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Posts posted by awp832

  1. Dam said:

    YellowPebble said:


    Unfortunately, the text "Evasive" could really do with being on the *front* of the monster token, since that's when you need to remember it, but there you go.



    You already get a green Awareness modifier, you want text as well gran_risa.gif ?


    Yes I do, for people who are colorblind.   I wish more game companies were conscious about that sort of thing.

  2. yikes,  my spanish is rudimentary at best.   I took a look at scenario 1,   I'm not sure the following is exactly accureate, but here's what I make of it.   Again, please forgive and correct if necessary,  It's been a while.  Also,  I havne't found the Walter Gillman ally card  yet.


    AO:  Yog Sototh.

    Setup:   As normal except all investigators start at The Witch House and there are no clues on the board to begin the game.


    Investigators:  Only the following investigators may be used:  Vincent Lee, Joe Diamond, Mandy Thompson, Bob Jenkins, Kate Winthrop, Harvey Walters, Amanda Sharpe, Darell Simmons, Dexter Drake, Gloria Goldberg.


    Walter Gillman:  One investigator must take Walter Gillman as an Ally.  He replaces one Unique Item or two common items for an investigator's starting equipment (??  sorry, this sentence is giving me trouble).


    The Witch Keziah Mason:

    Because of the Witch's plans, no investigators may seal gates at the Witch House or the Unvisited Isle during the game.  In addition, all gates are considered to have an additional -1 penalty to close or seal (?? also not sure).


    Strange Angles (?)


    The Hound of Tindalos moves on all dimensional symbols during the mythos phase.


    Winning the Game:


    Investigators win the game if they have sealed 6 gates or have gate trophies equal to the number of investigators, +4.

    To Seal a gate, an investigator must discard a Tome, as well as spending 5 clue tokens.   They can also use an Elder Sign card as normal  (you dont have to discard a tome in this case).

    The game does not end if there are no open gates. 

  3. hm, bit of a play difference here.   I don't usually set up tommy to get devourered,  whereas I *do* pursue that strategy with Silas.  I think the difference is that for Silas, it's merely a matter of spending trophies so his getting devourered is, for a large part, incidental.   Tommy must actually be 'legitimately'  devourered, which is a lot harder to do.   Without Nyarlathotep, auto-devourering monsters are rare.    There are a handful of AO abilities that can 'help',  like QU's, but only if the player order is right, Ghantathoa's as well,  but even tempting fate every turn, it may still take a while before Tommy hits the mark, worse, you've likely eliminated a lot of clues from the board, marginilizing the effect of passing the story in the first place.


    Not only that,  but I find Tommy to be a darned useful investigator.   Easy deputization,  and the ability to lure monsters is really quite a plus, can't be arrested to boot.  I can't imagine 'wasting'  several of Tommy's turns up in innsmouth (the look) trying to kill yourself,  that just doesnt seem like a good use of his time when there are so many other neat things he could be doing.    Silas, on the other hand,  while a great investigator,  need only spend 1 turn for his payoff,  which is just as good as Tommy under the best of circumstances, and better in most.   Silas' payoff, an automatic seal,  is in many ways much preferable to another investigator getting 5 clues, since it saves time (of going through OWs),  although a doom removal and a terror stop is a plus in Tommy's direction.


    So, to finish up here,  I would just reccoment playing Tommy as a normal investigator and not worrying about his story.   If the game goes to final combat,  getting him killed then is often much more helpful  (granted, sometimes it isn't), and it seems far more heroic for tommy to go out agianst the AO than for him to snoop around Innsmouth, wondering if he has the Innsmouth Look.

  4. i find QU's slumber ability to be rather forgiving actually.   Generally only 0-2 investigators get devourered by it.  When it gets to the 3rd deck, give away  your good equipment and wait for the end (getting money/items for other investigators can help, or keeping a halfway decent weapon do kill the midlevel monsters).  Then you get a whole new char with new starting equipment,  bonus.  His combat is a beast though.


    thathagguoa's is just vicious.   No clues @ science building, and you'd be surprised how terrible his ability can be when combined w/ certain rumors.  No bank loans/docks to pay  off the bomber,  no boarding house for the Stars are Right, no magic shop for the Ritual/ Innsmouth Plauge.   There are lots of others.  gods help you if you ever happen to get cursed,  cause you aren't getting rid of it any time soon.   Poor, poor Rex Murphy!!!

  5. maybe the Lloigor deserves an honorable mention at least.    They're very difficult to take out, with weapon immunity and a nasty horror check to make spellcasters geared up with shrivelling think twice.  When they spawn on a gate they're not too terribly bad.   But every once in a while they spawn in the street,  and then they're an absolute menace.

  6. hokay,  If you're really interested, skim a few pages, there are about a zillion threads like this one.   If you want my opinion, as far as the big boxes:


    Innsmouth is the best, followed closely by Dunwich,  followed by Kingsport.


    Top marks for innsmouth for the increase in difficulty and the amount it adds to the game.   Seriously,  it's a lot.   You're practically doubling your available investigators and adding a whole host of new AOs too.  Personal Stories are in general, amazing and well done.   There are a few gripes of course, mostly about investigators that we were hoping would get a power up with the stories who simply didnt  (kate winthrop is the best example here,  Vincent Lee as well).   Still, for your other 30 investigators,  the personal stories are great.  Innsmouth mechanics are very cleverly done as well.


    Dunwich is very nice, and lets you play with the DH herald, who is a very fun herald (printout available on the support page) and a good 'intro' to heralds in general.   Injury/Madness cards are to die for.  Dunwich spells help to give a bit of a boost to beleugered casters, so very good spells in this expansion.   Innsmouth has no items, therefore no new spells.


    Some laud Kingsport because it was an expansion made with a built-in anti-dillution system:  IE, the basic mechanic of kingsport never is dilluted no matter how many expansions you have mixed into your mythos deck.   Well,  there are two reasons for this.   One of them is simply that Kingsport doesnt have any unstable locations, which means that there wont be any gate dillution like can occur with dunwich.   IMO, this isn't a benifit,  it's a flaw.   The second reason is the rift mechanic, which, while clever,  is no more 'anti-dillution' in itself than the Innsmouth mechanic of the Deep Ones track.   All kingsport really does is occupy one investigator's turns.  I'm not impressed.    While it's true that there are a few AOs and Investigators here that might compel you,  I really wouldn't understand why anybody would get this expansion instead of Innsmouth.   The one selling point to Kingsport is that it has Guardians, who are kind of like anti-heralds, and can be used to mediate the difficulty of heralds by giving you some benifits.   Kingsport is the only expansion with Guardians.


    Now then,  while I maintain my ordering as far as the best expansions are concerned.   If you were to ask me what expansion you should *buy* first,  my order would probably change to Dunwich, Innsmouth, Kingsport.   Innsmouth might be a little difficult for people who are a bit newer to the game, and Dunwich will get you used to a lot of the mechanics that are present in Innsmouth.  I also maintain that there is no reason to play a spellcaster if you're playing with just the spells from the base game,  which is sad, because I have always had a thing for magic.   Dunwich gives lots of love to the spell deck, whereas Innsmouth doesnt.

  7. yes,  Tome cards from the unique/common item deck often require mov't points to use.  Aside from a few oddballs (Mi-Goh Brain case, patrol wagon, which are both really taking the place of normal movement, even though they mention movement points)  I can't think of any cards that *aren't* Tomes that let you spend movement points.   Oh, wait,  I guess there is the Safety Deposit Key from KiY,  but the point was,  it's mostly tomes.

  8. Jambly Ho-Tep said:


    I like your optimism, lol. I'm scottish by ancestry myself, related to William Wallace, so I think I'll take your word for it and use my flute when I feel the need.


    In philosophy, this is what they call the fallacy of the resort to an unqualified authority.   Glasgow's scottish-themed user name does not make him an Arkham Horror rules authority (nor, I'll point out, does it even necessarily make him scottish), any more than Tiger Woods is a nutrition expert in the subfield of Wheaties. 

  9. I think I'm with Tibs on this one.   The singling out of movement points as the mechanic for G's fight seem to imply that relevant movement boosting items help. 


    About red sign,  I thinnk that using up a sanity and one of your hands for casting is more than a fair exchange for a max of +5 to combat checks with a carbine rifle or something.  Which is *if* you happen to have one, and *if* said AO has phys immunity, and *if* you don't have something better anyway.    If AO's don't count as monsters, I dunno what does.

  10. Was reading the investigator sheet of Minh,  who is probably my wife's favorite investigator from the Innsmouth expansion (she's got a thing for allies).    Noticed that in her story, her gentleman mentor is refered to as Mr. Tomas and later as Mr. Thompson (as in Mandy?).   So I decided Mr T was more than appropriate;   "I pity the fool who read the King in Yellow!!!"


    got all the allies except the ones from Kingsport.   Anyone having exceptional sucess with any combos?  It was pointed out to me that Erica Carlyle seemed to be right up Minh's ally (get it?), or the Messenger to turn her into a combat monster.  Naturally the ever-popular Professor Rice isn't a bad choice either.   I always liked Malone,  but recently I've started to have a thing for Zebulon Whately,   man is he ever way-better-than-I-thought-he-was.


    On a third note,  how much difficulty do people have completing this one?   Usuaully we do it no prob,  but we had 2 failed attempts in a row in our recent games with her, and it's starting to look slightly grimmer.

  11. AH is exceptionally difficult your first few times playing.  However,  once you and your friends get a style of play down and realize some of the strategies involved in the game,  you can end up winning reasonably often.  I would definitely reccomend this game.  I play it all the time with my wife, and also when we have friends over.  It's the best fully-cooperative or partially cooperative game that I've played  (including BSG).   Rediculously many investigators/items/AOs/etc ensure that each game feels unique, and the game really doesn't get repetitive at all.  Despite a lot of components and an intimidating nature,  the game is actually quite easy to play once you're familliar with the rules.  Even new players simply need to learn the basics of combat and how to read the monster tokens and they'll do just fine.  Really, only one player in your group needs to have any more than a casual understanding of the rules. 


    I wouldn't worry if you havent read the Cthulu stories.   I enjoyed the game just fine before I started reading them, and know plenty of people who feel the same way.

  12. Well,  as far as undead are concerned,   I belive "The Outsider" has undead in it, implied at least.   "Pickman's Model" also references figures that may be undead.


    Nevertheless, I think you're missing the point.   Arkham Horror is a board game for people who live in the 21st century.   Lovecraft himself died in 1937.   Basically I'm trying to tell you not to look for these references.  Probably  a lot of them don't exist, and it doesn't really matter.   I mean,  take Professor Armitage for example.   Is there anything in AH that gives you the feel for that character?  Not really.  He's a guy on an orange peice of paper that gives +2 to lore.   That's it. 


    The theme of Arkham is loosely based on the work of Lovecraft and others, but it's a game.   Zombies are mechanically helpful to the game.  Female allies and investigators make the game more appealing to today's audience.  Try not to dissect things so much.   Enjoy the game because it kicks ass.  I can't honestly say that my enjoyment of Arkham Horror has improved because I started reading Lovecraft after I bought it.  I don't think such searching for minute references that might be in the original stories is really a good use of your time,  nor will it improve your enjoyment of the game.

  13. If Ursula Downs starts on an unstable location, does she pick up the clue?

    If Marie Lambeau completes her story,  may she use both uses of her Witch Blood ability on the same turn, or must they be used in different turns?

    Can you please clarify if investigators count as being in the same area during final combat for purposes of effects such as:  Vincent/Carolyn's ability,  Minh's ability, the Paranoia madness card, etc.?


    What exactly happens when a Rift would move into a vortex?  (Using Kingsport and Innsmouth together, for example)


    Can investigators use their abilities when Lost in Time and Space?  Leo and Mandy, for example. 


    Can the Deputy of Arkham be arrested?


    If the Ancient One awkens via some method other than the doom track, does Diana Stanley heal her sanity/stamina before final combat, as the AO's doom track is filled?

    Are there circumstances other than the No One Can Help You Now environment card that Akachi's ability to always seal gates applies to?  Maybe the tome De Vermiis Mysteris?

  14. I talked with flamethrower about this once.   Generally speaking, non-spawn wise, the Dhole is the toughest monster out there.... to fight.    But I came up with some criteria that made this question a little more interesting.   I decided to factor in not only how hard it was to fight, but also it's evade check, special movement abilities, and the likelihood of it being drawn.


    Considering the above, I've reevaluated.  The Shoggoth probably deserves a place in the top 5,  It's a reasonably common, fast, tough monster.   Due mention goes to the Colors out of Space, Cthonians, and Hounds of Tindalos, which *always* seem to ruin my day.   The Star Vampire is another one of the worst,  a terribly difficult battle, stalker, and -3 to evade... ouch.  

  15. 1.   There are 3 win conditions for Arkham,   suceeding in any of these nets you the victory.    You can close all open gates *and* have gate trophies equal to or greater than the number of players (rare, but it happens).   You can have 6 seals on the board, each seal being accomplished by surviving a few turns in an other world and spending 5 clues (the most common victory method,  probably the one to 'go for').   Or you can defeat the AO in final combat,  which, depending on the Ancient One, can range from mediocre difficulty to downright next to impossible.


    2.   There are a number of ways.   Certain items can do it,  the most common being the use of an 'Elder Sign' card, a unique item.   A handful of investigators have abilities or Personal stories (with the Innsmouth Expansion) that can do it.   There are some rare encounters  that remove doom, and even a monster from the Innsmouth Expansion that removes a doom when he is defeated.


    3. Very close,  Turns 1-3 are all right.   There is, however, no 'turn 4'.   Sealing is done as soon as you close the gate, so, on 'turn 3' in your example. 


    4.  Yes, if you close a gate, you get the Gate trophy.   To answer the original question here, you might want to do this because you simply want a gate trophy to trade in for a reward.   Or, perhaps you are going for a 'gate close' victory,  which, as I said in (1), is very difficult to pull off,  but situationally, very useful.  More likely though, you'll close a gate to avoid awakening the Ancient One by having too many gates on the board.  This is usually not necessary in the Base game (occasionally it is), but it happens every now and again when playing with Innsmouth or Dunwich, because there are more spots where gates can open.

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