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cartoonsniper

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  1. that sounds like a cool idea. Is there any other ideas to make a game more thematic cause that might make my solo games more interesting.
  2. Avi_dreader said: cartoonsniper said: so, if you like to use house rules to increase your challenge, house rule Jacqueline's skill to cost more clues and make arcane insight a ONE shot spell? given how strong the spell is if it's a challenge you want to have that seems like a good way to do it with out removing it. Also, your play group must be a crack team of ninjas, my last game by the end of turn 2 we had 5 doom tokens 3 gates and a terror level of 4! and all i did was just use the Curse of the Pharaoh and base sets. Well... Another problem I didn't mention (I think) was that the person I was playing with didn't own Innsmouth so we were able to seal high frequency gates with little consequence... And he was playing Kingsport (ugh). Base and CotDP can accelerate the doom track quickly if you get double doom twice ;') but that's unlikely. i must not have shuffled well, or exactly well enough cause that totally happened in the very first 2 turns of adding Curse to my set. My team of friends at first expecting a new board cause i didn't mention i only got a small box, quickly came to respect the new (to us) expansion.
  3. like the chart, but i'm still kinda new myself so i don't have any pointers to add. As far as new expansions and table space goes, get one of the smaller sets! i recently got the Curse of the Dark Pharaoh and other than needing a rubber band to hold a few more cards together when i store them in the box, on table you really only have 2 or 3 more piles of cards depending on just how well you like to spilt up your special cards, (exhibit items deck, barred deck, added benefits/deteriments to the special cards pile, and everything else goes into existing decks from the base set)
  4. Actually, i ran into this same problem the other day as i just bought CotDP and was taking it for it's maiden voyage, The card isn't actually a Rumor iirc, it's just a headline so there's no fail condition, only a bonus for clearing all three maniacs. Considering that the only downside to NOT killing all was just more monsters (1 for us as 2 were in the outskirts already and we even made space for 2 more monsters in town that turn.) and NOT getting a free exhibit item, we ruled that the 3rd was shipped to the outskirts, seeing how 2 of the 3 mad men felt like terrorizing town while the last must have been 'called' to the outskirts by some force of insane origins.
  5. so, if you like to use house rules to increase your challenge, house rule Jacqueline's skill to cost more clues and make arcane insight a ONE shot spell? given how strong the spell is if it's a challenge you want to have that seems like a good way to do it with out removing it. Also, your play group must be a crack team of ninjas, my last game by the end of turn 2 we had 5 doom tokens 3 gates and a terror level of 4! and all i did was just use the Curse of the Pharaoh and base sets.
  6. hey guys, Ok, this has been bugging me for awhile, but skills like Marksman, which say i can re-roll a specific check, how do they work exactly, do i re-roll ALL my dice, including successes, do i get fresh dice on my failures, do i get ALL my dice back and keep my success, or something else? currently i've been going with re-rolling my failures much like Mandy Thompson's ability.
  7. you know, this actually sounds promising. why hasn't anyone tried to set something like this up again lately. Personally, i lack everything but the base set (even though i did just get my first expansion that should be arriving any day now, yay me!) but i'd love just to follow a game with that much scope.
  8. DoomTurtle said: 7. The only penalty for getting devoured is starting a new character unless it's during the final battle? That character also loses all equipment, skills, and clues. The only thing that get transferred to the new character are monster and gate trophies. And if you are using relationship cards (from Lurker at the Threshold), you lose the relationship to the person on both the left and right of you and new ones do not go in their place. Losing the equipment skills and clues figured happened since the new character comes with a fresh batch, but i didn't think we got to keep trophies... well that's awesome! thanks for the answers
  9. Hey guys, played a few games over the weekend and these came up. 1. How many retainers can you have? just one (like curses and blessings) or multiples, and if more than one, do you roll for each? (i assumed you could, and did roll for each). 2. Say a player has 2 "Will +1" skills, and pays 1 clue token. that gives 3 bonus rolls right? 3. If a player is in a location with a monster they know they can't beat or evade, can they just wait there and not fight it while another player makes his way there on the next turn, or must they interact with it. i.e. player A is in the general store and the hound of tindalos (sp?) shows up, it will take all of the other players 2 turns to get there due to monsters in the streets (we rarely had high sneak til this came up). can he just wait it out or does he have to make in evade just to to not get attacked. (i said he didn't have too and likened the situation to a scooby doo episode, where you are constantly chased but not caught, nor can you leave cause you haven't fully given said monster the slip but he's not trying to eat you yet.) 4. If you try and evade a street with 3 monsters in it and fail on the first monster, do they ALL attack you? Or just the one you failed on giving you the choice to fight the other or end your movement there. 5. If you have a shotgun, 2 rifles, and 2 allies, you can't give your allies said rifles while you man the shotgun to go on some kind of crazy gun toting rampage even though the sound logic of each ally having an extra set of hands and (as quote by the player asking) "they follow me where ever I go, they both combat orientated allies so it's not like they'd be hiding behind a little girl and we're all in the same car so it's not like we split up at anytime!" (He was amanda and the deputy). 6. Can you still use the Flute of the Elder Gods even if it would knock you out/drive you insane/devour you like you can with an elder sign? 7. The only penalty for getting devoured is starting a new character unless it's during the final battle? 8. Does the Flute of the Elder Gods only kill all monsters in the location your are in (i.e. the police station, or river docks) or does it kill off everything in the neighborhood (uptown and locations associated with uptown streets)? I think that was all of them, thanks guys
  10. Say an investigator wishes to use a spell to give him a combat bonus this round and he fails but he also has a Shotgun. Can he immediately stop using the spell to grab his shotgun, or does he need to wait a round while he's hands "burn with random arcane power" as a friend of mine figured before he can swap to his gun?
  11. Ashecan Pete just always looks like Bruce Campbell when ever i look at his picture. Also, this thread is what a gate burst must look like.
  12. Cool, thanks for the feedback. I've seen the Injury/Madness cards and a few of the Personal Stories which i thought were really cool, but what's the Epic Battles mechanic?
  13. Oh yeah, this is probably as good a place as any to ask, but the activity markers (tokens with "1", "2", and "3" on them respectively), what the heck are they for? The book doesn't really give any clue other than their names. In my last game we started to use them to mark off Rumor and Enviroment effects on locations but that was really just me guess at their use. Any clarity would be great, thanks!
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