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Posts posted by awp832

  1. So, for a long time I was aggressively avoiding spoilers for Dream Eaters, since I was a bit behind where other players were in terms of the scenarios.   I finally finished the DE campaign today.   Unfortunately, avoiding spoilers has robbed me of the ability to check and see if I was missing something.   But ah well, I can do that now.

    Point is,  I'm not sure how to get the silver key.   This item is pretty important to much of the campaign resolution but I can't seem to understand how you actually acquire it.  I think it should be earned in A Thousand Shapes of Horror,  and I think that "by rights"  we earned it.    We "recovered a strange key", which sent us to R3.    But nowhere that I can find does it say during resolution that you record in your campaign log that you got the silver key,   or that an investigator can add it to their deck etc.  

    Am I just blind and missing this?  Is it some kind of misprint?  

    I enjoyed the campaign but not possessing the Silver Key really made a huge difference, and I feel like I missed out.


  2. yes.   Jim's ability doesnt change the token to a 0,  it changes the modifier to 0.   He still drew the skull,  so anything that triggers off of drawing the skull still triggers,  including Shriveling's disadvantage.  Other affects of the skull token that aren't negative modifiers (such as draw another chaos token,  popular in some scenarios) also trigger.  

  3. getting all of the cultists investigated with only a core set is really not an attainable goal.   I would say you could be happy with 3 or very happy with 4.  Which, I understand, is a bit higher than you're currently getting typically.   

    But beating the campaign is what counts, and you did that, so congratulations!   It's very hard to say what you should and should not be doing without seeing you play a couple of turns.   For me the most difficult part of the game was figuring out when to collect resources and play assets, and when you need to look for clues.   Typically I like to try to set up a little before I venture out.   having more equipment will save time in the long run,  but of course you can't take *too* much time either!   It's a delicate balance.   If you keep Your House (which I recommend doing very highly)  you can get a lot of efficiency by staying there and getting some extra cards and resources.  

  4. well,  first I have to say that Daisy has never stopped being amazing.   She's really good.

    That said... I would probably just take 2x Old Book of Lore, and if you want to go crazy,  maybe a research librarian or two.    I still don't really consider other tomes especially worth it.  OBL is pretty much the best one.   The reason is that Daisy doesnt really need 8 tomes,  she needs 1 tome that she wants to use all the time, and that's basically exactly what OBL is.   

    I don't usually go "search" daisy.   I just probably wouldn't bother.   Keep her 30 card deck tighter and packed with stuff you really want, and I dont think Astounding Revelation makes the cut for me.    Actually, I don't really generally feel too resource starved when I play daisy... I guess it depends on what you're running, but I usually end up being rich if I get Milan out (and we do play Taboo.  but even still).  Then again,  I'm not spending money on tomes.   

    I don't like Unearth the Ancients,  I think it's a pretty poor card.   I think it's a very poor card.  Crack the case is a good include though, and emergency cache.  I pretty much never am going to put out Daisy's tote bag, ever.   I don't really want more than 1 tome.   

    I would definitely still run both magnifying glass and fingerprint kit.   Whether or not you "need" them aside, those cards are great.   I like to run trench coat for a little extra survivability,   that's really the only other level 0 asset I usually play.    Eventually Death XIII and Pathfinder once you get XP.   

    In essence,  just go really light on tomes, and only use the good one (OBL).   Then fill your deck up with whatever other seeker toys make sense to you.  Some favorites are I've Got a Plan, Deduction, milan, magnifying glass, fingerprint kit, eureka, maybe research librarian.  Neutral: Perception/Manual dexterity are fine,  flashlight if you feel like it.  As I said earlier, I like trench coat.   Mystic off class;  hardly anything.   2x Ward of Protection,  and if you're feeling very cheeky,  2x delve too deep,  otherwise nothing else from mystic.  

  5. sure, tome access will get better for parallel daisy later on.    But level 4-5 seeker cards will also get better.   So I don't see that as being necessarily in Parallel Daisy's favor.  

    Book of Shadows3/ Guiding Stones is sort of a nice combo,  but it seems slow,  since you won't have Daisy's free tome action/turn.   Definitely give it a try and let us know how it goes,   but I suspect it won't be that strong.   

  6. I have had some very clutch plays with Dynamite Blast when I play Rex,  so I would say that is definitely solid.   IMO Dynamite blast is a far better card in Seeker than it is in Guardian.    So that might be compelling.

    But if you want a small amount of off-class cards, you probably could just play Rex and not have to give up your high level seeker cards.   

    I agree that the back of the parallel investigator card nevertheless still seems to have some degree of promise,  where the front part is pretty awful.

  7. yeah, i saw that.   Alternate investigators seem like an easy hit,  but....  I don't really feel that what is previewed here is useful,  or good.    For the first part of daisy's new ability you have to have 2 tomes in play just to be back to where Daisy would normally be otherwise.   3+ tomes in play for it to be an advantage.    

    For the second part, you trade a free use of a tome every turn for a free use of all of your tomes once per game.   That is decidedly a bad tradeoff.     I don't know what they were thinking here.   No alt art, even.

  8. succeeding at ability checks:   Don't be too scared of the -8 token just now.   For the moment it is only used on expert difficulty.   So don't play that difficulty level,  very few people do.   If you are having trouble with the game I strongly suggest the "easy" difficulty, and once you get a handle on the game you can adjust as you like.  To succeed at a skill check it is helpful to have a higher skill value,  so playing cards that can give you modifiers is helpful.    Beat Cop, for example, gives you +1 to your combat score.  Committing skill cards or non-skill cards to a check for their skill icons can also help.   Talent cards (physical training, hard knocks, dig deep, etc)  can also help.  Taking less skill checks is another way you can go (automatic damage via guard dog, dynamite blast, etc).  Still,  you simply aren't going to pass a skill check every time you reach into the bag.   If you don't succeed, try again.   

    High health enemies:   Mostly weapon cards.  Look for any ways to deal extra damage,  you'll need these.

    Night of the Zealot:   Are you talking about the special, "named" cultists in the final scenario?  I think you are.   Having 4 active cultists can be tough.   You can power through them with guns/dynamite,  or try to evade them and get to the location you need.   You could also replay the campaign and hope to do a little better on the Midnight Masks scenario,  then you wont have as many cultists to deal with.

    character XP:   You are not supposed to start the game with any XP.   You're intended to progress through the game, spending XP that you earn.   Learning deckbuilding is an essential skill of the game.  Just because something costs more XP doesn't necessarily make it better.  Much of the time it is better,  but not always.    Be careful in what you put in your deck, and spend your XP wisely!

    are you doing something wrong:   Quite possibly.   Not too long ago there was a poster who was in a similar situation and we found out that they didn't realize they could assign damage to their assets, making things much harder for themselves.   That said,  I can't tell if you are doing anything wrong or not from your post.    Maybe we could try to help you if you walk us through a sample turn, and we could look to see if you are making any errors.    On easy mode, I don't think the game is so difficult.  But that's a subjective thing.   Plenty of people have come up with their own rules to make the game easier.    That's your choice ultimately with how you'd like to do it.   But if you were asking me for my opinion,  I'd recommend against doing this.   I'd say you were robbing yourself of the experience of the game.   I'd suggest it's more important to learn the rules and understand the mechanics of the game, even if you have to eat a few losses on the way.   I honestly believe that if you understand the rules fully and have a grasp of basic strategy,  you can beat the game on the FFG easy mode setting, with no further adjustments necessary.

  9. First let me just get this out of the way:   Doing the core campaign and continuing on to the dunwich block is not recommended.   It would be more in line with how the game is designed to be played to do the core campaign, and then begin a new campaign for dunwich (you could do the same characters, but start them again at 0xp and no trauma).    

    To answer your question though,  that really depends on how you want to build Jenny.   If you want to build Jenny for a combat role,  then Rex is the better choice.   If you want to build Jenny for a more investigative/evasion role, then Zoey is the better choice.   If you build her as a generalist, then you probably want another generalist, maybe Agnes or Jim or Pete.  
    Incidentally, I am a huge Jenny Barnes fan myself,  and have built her many different ways.  She's good fun. 

  10. for a 2 person party?    It's really hard to say.   It depends mostly on who your characters are and what their decks can do.   

    Let's say you have Daisy  and Skids.     Daisy is completely helpless.   She might very well be the best (or one of the best) at getting clues,  but she's not good at evade, and she's not good at combat.   She needs somebody to protect her,  either by killing monsters or at least by pulling them away and then evading them.  This is a situation where you want to have your characters stick pretty close together.

    But supposing you have Wendy/Roland.   You have a lot more freedom,  as Roland should ideally be able to combat his way through monsters, and Wendy can probably evade them.  You can probably afford to split up a bit more if the situation dictates it.   

    But there are so many exceptions.   For example,   maybe Wendy has Backstab in hand and it's early game, and Roland hasn't found a weapon.    You might consider having Wendy stay close so she can protect Roland as he draws cards, gains resources, and tries to set up.  

    Maybe it's a situation where there is a tougher monster that is going to take multiple turns for Skids to defeat.   It's probably better to have Daisy go on ahead and try to pick up some clues and risk maybe drawing a monster on her turn than to wait around and waste a few turns while skids chews through some high HP monster.  

    There's so much to consider,  how much doom is on the agenda?  How much health do your characters have remaining?  Do you have any cards in hand that might save you if you do have your seeker happen to bump into a monster (even something as simple as Manual Dexterity or Unexpected Courage)?   Do you have any special insight to the scenario (have you played it before?  Do you usually run out of time, or is the threat being KO'd?   Is there a hint in the scenario log that will give you an idea of what sort of mission this is going to be?    When you built the encounter deck are there any cards you are particularly worried about?)    Many of these things are important to keep in mind when deck-building as well.   

    So yeah,  it's hard to make any sweeping generalities.  Think about what resources you have at your disposal,  and what tools you might be likely to draw/have in play in the near future.

  11. The 3rd scenario is very difficult.  Don't get discouraged if you can't beat it,   pretty much nobody can their first time through.   Maybe mess around with different characters and see what you can come up with.    You can also ask for advice if you're still stuck.  Myself and others have come up with some solid strategies,  but I'll avoid mentioning them for now  if you'd like to see what you can come up with on your own.

  12. that's great!    I feel Daisy is still quite powerful,  and yeah,  OBL  is really good on her (it's not as good on other seekers).   Skids has lost a little bit in the current state of the game,  but he's good fun and perfectly fine for the core set.  

    Daisy is so strong because she has raw strength (5 Lore)  *and* extra actions (from Tomes).  I certainly agree that extra actions are probably more valuable than a point or two of primary stat if you are playing on easy mode.    If you get into harder difficulties,  you might reconsider your stance, as higher base stats are very valuable when the token bag is meaner.

  13. Fortunately any set you get at this point is going to be a huge boost to your deck variance.   So probably any set will do.   If you want to head over to arkhamDB.com and go to the "cards" tab, you can  actually see what cards come in each set,   if you're the type to want to meticulously look over everything and know exactly what you will get.    But some people would rather be surprised,  so if that's you...  any deluxe box will probably do.   If pressed,  I would suggest your next campaign be Dunwich if you can get the mini expansions for it.   If you can not,  then I would suggest Carcosa instead.     If you just get Dunwich Big Box, you will get some nice player cards, and 2 fun missions to play.... but it won't be a complete story arc like the Core set is.   The mini expansions are part of the story.


    So, if Wendy plays Elusive the Priest does NOT get exhausted.   You are correct, disengaged does not mean exhausted.   In your example the Ghoul Priest will immediately engage Roland.   Check page 10 of the rules reference.  "...Any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator, and is placed in that investigator's threat area."

    If Roland is engaged with multiple enemies at once (the Ghoul Priest, and another Ghoul) he can attack either one, at his preference.   The Ghoul Priest should already be engaged with Roland at this point, since Wendy played Elusive.  If Roland is the only one there,  the GP is engaged with Roland.

    Lets set up a different example,  where Wendy does not play Elusive.

    Roland and Wendy are in the Hallway.   Wendy has Lita.    Roland is engaged with a Ghoul, and Ghoul Priest, Wendy is unengaged.   There are no other enemies.   On her turn, Wendy uses her first action to engage the ghoul priest, and then her second action successfully evades the Ghoul Priest.   The Ghoul Priest disengages from Wendy.   Wendy just plays down an asset with her other action and stays in the hallway.    Roland's turn.   He now has a ghoul engaged with him, and an exhausted Ghoul Priest in the hallway.    Roland spends his first action to attack the Ghoul.    He doesn't want to use any ammo, so he just attacks.   It's a hit.   At this point, Wendy notices that a Monster enemy at her location (the Ghoul) was successfully attacked, so she activates Lita's reaction ability to deal an extra damage.  Rolands 1 damage plus the extra 1 from Lita is enough to kill it.   He then spends his second action to attack the Ghoul Priest.    He may do this, even though it is not engaged with him.   He misses.   Ghoul Priest's retaliate keyword does not trigger, since it is exhausted.   He attacks again for his third action and scores a hit.    Again, Wendy activates Lita's ability, since another monster enemy at her location was successfully attacked.   Roland's hit on the Priest deals +1 damage.   But it doesn't die.    Enemy phase rolls along,  and the Ghoul Priest does not attack because it was exhasted.   It then has to make a "choice" between engaging Roland or engaging Wendy.   You check the monster's Prey instruction and see that it engages the investigator with the highest combat.    The Ghoul Priest will engage Roland.

    Hope that helps.


  14. Let me answer your questions first and then I will go on to general advice.

    1.  If the guard dog is on the table,  he mostly functions as "part" of roland.  So if you take an attack from the Ghoul Priest you can assign the damage to the Guard dog.   You can even split it between Roland, the Guard Dog, and any other assets with health that you might have.   The only time you can not do this is if the game specifies "direct" damage.   This is rare.      As long as at least 1 damage was dealt to the dog after damage is assigned,  the guard dog may deal 1 damage to the attacking enemy.

    2.   You can not trade resources or clues unless a card specifically tells you to do so.

    3.  ...   You're approaching this the wrong way.     The only "win" or "loss" is in the last scenario.    Read the scenario end instructions.   It will tell you what happens.   


    How much time you need to be spending really depends on the scenario.   Fortunately, you've played this one a couple of times now, so you should have a pretty good handle on the pacing.   If the scenario is ending in failure most of the time because you have too much Doom and the Agenda advances too far,  then you probably need to move a little faster.    If you're finding yourself knocked unconscious or driven insane most of the time,  then you probably need to spend a bit more time setting up, playing assets, and gathering resources.

    I'm getting the impression that you weren't aware that you could assign damage to your assets by what you said about Guard Dog.   Maybe you already knew that,   but if you didn't,  this is absolutely going to boost your survivability.   It's critical that you can push damage on to your dog,  beat cop, or Wendy's Leather Coat.  Don't forget about Roland's "dodge" card either,  that can soak a big attack from the Ghoul Priest if you have it.   Be careful with how you spend your ammo.   Spend it,  but also try to save enough that you can be doing enough damage to the ghoul priest when he comes out.   If you can handle an enemy with just a knife,  it might be better to use that than waste your precious ammo.   Lita's ability helps a lot against the ghoul priest,  and don't forget you can put damage on Lita also.   It might be beneficial to try to work it so Roland gets Lita most of the time,  but if you can't,  then you can't.   

    good luck, my friend.

  15. ever vigilant:   After playing Ever Vigilant you play up to 3 assets as a part of playing Ever Vigilant.    It's not precisely the same as playing those cards as "fast",  but it works in mostly the same way.  

    combat training:   Other investigators are free to play their own composure cards.   Whenever the game says "Limit..."   it is referring to a limit for each investigator.    "Group Limit"   is the term used if it wants to indicate that something is shared between the team.

  16. I'm definitely in the forgotten age is better camp.   

    In the Forgotten Age your characters are going to take trauma.   It's not impossible to avoid it but it is very hard to avoid it,  and if you do manage to avoid it...  you are likely giving up on something else that is important.   It's part of the dulling of the power curve for the campaign.    For example,  the Carcosa and Dunwich campaigns (but especially Carcosa) flood your deck with weaknesses.   You'll end up having lots of weakness cards in your deck by the end of the campaign,  and while sometimes you can maybe avoid one or two, for the most part there's nothing you can really do about it,  it just happens.   Forgotten Age doesnt flood you with weakness cards, it gives you trauma instead.   And in the same vein,  while you can avoid it sometimes,  a lot of the time there isn't much you can do about it.   Some people,  for whatever reason,  really dont want to take trauma.   This makes Forgotten Age a problem for them.   Accept that you're going to take some trauma,  and that it will be fine,  and you'll have fun.

    Also in TFA,  the game does encourage you to evade a bit more,   but if that isn't your cup of tea,  I have done it plenty of times just going in guns-a-blazin' and it works just fine.   The scenarios are fun and cool.   Some people are mad at some of the scenarios (like heart of the elders) but I sort of disagree with them for the most part.   Heart of the Elders often gets booed as "worst scenario ever"  and I hear their objections... but I guess it doesnt really bother me.   What people complain about,  I just dont really mind.   I think the scenario is fine,  heck,  I'll go one further... I like it.   I do sort of not really care for City of Archives,  but the rest of them are very good IMO.

    Circle is much worse IMO.   It would be easier to pick out the scenarios that I do like than the ones I don't.   Almost every single scenario has something annoying about it,  right from the start.   It is also punishingly difficult.   Far harder than TFA.   We played through everything up to and including Forgotten Age on hard mode,  but when we played the Circle Undone we reduced difficulty to standard after several attempts, because we just couldn't get through the scenarios.  

    Finally, the storyline of Forgotten Age is legitimately much better.   There's lots of intrigue and different people you can help,   there are even separate endings you can get depending on what choices you make.   There's also an "alternate ending, bonus scenario" finale that is difficult to get,  but my favorite ending.  Very cool.   There's ancient civilizations and time travel and all sorts of cool stuff.     TCU the choices are false,  no matter what you pick everything ends up sussing out in basically the same way, and it's lame.   That was really my biggest disappointment with the campaign.   Without spoiling what little plot elements there are to be had to the reader,  that's all I can say.   With such awesome source material to draw from with the Witch House and Carl Sanford and the Silver Twilight Lodge, the plot is extremely unsatisfying.

  17. I think we have to be a bit more conservative as to what we call a stereotype.   Take Rita as the perfect example.  So you want an athlete character.

    would a white male athlete be less sterotypical?
    would a black male athlete be less sterotypical?  

    What are they supposed to do here?  Rita is fine.  She's a black female track star.   That's not a stereotype.

    Mateo again:

    white preacher less stereotypical?
    black preacher less stereotypical?

    mateo is fine.

    In other areas too,   Harvey is an old white guy professor.  For females we have Minh (secretary) and Daisy (Librarian), and Agnes (waitress).  If you look for stereotypes everywhere, you will be sure to find them.   

  18. Looks like they're changing signature items a little.   From the looks of it the signatures are

    Nathanial Cho:  ?
    Harvey Walters:  Vault of Knowledge
    Winnifred Habbamock:  Anything you can do, better
    Jaqueline Fine:  Arbiter of Fates
    Stella Clark:  ?

    Seems to be indicated by the silver semi-circle where the XP should be, and the fact that on Harvey and Jaqueline's cards we can read that it is their deck only.   But they are now colored cards rather than neutral.  Wonder if they will continue that trend going forward.

  19. Carthoris:  man,  thank you!    I can't believe it took 14 responses for somebody to suggest they should play on easy.    That's what it's for.   Why invent a half dozen dubious house rules when you havent tried the FFG approved mode to make the game less punishing?  

  20. It's sort of as your preference dictates.    I'd open some packs and look at some cards together.   You can discuss thier potential, or if they suck or whatever.   When that stops being fun,   or you start to get overwhelmed by options,  then make some decks and actually play the game.  Save the rest for later,   when you are used to what you've got already.     If you're opening packs like a mad fiend and the point of glossing over cards never comes and everything is still fresh and exciting from start to finish,   then hey, bonus.  

  21. Another rules question:   With Empower Self,  could  one,  theoretically, include 3 of the same copy of Empower Self in their deck, rather than 1 of each variant?   So,   3x Stamina, for example, rather than 1x Stamina, 1x Acuity, 1x Alacrity.   I can't see why not,  but the component limitation is going to be annoying, for those who arent willing to proxy.


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