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About 9-Jack-9

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  1. Getting pretty desperate for a new boxed expansion. Or at least a print-on-demand scenario. Anything! Give us anything, FFG! This is the FFG I'm most invested in -- far more than Arkham or Eldritch Horror. I've dropped dough on every Mansions product that has come out. Neeed ...
  2. Here's my The King In Yellow card. It's actually quite subtle. Have they done this kind of foreshadowing for other product lines before?
  3. Could this topic title be more misleading? I would love to hear about any Mansions news from Arkham Nights. Anyone?
  4. Specifically, I'd love to hear if there is any news about Mansions of Madness expansions. Thanks all!
  5. http://googlesightseeing.com/2013/04/body-being-dumped-into-a-dutch-canal-caught-on-google-maps/
  6. I was thinking how cool it would be if the Terminator got into ancient Egypt. Like, Arnie rocking a big headdress and such. You guys ever think about that? If you do, more here: http://deliriumwaltz.blogspot.com/2008/11/stolen-from-hipinion.html
  7. Great! Never hurts to second-guess yourself. Many thanks.
  8. You know, I've been playing Mansions of Madness for a while now, and I thought I had all the rules down. But reading something recently made me question myself. Say that an investigator is trying to move into a closet that has a door lock on it. She spends her first movement point of the turn trying to enter, at which point the lock card is turned over and it turns out to be a puzzle (for example, a wiring puzzle). It's my understanding that she immediately gets a chance to solve the puzzle, and that this "chance" is considered part of the same movement phase of her turn -- thus, if she solves the puzzle on that turn and enters the room, she can still use her action for that turn to search the room and get what's inside (and maybe even use her second movement for the turn to move back out). Is that correct? To be clear, what I'm asking is: The investigator doesn't have to expend their action for that turn to actually start working on the puzzle, right? I've often been told that Mansions is more heavily weighted toward the Keeper to win. In my early games, I took it a little easy on players so they'd want to come back, and in my later games I've been more vicious but have still had a surprising amount of last-minute investigator wins. As such, I'm reexamining how I play to make sure I'm not missing anything. Thanks all!
  9. Uhh … please do not misconstrue my eagerness and excitement as an excuse to rush this out, Fantasy Flight *winky emoticon*
  10. Yeah that sounds great. I mean, the average age of a gamer is in the 30s these days, and despite having kids and families, it's the older guys who are going to have more expendable income to buy this kind of stuff. I would gladly plop down $50 or $60 for an online Mansions of Madness. Plus you can ensure that all turns are run through a central server, solving the pirating problem. Of course, then you have continuing business expenditures after a product is launched, but that doesn't seem an unsolvable problem.
  11. I've always played this as the keeper's choice -- so, for example, the keeper can move the critter two spaces in the direction the investigators were going (say, through a door at the end of a hallway). The monster is repelled, but that doesn't mean that it's necessarily in the ideal direction for the investigators (meaning that the keeper can also move a creature through rooms where other investigators are, causing them to make horror checks).
  12. But yeah, if you're pressed for time, MoM works best if you play host to your friends. When I really want to get in a game after work, I often set up the board the night before. That way, everything's ready to roll when people come over.
  13. It's incredibly difficult for a company with expertise in one area (board games) to break into a very different realm (video games). You need to put forward a lot of investment in advance (hiring developers who know what they're doing, or outsourcing the whole project). That's a difficult sell in a tough economy, and when the profit on many board and card games comes in slim margins. That said, I think there's a huge opportunity in the video game world for electronic versions of board games, especially in terms of relaxed turn-based play. Like many folks in the western world, I lead a busy life, and it's difficult to get a consistent group of friends together for board games. There's obvious appeal in turn-based sequential play: everyone can submit their turns when time permits, and then the game generates a new turn for everyone to take. I play one such game, a turn-based play-by-email (or dropbox) game called Solium Infernum. (Imagine something like Civilization, except you're an aspiring demon lord of hell, and your primary tools are deceit and manipulation.) It's a fantastic game but the user interface is terribly opaque and it's not very friendly to newbies. With all of the variables in their games, Fantasy Flight would have an even more complex task ahead of them. Their ideal strategy would be to come up with a single game engine that facilitates the building of multiple game properties within it. There would be a number of hurdles -- for example, figuring out how players would handle "interrupt" events (like the keeper's mythos cards). But I do believe that this is the most significant aspect of the future of board gaming, and though the demand for print board games won't disappear, FF will eventually be missing out if they don't concurrently put some investment into the online multiplayer sphere.
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