Jump to content

SirRoke

Members
  • Content Count

    98
  • Joined

  • Last visited

About SirRoke

  • Rank
    Member
  • Birthday June 23

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Olympia, Washington, United States
  1. I hope FFG puts out some announcement about how they want us to request replacements soon.
  2. SirRoke

    Release date?

    Mine is due for delivery today in the USA. I wanted to download the rules to read ahead and prepare so I could get playing quickly, but the rules aren’t posted online yet in the Support section. How about adding them FFG?
  3. Can FFG please post a PDF of the Map Sheet under the Support section for this product? What happens if we use up all the paper sheets?
  4. SirRoke

    Solo Play

    I really prefer playing just a single investigator/deck. Managing two decks is not fun for me. I have high hopes this will work well in AHLCG. The Investigators are more well rounded than in other games. Each core investigator has access to cards from two classes plus neutrals so regardless of their main class we should be able to buff them up a bit to deal with most things. The scenarios don't seem to be so much about winning or losing, but rather gaining what you can from each scenario as you progress through the campaign. So as long as I gain some experience and enjoy the game play, being defeated doesn't mean ending the game (though it does mean taking trauma). There seem to be several ways with dealing with various issues. Cards might make some characters better at investigating, but everyone can buff a test to investigate if they have the right icons on cards in their hands. Or maybe they have cards that let them gain the clues in other ways? Or evading monsters instead of fighting them? Having multiple ways through a situation should let each investigator deal with things in their own way with some chance of success. There are multiple difficulty levels, and since it's possible playing a single investigator solo is more difficult, I'll just play the game on Easy until I see if it's TOO easy and then adjust. The game is designed to scale based on the number of investigators. So the Act cards appear to require a number of clues times the number of investigators. Fewer investigators means less tokens to have to gain in order to advance. Who knows what other mechanics will also be scaled this way? Hopefully enough to make 1 player solo a great experience. The game is listed as 1-4 players. My hope is that this is an honest evaluation and that 1 player, as designed (not one player playing 2 investigators), will be very playable and very fun! I guess we'll find out soon. For those of us who prefer playing just 1 investigator and 1 deck for a true solo experience, I think this is a great chance to find the game we've been waiting for.
  5. You can build a deck for multiplayer games AND you can actually play the entire campaign, all scenarios, etc. solo with just 1 investigator deck!
  6. SirRoke

    Side Stories

    I'm fine with POD as standalone scenarios, but I'm not a fan of the side mission idea. The campaign seems likely to be thematic and balanced. If in the middle of a campaign I suddenly end up far away (Rougarou occurs in New Orleans, not Arkham), that really messes with the theme and campaign story for me. And given that the campaigns are likely to have each scenario be of a certain difficulty (I imagine increasing as the cycle develops since Investigators will be gaining experience all along too), adding in more experience from side missions might unbalance the later scenarios of a campaign. If I do well in the side mission(s), then I have higher level cards and can more easily defeat the later scenarios; if I do poorly in the side missions I might end up with trauma or weakness or negative cards in my deck that will make me more likely to lose the later scenarios of a campaign. Why mess with the balance? I'm sure I'll pick up the PODs, but I'm also pretty sure I'll stick to using them as standalone scenarios.
  7. SirRoke

    Characters in this beginner box?

    Where are the usual two extra character folios for this game? The other Beginner Boxes have had 2 extras as PDFs in the Support section when the games were released, allowing us to choose between 6 pre-gen characters. I've had FABB for more than a week now and we're going to play next week and yet no extra folios are in the support section. If FFG doesn't release them soon, we'll be done before they appear. Any word on when they might be posted?
  8. SirRoke

    Scratching an itch: Mythos

    Because they're two very different games? Eldritch Horror is a world-spanning single play board game focusing on strategically figuring out how to keep the world from ending. Arkham Horror LCG is a campaign driven card game seems to be focusing on individual investigators in a smaller locale responding tactically to specific threats. Would you ask a wargamer why he plays two different WWII games, one of which was about the politics, economics, production, and strategic considerations of the entire war spanning years and the other which was about tactical squad combat over a particular battlefield? They're both WWII and competitive and have the same opponents, but entirely different gaming experiences.
  9. SirRoke

    Deckbuilding?

    Yep, VERY pleased!
  10. SirRoke

    Deckbuilding?

    "Many of the cards in Arkham LCG feature one to five pips near their costs that indicate their "level." While you won't start your campaign with these cards, you can spend experience to buy them and upgrade your deck between adventures, replacing other cards and "leveling-up" your investigator."
  11. SirRoke

    Damage example???

    In the Learn to Play book, page 11, there's an example of Monster Activation that includes combat. In the Combat window, it says "Suffer 2 Damage". Nowhere does it specify "facedown" or "faceup". But on that page point 6. says "The effect generated by the app instructs Agatha to suffer two facedown Damage..." Nowhere on the screenshot does it say that the damage is "facedown". On page 12, under "Damage & Horror", it says "When an effect causes an investigator to suffer Damage or Horror, he draws the top card of the Damage or Horror deck, respectively. He claims the card faceup unless the effect specifies otherwise." So I'm confused. Since the combat example with the Deep One on page 11 did not specify faceup or facedown, and the default is faceup, then WHY in the example is the damage card taken facedown??? Further, the example says "In addition, because she suffered one or more Damage, the effect causes her to become Restrained." Why? Nothing on the screen says that. No rule I can find even mentions it. The skill test in that example also seems in error. The screen shows Strength+1. The Investigator has Strength 2. In the example, they roll 2 dice. But the rules (p. 13) say "The test declaration might also indicate a modifier, such as “–1,” which causes the investigator to roll more or fewer dice for the skill test." So shouldn't they have rolled 3 dice? Strength 2+1=3?
  12. SirRoke

    FFG digital integration

    I think a similar app for MoM would be great! While a app game is nice solo, with a group of players huddled around the great looking tiles and miniatures, it would be awesome to have an app run the Keeper and let all players cooperatively play investigators. It could offer the puzzles on the app and track them that way since that's a solo effort, also handle setup and reveal cards as the game unfolds. It wouldn't take a very complicated AI, I think. I hope FFG does it.
  13. SirRoke

    May sound silly, but...

    You're welcome. Enjoy the game!
  14. SirRoke

    May sound silly, but...

    MoM is one of those great games that takes a LOT of preparation time and understanding. Every time I go back to playing again I have to delve into a refresher course on exactly how to setup the game since that is pivotal and confusing. You mentioned the 1st map, "The Fall of the House of Lynch" is Story 1, so I assume that's what you're referring to. You mention CLUE cards, 1a, 1b, 1c, 1cR. The "R" card was a replacement since the original 1c needed errata. Just replace 1c with 1cR. You should have 3 cards 1a, 1b, 1cR matching your 3 Story Choices. In the House of Lynch story, Question 1 has 3 answers, question 2 has 2 answers, and question 3 has 2 answers. So you'll end up with choices such as: 1B, 2A, 3B that define your story. YOU choose which answer to each of the questions and that will give you a different list of Clue Exploration cards to pull. In my example, I picked 1B as the answer for the first question, so I'd pull the Exploration CLUE card 1B AND the Objective card 1B. Looking at the Seed Cards section of the Keeper Guide for Story 1 (House of Lynch), you'll see that Clue 1 (which in my example is card 1B) is placed depending on my choice of question 2. Since I chose 2A, Clue card 1B is seeded in the Basement Landing: "2A: Clue 1, Magical Lock". Clue 1 means card 1B in my example since that's what I chose in question 1. The confusion often comes from the fact that the answer to question 1 selects which Objective and Exploration Clue card you pick, but the answers to other questions (question 2 in the Fall of the House of Lynch) determines which location it goes in! So yes, the objective depends on your choice of answer to question 1. And yes, it determines which Clue to use as well. Placement depends on your other answers which also define which Clue cards you pick to seed. This is certainly a confusing process, but it leads to a very flexible system which allows a high amount of replayability since the same story might well have different objectives and different clues in different locations based on the answers chosen for any particular game. Hope this helps.
  15. Thank you for all your thoughts on this. My GM and I both agreed that taking the Makashi specialty (or any F&D specialty) does not confer Force sensitive/Force Rating 1 on characters. Luckily, due to other players advocating for more powerful characters for what will likely be our initial, short "campaign" (4-6 adventures), the GM has decided to start us with Knight level. So the character I'm building will start as a Gran (AoR:56) Smuggler (EE:60)/Charmer (Fly Casual:26) who becomes Force Sensitive Emergent (AoR:292 for 20XP) with Force rating 1 and then learns the Makashi Duelist specialty (F&D:82 for 30XP). For 50XP, I get the sort of deep background character I wanted to create story-wise (a Gran trader, very social charmer and pilot) who is Force sensitive and focuses on mystical Force use as a Makashi Duelist when necessary. I actually enjoyed using four different books to pull him together from. Ours is a story-based group, not power players, so developing a reasonable history of his development is more important than finding the cheapest way to power. Thanks again for confirming this is the best (only) way to really go. I learned a lot about the new specialties and Force talents and Force powers in the process.
×