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  1. That is pretty much exactly how it happened. We still had a lot of fun with the game overall though. Seeing everyone's face when the third gate burst token came out is something I don't think I will forget anytime soon. It wouldn't be a true Arkham Files game if it didn't occasionally go off the rails bad for your team every once in a while.
  2. Not planning around our investigator abilities was something we definitely did in our first game. I think we'll have to be careful to make sure we are picking the correct character options relative to the other investigators in the party going forward. I keep thinking that the luck can be mitigated in Azathoth's scenario with good game play choices but this scenario swings wildly based on a lot of factors outside of player control. Even if you are trying to anticipate the scenario and create a good board state for the upcoming events it can still go bad. It's an interesting challenge. I am hoping to play a different scenario on Wednesday and I will definitely keep this in mind if Miskatonic shows up.
  3. Thank you for the advice! I think McGlen and Thi Phan will definitely have to come into play soon. I want to cycle through all the investigators at some point but those two are on top of my list right now. "Know your encounter discard pile" This is something we definitely need to get better at and is probably the reason we got blindsided in both the games we played. And trading clues is something I had overlooked before now. That will make things a bit easier next time we play. Utilizing the anomaly deck encounters as part of a Doom mitigation strategy is something we'll have to do as well. I noticed that the encounters were removing Doom most of the time but I think we were still in a 2e mindset and expecting something more random. Note to self: the anomaly deck is not the Otherworld encounter deck and has more of a purpose in the strategy for this game. Excellent advice.
  4. My group has played Arkham 3e twice now. Both games were with three players and both used the recommended starting scenario "Approach of Azathoth." In both games we were completely overwhelmed towards the end of the game and I'm looking for some recommendations and discussion of some good strategies to be successful in Arkham 3e. In game one we had Agnes with Storm of Spirits, Daniela with wrench, and Muldoon with motorcycle. We did a lot of stumbling in this game because we were learning the rules as we played. Muldoon pretty quickly got bogged down with monsters and spent most of the game fighting and not much else. Daniela did a decent job warding doom but was completely stopped trying to research due to bad dice luck and low Observation skill. She didn't get to do much with the wrench so it felt a bit wasted. Agnes was a total badass. She was our number one doom warder and researcher that game and managed to find a Silver key so she was re-rolling the most important rolls she needed to make every turn. Unfortunately even with those advantages we quickly fell behind and in the end we were "Pandemic'd" when we drew three gate bursts in a row during the mythos phase and two of them hit open anomalies and there was nothing we could do at that point to stop it. The second game we played Norman with Precious Memento, Agnes with Flesh Ward, and Daniela with Ace of Swords. This time we were aggressively going after doom out of the gate and managed to do well through the first 2/3rds of the game. Unfortunately our lack of a dedicated beat stick character ended up biting us in the tail. Agnes and Daniela both got bogged down with monsters while trying to close an anomaly and Norman became the sole warder/researcher for a few turns and that ended up destroying us. We were one clue away from stopping the ritual on Codex card six when a gate burst hit us and placed enough doom on the scenario sheet to add codex cards 8 and 9 and after that we never recovered. In the end we had three open anomalies on the board and just got flooded with doom until we lost. In the second game we could at least see victory on the horizon but still got overwhelmed. But onto strategy - anyone know some good investigator team synergies? Both Agnes (at least with Storm of Spirits) and Norman with his Memento performed well overall but other than that I am at a loss. It seems like having a dedicated monster slayer is really useful as well but it limits that player's ability to do anything else. Daniela seems fairly middle of the road to me. Her mobility and general well-roundedness are great but her limited Observation limits her research ability which hurt us overall. Also, it seems like if you are engaged with multiple monsters at once then trying to evade them first is the best option, then attack or move on once the results of the evade are in. I suppose it would depend on the type of monsters you are engaged with but since you can only attack one monster a turn attacking first seems like a good way to limit your available options. What other thoughts or ideas do you have for being successful at this game?
  5. I'm definitely looking forward to the new edition. It looks like it is different enough of a play experience from 2nd edition that I can justify owning this one and the original. I've played the original more than almost any other board game. Some thoughts: My group has been playing a lot of the LCG lately and this looks like it borrows a lot from that for the characters which will be interesting. Hopefully the two games aren't too similar though. The Codex and archive cards sounds interesting. It looks like this will allow for a more narrative driven play experience than the first edition. It also suggests some interesting possibilities regarding campaign play if they decide to go in that direction for this game. I'm a little on the fence about not really knowing the ultimate objective of each scenario until you find the right cards for the codex. Hopefully it won't turn into another Mansions of Madness first edition situation. The modular game board is interesting. I guess that means each scenario will only take place in certain parts of the city? Or perhaps you will set up different neighborhoods as the codex/archive cards dictate, with the board starting very small and growing as you play. I didn't see anything regarding otherworldly locations but hopefully they are still in there in some capacity. The otherworldly encounters were fun in AH2 and I would hate to see them gone in favor of only exploring in New England. I hope they keep some variation of the trophy system from AH2. Being able to turn in monster or gate trophies for upgrades and gear was a great way to reward players for their accomplishments in AH2 and despite being a little janky in its implementation it added a lot of flavor to the game. I loved being able to turn in a bunch of gate trophies to become Sheriff in AH2 and zooming around the board in the car for the rest of the game. The mythos phase being handled by token draws actually sounds like a fun idea. It lets them take all the elements usually found on the cards and randomizes it. It also lets them have a bit more freedom with difficulty setting. After playing the AH LCG a lot and using the chaos bag I like the idea of that implementation as opposed to something like Eldritch Horror where you put together a deck based on the scenario. The bag seems a little less fiddly to me but I'm sure this will be one of the more divisive elements. I know a lot of people hate the chaos bag in AH LCG. It looks like task resolution is still being handled by dice so hopefully a lot of the complaints typically associated with the chaos bag aren't repeated here. Other than that I guess we will have to just wait and see. I hope they have a demo at Gencon and someone can comment having played the actual game.
  6. Have you tried contacting any of the local game stores in Denver? I know Enchanted Grounds and The Wizard's Chest both have LCG nights and have been hosting the Arkham Card game (or were at some point).
  7. I just double checked my copy of the scenario and you are correct. My apologies for the oversight. That makes it even better for small groups. I am glad you enjoyed your play through as well. I am really excited for the future of the game if this is the sort of thing we can look forward to for big events like this.
  8. You're welcome. It was a lot of fun. I would love to see some impressions from others who played the scenario too.
  9. Hi everyone, I just got back from Gencon and I want to share my overall impressions/review of Labyrinths of Lunacy. It's the first Epic Multiplayer scenario they have produced for the game and if it is any indication of the direction and scope of future scenarios I have to say we are in good hands going forward. I'm just going to admit up front that I loved the scenario, it was tense and fun and provided some unique challenges we haven't seen in Arkham scenario before now. First I will go over the general information and layout of the scenario then I'll get into some personal highlights from my group and overall player experience. Stop reading now if you want to go in completely blind. Most of the spoiler stuff will come at the end but you have been warned. The premise is pretty simple: you and three other investigators wake up in a sealed room and must navigate a series of traps and puzzles to get out. Think Saw but with a distinctly Mythos/Arkham flavor and style. The scenario can be played in one of three ways. The first is Epic Multiplayer Mode which has three separate groups (groups A, B, and C) of 2-4 investigators each attempting to work together to get out of their respective rooms and survive. The catch is that the groups can't communicate with each other normally and must trigger particular card effects in the scenario to gain any means of communication. Each group also requires items or actions that only the other groups have or can perform to advance so teamwork and coordination are a must if you are playing in Epic mode. The second variant is to play the game as a 1-4 player standalone scenario, and the third variant allows you to break up the scenario into a three part, 1-4 player mini-campaign. So even solo players can pick this one up and get the overall experience. I haven't played it with my group at home yet so I can't vouch for the 1-4 player standalone experience but I am happy to say the Epic Multiplayer experience was really tense and fun. I would definitely recommend giving Epic mode a try if you can get at least six players together. The scenario itself is slightly larger than the two previous stand alone scenarios. It consists of two decks of cards and some over-sized set up cards that have all the instructions, story, and additional rules for the scenario; one deck is the encounter deck and the other contains all the locations, act, agenda, and other cards needed to play the scenario. Groups A, B, and C all have unique act, agenda, and location cards that interact in different ways and clues to the scenario are littered all over the cards, including in the art and flavor text so it pays to take a close look at each card as it comes into play. Since it was a convention game they broke the game into three one hour rounds consisting of one round per act. This added an additional time crunch on top of the usual tension provided by the agenda deck. The groups also could not advance to a new round until all three groups had completed the round. This provided some tension as well because if you were playing too slow you could actually seriously hurt the other two groups at the table by eating up too much of the hour. Now I am going to talk about my play experience and share some highlights from our game. There will be spoilers below so stop reading if you don't want any information about stuff that can happen or cards that you will see played. Once again you have been warned. My table had 10 players total, four in group A, four in group B, and two in group C. I was in group A and we had a veteran crew of players consisting of Roland (me), Skids, Ashcan Pete, and Rex. We were playing standalone mode and most of the group decided to add only 9 xp to avoid getting additional weaknesses. I decided I go all in and added roughly 33 xp and three additional weaknesses to my deck. Overall we were a pretty well rounded group with a good amount of clue gathering and combat ability. I think this really helped us survive. Our other two groups were not so lucky. I do not know the character composition of the others but Group B was wiped out at the end of Act 2 because they couldn't gather enough clues in time. Group C was killed off during Act 3. My group managed to squeak by and get out. Since only one group survived we didn't get the "best" resolution but we did survive in the end. In the beginning of the scenario we were given a card that had a cipher on it. This was one of the most interesting things to me in the scenario. Figuring out the the cypher, how it was used, and what effect in had on the end game was really fun. I really hope we see more stuff like this in future scenarios. It wasn't a crazy difficult cipher by any means, but it was something the players actually had to figure out on their own. It wasn't just told to you by a card in play which added a nice bit of genuine puzzle solving and forced us to stop and think about something in the game and not just make a mad dash for clues. The multi group dynamic was also a lot of fun. In Act 1 group A needed a key that only group B or C had, Group C had to flip one of three switches to prevent one of the investigators in group B from drowning, and only group A and B had the relevant clues to figure out which of the switches was the correct one. Each act had things like this that made the players really need to coordinate with each other. Overall it was a fun experience. It seems to be in line with the difficulty of the other standalone scenarios but a lot of that will depend on how experienced your group is (both as players and characters) and what you bring to the table with your deck.
  10. That makes a lot more sense than what I had in mind. I would have played either way but three different groups with 2-4 players each is very manageable. I'm even more excited now than I was before.
  11. The event description says 6-12 player groups with 36 players per time slot. I really hope we don't end up with 12 players per table. That seems like an insane amount of downtime between turns and a nightmare to try and adjudicate. It would be impossible to avoid overlapping investigators at that point as well unless they are expecting players to have access to Carcosa by game time (which I suppose is likely since it will probably be available at the con). That being said I will be showing up with Roland, Rex, and Jenny pre-built. Based on what I'm seeing in this thread I think I'll build a Mystic or Survivor too just for a little bit more variety.
  12. Protect/Unleash I wonder if the basic power has gotten too good, as I see a lot of the characters that are going to wind up taking this power having a Willpower of at least 4, meaning at least 9 points of damage negation (Protection) or just damage (Unleash) and likely to be much higher due to said characters having multiple ranks of Discipline as well. Truthfully, I think that while the base number needed a boost, using double the character's Willpower is too good. Perhaps as an alternative have it be 2 plus Willpower to determine the base for how much damage is negated/inflicted? It's still a boost, but not a major one. I don't think it is quite as good as it seems at first glance. I don't have the book with me to reference but if I recall correctly the player will need a Force Rating of three just to buy it and at it's most basic level it can only protect against one attack and it must be an energy attack. It is still very good for what it does and it got a nice boost but the application is still very limited with just the base power.
  13. The demo at Gencon was very much a limited version of the game. The game takes some of the X-wing concepts and zooms out for a larger scale more strategic experience. If you want the fast paced tactical action of X-wing this is definitely not that. The game play style is slowed down comparatively and long term strategic planning becomes more of the focus. Personally I am not worried about it being good. FFG has a proven track record at this point so a failure from them would a big surprise. This game will probably appeal to a slightly different crowd from the hardcore X-Wing players. This is the game for the people who wanted more depth and strategy out of X-Wing than X-Wing originally offered.
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