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Posts posted by Julia

  1. 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)

  2. 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".

  3. 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.

  4. 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

  5. Regardless of different opinions, there's a fact: FFG is exploring different territories, first by returning to the collectible model, and then opening to the unique games genre. Now, a company doesn't have unlimited production capabilities, so, unless they have beefed up their factories in China and the amount of people working for them, there's just this many product lines they can develop. We've all witnessed how the advent of Star Wars made less important other lines, and we've all witnessed how from having 6 LCGs in their roster, now they have 2 fully active (L5R and AH), 1 that's been expanded veeeery slowly and moved to digital (LotR), and 1 that should be very active but had a ton of articles entering the Holidays sale (AGoT 2nd) which isn't a good sign.

    So, the state of LCGs doesn't seem as healthy as it was let's say 5 years ago

  6. 4 hours ago, Mats5 said:

    I will get my first game going next week. We will be two players. Considering whats been told in this thread so far, what characters do you recommend for a well balanced 2 player game?

    Truth is, the game shines with 3. With 2p, even in a scenario easy as Azathoth, unless you're accustomed to advanced planning, serious brain burning, the risk of ending in a "splat" is rather high. 3p you can have the monster whacker, the researcher, and the master of lore.

    When you focus, remember that moving from 1 die to 2 in terms of scoring at least 1 success is much more impactful than moving from 4 dice to 5 (I could provide the math, if needed be)

  7. That's a fair point, I often multitask investigators; but the problem is that if a real minimum is needed to have an enjoyable game, it should be made evident in the rules (such as per Mansions, it's clearly stated that you must run a minimum of 2 investigators) so that players can know in advance before buying: not everyone's happy to play multiple investigators, and prefer running just one.

  8. One additional thought about scaling (not so sure if this is the pertinent thread): if you play 2p, you resolve your investigator turns, and then you move to Mythos to resolve 4 tokens. If you play 6p, you move to Mythos to resolve 12 tokens, i.e. basically the entire Mythos bag. This is bonkers because there's no time window for investigators to react to the Mythos attack: gate burst opening an anomaly with 3 consecutive doom added on the same neighborhood is a +3 doom on the scenario sheet; a gate burst followed by an investigator turn in which you may attempt containing the anomaly could result in the same coming 3 consecutive doom in a no harm done.

    The problem here is that

    (amount of good done by investigators) =/ (amount of harm entered by the Mythos)

    if the 1:1 turn structure is removed.

    So, when you solo you can be cornered and beaten out. When you play the horde, you deplete a bag at the end of every turn, and this could create some screw-you situations that you cannot counter, and you lose the game. If you play between 2 and 4 (ideally 3), the amount of Mythos damage could be more easily contained, you have better chances at covering the board (saying better, yesterday I played with Azzie and got an anomaly at the end of round 2 due to initial seeding of extra doom that hit Velma's and with investigators starting in the Train Station and moving max 4 spaces, there's no way to go there in time - that's why I say that this game's not properly designed: it's ok when difficulty is steep, but I like steep difficulty due to a difficult challenge, not due to stuff happening out of reach and messing out with my strategy)

  9. Yeah, Xelto gave a good suggestion.

    Some parameters (16 games played so far): a 3p game should last from 90 to 120 minutes. The more you're familiar with the game, the shorter it will be. The game is rich in mental traps: warding is key, but you don't need to ward constantly: you can meta on the Mythos bag composition (which is deterministic by choice) to select your best move. Keep in mind the reckoning effects can have disastrous consequences (spawning doom on an anomaly will quickly make you lose the game). Do not spend clues for anything different than placing them on the scenario sheet, unless you're really desperate (a rumor nuking the city for example). Think about the distribution of clues on the board: if you have 3 in one location and 1 in another one, better have 2 investigator in the 3-clue location than in the other one. Use your cards and abilities at max: if you are not good at using the cards and coordinating your efforts, the game will crash you, eat you, and burp you.

  10. 6 hours ago, Turtlefan2082 said:

    Is it just me, or is this game impossible playing single player?  I've played many times in a row and have never won once

    The size of the board is constant, and even if the Mythos cup scales properly with the number of investigators, covering the whole area while soloing is a problem, especially if you have nastier monsters around than hunt you down the whole time. True that you can Evade to regain the action spent on Evading, but this only makes the problem worse because the number of monsters on the board stack. Also, if you're on the other side of the board (because you needed it due to clues) and there's an anomaly open on the other side, it could happen that stuff in between will mess up with your cleaning strategy.

    So, in general, the game scales better than other FFG games, but doesn't scale properly at every player count, and soloing it is quite difficult.

    Also keep in mind that some stats are more important in the game than other stats (with order: OBS to do the research encounters, LORE to ward, STR for combat) so, some investigators are crappier than others (not sayin' the other stats are not used, but they are used for things of lower importance: not gaining an item through a WILL test is generally less impactful than missing a warding check when you have to close an anomaly). This might not be particularly relevant when you play as a team, but a single investigator with few points in the key value will have a harder time.

  11. 1 hour ago, Berethrof said:

    I’d like to sleeve the cards but I haven’t sat down to play or even opened the cards bag yet.

    Would sleeving the event cards cause an issue with the deck fitting inside the deck holder?

    No worries here. I have my cards sleeved, and it runs just fine.

    Also, IMPORTANT: the deck holder fits into the game box, so, no worries of being forced to mount / dismount it. Be careful when assembling it, carbdoard's not uber-resistant.

  12. On 10/1/2018 at 4:27 PM, Kallel00 said:

    5) AGOT 2.0.  Great game, great mechanics but a constant rehash of multiple versions of the game characters.  This game can't go on forever as it will be eventually run out of gas or yet suffer another end-of-license termination ?   

    A lot of packs for this one are on the current holidays sale. Latest announcement for something new for this line was done on July, 30th, so, almost 3 months ago. Doesn't look like a healthy game

  13. 1 hour ago, player1329291 said:

    Many sources report (or at least strongly suggest) that release date has been pushed back to 1st November, reasons unknow. My personal opinion is that FFG didn't want it to be released at the same time as Discover.

    As if "one week is a time long enough to buy Discover, play it, and decide you need another game"? *puzzled*

    Sometimes marketing strategies elude me. If I want a game, I buy that game, and play it for a while...

    Anyway, I've got a UPS notification that my copy of the game will be at my place on October, 31st. Just in time for Halloween night!

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