diana -- Always too fiddley HURT: Zoey -- Always a dissapointment HEAL: Roland -- Always fun! Agnes Baker, the Waitress 9 Akachi Onyele, the Shaman 3 Ashcan Pete, the Drifter 7 Bob Jenkins, the Salesman 4 Carolyn Fern, the Psychologist 4 Darrell Simmons, the Photographer 8 Dexter Drake, the Magician 6 Diana Stanley, the Redeemed Cultist 7 Finn Edwards, the Bootlegger 8 Hank Samson, the Farmhand 5 Harvey Walters, the Professor 9 Jacqueline Fine, the Psychic 8 Jenny Barnes, the Dilettante 7 Joe Diamond, the Private Eye 8 Leo Anderson, the Expedition Leader 8 Luke Robinson, the Dreamer 5 Mandy Thompson, the Researcher 4 Marie Lambeau, the Entertainer 7 Mark Harrigan, the Soldier 7 Michael McGlen, the Gangster 5 Monterey Jack, the Archeologist 8 Norman Withers, the Astronomer 6 Rex Murphy, the Reporter 4 Rita Young, the Athlete 2 Roland Banks, the Fed 9 Silas Marsh, the Sailor 9 Sister Mary, the Nun 9 Skids O'Toole, the Ex-Convict 7 Tommy Muldoon, the Rookie Cop 8 Tony Morgan, the Bounty Hunter 6 Trish Scarborough, the Spy 7 Ursula Downs, the Explorer 9 Wendy Adams, the Urchin 4 William Yorick, the Gravedigger 9 Wilson Richards, the Handyman 9 Zoey Samaras, the Chef 4 37th Minh Thi Phan, the Secretary 38th Rita Hayes, the Actress 39th Charlie Kane, the Politician 40th Lily Chen, the Martial Artist 41st Jim Culver, the Musician 42nd Patrice Hathaway, the Violinist 43rd George Barnaby, the Lawyer 44th Kate Winthrop, the Scientist 45th Gloria Goldberg, the Author 46th Amanda Sharpe, the Student 47th Daisy Walker, the Librarian 48th Vincent Lee, the Doctor -
avec said: mageith said: Cthulhu is really quite a disappointment. Unless you're playing an investigator with a max Sanity of three. It's definitely more of an inconvenience. But I've done it and survived. I may even be able to find the T-shirt somewhere. However we will let Emily redraw 3 point stamina or sanity investigators in that case.
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Solan said: That's 100% right as I understand it. Mageith, you seem to be referring to some sort of house rule you use regarding the placement of monsters, correct? Yes that was my point/question. To jgt: I entirely mispoke. Of course, I do not get to choose not to place a monster in Innmouth. I was not only not clear, I was wrong in my description. (However I think I do play it right, just not how I described it.) If there's a monster surge and gate(s) in Innsmouth, it will get hit.
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jgt7771 said: Love ya to death, Tibs... In the case with Mandy, her ability seems fair on paper. Once per turn seems totally fair. In practice it just seems to be completely awesome. Starting with 4 clues isn't bad either. Now, with Epic Battle and harder AOs, winning final combat isn't affected largely by Mandy's ability anymore, so it may now be considered fair. I'll bet if she was released in Kingsport or Innsmouth, nobody would make as big a deal about her. I wonder what is the statistical improvement that Mandy brings over time. It's a powerful reroll to be sure, but which reroll, which phase, how many dice? Over time, Mandy's assist fails just as much as it succeeds. The only thing that makes Mandy so awesome is our overhyped collective impression of her. And "shotgunning Clues" or any other strategy that depends on Mandy to pound an AO cannot be done without complete awareness of what is being done...and those people have their own consciences. As soon as Daisy and her ability were revealed, I and many other forum members immediately recognized the problem. This is where I started wondering if the expansions were thoroughly tested. If her "reduce spell cost" was limited to one use per round, and maybe you couldn't both use it AND the tome ability in the same round, she would be fair. A free shrivelling is something to reckon with; TWO free Shrivellings is totally absurd. Nevermind that she can take ANY SPELL of her choice using her book, and she doesn't even lose two sanity for it! Though certain other 1-sanity spells like Arcane Insight and Alchemical Process are still exploitable. A good chunk of this is Backwards Compatibility. Storm of Spirits and Arcane Insight are KY, Alchemical Process is DH. Does FFG playtest all expansions together? I don't think so either. She can only use the Livre d'Ivon once (Scroungers know precisely what they're doing). I'm not saying Daisy isn't a great Investigator, but my experience differs so greatly from those who claim "broken". So what am I not doing with my exact copy of Daisy that they are? When I read Patrice I almost cried. There appears to have been no thorough playtesting of this character. One clue per opening gate? Good. 5 clues when the doom track hits 9? Pushing it--but still good. Investigators can spend her clues?? I realize that that is her principal ability, but HOLD ON. As long as she's accumulating clues for doing nothing, investigators can all enter gates and not worry too much about dipping below 5, because they can still spend her clues to seal! She will have a boatload of clues by the end of the game, and she NEVER even has to enter a gate! Now, if she had the "one clue per gate" OR "five clues at doom-9" and investigators could only spend clues to add to skill checks and not towards sealing gates, Patrice would be a well-rounded, fair character. You may have noticed in my last stats report that the majority of the Innsmouth investigators are clustered towards the middle-bottom of the list of "investigator usefulness," while Patrice is way the hell up in 3rd place, after only a month of Innsmouth submissions. This is no coincidence. I would like to know how many PLAYERS were in those Investigator games that jacked Patrice so high. I once had Dexter, the Necronomicon, and a Healing Stone locked up in the Asylum for almost an entire game, finding all the best Spells for everyone else. Do these ranking games involve three players telling the fourth that her job is to find Clues for them and stay out of trouble, or is it one player who just sits one of his "tools" out of the action in order to win a game of solitaire? Again, not saying Patrice isn't powerful, but I'm once again failing to match up to such an experience with her. Technically, most of this is Backwards Compatibility, FFG's greatest failure. I have to say I'm with Tibs on almost all of this discussion. Mandy is like having 2-4 re-rolling clue tokens each turn. In my evaluation of characters, the good ones return about 2 points per turn every turn. 2 points is equal to a clue, stamina or sanity. Or they return a gate per game--Either sealing one or taking away a doom token. All characters don't fall easily under this, but many do. Mandy returns up to 4 clues per turn--but only the re-roll portion. Patrice returns two full clues per turn and to anyone who needs them. She's probably twice as good as Mandy, who's twice as good as nearly anyone else in the base game. Daisy, if you pick the right spells can be and do anything she wants. My favorite combo is Summon Shantauk. With that she'll easily seal three gates in a four player game and probably have her original Sanity intact unless a colour out of space is in the game. At least with Daisy and Wendy (the fourth angel), their awesome abilities weren't completely self-evident. I've seen plenty of players waste their attributes on petty missions. Mandy and Patrice's ability are so self-evident, that doesn't really happen. On the other end, Vincent is lucky to return 5 stamina tokens per game and usually none to anyone else. Until Dexter was fixed, he'd come up with maybe two spell choices (not actual spells). Later on with free casting spells, he's sometimes viable and now that he's more than fixed with his personal story, he even contributes most of the time. Mandy's re-rolls may not always work but they work as much as 4 dice or so of re-rolls would work, which is most of the time. Backwards compatibility is a failure, but it might really be failure on the player's parts, not FFG. There's really no recommendation that all or more than one expansion be played at the same time. Neither is there a warning against it, which is FFG's failure, IMO. I don't think FFG probably expected AH to be so popular and so weren't so worried about safeguarding the balance of the game for prying minds. It's not like AH is a tournament game or anything anyway. The game belongs the players and they can make any modifications they want to make the game more fun and or realistic or balanced and believe me, I do.
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Dam said: I keep seen more report of people using just IH and winning with the doom track barely half-way, even with a gate burst removing a seal, making me think base + IH is ever easier. ??? Where are you seeing/hearing that? Without at least one elder sign, I'm in trouble in Innsmouth. We recently lost with three. Didn't even get them all placed. It's not just doom tokens that kill you in Innsmouth. Its the Deeps Ones Rising. As elsewhere debated, unless the Devil Reef gate is activated, the Deeps Ones probably won't rise. If you are going to play a whole big bunch of Mythos cards, that won't happen in lots of games. Still, 14 turns/mythos card games is impressive.
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Dam said: Dilution might be part of the problem, not all of it.Monster surges are another thing. Even if D. Reef, EOoD and Marsh Refinery are already open, they'll get 1 monster each at "best" and only the D. Reef one has the real likelyhood of actually going to the vortex (assuming it's not a Blue/Green/Yellow, which happens often). There is something fishy going on if you can have 8 monsters in IH and not having to worry about them going to the vortex off Joe Sargent's for several turns (mainly because of the criss-crossing arrows that allow back and forthness). I know I'd never dare leave 8 monsters in DH or the Horror would guaranteed wake up (unless they all suddenly appeared toward the end). Taking out the Horror vs filling the Fed Raid track, don't know which is harder. I appears the flamethrower and I both use all the items from all the expansions, so too many Elder signs is not a problem. In fact, if I don't get at least one elder sign, we're usually in trouble. I thnk the key to the Danger of DOR is Devil Reef. Once it opens, it takes a few turns to get there. Then a few turns to seal. And then a few turns to get back. When its all done, about a half a player has spend his time dealing with the devil. It also has one of your beloved gate bursts and that has happened too. I think all other other monsters in Innsmouth are really just diversionary. I can only remember one actually going into a vortex. But if you don't have the Devil Reef and the other island gate open (which you won't if you are playing with a full deck), the DOR won't give you trouble. It doesn't always give me trouble, it just usually does. Probably the main problem with Innsmouth is that the more investigators you have, the easier it gets. It doesn't scale very well in that manner. On the other hand, most of the Old Ones are deadly in hand to hand combat, so you'd better get it right and seal them away.
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jgt7771 said: mageith said: Just curious. How do you place monsters from monster surges? The rules allow the first player to choose if some are to go to the Outskirts. I always place randomly. Maybe I should quit that. ...that sounds wrong. Maybe I'm misunderstanding, but noone has the ability to choose anything about the Outskirts (normally). It either happens, or it doesn't. A monster is to be drawn for every gate or every player (whichever is greater). I'm sure you got that. First Player chooses a Gate, then draws a monster for it, starting with the Mythos Card gate drawn. Any monster drawn for an Arkham Gate is checked against the limit...blah blah blah...Outskirts. I'm sure you know that too. Any monster drawn for a non-Arkham-board Gate is placed. I can't think of how there can be an Innsmouth Gate and a monster not be drawn for it. 2 open Innsmouth Gates, 1 open Arkham Gate (also the one drawn on Mythos), 4 Investigators, one below Monster Limit: 1 monster to Arkham, 1 to each Innsmouth, 1 monster has to go back to the starting surge gate in Arkham but can't, so goes to Outskirts. I guess I wasn't clear. Monster surge of 4 monsters. (4 players) 5 monsters on the board. 4 gates on board. Two monsters to the board and two to the outskirts. First monster goes to gate that is on the Mythos card. 2nd monster (I place) randomly on remaining gates (not counting the first gate). The rules, however, as you state. So if I were choosing the gate for the second monster (without knowing the monster) I would NOT choose the Innsmouth gate because of the DOR. The way I do it there's a 1/3rd chance the monster will go to Innsmouth. I know these rules. I was just wondering why my DOR is more active the flamethrowers and that might be the reason. Because of my houserule. Sorry for the confusion.
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flamethrower49 said: I don't have much difficulty with the track at the moment. As with Dam, the only vortex that sees movement is the Devil Reef one. That's made up for, of course, by how so very brutal it is. Monsters flooding the streets of Innsmouth aren't very good for getting around, of course. Just curious. How do you place monsters from monster surges? The rules allow the first player to choose if some are to go to the Outskirts. I always place randomly. Maybe I should quit that. As for getting around Innsmouth: Usually we send the best sneakers/evaders up there anyway because of Martial Law. So that works doubly well for getting around monster too. It also works for drawing extra cards in the Innsmouth jail for finding the escape tunnel that the fishmen can't seem to block. One mechanism to rule them all.
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seang said: I know I'm relatively new to the forums, and to the game but why does there seem to be so much hate for Kingsport? I've seen criticisms of BGotW and can understand them (though if I'm offered the chance to join the cult I do. I don't own KH, primarily because of the comments I've seen here about it breaking AH, but am considering getting it for completeness sake (and the epic battle stuff.) So that's my question, but I figured I'd leave the title vague so that others can chime in with their own. Theme: Why does activity in Kingsport cause rifts to open in Arkham? Boring: It seems the authors discovered what "delay" means. The worst thing that can happen in an early game is to be sent to the High House on the Hill. Now the investigator climbs down the hill for three turns and is usually delayed once on the way down. Other encounters either have lots of "no encounters this turn" or more delay. There's hardly ever a monster in Kingsport and the monsters don't even count against the monster limit, so there's no reason to even bother with them (except for the trophies). Two of the investigators (Daisy and Wendy) are over strong, though this is really a minor point. There's just no there, there in Kingsport. It's not that bad of place to visit and I wouldn't want to live there. It's a nice place, if you want to to have some encounters without a lot of danger. However the encounters soon become repetitious. It's inspiration, Marblehead, MA, would be an nice place to live however. On the other hand, there's some really terrible Old Ones (that have little or nothing to do with Kingsport) and there's the Epic Battle cards (that have little or nothing to do with Kingsport) for those who like final battles. I hear there are some rules issues too.
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flamethrower49 said: I don't own Dunwich or Kingsport yet, so my monster cup actually consists of Base + IH + BG. Only I took out the extra Dark Youngs, so my monster cup is even more mobile, if anything. Thanks, Dark Druid. So much for that theory. I guess my experience is just different. Maybe you spend "too much" time in Innsmouth decreasing the monster population there. I just plan on calling in the feds and lay down the clues for the moment. I usually do it on the fourth DOR token and start up there when the third one is laid. It's easy to get two in the same turn. The DORs beat me several times in the first games and so I'm jumpy. I've never had to call in the Feds twice, so just get it done and don't worry about it again.
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Tibs said: jgt7771 said: I gave up on defending Kingsport because so many people agreed with you; I'm not gonna let you walk all over Innsmouth when you're not even giving it a chance to beat you up. I'm still fighting on the front lines for Kingsport. Come aid the noble cause, brutherr! I'll always defend Kingsport. It does have its theme, rules, and balance issues, and it's better when you house-rule the rifts only to open in Kingsport and never in other boards, but if someone had to choose between Kingsport or Black Goat or Dark Pharaoh, I'd always persuade them towards Kingsport. If they were looking for a "first" expansion, I would favor Kingsport over Innsmouth even. "...theme, rules, and balance issues" Other than that a great expansion! Your rifts suggestion makes it a little more thematic (or at least it has more integrity) but you need to to count Kingsport monsters in the monster limits then otherwise you've made it easier. I wouldn't. You'd bore the new players to death with Kingsport. It's better than Black Goat which is either a non issue (without herald), except fo the Gate Bursts or too terrible (with full herald) and doesn't give any reason to join the Cult which is frustrating. At least with CotDP you have a neat thematic expansion with a few (I say) minor wording problems that can easily be worked out in play. On the other hand with Curse of the Dark Pharaoh the game is only marginally more difficult. With the herald, it's confusing as all heck. I'd say either Innsmouth Horror or Dunwich Horror is clearly the first expansion to get. Both increase the difficulty of the game significantly but still leave it winable. I'd still go with Dunwich because its easier than Innsmouth, but I think Innsmouth actually meets the expectation of AH players in that it creates a 50/50 or even 45/55 (maybe less if not played fully cooperatively) game or pretty close to that when played with only base game. Dunwich was probably 55/45 when not diluted. Both stick close to theme, IMO. Sorry for being pulled of the main reason for this post, however. Though its sort of related. If the game is played with only one expansion at a time, it's a better game and it was playtested that way.
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flamethrower49 said: If I know Dam, and I think I do, it's everything minus KH. I'm playing just IH mythos cards and encounters, with items from all of the small sets and the three multicolored OW encounters from DP. I use three investigators. The game is absolutely kicking my ass. I haven't won a game in quite a while. A lot of it can be chalked up to unfortunate timing or horrible dice rolls, but I am in need of analyzing my strategy, to see what I can do. I could make it easier by adding another investigator or adding a small expansion's mythos cards (to dilute Innsmouth), but at this point I feel that's the wimpy way out. My problems mostly seem to stem from stacking up doom. I seem to draw the double-doom rumours often, and frequently get the three more common gates in Innsmouth. If one or two rare gates open in Arkham, that's going to be it for doom in most cases. Add some bad luck, and I can't seem to get many seals down to add to the DOR track anyway. I've only called the Feds in a few games. In one hideous game, I drew Relentless Doom early, then got 3-4 monster surges before the environment went away. Into No One Can Help You Now. Even Patrice hasn't helped. Out of three games she's been in, she was twice beaten by Rhan-Tegoth, and once the first player against Quachil Uttaus. It didn't help that in that game my girlfriend played her, and she was absolutely terrified of the dust cards. Not optimal circumstances for her, of course, but still. Any words of advice for a frustrated player? I don't know what I'm doing wrong. Innsmouth is FFG's best expansion to date when played with only the base game. I also have a losing percentage when played that way (ain't it great!. Emily doesn't think so.) Patrice is 2-0 vs. Innsmouth only, however. Dust guy is the only Innsmouth GOO I've never lost to. We lost our first several games playing with only 3 investigators I'm probably 1-3. With four investigators, I may actually having a winning percentage. So I can't help you. I had the same experience with 3 investigators. So either start wimping or embrace your defeats. I"ve also only used the monsters from the base game and IH except I added the Knoph-Keh (for one of the GOOS). It appears you are using all the monsters? If so, you probably have more monsters sitting on the Innsmouth gates and the DOR track isn't as active since there is probably a higher percentage of non-moving monsters. Rare gates! Yep that's a killer. Two of them and you better start writing your will and putting it in a time capsule for a few hundred thousand years down the road. In short, you aren't doing anything wrong (except maybe only 3 investigators). You're playing like FFG intended and its great!
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The Second Great Ritual of Voting: This Time, It's Personal
mageith replied to Jedit2's topic in Arkham Horror Second Edition
HEAL: Minh: I still think its inspiring to have a secretary made into a heroine. They are the real oil to the gears of society anyway. HURT: Lola. Very lovecraftian (demented actress) but just too much work to make work HURT: Zoey. Boring Agnes Baker, the Waitress 9 Akachi Onyele, the Shaman 5 Ashcan Pete, the Drifter 8 Bob Jenkins, the Salesman 5 Carolyn Fern, the Psychologist 6 Darrell Simmons, the Photographer 9 Dexter Drake, the Magician 7 Diana Stanley, the Redeemed Cultist 9 Finn Edwards, the Bootlegger 8 Hank Samson, the Farmhand 6 Harvey Walters, the Professor 9 Jacqueline Fine, the Psychic 9 Jenny Barnes, the Dilettante 7 Joe Diamond, the Private Eye 9 Leo Anderson, the Expedition Leader 8 Lola Hayes, the Actress 2 Luke Robinson, the Dreamer 5 Mandy Thompson, the Researcher 4 Marie Lambeau, the Entertainer 7 Mark Harrigan, the Soldier 7 Michael McGlen, the Gangster 5 Minh Thi Phan, the Secretary 4 Monterey Jack, the Archeologist 8 Norman Withers, the Astronomer 6 Rex Murphy, the Reporter 5 Rita Young, the Athlete 4 Roland Banks, the Fed 8 Silas Marsh, the Sailor 9 Sister Mary, the Nun 9 Skids O'Toole, the Ex-Convict 7 Tommy Muldoon, the Rookie Cop 8 Tony Morgan, the Bounty Hunter 4 Trish Scarborough, the Spy 7 Ursula Downs, the Explorer 8 Wendy Adams, the Urchin 6 William Yorick, the Gravedigger 9 Wilson Richards, the Handyman 9 Zoey Samaras, the Chef 6 THE DEVOURED 39th Charlie Kane, the Politician 40th Lily Chen, the Martial Artist 41st Jim Culver, the Musician 42nd Patrice Hathaway, the Violinist 43rd George Barnaby, the Lawyer 44th Kate Winthrop, the Scientist 45th Gloria Goldberg, the Author 46th Amanda Sharpe, the Student 47th Daisy Walker, the Librarian 48th Vincent Lee, the Doctor Last Post: Vitus_Prem -
Dam said: Thing is, out of 12 games, the DOR track has filled once (and that was due to Plans in Motion Rumor) and only once have I filled up the Feds Raid track, when there were 4 DOR token on the other track. I've had as many as 9 monsters in IH (though in that case 50+% were Green/Yellow). Last game there were 8 normal monsters in IH, a pair of Elder Things just kept going back and forth between the 3 streets I mentioned, Zombie and Deep One Hybrid weren't even close to reaching the vortex from Marsh Refinery (which optimally is 4 moves away, but I think realistically at least 6 moves needed, from what I've seen). Most of the time, any monsters from EOoD move once, then thecritical move sees them hit White "and they were never heard from again" sorta thing hits. Too many expansions in play. Dilution is in effect. If the DOR is only going to close when gates are prevented, it will seldom cause the Deep Ones to rise. I've played close to 20 games with IH only and I've needed to call in the Feds nearly every game and been too late a few times too. Probably only twice did I called in the Feds not needing it. Your rule suggestion at the beginning would be helpful if FFG had playtested IH with all the expansions which they clearly have not but would be way too extreme when playing with only IH where there's more gates in Innsmouth especially on the island where a monster can be summoned and into the vortex on the same turn. Perhaps your rule can go into the upcoming "ALL EXPANSIONS VARIANT" that so many have called for.
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Dam said: Svavelvinter said: I totally agree.. If I suspect the game will be over soon I might go for the Blessing but if it early in the game that patrolwagon and a steady income is well worth the cost. It takes about 6 turns to get 2 gate trophies and that's assuming you don't care about sealing (Patrice or 1-2 Elder Signs would definately help in sealing) and no delays getting to the gate and during the OW jaunt. Of late my games have been around 14 Mythos cards (so essentially 13 turns), so if you buy Deputy on turn 7, you get $6 before the GOO wakes up. Of course, since getting 2 gate trophies in 6 turns means no sealing for the most part, so GOO might wake up even faster. Getting 1 gate + 5 toughness is probably faster, but then again, I don't really hunt monsters, only those that are blocking paths to gates/Clues, etc. 14 Mythos cards! Average! To me that's just proof that playing all expansions is way too easy and not having Kingsport means lots and lots of the really mean monsters aren't even there. Even so that's very efficient playing. I've been keeping track of turns (mythos cards) for a long time and 14 is about 3 or 4 better than my average. Maybe the difference is that if Emily is playing, she "wastes" resources becoming the deputy. Apparently you trade in gate trophies for clues right away, otherwise it would be difficult to gain the 25-30 clue tokens to seal six gates. Also the deputy can be achieved by killing monsters too which is usually the way Emily does it. I hardly ever become deputy but she always does. It's even better for her because she sometimes "forgets" to roll after battles and coming home for the outer worlds.
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Axalara said: Cthulhu is way too powerful to be #8 on the list.He was the most powerful in the original AH,but with the new GOO's in the expansions he's not that strong.Even Great Cthulhu is suffering from the Nyarly sindrome,considering the fact that lesser known gods are more powerful than H.P.L.'s best known characters. He's actually not the strongest in any way in the base game. Azathoth is harder to defeat in final battle. Cthulhu might be 2nd, probably is. But he's really very easy to seal away. Once he reduces your maximum sanity and stamina, he just sits back and watches, occassionally sending out a puny, fishy cultist. Cthulhu is really quite a disappointment.
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Cimmerz said: 3) Yes, you can trade items during upkeep with the Ancient One, and for purposes of the Final Battle, all investigators are considered to be in the same location, so you're free to trade items with any investigator, regardless of their actual location. However, you are NEVER allowed to trade clue tokens unless some other game effect allows this (none come to my mind right off hand). ... 5) After failing an evade check, you make a Horror check, and then a combat check. If you fail the combat check, you may then attempt to Evade it again (unless the monster has Ambush). Repeat as needed (however, you only have to make the Horror check once, regardless of how many times you make the Evade and/or Combat check). 3-There's a couple I can think of. Coded Messages and there's a Mythos card that let's you trade clues for one turn. Though neither if them work in the final battle. 5-Actually if you fail an evade check, the monster deals its combat damage to you, then you take the horror check, then you can attempt to evade again, but you can't move even if successful. "If the investigator passes the Evade check, he evades the monster and the player may continue his turn as normal, whether continuing movement or interacting with the area. If the investigator fails the check, the monster immediately deals its combat damage to him and combat with the monster begins (see “Combat,” later in these rules). Example: Ashcan Pete moves from the Merchant District into Northside, where a Star Spawn is waiting for him. Pete wants to continue moving to the Curiositie Shoppe, so he must evade the Star Spawn. Pete’s current Sneak is 4 and the Star Spawn’s Awareness is –1, so he rolls three dice, hoping for at least one success. If he passes the check, he has evaded the Star Spawn and may continue moving. If he fails, the Star Spawn damages him for 3 Stamina and he enters combat with it."
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The Second Great Ritual of Voting: This Time, It's Personal
mageith replied to Jedit2's topic in Arkham Horror Second Edition
Hurt: Zoey and Tony. They never seem to get the job done for me. Heal: Minh. I think it's inspirational to have a secretary as heroine. Agnes Baker, the Waitress 10 Akachi Onyele, the Shaman 6 Ashcan Pete, the Drifter 9 Bob Jenkins, the Salesman 5 Carolyn Fern, the Psychologist 7 Darrell Simmons, the Photographer 8 Dexter Drake, the Magician 8 Diana Stanley, the Redeemed Cultist 9 Finn Edwards, the Bootlegger 8 Hank Samson, the Farmhand 6 Harvey Walters, the Professor 9 Jacqueline Fine, the Psychic 10 Jenny Barnes, the Dilettante 7 Joe Diamond, the Private Eye 9 Leo Anderson, the Expedition Leader 9 Lola Hayes, the Actress 4 Luke Robinson, the Dreamer 8 Mandy Thompson, the Researcher 4 Marie Lambeau, the Entertainer 8 Mark Harrigan, the Soldier 9 Michael McGlen, the Gangster 6 Minh Thi Phan, the Secretary 5 Monterey Jack, the Archeologist 9 Norman Withers, the Astronomer 7 Rex Murphy, the Reporter 4 Rita Young, the Athlete 7 Roland Banks, the Fed 8 Silas Marsh, the Sailor 9 Sister Mary, the Nun 10 Skids O'Toole, the Ex-Convict 7 Tommy Muldoon, the Rookie Cop 8 Tony Morgan, the Bounty Hunter 5 Trish Scarborough, the Spy 9 Ursula Downs, the Explorer 8 Wendy Adams, the Urchin 7 William Yorick, the Gravedigger 8 Wilson Richards, the Handyman 9 Zoey Samaras, the Chef 7 THE DEVOURED 39th Charlie Kane, the Politician 40th Lily Chen, the Martial Artist 41st Jim Culver, the Musician 42nd Patrice Hathaway, the Violinist 43rd George Barnaby, the Lawyer 44th Kate Winthrop, the Scientist 45th Gloria Goldberg, the Author 46th Amanda Sharpe, the Student 47th Daisy Walker, the Librarian 48th Vincent Lee, the Doctor Last vote: Avec -
The Second Great Ritual of Voting: This Time, It's Personal
mageith replied to Jedit2's topic in Arkham Horror Second Edition
Mariana the Ex-Nun Cultist said: mageith said: HURT: Ursula. An explorer. No one has the elephant gun? Who goofed? I don't think it is a goof Mageith. IH was very carefull not to give starting items from other expansions. I think this is why no-one started with a Sheldon gang membership, which I would have liked and could have been written into Skids or Finn. - Mariana the ex-nun cultist Good points. But doesn't one of the Innsmouth Old Ones have Gnoph-keh as their worshipper? The only copy of which is found in the Kingsport expansion. So they missed that anyway. I'm always looking for ways to include forgotten stuff in the game. Thanks for the heads up on the Sheldon gang cards. It's given me some ideas.
