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Bluepirate2

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  1. Professor - to each his own :-). It really is just a practical matter. You need a large table anyhow, and all the mythos cards are at one end, all the location and item cards at the other - makes sense to have different players handle them for all.
  2. I would advise against using *all* expansions. Not because it is too difficult to keep track of (though it is a nightmare), but because of dilution. If you literally use all expansions, the game is a race to prepare for the final battle. Sealing won't help much because there are too many gate locations, and you'll lose a lot of time travelling all over the place. Kingsport requires constant attention because of the rifts, four or five rounds into the game you would do well to assign one investigator there on a permanent basis. Dunwich and Innsmouth could be there, but no gate opening and nothing happening if you're unlucky. Next are the small expansions. Every one of them is centred around a theme. If you have too many different mythos and equipment cards, that theme gets lost. King in Yellow or Dark Pharaoh add a distinctive atmosphere to the game which won't come up of you only find one or two cards over the course of the entire game. Recently we tried Kingsport, Dunwich and the appropriate cards from Miskatonic. That was fun, but we were rather busy with four investigators. We did not manage to seal (rare with our group) and got a rift open just before the final battle which we won despite my heavily armed investigator dying first round because of lack of clues. I recommend one or at most two board expansions plus one card expansion. That way, each game is sufficiently individual in terms of theme and content. We even use investigators only when their expansions are in play (we separate everything after each game and store expansions separately), and it makes a nice change when they come up again after the expansion has been sleeping on my shelf a while. For keeping track: we have a lot of training (close to a hundred games over several years now) and it helps. Another trick is to assign specific tasks to different players. Last game one of us read mythos cards and placed doom tokens, one placed gates, another placed and moved monsters, and so on. Use every mythos phase after the gate and monster have been placed to check: number of open gates, number of monsters (does it have to go into the outskirts, outskirts full?). Is there a rumour? What is its effect? Check your investigator special powers regularly (they are easily forgotten), check for environments each turn. There is a lot to keep track of, but if you divide the labour it makes for a great game because no two sessions are the same.
  3. Count me in. There must be some room left on my game shelf...
  4. Very nice input, espcially Tibs. Thank you. But back to my orginal question. Do you think that's where the editor got his name? I consider the combination of the two names rather obvious, given his profession. What do you think?
  5. Yesterday my girlfriend, who is a mean Arkham player herself, suggested watching Hitchcock's Rear Window, which I admit I had never seen before. And hallway through the film I noticed that the main character, a press photographer, is called Jefferies and that he kept talking to a guy from his newspaper who was called Doyle. So I guess that's where Doyle Jeffries got his name. I know there are others (Monterey Jack, Joe Diamond and the Wilson Richards gag), but I couldn't find a reference to this one on the boards. What do you think?
  6. Then maybe I wasn't quite clear. I didn't mean just shuffling the ones we have. Just some generic effects on the pass/fail side. You wouldn't have the colour elements of the story, though you could make up a story to match the cards you drew, but you would end up with a random game effect close to the way a personal story works.
  7. Most of the personal stories are on the lines of "collect/have #(number) of x before %event happens", where %event is usually the terror level or doom level (or did I get that wrong?) reaching a certain number. Then if you pass, there is a bonus, if you fail, you either get a permanent deduction from some numbered value or you get restricted with regard to certain game effects. Just off the top of my head, it might be possible to randomize the condition (what to do and by when, let's call it the Achievement and the Threshold) as well as the outcomes, e.g. the pass and fail results. If you just dissect the existing personal stories and write each element on a slip of paper, you could end up with four cups from which to draw a vast number of different personal stories. I'm not saying that all of them will be balanced or fair, mind. Some of the effects may need adjustment to achieve a balance between the condition and the pass/fail results. But that could indeed make the P.S. more fun. And if you put in different threshold values, you might end up with random personal stories that might be easy or very difficult indeed. You might get stories that are easy to pass, but not worth the bother, or worse, ones that are hard to pass and give no desirable bonus but which have such penalties attached that you just don't dare fail them. Might be fun. Maybe I'll try that. If you want to be very hard on investigators, you could draw the achievement and the threshold first and leave the pass/fail results unless the required condition is met so players don't know what they will get out of their story or what will happen if they fail. That might add an extra level of excitement that can even make a basic Azathoth game interesting. What do you think?
  8. That's a fair point, Tibs, and I usually play with four, even with an expansion, but I was actually trying to bring it off with six. Seems I picked on something quite difficult. I'll try the Lurker and Dunwich with four investigators soon.. Thanks for all the input!
  9. Thought so, and tried it. But I have a feeling that the Lurker changes the gate opening distribution, and with Dunwich in the mix you don't get a breather. 7 rounds, 7 gates, one monster surge (one double gate courtesy of a Lurker Mythos card). That way, you need absolutely everyone hopping into gates and closing them, and the doom tokens pile up. Sealing won't work because you don't have a chance to collect clues. I'll try the same mix again with four investigators. Maybe that will work...
  10. I recently tried to play Arkham with Dunwich and the Lurker, and I chose 6 investigators. I guess that was a mistake. I tried the game with three different GOOs (Abhoth, Nyarlathothep and finally Azathoth), and I never even got started. I tried to close a gate or two, and everytime when I was ready to seal three or four gates, the sixth one opened (in one case, the sixth and seventh at the same time). Is it possible in this combination to keep the GOO from waking because of too many gates and what did I do wrong? I couldn't enter every gate at once because not very investigator can defeat the monsters sitting on them, and taking even two rounds to collect clues seemed to be too much. Is there a chance of sealing such a game? I ask this question because my group and I have logged - in different combinations - about 60+ games of Arkham since the spring and we usually manage a seal. But we usually play with four investigators, so maybe I need a different kind of tactics. Though I fail to see how that one gate earlier can make such a difference, but I don't know. Ideas, anyone? Thank you very much.
  11. Ebonrook said: Thanks for the answers guys. I was playing last night, and for the first time ever cam up against a monster, I think it was called God of Old or something like that ... I dunno... It had a red border and looked big and nasty. It had 4 Blood drops and silly things like -4 fight and -3 will etc. So unless I am mistaken that means I needed 4 successes to beat him in combat? But I couldn't figure out how I was supposed to not go insane and not die trying? It seemed like he would be impossible to fight? I personally was playing as the Gangster (and gave up on combat when I realised we were constantly getting monsters that did all my sanity in one go). My brother on the other hand was Ashcan Pete, and being of the Xbox generation was determined to run in guns blazing, and then got upset everytime he lost. Have I misunderstood how combat works? Could you guys perhaps explain it in regards to these tougher "Four droplet" monsters? Thanks again for all the helpful advice That one sounds like the God of the Bloody Tongue. Especially with four droplets, it should be a "Mask" monster. Check the back, it should have the word Mask on it. That means it only occurs in games against Nyarlathothep. So maybe it shouldn't have been in your monster cup just then. Another thing to watch out for, I know. We've been playing 50+ recorded games and we still mix things up. Don't anyone say FFG isn't trying to keep its players intellectually challenged...
  12. I find the cheap attack spells often come in handy (for example the one that only gives three dice, is one-handed and costs nothing), especially in combination with one-handed physical weapons if you don't have anything stronger or as a backup when you run into a PI monster. The bigger one (I forget the names, I mean the six-dice one that costs one sanity) is great in some situations but must be used sparingly because of the sanity cost, so, like Avi said, I prefer buying Uniques, but more for the weapons than for the elder signs. A magic weapon sometimes gives you more dice than a spell, can be used every round with no cost and doesn't eat your sanity. That said, "Find Gate" is obviously useful, as is "Mists of Releh". But in our group, we also don't often shop for spells. Make that almost never, except if we need two or three in a hurry to defeat a rumour. The spells you find in encounters are usually enough. And lastly, there is almost no character who has enough sanity and means of recovering it to rely on the hotter spells to get them through the game. Even the psychiatrist can't regain enough sanity quickly to keep using spells that cost two or three sanity a pop.
  13. I bought Runewars. Be careful, the box is only so big because it's a base game. The number of actual parts in the game just can't compete with Descent. The game is a fantasy version of Risk, but with a lot of stuff thrown in that makes the turns quite long. Many parts of the game are a lot more time-consuming than I find interesting. Just my two cents. Returning on topic, that was just the way I found Descent: I walked into the shop, saw that big blue box and looked at the back of it. The moment I saw it, I thought "Well, well, HeroQuest has grown up." And then I bought it. I played a lot of HQ back in the early nineties, I have the full European set, and I like what Descent did with the idea. The game is much more flexible, there is more equipment, less punishment on death, more heroes to choose from, more game effects, tiles... what more could you wish?
  14. I just took one of those fancy silver glitter pens and put a small letter on the back of each monster tile, just next to the blood drop. In the right light you can hardly see it, and if you want to separate the game (we usually only play one expansion at at time, two at the most) a glance is enough.
  15. Oh I don't know. We usually put one investigator on rift duty round about the fourth or fifth round, and (s)he tries to keep the tokens down to one or two. If too many pop up because the rift guy gets delayed or runs into too many monsters, we add another one for a round or two to quieten things. So Rift tokens up there on the Kingsport Head would probably be ignored.
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