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Partizan2

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Everything posted by Partizan2

  1. I"m not opposed to getting a new version of CotDP. The original is so wonky and there are encounters that really slow the game down. I hate the encounters that drive the game to a halt as you dig through the monster bag trying to find a Hound of Tindolos to encounter. I'll wait and see what comes with this, but I've wasted $20 on more trivial things than this.
  2. There were a lot things that all stacked up rightly. 1. The GOO was Hastur. Usually the Greater Good is a waste, because with just one more clue you can seal instead of spending the 4 clue tokens. But Hastur's 8 clues to seal makes the mission a lot more tempting. 2. It was Luke. His starting postion makes it faster to get the White Ship. He can close a gate quickly and then only needs 5 toughness of monster trophies to grab the White Ship. And with Luke getting a clue everytime he enters an Otherworld space, that means he only needs 2 clues before going into the Other World. That's not too hard, especially if someone gives him a Tome or something that helps out his effort to get some clues. Luke + White Ship is really an awesome combo. I wouldn't have done it if it wasn't Luke.
  3. In my experience, if you're not playing with Innsmouth or Dunwich, winning the game by closing gates isn't uncommon. I've won a number of times by closing gates. I always had 5 gates sealed, and then while digging around for more clues, it occurs to me that I could just close the dumb gate(s) off and win that way. And if the 2 Mythos cards come up in your favor, then there you go.
  4. Usually when I play Arkham Horror, the game seems to screw me on purpose. I might be in the final Other World space before I come out to seal..and then I pull one of those dual-colored Other world battle cards and get devoured. Or I'll be rolling 6 dice to close and seal in order to win the game--and I roll 2,4,4,3,2,1 and then the next Mythos wakes up the GOO. But not today. I usually set up everything randomly. Random GOO: Hastur. Random roard: Kingsport. Random investigators: Luke, Trish, Rex, and Gloria. On my first turn with Luke in the Dreamlands, I drew the special choice gate card from Innsmouth, where I get the choice to draw any unique item and then roll a die for stamina/sanity. "I've got Luke, I've got Kingsport with the Captain of the White Ship open to get. Holy crap! I could actually do the Greater Good mission!" I went ahead and picked it out, didn't go insane, and went for the win with a mission. And that's what we did. For the first time in my life, I actually acquired the Captain of the White Ship cards. And for the first time, I actually won a game via a special mission. Man, I'm on cloud nine.
  5. Sorry to hear about your experience. It sounds like it was frustrating. But if you can, can you shed anylight on the new Cthulu and Daoloth GOOs? There's a picture up at BGG: http://www.boardgamegeek.com/image/834413/arkham-horror?size=large
  6. I would my question if I know how, because I'm 95% sure that Environments trump everything. I've played a hundred times with that environment "Peace returns to Arkham: Terror level can't be raised." If a family is found butchered next turn and the Headline says to raise the terror level, I've never even thought of raising it.
  7. It never came up before until last night. Playing with the Kingsport expansion, we drew the Worlds Drifting Apart mythos with the mystic environment that reads, "While this card is in play, no rift tokens may be placed on the rift track." Two turns later, while the environment was still in effect, we drew Unusual Phenomenon Sighted in Arkham saying, "The first player must choose one inactive rift (if any). That rift's track immediately fills up and the rift opens." Well if no rift tokens go on the track, then I can't really fill it up. But maybe Headlines trump environments. One has to give. Either Headlines trump Environment or vice versa. We played it that the Environment wins out. Has this ever been answered?
  8. I just finished a game with the Lurker herald, and I agree with most people here that this thing really is more of a guardian than a herald. I like the idea of the herald and the idea of the pacts, but in our games it just isn't dangerous. No one had any pacts until the end of the game, when clues become scarce. Then they trash their stamina/sanity, gain the power and seal. So what house rules for this herald is everyone using? From what I read, I'm going to try these: 1. Elder signs don't prevent a reckoning card from being drawn. Draw one as if a gate had opened. (Maybe even 2 on an elder sign) 2. Draw two corruption cards if you use power. (Someone mentioned this in a past post). 3. I have no idea if this would work, but maybe the idea that in a game with the Lurker, no clues start on the board and no clues appear during the Mythos. That might force people to draw pacts to get the power and then play with the consequences. thoughts?
  9. I'm going to be back in the States this summer and I'll be looking to pick up a small AH expansion or two. So besides the Lurker (which hopefully isn't a bomb), which is a better buy, CotDP or BGotW? Neither seems to get a lot of love from the community. By the way, I already own the large expansions and KiY.
  10. I play with only one expansion at a time, except I combine Kingsport and King in Yellow. I don't own CotDP or BGoW. I've tried many times to play all in and I really want to like it, but I hate it. I've even tried Tibs' Anti-Dilution variant, and I still hate it. Different strokes for different folks.
  11. I take Tasks and Missions out of their respective decks and set them aside. If an investigator finishes an encounter at a location final location listed last on the Task, he may take the task. For example, you can pick up the task "Patrolling the Streets" at the Police Station, visit the streets, and then end the task again at the Police Station. It makes them more thematic. The same is true for missions, except the investigator must have the sacrifice on him (ex. a gate trophy or ally) when he wants to pick up the mission.
  12. You're copy should have 8 infantry, 4 Calvary, and William. Check again to make sure that you didn't make a mistake. The infantry and calvary do look similar. Otherwise, go ahead and contact FFG about it. I've only heard good things about their customer service.
  13. Wouldn't it be a max 5? Since if you had 6 seals on the board, the game would be over.
  14. I've been trying to enter the AH games that I've played into the statistics spreadsheet for awhile now. But under the section for final battle modifiers, it mentions something called "KW's clues per seal limit." What is that? I can't find it when I search the forums.
  15. dj2.0 said: Avi_dreader said: I told you I'd fix Yig :'D Just a small niggle though - Yig is not a monster and so his poisonous doesnt technically come into play. No, I get it. If an investigator ever fails the skill check, they're hit with the normal penalty and also gain a poisoned marker. So from that point on, they'll automatically lose one stamina, even if they successfully pass the check.
  16. I'm with you. I'd like to have some Heralds to go along with some of the original GOO's. It be great if the Masks became spawn monsters and for Serpent people (from Kingsport) to become special Yig monsters. I'm just too lazy to think something up. On the bright side, the Epic battle cards made the Nyarlathotep final battle really cool. There's great flavor on his cards.
  17. Usually it depends on the GOO. So if Yog-Sothoth is the GOO, I'll usually play with the Dunwich Horror. But if I had to choose the best overall, I like the original herald, the one that started it all, the best: THE KING IN YELLOW.
  18. Hurt – Charlie Kane. I hate politicians. Hurt – Lily Chen. Martial artist in Arkham? Come on. Heal – Sister Mary. Gotta love Sister Mary. Agnes Baker, the Waitress 10 Akachi Onyele, the Shaman 8 Ashcan Pete, the Drifter 9 Bob Jenkins, the Salesman 8 Carolyn Fern, the Psychologist 9 Charlie Kane, the Politician 7 Darrell Simmons, the Photographer 9 Dexter Drake, the Magician 8 Diana Stanley, the Redeemed Cultist 10 Finn Edwards, the Bootlegger 10 George Barnaby, the Lawyer 3 Hank Samson, the Farmhand 8 Harvey Walters, the Professor 10 Jacqueline Fine, the Psychic 9 Jenny Barnes, the Dilettante 7 Jim Culver, the Musician 6 Joe Diamond, the Private Eye 10 Kate Winthrop, the Scientist 3 Leo Anderson, the Expedition Leader 9 Lily Chen, the Martial Artist 3 Lola Hayes, the Actress 9 Luke Robinson, the Dreamer 9 Mandy Thompson, the Researcher 10 Marie Lambeau, the Entertainer 10 Mark Harrigan, the Soldier 8 Michael McGlen, the Gangster 10 Minh Thi Phan, the Secretary 7 Monterey Jack, the Archeologist 8 Norman Withers, the Astronomer 10 Patrice Hathaway, the Violinist 5 Rex Murphy, the Reporter 9 Rita Young, the Athlete 8 Roland Banks, the Fed 9 Silas Marsh, the Sailor 9 Sister Mary, the Nun 10 Skids O'Toole, the Ex-Convict 10 Tommy Muldoon, the Rookie Cop 9 Tony Morgan, the Bounty Hunter 10 Trish Scarborough, the Spy 10 Ursula Downs, the Explorer 9 Wendy Adams, the Urchin 10 William Yorick, the Gravedigger 10 Wilson Richards, the Handyman 10 Zoey Samaras, the Chef 9 THE DEVOURED 45th Gloria Goldberg, the Author 46th Amanda Sharpe, the Student 47th Daisy Walker, the Librarian 48th Vincent Lee, the Doctor Last Post: Dr. Crow
  19. Hurt – Charlie Kane. I hate politicians. Hurt – Lily Chen. Martial artist in Arkham? Come on. Heal – Sister Mary. Gotta love Sister Mary. Agnes Baker, the Waitress 10 Akachi Onyele, the Shaman 8 Ashcan Pete, the Drifter 9 Bob Jenkins, the Salesman 8 Carolyn Fern, the Psychologist 9 Charlie Kane, the Politician 7 Darrell Simmons, the Photographer 9 Dexter Drake, the Magician 8 Diana Stanley, the Redeemed Cultist 10 Finn Edwards, the Bootlegger 10 George Barnaby, the Lawyer 3 Hank Samson, the Farmhand 8 Harvey Walters, the Professor 10 Jacqueline Fine, the Psychic 9 Jenny Barnes, the Dilettante 7 Jim Culver, the Musician 6 Joe Diamond, the Private Eye 10 Kate Winthrop, the Scientist 3 Leo Anderson, the Expedition Leader 9 Lily Chen, the Martial Artist 3 Lola Hayes, the Actress 9 Luke Robinson, the Dreamer 9 Mandy Thompson, the Researcher 10 Marie Lambeau, the Entertainer 10 Mark Harrigan, the Soldier 8 Michael McGlen, the Gangster 10 Minh Thi Phan, the Secretary 7 Monterey Jack, the Archeologist 8 Norman Withers, the Astronomer 10 Patrice Hathaway, the Violinist 5 Rex Murphy, the Reporter 9 Rita Young, the Athlete 8 Roland Banks, the Fed 9 Silas Marsh, the Sailor 9 Sister Mary, the Nun 10 Skids O'Toole, the Ex-Convict 10 Tommy Muldoon, the Rookie Cop 9 Tony Morgan, the Bounty Hunter 10 Trish Scarborough, the Spy 10 Ursula Downs, the Explorer 9 Wendy Adams, the Urchin 10 William Yorick, the Gravedigger 10 Wilson Richards, the Handyman 10 Zoey Samaras, the Chef 9 THE DEVOURED 45th Gloria Goldberg, the Author 46th Amanda Sharpe, the Student 47th Daisy Walker, the Librarian 48th Vincent Lee, the Doctor Last Post: Dr. Crow
  20. As posted by Jesse Dean at BGG: www.boardgamegeek.com/thread/410975 ... I left out the characters that were already preview. I only included notes about abilities that are unusual. Roland Banks: The Fed Sanity 4/Stamina 6 Starts with an Ally; Any round he has less than 2 clue tokens he gains a clue token. Any round he has less than $2, ge gets $1. Will 5; 3 Focus William Yorick: The Gravedigger Sanity 4/Stamina 6 Starts with 3 monster trophies; May use monster trophies like clue tokens; When spending monster trophies can choose to return them to the box rather than the cup. Speed 3; Will 6; Focus 1; Hank Samson: the Farmhand Sanity 5/Stamina 6 Does not need to make a horror check when he first encounters a monster, only when he fails an evade or combat check. Speed 5; Combat 5; Will 3; Lore 3 Akachi Onyele: The Shaman Sanity 7/Stamina 3 It costs Akachi one less Clue token to seal a gate; She gets a +1 to all checks to seal a gate and can do it regardless of other conditions. Starts with 1 Gate Trophy. Focus 1; Speed 5; Lore 5; Luck 3. Tommy Muldoon the Rookie Cop Sanity 6/Stamina 4 Before a mythos card is drawn Tommy may cause one or more monsters that are adjacent to his location to move to him, regardless of their normal movement; Tommy can not be arrested and it only costs him 1 gate trophy or 5 toughness of monsters to become the deputy Starts with Map of Arkham, Rifle Focus 1; Sneak 3; Fight 5; Lore 3; Luck 6 Patrice Hathaway: the Violinist Sanity 5/Stamina 5 Patrice may allow the other investigators to spend her clue tokens even if they are not in the same location or world. Ominous Dreams: Patrice gets 1 clue token whenever a gate opens, she also gets 5 clue tokens whenever the 9th space on the doom trak is filled. Lore 5; Luck 3 Norman Withers: the Astronomer Sanity 6/Stamina 4 Whenever Norman closes a gate he can pick a gate symbol instead of the one on the gate; monsters of those type are removed instead. Starts with Find Gate Speed 3; Fight 3; Luck 5; Lore 5 Finn Edwards: the Bootlegger Sanity 4/Stamina 6 Moves whenever moon monsters move, like a normal moon monster. Finn never has to discard items or lose money, even when he is knocked unconcious or driven insane. He must still pay costs as usual. Starts with Whiskey, Bank Loan Focus 1; Speed 6; Stealth 5; Fight 3; Will 3 George Barnaby: the Lawyer Sanity 7/Stamina 3 When spending a clue token he can choose to use it to add +1 to the result of one die rather than rolling additional dice. George may spend $2 to prevent any in investigator from being arrested, including himself. Speed 3; Sneak 5; Fight 3; Luck 5 Agne Baker: the Waitress Sanity 5/Stamina 5 When Agnes casts a spell that provides a bonus to combat checks, they provide an additional bonus equal to the number of hands requires. When Agnes casts a spell she can use Stamina for the part or all of the cost rather than Sanity. Starts with Wither. Sneak 3; Will 3; Lore 6 Ursula Downs: the Explorer After using the special ability of a location can still have an encounter. After reading an Arkham location card can spend 1 clue token to cancel it. Starts anywhere she wants to except the Streets or an Otherworld; Starts with 4 clue tokens Speed 5; Sneak 3; Lore 3; Luck 5 Minh Thi Phan: the Secretary Sanity 6/Stamina 4 Minh gains a +1 bonus to all skill checks while she has an Ally or another investigator is in the same location. One other investigators get a +1 bonus to skill checks if she is in the same location as them. Start with the King in Yellow Speed 5; Luck 3 "Skids" O'Toole Sanity 3/Stamina 7 "Skids" may, once per skill check, rule 2 additional dice for each 1 he rolled. "Skids" may not become deputy of Arkham or take out a bank loan. Starts with an Axe. Speed 3; Sneak 5; Fight 5; Will 3;
  21. Alright, I'll throw some meat out there for the wolves to devour. Here are some spoilers for Innsmouth that Shellhead mentioned over at Fortress: Ameritrash: 1. One of the new characters is "The Astronomer" and he starts the game with a Find Gate spell. 2. Cthuga: Like Ithaqua, you ignore weather environments. If you move more than 3 spaces, you lose one stamina due to extreme heat. During the final battle, after you use a weapon, discard it. For Cthuga's attack, each investigator loses a 1D6 worth of clues, sanity, or stamina. 3. Another character is Agnes, the waitress. She is kind of like a reincarnated sorcerer. 4. Tommy, the cop: He really, really wants to be a hero and is willing to die a hero. 5. Hank, the farmhand: He potentially loses time and clues looking for his Pa. But he's so dim, that he doesn't know he's supposed to be afraid of monsters. Only if you lose a combat check, will you then roll for sanity loss. Also, he starts the game with 5 sanity, 6 stamina, and food. 6. Innsmouth jail is a VERY bad place to go. You can actually get devoured in there. Have fun.
  22. I was never an owner of the AH version of Britannia, so I'm not exactly sure what they looked like. But all I can say is that I find the rules clear, logically ordered, and comes with lots of examples and big graphics. It's actually a little better written than that rules for some other FFG titles. I've had non wargamers play it and they've had fun. The rules are available for download. Go ahead and download them and see what you think. Eric
  23. Just so that everyone doesn't need to repeat themselves, you can look at similar thread posted here on the FFG forum with a similar subject line. Hope you get it. Britannia is one of the best games I own.
  24. I agree with the comments that have already been made. I just wanted to add a couple of reasons. 1. There can be some fun diplomacy made. If one player gets out ahead, others can make deals with each other to target the front runner. 2. It's a great solitaire game. There's no secret information. 3. Even though it's a long game, you feel a great at the end because you created a great epic story. You'll remember some games of Britannia years after you played them. "Remember that game where the Belgae lived throughout the entire game?" Have fun
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