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About Julia

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    I survived Avi's apocalypse
  • Birthday 03/23/1986

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    Trieste, Trieste, Italy

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  1. Some scenarios require the group to be compact; some other scenarios have a few, very tough puzzles to solve that could drain a lot of time; some other scenarios may have puzzles in fixed positions. In these cases, Amanda can make the difference, or at least save you a bandwagon of clues.
  2. This doesn't mean either that the new and the "better" (in your opinion) makes it a classic. EH has a ton of problems. Now I get we're on the EH board, and there's a ton of fans of the game. But being fans doesn't mean necessarily being unable to understand the flaws in the game. First of all, it has a repetitive structure. Mysteries come in three types only once they are removed from flavor fluff (kill epic monster; gain clues to put on mystery equals to half the investigators in play; gain something equal to the number of investigators in play). It has a series of embarassing cards that were not properly balanced (the mystery requiring Hydra to be killed for example, or the rumor spawning the twins of Cthulhu in two different oceans: these are suicidal to solve if you run solo or 2p and have bad luck, and you're able to stomp through them if you play full 8p), and a series of cards that are just luck-based. Going blindly in the OWs is stupid because you can't plan in any way any strategy to deal with what lies beyond, and the number of OWs in play could accelerate easily game end. Not all options to encounter defeated investigators allow for doom recovery, so, you just risk wasting time. Some conditions are badly designed, chain, and in the end could transform one of your characters in a cripple that sucks the entire game trying to be killed to have some fun. Some other situations are badly designed because they allow for too much of a power creep. Some encounters are simply hilarious (we only miss the Pope casting a Fireball at Azathoth. C'mon). So, technically, for me, from a game-designing perspective, the game lacks of fantasy (see repetiveness of the mysteries), and has a huge series of problems that are becoming more and more relevant with each passing expansion. And this doesn't make the game a classic, it just make the game a product that's been very well marketed and has found an audience, which is a completely different kettle of fish (just to make an example, "Catcher in the rhye" will always be a classic even if mr. Martin's GoT sells a lot more. Martin's a talented narrator, but he's not making literature). Please use some perspective when looking at games. Or just go with "I'm a fanboy", which is fine, but doesn't mean you're right.
  3. Don't use barricades, problem solved But yeah, ok. Use the chits
  4. PvP means the player can't use the special abilities on the board that boost specific traits of the different token sets. So, the less effective AI in the last combat round is compensated by the major aggressiveness in the previous rounds. Seems pretty effective as a compromise to me. Then, it's your game and you have all the rights to modify it as you please
  5. Inner fire works on the heroes ability, not on their items
  6. Yeah, I never used a miniature with the game, chits are perfectly fine. Or proxies, for what's worth, the relevant info is contained within the app. The only case where a chit's needed is when you have two or more monsters in range of an investigator and you have to test horror against the one with the highest horror rating. But in most cases it's an easy guess. So, leave the minis home, and use proxies: it'll be fine
  7. Mail customer service and ask them to up the pdf on the site. They probably forgot
  8. Yeah, I know, but in my country single packs are too expensive (around 22-23 EUR each, which is crazy), so, I buy the LCGs in England (I find them for more or less 11-12 pounds), but I need to get a few to mantain the convenience in the bargain. I guess I'll fall behind a few more, once Carcosa's released there should be probably less demand for the first cycle.
  9. You mean "3 days before it's out and no one's able to find it because as usual it goes sold out on preorder"? (still trying to find the last 3 packs for Dunwich. Good grief, the moment I said "I'll get the whole cycle once it's released"...
  10. Very happy to read your stories again, John
  11. Yeah, 1st edition can't be played solo; it can be played 2p, but as said, there's a lot of problems. A lot of the good things of the first game remained in 2nd edition - for example the different combat decks are now "hidden" within the AI of the app, but that concept, which was brilliant, has been mantained; in the same way, the idea behind puzzles remained. 2nd edition mostly has different puzzles (I remember only one wiring puzzle in 2nd edition, for example), but they work in a similar way, and they are still fun to solve. Actually, under some point of view, 2nd edition improves over 1st edition puzzle because the images of some puzzles change from scenario to scenario (while this wasn't possible since in the 1st edition you had the tokens)
  12. 1st edition had a TON of problems (synchronicity of events, extreme power creep towards the keeper, too long games, impossible setups that risked jeopardizing your games if a single card was seeded wrong, very rudimental rules on how to move monsters that could easily be used to break the game in ten seconds, and so on) that are all fixed by 2nd edition. Some would say 2nd edition is less fun because there's no Keeper (so, if you don't like full coop, 1st edition would be better) and because they say 2nd ed suffers from low replayability (on this I disagree)
  13. Link to my SRs hosted on BGG. There are more on this website, but it's more difficult to keep track of them (but if you have patience to skim through the first pages of the forum, you should find some)
  14. There's a few written session reports I wrote if you want to get the feeling of how a game could be
  15. It's very easy in the end, but they messed up explaining quite often. To defeat an AO, you need to roll M = n*D successes Where n is the number of players and D the max doom on the doomtrack