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crimson6

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Posts posted by crimson6


  1. 1. When a gate opens and a monster comes out does the monster proceed to move on that phase also?

    Yes. Make sure you do the different actions that happen in the mythos phase in the correct order:
    1) Open gate at location shown (unless there is a gate or an elder sign there already)
    2) Put a random monster at the location (or two if playing with more than four characters)
    3) Move all monsters according to the symbols and colours shown
    4) Do whatever the text tells you to do. If this spawns more monsters, they do NOT move this phase, as the movement has already occured.


    2. If the monster does not move from the gate location (like yellow card monsters) and your character moves to that location does the gate takes precedence and suck you in before you can deal with the monster?

    No. Again, you need to keep to the correct order of doing things in the phases they occur. You have to fight/evade monsters either when you want to leave a location with monsters in it or you end your movement in a location with monsters. Getting drawn into the gate occurs in the Arkham Encounter Phase, instead of getting the normal encounter card there.


    3. With air monsters with no characters in surrounding streets - if there is no character in the surrounding streets does it's trip into the sky then descent onto your character count as all one move in the mythos phase or does it move up into the sky as one move then the next mythos phase descend?

    The second interpretation is correct. Just like black bordered monsters, flyers can only move "one square" - they start in the street and move to the sky location. Their symbol needs to come up again for them to move down from the sky again (in one of the following rounds)


    4. If there is a monster surge that takes you over the monster limit the remainders go into the outskirts - but if you have another surge that makes you reach the outskirts limit you put the monsters back in the monster cup & raise the terror level. However if you go 3 over the outskirts limit for instance would you put all the monsters back into the cup up to the limit then the remaining 3 monsters stay in the outskirts?

    The monsters go into the outskirts one at a time. As soon as you have exceeded the number allowed in it, remove all of them and raise the terror level. Then start again from scratch to add the rest, again, one at a time. If the outskirt limit is low enough, this can mean that the terror level rises multiple times from a single monster surge.


  2. Finally!

    In attempt number eight (in total) and three (for today) and after crueling hours, we've finally done number five. In the end it was a case of having unbelievable luck almost throughout the game. Through a combination of just the right mythos cards, ancient journals, the rumour that gives everyone clues when passed, even a Yellow Sign tome and an Elder Sign (bought in the Uptown auction - thumbs up to the rich people for holding a big street sale while icy winds are blowing!) we managed to win a sealing victory.

    Highlights of the game (apart from the ones already mentioned):

    • One character holding eight corruption cards, while the "Endless Breeding" rumour is in effect. That's what I call a situation rapidly spinning out of control! It's just one little corruption at first, but then...
    • Using the Milk to draw three cultists, two Dark Young, a Dhole and a Flying Polyp into the Train Station. I'd love to see the face of the station manager...
    • Cultists having toughness 6 due to the Great Ritual. I wonder what the cultists look like at that time? They can take twice as much pain as a regular Dhole or Star Spawn. If they are still human, you could probably roll over them in a tank a few times and they'd come out unscratched. Another idea: if your fight is zero, you cannot kill them with a rilfe, no matter how good you aim. That's what I call resilient (for a human, anyway!)...

    Still can't quite believe it but so glad we've finally put that absolute torture behind us and can move on to Dunwich!


  3. Fourth attempt today, but still at zero points. We'd have got over 30 with just a little more luck in the final round: Three gates sealed, two gates open with two investigators each attempting to close at the same time. That's when our luck ran out...

    We'll probably skip Sc5 for now and go on with Sc6 and try it again in a few weeks time.


  4. Svavelvinter said:

    Some cards say to put an Activity Marker somewhere to remind you were the card is taking effect, and where the Investigators have to go to resolve the effect of the card.

    I usually place the actual card there instead.

    So do we. We've also never placed an explored marker before. Strangely enough, in hunderds of games no one has ever forgotten whether he just came out of a gate or was supposed to go in... ;)

     


  5. flamethrower49 said:

    This furthers my theory that anybody on this board would be annoyed, or at least confused, after playing a game of Arkham with anybody else on this board.  Barring prior familiarity, of course. 

    That's certainly true. I once played AH with a friend who usually plays with another group. It was almost impossible for us to play together, as he was used to such a different approach to the game as well as some different rules.

    As we're only playing league games at the moment, we've stopped all house rules, pay more attention to the phases and everyone's turn (when trading, especially). Before that we usually played random investigators against a random GOO, very rarely with heralds/guardians. We've also experimented with the "get an encounter card for using a special location" rule and found it to our liking.

     


  6. Yes. The only time you do not add a doom token when you place a gate marker on the board is a gate burst on a sealed location.

     

    And, yes - you can combine spells and other combat items freely as long as you don't spend more hands than you've got.


  7. From the DH rules (p5):

    "The Phrase 'In Arkham' on Cards: Cards that refer to "Arkham" also apply to areas and locations in Dunwich. So for example an Environment card that adds +1 to Fight checks and subtracts -1 from Will checks in Arkham also affects investigators who are in a Dunwich street area or location."

    I think it's clear the taxis also go from/to Dunwich, when that board is in play.


  8. Lance845 said:

    Instead of normal movement, move your player marker to any street location in Arkham proper. (the original game board) IF they are currently in Arkham. Someone in Dunwhich can not do this.

    Absolutely agreed on everything except this. Isn't it the case that "Arkham" always refers to every location that is not in another world? Since the card can't know if you play with any board expansions. I'm quite sure there's a rule about this, but can't look it up right now.


  9. Just to provide you with a slightly different view: Even after playing hundreds of games, I still find running two investigators at the same time quite stressful. While having four investigators really does add a lot to the game, don't feel you have to right away. Playing a couple of games with two investigators (and maybe not drawing a mythos card every round, as has been suggested) might be just as much fun and less demanding.


  10. "Doing more" alone is not enough, though. With the right kind of bad luck, simply closing gates doesn't help at all - maybe the next mythos card opens it up again anyway. Closing low-frequency gates instead of sealing them might be a better way to go about it.

     

    Anyhow, we usually put games like the one the OP described down to bad mythos luck and move on. We've recently had the same issue with just the base game again, 10 different gate locations in the first 10 mythos cards. Unless you know that in advance or run a strategy very different from ours this is almost a surefire way to a GOO fight in under a dozen turns.


  11. I think the flavor fits perfectly in the case of speed/sneak. Either you move fast, with little regard to what you're stirring up and how much noise you're making, or you take your time to remain silent and unseen. Evading monsters doesn't mean running away from them, it means not getting seen. How could you run away from a Byakhee? Or a Hound of Tindalos? Your only (albeit small) chance is hiding somewhere. And you don't make much progress when you have to duck from shadow to shadow...


  12. If you can choose between two bad things that can happen to you, can you choose one that doesn't really have an effect on you? Most recently we've run into that with the corruption card that lets you choose between losing half your items or taking another corruption card. If you have only one item can you choose to lose "half" of them which effectively lets you off the hook? Is there an official ruling on that?

     

    I guess it's the same as choosing between losing all your money or an item when you don't have any money etc.


  13. Prefer the Brazier over the Fetch Stick for the reasons outlined above. Finally that focus gets some use! Also, the image and the idea of the Brazier is absolutely fabulous while the Stick is... well... a stick? The picture doesn't help make it more interesting either.

     

    I also love the Elephant Gun, but it's more of a "love the idea" relationship. The Flamethrower is vastly superior.

     


  14. With the expansions though, I think the skills have caught up somewhat. While there are some excellent new allies, there are some outragously broken skills. Allies are still better of course, especially since you can handpick them, but if you've got some extra money on your hands there are worse choices than buying a skill or two.


  15. It's the same with me. The Deputy really shines because of the ideas still floating around in ones head from the first few games. There are games where we still get the deputy, but we only do it if it's a perfect fit: a low speed investigator with a free hand or lacking  a physical weapon, not a lot of money floating around due to to bad luck with retainers. The first couple dozens of games it was the first thing everyone got as soon as he had two gate trophies.

    Since we've only had enough time for league games in the last few months, I have to think back hard what we actually did with all those trophies back then. We definitely never got Changed - it's incredibly cheap in trophies, but terribly expensive in time - never got around to it. I've been championing the Captain, but so far no one of our group ever seemed that keen.

    I think we mostly got allies, with the occasional blessing if needed (or when there are no good ally choices left).


  16. Frankly, they both suck terribly. Two sanity loss is simply too much for anyone to handle on a regular basis, and spending half your time in the Asylum is not just not fun but also not efficient.

     

    As outlined above, the Dread Curse clearly wins on average unless you've got a barrage of supporting skills. So while they both suck terribly, the Razor (whilst being cool) is even worse.


  17. It's a good skill, but its usefulness depends a lot on what monsters you have on the board and how many good weapons your group has. So I'd say it's pretty balanced on the whole, but clearly one of the better skills.

    Thread hijack: The two best skill skills in my opinion are (don't know their names, sorry) the "Exhaust to get a success on a horror check" and "Exhaust instead of spending a clue token". Ah, that second one's Mythos Lore, I remember now.

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