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Julia

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Posts posted by Julia


  1. yeah, I never shop either, money is so much more useful for movement. As for items requiring actions to buffer San / Damage: you're right, no need for those either, especially if you can easily get allies doing the same for free


  2. That's interesting. I never picked Witch Blood because I usually think that strategy can compensate the need for repeating an action, while getting a boost such as the one granted by the knife is golden. So, it's safe assuming that cards balance out? :D


  3. The Goblin Problem is among the easiest of the bunch, but definitely Garret is spot on here: timing is key, and deciding what to upgrade first, not only in reference to your hero, but also thinking about the impact your upgrade's having on the whole party. I'm around 70-30 at the moment (in general; breakdown of different scenarios is a bit varying clearly), but yeah, it's a good challenge, but not uber-frustrating


  4. Hockeyabe,

    I think 3p is the sweet spot: you have enough investigators to cover properly the board, and also to grant enough role variability so that the key aspects of the game (warding, researching, fighting) are covered. It's not an advantage tho, because in the end if you don't play properly, or if the board's ******* around, doing everything's a stretch.


  5. On 11/6/2018 at 7:11 PM, Duciris said:

    f a monster moves, then all of its pieces of that movement are the effect of that movement.  If a monster would move 2 spaces along a possible path toward a destination and there are 2 or more valid paths to that destination, then the players choose.

    Yeah, as long they are both moving towards, i.e. they are long the same number of spaces (not so sure if you were countering my point, or adding a specifics, sorry :) )


  6. On 11/5/2018 at 3:38 AM, ricedwlit said:

    Slight counterpoint to Rex: if you lower expectations to "passing one test a turn and only by one", the he's not so bad, given that he can focus after failing a test.  So once he has a  skill at +1, he can test that skill, lose the focus to re-roll if he doesn't succeed, and then immediately refocus that one skill he lost. (And if he passes, then he can focus another skill for a potential later re-roll).

    So, have him ward some doom.  If he gets good clues/items have them pass off to someone else.  He can also engage monsters to free up other investigators.

    And if he gets the right equipment, then he can go out with a blaze of glory - in my one play he was lucky enough to get some dynamite and that proved useful in the end game.

    Richard,

    you're certainly correct on this, but in the end, this is not very distant from what other investigators can do, without the curse afflicting them. Passing one test a turn and only one could certainly be an option if you multitask, but when you play with more people and your only character is Rex, well, it's difficult not be wanting to do marvels like other characters. And thus, passing items and be devoured seems more fun than going the other way. Not sayin' he's impossible to play, but that he'll be underperforming when compared to others.


  7. Sure, no probs in sharing. All games were 3p. Results:

    Azathoth: 8 plays, 5 victories and 3 defeats (first 2 defeats were really early into the testing of the game, and things were rather different then, so, they are not particularly impactful statistically speaking)

    Yog-Sothoth: 4 plays, 4 victories

    Umordhoth: 2 plays, 2 victories

    Cthulhu: 2 plays, 2 victories


  8. Keep in mind that synergy amongst investigators and abuse (yes, you read this correctly) of your abilities (cards and stuff) is key to winning the game. Also, there's a bit of luck involved in Azzie: in the end, finding the red and blue token immediately or as last tokens on the board changes how difficult the scenario is by a lot (especially if you run few investigators)


  9. The drawing from the event deck is certainly designed that way:

    a) clues and gate bursts are resolved from the top of the deck: in this way you can plan movement and be ready to gain clues / remove the anomaly if the gate burst strikes (this is of course very difficult metagaming because in the end you don't know in general whether you'll have a clue or a gate bursting, but in some cases, since what's in the mythos cup is deterministic, you could know that there's no clues to spawn and a gate burst coming for that cup)

    b) doom is seeded from the bottom of the event deck for the same reasons: it's just one token, and it's unpredictable

    This part in the design of the game is pretty clever. I'm having a harder time with rules about drawing monsters from the bottom of the deck (also, it's kinda nonsensical that we have a tool hosting encounter cards, but not one for the monsters)


  10. 22 hours ago, Daedalus said:

    Just a small nitpick about monster movement.  This weekend we had a "rules lawyer" playing in our group, and strangely enough, there is nothing that states how monsters move.  It states their destination space, but nothing about how it gets there.  The person in my group was arguing that the monster could take a longer path around the board since it was still moving towards the destination space.  I had to spend about 15 minutes reading through both books trying to find something as simple as "monsters take the shortest path to their destination", but there was nothing.  Fortunately the others in the group backed me up, and the guy managed to grudgingly go along with the "shortest path" implied rule.

    You can't move towards something if by moving you move away from something: moving towards means move along the shortest space in the direction of your destination space. If the destination space is equally distant from the monster's starting position (i.e. you count spaces) then moving direction X or direction Y is the same. But if one trajectory is at least one space longer, then if you move in that direction you're "moving away" from your destination space, not "moving towards".


  11. No, Rex is completely useless, period. Problem is that even if The Tower helps, it works only once per round, while usually in a given round you have at least two tests to resolve (at least one test during the action phase, and clearly one test during encounters), so that Rex can gain a benefit from The Tower only on one of these two (three) occasions. It all comes together helps a further bit, but the point is: there's nothing in the rules forbidding you to pass these items around. So, have the guy enter the party, give away his items to beef up to impossible levels the other members of the party (like: first action first round: trade), then have him devoured for a +1 doom (negligible) and have a new guy (with new equipment and stuff) enter the party.

    So, well, Rex becomes useful if you consider him as a sort of living bank, giving cool items to kids everywhere and then dying as soon as possible.

    So, unless there's somewhere in the rules that forbids players to pass around their starting possessions, then yeah. If there's something in the rules forbidding such a behaviour (I haven't found it yet, but maybe there is hidden somewhere), then he's simply a burden to carry around.


  12. Schmiegel,

    just remember these lables are keywords that are targettable by different effects. So, as long as the item has the keyword matching your request, then it's fine. A "common weapon" for example will be target for both "gain a common item" and "gain a weapon", if this makes sense

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