crimson6
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Posts posted by crimson6
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Excellent work wrapping it up with so many rumours! When you've got a character to handle it, the Terrible Experiment can be more of a help than a hurdle for getting lots of points of course.
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It's a trade-off between staying power and flexibility, certainly. There is a huge difference between losing 1 San per fight or none though - especially when there's a large stack of monsters somwehere. When you add the tomes that cost you 2 San per use, giving the Ally to Harvey seems to me like the clearly better choice.
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Great link, thanks a lot!
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Taking McGlenn along when every monster is such a (literal) nightmare sounds like a punishing way to play the game. Well done!
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Sorry for all those typos etc. in the last post, you shouldn't write forum posts after a long day with six hours of AH. It's obvious from the context, but I'm of course talking of the doom track in the last sentence.
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I've thought the very same thing, recently. Could be extremely lovely if the mechanics are sound and good graphics could add a lot to the mood (just like the music). I'd defnitely buy it for those evenings we can't get a group together - playing the board game alone is a lot of work.
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So, Saturday has come and gone.
First game: Same round of investigators as before. Excellent start item-wise, everything from 2x Wither to Tommy, Elder Sign and the Genie lamp (+5 Magic Combat). Sadly, I had the high-frequency locations mixed up in my head and so we made the mistake of closing the Witch House (I thought the Black Cave was high, for some reason). That cost us the game as we were only up to five gates closed when the GOO awoke.
Second game: Checked the high-frequency locations again and found our mistake. We took alone Ashcan instead of Dexter this time - good decision! There are more than enough spells floating around anyway, and Ashcan's Fight 2/Will 5 proved to be very useful. Less luck with items, but generally a smooth game ensued. For some reason, we got Good Work Undone yet again, now that's a nice rumour for this scenario (we've had it every time so far). Finally: 5 gates closed, two investigators waiting anxiously at their explored gates for a third one to arrive, but both dimension travelling investigators get lost in space and time. 7th gate opens, game over.
Third game: Same setup, same start. Terrible items this time, everything from knives to warding statues, but also the Necronomicon! What a read for the Professor with his ally (about 10 spells over the course of the game). The initial shopping went well, shotsguns, tommies and .45 were bought and distributed while the professor got his spells ready. The mythos was decent, we only got 2 monster surges though and lots "2 monsters appear..." which caused us a terror level of two. The professor can't be everywhere and for everyone else even a simple ghost is a death sentence (especially when it spawns on you in the street). It ended (almost) like the last four games: five gates closed, two investigators waiting for at least one more to arrive and close the bag. And finally, in our fifth game, the game relented and allowed Ashcan to close the eighth gate. Just in time - the terror track had been at 11 and the next mythos would have re-opened the gate in the Historical Society...
Final Score: 26 points. Looking forward to Chapter 2!
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We weren't too successful today.
For our first attempt we decided - on a whim - to draw random investigators - that didn't turn out so well. The doctor is even worse in this scenario than he is otherwise, Sister Mary still sucks, and what can expect of a college student? Doomed to failure from the start with our hardest-hitting weapon being a Derringer. We gave up with 3 gates closed and 10 on the doom track.
For our second attempt we tried a hand-picked team. The Professor with the new ally proved to be a wonderful killing machine, earning about twelve trophies in the course of the game. Gloria got a nice stack of closed gates, as did Dexter (who's slightly better than normal in this scenario, in my opinion - he has or gets the spells the professor needs), and the lady in the blue dress provided the money for extended shopping of weapons, motorbikes and private mental health care.
In the end, we stood at 5 gates closed and had two investigators with explored markers waiting for one of the other two to arrive back in Arkham, ready to close the final three gates in one go. Sadly, the two investigators still in another world got delayed or were LiTaS again and again - until another gate opened in the Lodge and placed the final doom token.
We'll try again on Saturday.
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MrsGamura said:
If there is a Gate there you go into it and ignore the monster.That's how I've always played it as well. But the wording on some of the cards doesn't really support that, in my opinion. There are some that say "Move to X and have an encounter there", with these it's clear as day that you get drawn into the gate and that's that. But some say "Move to X. You must draw two encounter cards and encounter one of them" - I'm not so sure about these.
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I'm surprised no one has used the thread title to post something like: "New evidence points to a release of Innsmouth! Box posted as news on front page!"
Sorry, couldn't resist.

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Wordmaker said:
I'm actually willing to pick this up based on the idea of personal storylines for Investigators alone.It's the same for me, that idea alone has me salivating in frenzied anticipation. If you're Sister Mary or Joe Diamond (to stick with the basic ones) should make a difference in the story at least sometimes.
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You're not, Twilight. A gate opening due to an encounter is treated like a gate opening due to a mythos card.
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MrsGamura said:
lder Sign when, "No One Can Help You Now"? i.e. do every thing on it besides seal the gate...loss 1 sanity/ stamina, close gate (because can't seal it) remove Doom Token.It's not a perfect answer, but the FAQ for the latest league game (where you cannot seal gates) states you can use an Elder Sign to remove a doom token, even though you cannot seal the gate.
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JerusalemJones said:
What, no comments on why I'm wrong. I'm disappointed. *tear*All that I can come up with are some items we might get from the Unique Item deck from location encounters, and the one encounter at the South Church.
Well, you do answer your own question.
With eight investigators, you can easily devote some of them to getting the South Church encounter. Problem solved. -
Yes, it's the same for these two. You don't ge to sprinkle some water or blow up the building every round

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We've also played these two abilites as written above, it's rare enough to feel useful in a game when you're playing either anyway.
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Morgaln said:
It's actually questionable if you can pay a cost if it would drive you unconscious/insane. Up until now, I haven't allowed it, but only because it felt wrongWe've always allowed because it does feel so right for the setting. Bravely sacrificing your sanity, your very life and soul to stop the Ancient One? That's just what being an investigator (a heroic one at least) is all about.
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sulphurea said:
.. and Crimson if you follow the thread I wasn’t comparing people replaying scenarios for a better score as cheats, I was just responding to Tamsyn’s sage comment that some people would cheat their way around my proposed Draconian strictures.Must have missed that for some reason, no offense meant!
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ricedwlit said:
Hmm. How about making things a little more risky by reversing the order: handle the the encounter and then, if you are still in the location afterwards, use the special ability. So yes, you can get two "good" things in one turn, but there is also the chance you will get moved to the street / encounter a monster/ etc.
I tacitly assumed that's how it would work, yes.

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I'm with you Solan, those are my favourite environment cards too. If the players are not groaning, the card is too nice

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arachnidshadow9 said:
For locations with special encounters such as the general store or the science building even if you're using the special encounter you get a normal encounter as well.I love this one! I don't think I've seen a single event of the spell shop yet, and only 2-3 of the others. Looking forward to giving this a shot, thanks a lot.
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It is indeed the very best board game there is.
What I find most fascinating about it though, is how it keeps on drawing in more and more people all the time. We regularly play in a group of around six people, but every time I play the game with someone else, they immediately buy the game themselves and invite more people to play it with them. Even people who have never heard of Lovecraft and have no particular fondness of the setting still love the game. The game continues to amaze me with its ability to fascinate everyone I show it to.
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Apart from the League games we've always played gates face-down, but they are turned over once you are drawn in, which happens normally when you've entered the location. The only item we regularly have that feels an effect is the Gate Box, as no one has every tried to get the White Ship yet.
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Argonel said:
I don't think any score penalty is appropriate, but I think that the number of times played should be reported and hopefully published. It would give a nice hint as to how many games the other teams are playing and an additional comparison to how sucessful everyone is.That's an excellent idea.
We thought of replaying our worst scores - instead of just the TPKs - and I can't find anything wrong with playing a scenario again to get more points. Not sure how someone can compare that to cheating by sending in faked scores?

I Hate Scenario 1
in Arkham Horror League
Posted
What I like about Sc1 is that with the scaling difficulty, 8 players actually have to pull the tricks only 8 players can. You're absolutely required to find a way to lower the doom track by at least one, but you will probably have to do more with a less than ideal run. It's good that it actually gives all eight investigators something to do.