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Jake yet again

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    Southampton, Hampshire, United Kingdom
  1. As for big boards, Europe seems like the most likely in my opinion. The cities are diverse and culturally distinct. Paris encounters will feel different from Vienna, which in turn would feel different from a peasant village in the shadow of the Carpathians, which would feel different from Moscow. Horror on the Orient Express is the most likely source text to draw from here. A board which covers Asia linking in with the Himalayas that riffs off of Lost Horizon might be nice angle too, plus you can link up to Tunguska and the Russian Steppes, and include Bombay. The last days of the British Empire in India make an excellent backdrop for pulp adventures, as evidenced by Indiana jones and the Temple of Doom. The Americas doesn't jump out at me nearly as much. Arkham could be expanded, but we've got Arkham Horror for that. It's not impossible, you could stress organised crime in Chicago or New York, cultists in the Louisiana bayous in New Orleans, the early days of Hollywood in Los Angeles, the frontier spirit in Juneau, and shamanistic mysticism being eroded by progress in Mexico City. Similarly Canada and Alaska might have a little Ithaqua action, (but as Ithaqua has already been covered, it seems unlikely that we'd go down that path...) It's also tough to think of an overall theme that would particularly unify the board in the way that the Orient Express or Silk Road might unify Europe or Asia. Likewise, I can't see that much to work with in South America. Outside of the Day of the Beast scenario in Peru, the excellent Children of the Yellow Lake (set in Manaus, but we've had Hastur already), and a very brief (and optional) trip to Chile in Shadows of Yog-Sothoth, most CoC scenarios set in South America run along the lines of find a hidden temple in the jungle, then survive / kill / escape. That's fine as a singular location, but it'd going to be hard to make an entire map from that alone.
  2. You sift out all the stuff to do with Dragon scales and shuffle the decks together. you only need to do it once.
  3. Lore-wise, items which exist in the current world transform into fantasy equivalents in the Dreamlands. A gun might become a crossbow, a motorbike might become a horse, a typewriter would be a stack of papers and a quill, etc. In such a light, it wouldn't be too hard to imagine that a travel ticket for the Lusitania becomes a promisary note to be exchanged for passage on a merchant ship.
  4. That looks FANTASTIC.. Wheres the Woodlands to Highlands? https://www.boardgamegeek.com/filepage/138699/vale-mists
  5. Easiest solution is to ignore all the nonsense about dragon scales and make the Dragon deck the Middle region deck.
  6. I don't know which cheat sheet that one is, but Universal Head's Cheat sheets are uniformly good regardless of the game.
  7. Kingsport in my opinion. you get a new board and more to explore, and seeing as you say you're a role-player rather than a strategist, it's main criticism (one player wanders round Kingsport not doing all that much), probably won't bother you too much.
  8. Gates. So that all the Museum cards don't become completely useless, I'd also venture a house rule that you play 6 gates cards plus one card from the Museum as well. If you solve the museum adventure, you get a new Museum adventure. It makes the game marginally easier, but, more importantly, you get to use all your old components too.
  9. You might want to check out this link: https://www.boardgamegeek.com/filepage/138699/vale-mists
  10. There were three adventures published for the App. These were transferred to cardboard ( https://www.boardgamegeek.com/filepage/97663/elder-sign-answering-call ) I'm guessing this is FFGs updated version with proper components.
  11. The big advantage of Forsaken Lore is that it adds enough research encounters for the initial four AOs, so that you aren't repeating the same encounter over and over again. Put simply, there aren't enough encounters for the four main AOs in the initial box. As for my advice, start with Eldritch Horror. It's a streamlined version of Arkham Horror and will introduce to many of the concepts in Arkham. Once you've got that down, play Arkham. It's a better game IMO, but there's more bells-and-whistles, and EH will give you a firmer grip. Finally, if/when you start collecting expansions - get Dunwich Horror first, it fixes a couple of issues with the game and makes it a better play experience. And don't be afraid to go off-piste and check out some of the fantastic custom work that many of the fans have put out there.
  12. Try downloading Strange eons. It has the capacity to support Talisman cards.
  13. Just a quick line to inform anyone who wasn't aware that I've recently published my fan expansion, The Vale of Mists, up on board game geek. You can find it at: https://www.boardgamegeek.com/filepage/138699/vale-mists This expansion fills in the gap between the Forest and the Highlands, primarily using material from the Timescape (with a few other cards from foreign sets), but setting it in a fantasy milieu instead of a SF setting. Lorewise, this expansion presents the grave of the wizard who originally crafted the Crown of Command, which can be found in a secret valley between the Highlands and the Forest. Because this was the original site of the Wizard, spectral mists have closed in, rendering the realm hard to navigate. And it's not just mists, the realm is full of misbegotten souls who have fallen prey to the magical traps and failed experiments. Nevertheless, those that do venture in and reach the Wizard's tomb may be able to steal one of the wizard's powerful magical artifacts... or if the tomb believes them to be a significant threat, they may awaken one of the tomb's guardians who bear one of the Wizard's talismans.
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