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Everything posted by zealot12

  1. We always played her as written.But you can houserule that she never loses her blessing(unless she's cursed). In the Innsmuth expansion every investigator gets a personal story, passing which that investigator gets some benefit. Sister Mary's personal story balances her character making her blessing last longer.
  2. To be brief, I really like the Lurker expansion for all of its components(especially the new gates), but the herald is too exploitable without houserules. Of course, you don't have to play with him. But if you want to, try applying some of the houserules proposed here.
  3. mi-go hunter said: Veet said: Cons: the herald actually removes challenge from the game.... but on the bright side it makes the best guardian of them all. You couldn't have stated that more perfectly. However, a few houserules should set him straight: 1) You cannot spend power tokens when dark pacts are exhausted. 2) Sanity and stamina damage from reckoning cards cannot be negated by power tokens. 3) Power tokens cannot be used during final battle. However, even with those rules, in one game we managed to seal 4 gates all thanks to his gift of power. I've added these as well: 4) During their turn, Investigators may spend power for clues up to the number of sealed gates on the board. Or you could simply rule that gates cannot be sealed by spending power. 5) each time an investigator gains power from a pact, immediately draw and resolve a reckoning card. 6) each time a gate is prevented from opening in a sealed location or due to Kate Winthrop's ability, draw and resolve two reckoning cards one after another
  4. Yes, you get that movement point if you've declared Battle. You can use it not only for movement but for other purposes such as giving an item to an adjacent hero, or drinking a potion. Note also that you can always spend fatigue for extra movement points, even when you've declared Battle.(but not if you're Webbed or Grappled)
  5. Up until recently: an unused salad bowl from the kitchen. I've switched to a small bag from the store in which I bought the Lurker expansion.
  6. Thanks a lot. We're gonna try out Daoloth in our next session.
  7. Oh, I foresee that Ghatanothoa, Eihort , Yog-Sothoth and Quachil Uttaus will benefit greatly from this.
  8. It's a timing issue. I think he should stay at the location.
  9. I posted a template for a Kingsport variant with unstable locations. http://boardgamegeek.com/thread/589007/kingsport-variant-with-unstable-locations
  10. If you play against Rhan-Tegoth and draw a Mythos card that forces you to draw monsters from the cup until you get a monster with a specific dimensional symbol, or some other common attribute, do any cultists drawn during this procedure go to Rhan Tegoth's sheet? Seems kinda unfair, if it's so. If a monster surge occurs as a result of a Mythos card with a gate burst on it, do flying monsters move? Or do they only move if a gate opens as a result of a gate burst?
  11. Well, Atlach Nacha can be easy if you stockpile allies, but that's a hard thing to accomplish(I only beat him once in final combat). Today we tested our strength against Chaugnar Faugn for the third time in total. Now, this pink elephant is just unfair. No wonder his slumber ability doesn't have much impact. We only cleared half of his doom track. CF: 3 Investigators: 0. It's been a fun session though. That's why I love this game: even when you lose, it's hardly ever sour
  12. I like all expansions honestly, and they all complement the game very well, but Innsmouth Horror is my favorite big box. If you ever find it overwhelming to play with all cards from all expansions, you can always arbitrarily decide which of the components to use for your current session.(it even says so in the rules). The problem with Innsmouth is that it doesn't add any new items, but cranks up the difficulty considerably with hard Ancient Ones and a mechanic that makes sealing victories more difficult. Which is why if you don't have any prior expansions, you're probably gonna have a hard time with it.
  13. If you're playing with the Innsmouth expansion board, it's a good strategy to lure aquatic monsters away from Devil's Reef and Y'nathelei to an aquatic location on another board, so the more aquatic locations the merrier. We also aquafied Cold Spring Glen in our sessions with Dunwich. Sometimes we'll just turn regular unstable locations aquatic by a die roll at setup.
  14. Well, today the game was on our side.It was such an exhilirating session. Vincent, Ursulla and Akachi bested Rhan Tegoth in regular final battle with slightly above average equipment. All three started the batlle with 3 stamina, and Rhan Tegoth had one Cultist on his sheet. The thing is: Akachi participated only in one round of combat, because the only thing she had was the Powder one-shot item, and she had the Harried card which kept her focus at 0 for the rest of the battle. Ursulla and Vincent were blessed; she had 6 Clues, the Enchanted Knife and the Cane, he had 3 Clues and two Wither spells equipped. We purposely kept their Stamina low, because we figured we'd get more chances to roll all successes on fewer dice. And the gamble paid off: for two rounds Rhan Tegoth was unable to drain anyone's stamina and that cost him dearly.
  15. Well, for one, you could play with this notion in mind: no investigator wants to be devoured, unless he knows that he'll die for a noble cause(Silas' personal story), so don't exploit this mechanic. If it happens, fine. But don't plan for it. As for Quachil, you could houserule that each time he devours someone via his stalking ability, add a doom token to the doom track. Just to pennalize the exploit.
  16. I guess it should be resolved in a manner that puts the investigator in danger Moving gates are obstacles, and being thrown into an Other world you had no intention of visiting in the first place is part of the game working against you. So I think he should be drawn through the gate.
  17. No, wait. I understand. He already resolved his encounter for the turn by moving to the street, and being drawn through the gate counts as a separate encounter. Oh, well. I haven't thought about that.
  18. Then why isn't the investigator drawn through the gate during the Arkham Encounters phase? Since he ended his movement in the street, during the next phase he'll be drawn through the gate at that area.
  19. Wait a second, I don't understand the issue here. There's no timing conflict in this scenario. If you're moved to the street at which there's an activity and an open gate, then you may participate at the activity first and then you're drawn through the gate. The activity doesn't count as an encounter in this case. The two actions occur during the same phase, but they're not mutually exclusive.
  20. Oh, and if it's not entirely clear, the modifier for the AO's combat rating in our houserule is negative, "so it should be: increases by (N-6) where N is the number of sealed gates on the board. Yig's combat rating is (-3). If there are 2 sealed gates/elder signs on the board when he awakens, his combat rating increases by (2-6) which bumps him to (-7)
  21. I like how you intrroduced corruption cards into the game. Tying them to a specific monster, and not an Ancient One or herald. We actually played today's session with your rule: "Any time you defeat a Dark Young or the Dark Druid,draw a corruption card." I really like the corruption mechanic, and with this ruling you ensure that these cards enter play. For several sessions already we've also played with these houserules: 1)The game starts at the Arkham Encounter phase, and each investigator has an encounter at his starting location(but cannot use the special ability of the location instead of the starting encounter). This is just a fun way to kickstart the story; add another unpredictable twist to it. 2)And as I mentioned in another thread, we also decided that from time to time one investigator would start the game with a Cult Membership card from the Black Goat expansion(during setup the fiirst investigator who rolls a 1 or 2 gets the card). 3) Whenever facing either of these 4 AOs in final battle: Yig, Nyarlathotep, Hastur and Ithaqua: The combat rating of these AOs at the start of the battle will increase proportionally to the investigators' sealing progress. That is, 1) The rating would increase by (6-N) where N is the number of sealed gates on the board. 2) (6-N )extra doom tokens are added to the AO's doom track (Dam's supplementary proposal to the first rule). We actually defeated Hastur today in Epic battle with these rules: it makes him much more challenging this way, and in general, promotes a sealing strategy rather than preparation to final battle(which is an easy victory if you're well equipped ) .
  22. Okay, . If you go back to the the Sledgehammer example. It gives the investigator equipping it +1 to Fight checks(such as the ones made in encounters or when closing a gate), and +3 to Combat checks against monsters and the Ancient One. These are two separate bonuses; they're not related to each other. Now, if your Fight skill is 3, then you get +3 to Fight checks and +3 to Combat checks.(the skill grants bonuses to normal skill checks and to special skill checks that are based on the same skill). It also makes sense that trading away the Sledgehammer to another investigator won't improve his physical prowess(Fight skill) The Fight skill is something that is learned, achieved/improved through training, not by wielding a weapon. However, there is something that still confuses me: if you have an environment that gives a bonus/penalty to a certain skill check, it should affect the subset group as well. Or shouldn't it? If all Will checks are made at -2 penalty, then it means that all Horror checks also recieve the same penalty(or at least that's how I've always treated this modifier. But this interpretation seems to contradict the rules and what I've tried to explain in the beginning of this post. it seems like those environments won't have much of an impact on the game if they only provide penalties to normal skill checks, but not to special skill checks.
  23. I'm still not sure about that, but I see what you mean though. It's not a skill modifier. The same way as +1 Speed is not the same as +1 to Speed checks. The former gives you one extra movement point and a +1 to all speed checks, the latter is only a speed check modifier. It's easy to get those two confused however. Any other thoughts about this?
  24. My bad. I should be more careful when reading. The OP didn't mention anything about spending clue tokens on skill checks. At the time of posting the reply I was reading a slightly similar thread on Boardgamegeek, and got confused between the two. When determining the number of dice to roll on a skill check you add/subtract all the modifiers to the given skill.(from game effects and cards in your possession) Let's say you need to make a Lore(-1) check during an encounter in Arkham. Your current printed Lore is 2. You also have in your possession a Lore skiill card(+1 Lore). There's also an environment in play that gives -2 penalty to all Lore checks made in Arkham. The number of dice you will roll on this check is: -1+2+1-2=0. If the total number of dice is zero or less on a given skill check, you automatically fail the check, unless you spend clue tokens on it. Since you have a Lore skill card it will let your roll two additional dice per clue token you spend.
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