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Duciris

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Everything posted by Duciris

  1. Both play throughs, Daisy was the all-star and achieved it through Higher Education. Never saw her Encyclopedia, but both Necronomicons were in play by the time the first Act was passed. The second play through, "Ashcan" had a mental break (trauma) by a combination of 2 Broods he couldn't hit and an Avian Thrall Duke couldn't reach before the end of turn 6 (1 after the first advancement of the Agenda deck). There were a few turns after that where there were only 2 Broods in play. Daisy and Jenny both got 1 away from their max sanity (by The Creatures' Tracks as much as monsters) by Agenda 3, but through Medical Text (she had other problems) and Liquid Courage Daisy got back near 0:0. Most of the game was played avoiding locations with more than 1 Brood, slowly collecting clues, very slowly advancing the Act deck, and Jenny shooting anything that was a Brood in the head (...once she got her gun). Every time we were guaranteed to be safe from Broods reaching us, Jenny would draw Attracting Attention and we would watch the trip over each other to reach us. The problem with the Encyclopedia, Medical Text and Necronomicon (both, actually) is that using them cause attacks of opportunity. Jenny was a Godsend with evasion. She succeeded once at causing damage to a Brood (which she had previously evaded, then dumped 3 clues with Powder of Ibn Ghazi). The rest of the time she was support, resident evader, and other beasties slayer. Poor "Ashcan" never got the chance to hurt a Brood. His cross to bear was that Avian Thrall. His only weapon in play, the Fire Axe, was as feeble as Duke. And now, a little math. Daisy's base Will is 3 and their base Fight is 6. In order to compensate for the chaos bag, she was throwing as much as 5 resources per hit with the double chance she'd draw an automatic-fail token (because of the bad Necronomicon), which she did at least 4 times. That's the base-line. There's a –5 in our chaos bag, which she managed to pull maybe three times she only covered a spread by 4. Getting clues on them obviously helped, as did her Holy Rosary. There can be no understating the value of the good Necronomicon. If Daisy got a perfect score, she did 3 damage on her turn (usually spending 9 resources to make it happen). With 3 characters, a Brood's base health is 4, so she still took 2 & 2, assuming there was only one present. It worked better for Jenny to exhaust (by evasion) one or more in Daisy's space to prevent the Enemy Phase retaliation. After that, assuming there were no monsters to prevent it, Daisy would tome-action to collect 2 resources, Pathfinder after the wounded Brood and ideally finish it off. It was just a whole-lot-a-bad on the random moves and encounter deck. We killed the 4th of 5 on the very last turn, before Jenny's Silver Twilight Acolyte chased her down, performed his final attack and sent the Agenda doom to 7. The mission was more doable the second play, but took every trick we could get into play. Also, we'd been doing remarkably well before that. We'll pick up the pieces and press onward soon. Ugh. Now I know how people felt struggling with The Essex County Express and Blood on the Alter.
  2. 89 Scenario Cards, some duplicates as per the norm. I'm liking the story more than the start of Dunwich. Is this a spoiler-free zone?
  3. Thanks for the response Gentle-men/-women. I'm fine with taking a beating, but it seemed to mount so horrifically. Ironic that horror was so undesirable.
  4. This mission destroyed our team. My rules question pertains to the agenda deck. I read this as "Move all Brood once toward the same random location." Consequently, they moved in a pack and we moved from location to location to try and head them off. Well, we did until there were 2 running around in a pack each with 2 copies of Tower Beast attached to them. That pumped them to 8 Fight, 6 HP (3-player game) doing 2 Damage & 2 Horror to each character present during the Enemy Phase. Esoteric Formula, the only way to damage to a Brood, is a will-based attack. We were running Jenny, "Ashcan," and Daisy, none of which has a great Will stat. We killed the first 1, but were unable to kill any more with them running in a pack. So, am I reading that correctly, or does each Brood move toward a different random location at the end of each Enemy Phase?
  5. Man! Undimensioned and Unseen ate our lunch money. Got ridiculously lucky on the placement of the story items, so I entered UU at max hurt. What killed though, was that our characters (Jenny, "Ashcan," and Daisy) and their decks were not built to handle the increased skill test. Then, all 4 copies of Tower Beast came into play at quick succession. We had 2 baddies roaming in a pack and they were virtually un-killable.
  6. I have to rain on this parade (because every time I bring it up other people rain on mine). The bothan line was from Mon Mothma in Return of the Jedi, and pertained to the second Death Star. I bring this up often in my gaming circles because I have a working theory that postulates bothans are alternative fuel source to rhydonium. That theory does not remove the accepted knowledge that bothans are sentient. It just makes it more interesting when I refer to Mak Eshka'rey (while playing Imperial Assault) as "the fuel source." Then I'll pick up a cup and remark, "Many bothans died to bring us this latte."
  7. A follow up to my first questionnaire: Assuming I don't see this until Arkham Nights (which I probably won't) should I bring a deck with or without XP?
  8. You've convinced me! However, would it be too much for logistical questions? I'm curious how players are situated - is it three pods working with four players each like that LotR one people were referencing? And is it playable with, say, three people total?
  9. @zooeyglass, I hadn't thought about that. I play Ashcan in our run through Dunwich. I might consider using that in future. I know I won't have the recursion, but a couple more times of TRG would be worth it.
  10. I like that idea! That feels right for Yorrick, and as both are events, they can't be recursioned (i.e. not exploitable).
  11. I'm looking at the neutrals from Dunwich and I happened upon *The Red-Gloved Man. I feel there may be errata on this card quickly, with respect to Yorrick - changing "discard" to "remove from game" (I forget how that's specifically worded). With 1+ Bury Them Deep, you could conceivably get this card before you leave the deluxe box. In response to my own comment, I remind myself that Yorrick's ability is only triggered on his turn, therefore you only have a max of 2 standard actions after putting him into play. You also must trigger Yorrick's ability without *The Red-Gloved Man. Perhaps you spoke to soon, me. However, given the situation, you could kill an easy beasty at the start of your turn and explore your location twice with a base of 6. 2 actions also allow you to move and then deal with Obscuring Fog, Locked Door, or Arcane Barrier (the latter is actually dealt with simply by moving). In response to that, I point out that *The Red-Gloved Man is fast and can be used to deal with everything just listed. Ah, says me, but those things are a 1 round only miracle working. Of course, I reply, which is why I pointed out the potential "remove from game" errata. This allows him to be used as intended and not spammed multiple times per game, which there will be certain games where he will be spammed with the introduction of better recursion. Thoughts? (Other than our own, I mean.)
  12. Actually, after a moment of reflection, I am stunned this wasn't announced at GenCon. It's what, 1 week in advance? Seems like they could have blown people away with that news there. I get that video game players and board game players aren't a perfectly overlapping Venin Diagram, but it still seems like something they should have done.
  13. Probably not. We know the Legend of the Five Rings LCG launches at Gencon, and they've been releasing information on that for months. This was just announced, plus it's slated for 4th quarter.
  14. Surely you meant "postacrylic" mall bathroom. That's the game where you play as 1 of 5 classes to scour through Dillard's and Victoria's Secret for materials to build your restroom mosaic! Navigate through spawned mobs of tweens and avoid mutated guards, but be careful - lest you be forcibly brought down and judged by the Food Court! Only those with nerves of steel will be rewarded as they brave the Hot Topic to open its hidden chests of loot! Arm yourself with explosive ketchup packs, asian kabobs, and the elusive spork each giving its own edge in the new trick-taking style combat! But stealth and combat aren't the only challenges in Mallgrout! Oh no! Pass persuasion checks to convince the Auntie Anne's clerk to follow you, with empty promises of helping her win over the falafel guy! Position the kiosk selling remote control cars, such that it trips up the phone-case worker for ample acrylic for your mosaic! Available for the Holidays, this real-time adventure will set you against Mall Walkers and Apple Geniuses to claim your ultimate victory!
  15. Surely you meant "postacrylic" mall bathroom. That's the game where you play as 1 of 5 classes to scour through Dillard's and Victoria's Secret for materials to build your restroom mosaic! Navigate through spawned mobs of tweens and avoid mutated guards, but be careful - lest you be forcibly brought down and judged by the Food Court! Only those with nerves of steel will be rewarded as they brave the Hot Topic to open its hidden chests of loot! Arm yourself with explosive ketchup packs, asian kabobs, and the elusive spork each giving its own edge in the new trick-taking style combat! But stealth and combat aren't the only challenges in Mallgrout! Oh no! Pass persuasion checks to convince the Auntie Anne's clerk to follow you, with empty promises of helping her win over the falafel guy! Position the kiosk selling remote control cars, such that it trips up the phone-case worker for ample acrylic for your mosaic! Available for the Holidays, this real-time adventure will set you against Mall Walkers and Apple Geniuses to claim your ultimate victory!
  16. I need to correct myself on this matter. Both of the original expansions, big and small, had 4 characters.
  17. Strike that, the Star Wars Challenge Decks were not autonomous, but my other point about a mode of play against an autonomous deck stands. In the original Challenge Decks, there were modified rules for victory and overall gameplay. I think they could create some fairly cleaver (and terrifying) multiplayer formats and keep Spider within them.
  18. This is the premise of my expectations as well. I expect Mantis in the first deluxe expansion - like the first Warhammer Conquest deluxe which introduced my longtime faction, the Tyranids. I also expect that we'll see several minor clans in other deluxe expansions - the same way they introduced 3 mini factions in the fourth Android Netrunner deluxe, https://www.fantasyflightgames.com/en/news/2015/6/1/data-and-destiny/. Those factions have each received 1 card in each subsequent cycle of the game. As for Spider, FFG released Nekrons in the second Conquest deluxe. I suppose they could do the same for Spider, but I'd rather they didn't. Somebody posted the idea of having Shadowlands being some multiplayer boss. If they could do that (think Archenemy from Magic or what FFG tried in their second Star Wars LCG deluxe with Challenge Decks) that would be neat. Archenemy decks are (or at least the first ones were) controlled by 1 player against an average of 3. Meanwhile, the Challenge Decks were autonomous. After playing enough Arkham Horror LCG, my faith has grown in what FFG could do with a Challenge Deck since its inception.
  19. https://www.gencon.com/events/111678 However, if you continue on, the group minimum is 2 players...
  20. Or, that you are not allowed to play weapons or spells while in Act I.
  21. You sure can. Before I saw the rest of your post, I was planning on commenting that you can perform a normal investigation action (through whichever means) to remove Obscuring Fog.
  22. Both of those events are so cool. What got me to play Red Dead Redemption was the miscellaneous stories that my coworkers were telling each other. They were never about the major plot points or story missions, they were about the little interactions with random NPCs and the like. I love hearing (well, reading I guess) stories about how other investigators navigated Arkham, in addition to their successes or failures.
  23. Yeah, the pessimist in me says the same thing, but they have L5R launching at GenCon and the Arkham POD The Labyrinths of Lunacy at GenCon already... so maybe sooner?
  24. The rules reference, quoted by Adny (which I can't seem to requote correctly) says: Light of Aforgomon says: The trigger ability on Beat Cop (lvl.2) says: I read that linearly as: "Deal 1 damage directly to Beat Cop (lvl.2), and the preform consequence of the action (deal 1 damage to an enemy)." My reasoning is that we are dealing direct damage to the Beat Cop card. It cannot be assigned or reassigned elsewhere. (Which we haven't seen yet as available option, but may someday.) I think there was an assumption made when we learned the rules (yes, I thought differently about this topic before I started reading and researching this post) that Direct Damage/Horror is assigned to the investigator. However, that's because what we usually look at is an attack or cards like Umordoth's Wrath: "Test Will(5). For each point you fail by, you must either (choose one): Choose and discard a card from your hand, or take 1 damage and 1 horror." That damage can be reassigned (so long as Light of Aforgomon isn't in play). I believe that Beat Cop (lvl.2) and the like still perform normally, but if you could otherwise redirect their damage/horror, you can't when Light is in play.
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