# Fanfan

Members

191

2. ## Escape from Dol Guldur (Solo Player Living Tournament)

Just succeeded a series of 4 solo victories against 'Escape of Dol-Guldur' here are the first 3 (that include the best 2 scores) Heroes: Eowyn, Beorn, Glorfindel (Spirit) Game 1 Result: 97 Final Threat Level: 39 Threat Cost of Each Dead Hero: 0 Damage Tokens on Remaining Heroes: 8 Victory Points Earned: 0 Number of Rounds Completed: 5 Prisoner: Beorn Game 1 Result: 147 Final Threat Level: 47 Threat Cost of Each Dead Hero: 17 ! Damage Tokens on Remaining Heroes: 2 Victory Points Earned: 9 Number of Rounds Completed: 9 Prisoner: Glorfindel Game 3 Result: 92 Final Threat Level: 41 Threat Cost of Each Dead Hero: 5 Damage Tokens on Remaining Heroes: 6 Victory Points Earned: 5 Number of Rounds Completed: 5 Prisoner: Glorfindel … a very promising deck ! Averaged total: 112

5. ## Arkham Horror Statistics Reports

Investigators efficiency ranking using Tib's reports Although I am a fan of the statistics reports and want to thank Tib's for such a wonderful effort, they kind of fail at answering one of the top question Arkham players may have: "How are Investigators ranked in terms of efficiency ?" The obvious correlation between investigtors 'winned games ratio' and the difficulty of the set-up of the games they actually played makes this issue difficult to disentangle. Of course, a game versus Ran-Tegoth using the Innsmouth board is considerably more difficult than just a base game with a random easy AO. Technical details The aim of my statistical model is simply to determine : "What is the fraction of base-game, games using Dunwich-board , games using Kingsport-board and games using Innsmouth board, that the investigators from a given expansion have played ? " I have obvious assumptions to start with, like "most of the investigators used for base-game only are the base game investigators", and so on. I then iterate from my starting figures to match both the fraction of games played against each expansion board, and the fraction of total games involving investigators from a given expansion. I then compute a 'difficulty bias', using the victory rate against each large box expansion and just base game. I don't give here much more details, as it does not have a lot of interest for most of the readers. But what it is interesting is that it allowed to 'remove the expansion difficulty bias" to establish a Fair ranking of the investigators : 1 Patrice Hathaway 2 Mandy Thompson 3 Jacqueline Fine 4 Silas Marsh 5 Wendy Adams 6 William Yorick 7 Rita Young 8 Carolyn Fern 9 Darrell Simmons 10 Trish Scarborough 11 Rex Murphy 12 Wilson Richards 13 Mark Harrigan 14 Leo Anderson 15 Bob Jenkins 16 Akachi Onyele 17 Hank Samson 18 Luke Robinson 19 Diana Stanley 20 Ashcan Pete 21 Joe Diamond 22 Tommy Muldoon 23 Lola Hayes 24 Tony Morgan 25 Ursula Downs 26 Marie Lambeau 27 Michael McGlen 28 Minh Thi Phan 29 Kate Winthrop 30 Harvey Walters 31 Jenny Barnes 32 Zoey Samaras 33 Lily Chen 34 Monterey Jack 35 Gloria Goldberg 36 Agnes Baker 37 Roland Banks 38 Daisy Walker 39 Jim Culver 40 Finn Edwards 41 Skids O'Toole 42 Amanda Sharpe 43 Norman Withers 44 George Barnaby 45 Charlie Kane 46 Dexter Drake 47 Vincent Lee 48 Sister Mary The results seem logical and legitimate. The top 5 seems straightforward to me (with the exception of Daisy, but we all know that she is clearly under-ranked looser ) An interesting (and surprising ?) side result that we may be interested to hear: - The best investigators (in average) seem to come from the Dunwich expansion. They are leading before Innsmouthes, that are just doing a tiny little better than Kingsport's guys, still significantly better than base game investigators, despite Mandy's efforts.
6. ## Clarification on using 2 large board expansions and 'number of investigators' to be considered

Hello ! I have a question with an expansion rule. There are a lot of issues linked to the number of investigators: 1) number of monsters on the board 2) number of monsters in the outskirts 3) number of monsters to be released during a 'monster surge' 4) number of gates required of a 'closing gates' victory 5) number of monsters released when a gate opens (2 for 5 players and more instead of 1) 6) number of successes required to remove one doom token during final combat and maybe other things I miss Kingsport, Innsmouth and Dunwich rules say: 'Consider that there is one less investigator when you play with 2 additional boards' but they only give the example of the number of monsters in the streets and outskirts (1 and 2). And it has been confirmed that this rule did not applied for the required number of successes during final combat (6). So here is my question : does this rule apply for everything else than (6) ? Like, is there only one monster to be released with each gate if we play a 5-investigators game with Dunwich and Kingsport ? Thank you !
7. ## Arkham Horror Statistics Reports

fastest victory for a 4-players game ? I wonder what is the fastest reported victory ? Maybe our last game could be a good competitor: The game lasted 5 MYTHOS. The two keys were Harvey Walters with Arcane Insight knowing that "Strange Power Flux Plagues City" would come, with a door already oppened at Independant Square. This Mythos card opens a door at the square and allows all investigators in other worlds to return to Arkham ... for a 4 closed gates victory. Well, I guess you can win on turn 1 calling or requiem-ing Yig with 4 well-weapon-ed Investigators. Anyway, I think it would be a very good idea to specifically ask the number of Mythos cards in the question for the game length. This would be intersting for statistics too. Another suggestion: the huge majority of games are played with4 players. Would it be possible to extract the same tables, but specifically for games involving 4 investigators ? I guess the 7 victories over Tsathogga or the 4 against Quachil Uttaus were not 4 investigators game, so the statistics some of us look for are a little flawed.
8. ## Any place to buy Dunwich expansion ?

Hello ! I think my title is self-speaking. I can't find it at shops or online ... anyone knowing a place where I could order it ? In the worst case, I can order the french version (My wife and I are french, living in Boston), but I would need the confirmation that everything matches (color, size of the card, everything) ... Can anyone confirm ? Thank you !
9. ## Crazy ending & a question

Vylanis said: The Dunwich expansion is out of print, and thus I haven't found anywhere to get it online that doesn't charge \$180+ for it as a collectible. This said, I managed to pick it up for list price last weekend at a local game store it might be worth calling around if you live in a major city, somebody might actually still have a copy. Supposedly, FFG is going to be reprinting it sometime soon, but I'm not sure when. I still need to get myself a copy of CotDP, which is also out of print. Thank you for the clarification ! We like the game so much that we are considering buying the french version if we can't find Dunwich soon. (We are french and living in Boston) Can someone confirm if foreign versions are completely compatible in terms of cards color, size, and the rest? I also like the fact that fightling Tsathoggua is actually doable in the French version (it says 2 monster trophies OR 1gate trophy: very tough but doable - I really wonder if this translation/change is intentional, I like to think it is) ... I must say I don't really like Ancient Ones were the difficulty is such that you wonder why they have put any other text than the one of Azathoth. It is very fine to me if your chance of winning is anywhere between 5 % and 25 % in normal conditions (investigators fairly prepared in case things go wrong when also trying closing the gates), but what they have put in Tsathoggua or Quachil Uttaus is excessive. I am conscious that in the right conditions, you can call Call Ancient One and awake him up with personal stories with only a few doom tokens to burn, but a few AOs are excessively difficult in normal conditions : they remove the very interesting point in the game where you have to bargain between closing gates at all costs or trying to get the tools that would give your team of random investigators a small chance. I really like to optimize my investigators going for the tools/advantages that would both help them short term and could be useful during the epic battle. Unfortunately, in a normal game with 3-4 random investigators, Tsathoggua or Quachil Uttaus are litterally 13-doom and 12-doom Azathoths with additional 'stirs in his slumber' powers. That is unfortunate. They have to design Ancient Ones strong enough to scare even well-prepared investigators, but it is also a design flaw if investigators do not even stand a small chance.
10. ## Crazy ending & a question

Tibs said: That is a miss, we just move Kate Winthrop, the scientist, to the Independence square hoping her science would save us ... Did you remember that you need at least 4 gate trophies to win by closing all gates, since there were four investigators? It looked as though you moved one investigator and then had an encounter, then moved another investigator and had an encounter. You're not supposed to do this: you're supposed to move everyone first, and then have everyone's encounter. This is important because Kate should have moved without knowing what Lola's encounter was going to be, for example. 1. Yes we did, we ended the game with 6 or 7 trophies in hand. We are usually only using gate trophies when we know we will have enough left for a 'close gates victory' 2. In fact, the first Mythos card revealed by Lola was a gate on our elder sign location, but it allowed Kate to knowwhere to move on the 2 following turns, when she got an sms from Lola on her I-phone.
11. ## Crazy ending & a question

The situation: 12 doom counters on Cthuhulhu Black goat of the wood as the herald And a team in a poor shape and very poorly stuffed, that would not stand a chance at all in the final battle. 2 open gates, only one seal on the table ... and not a single useful card on the 4 investigators. Practically any Mythos card would kill us (except the one involving a gate opening at our only sealed location), as both a gate opening or a surge with the Goat would kill us. So what to do ? Turn 1: Lola goes for the science building hoping for the dimensional beam machine and the one chance out of nine that would shut the two doors (provided she draws the right card and succeeds the check first) ... That is a miss, we just move Kate Winthrop, the scientist, to the Independence square hoping her science would save us ... YES ! gate opens at independence square. One turn to hope ! Turn 2: The two other investigators both go for one of the two gates left Lola stays at the science building and draws : "flip over the top three myhtos cards and flip one of them. If there is an open gate opening location on that card, that gate is sealed." It is not the case, but we understand that we should put back the card in the same order So here is my question : do we put back the card in the same order ? That's what we did ... which just left Kate the time to go to the three locations we knew that a gate would come ... which saved the two turns needed to close the final 2 gates. Luckiest ending we had since we bought the game ! (We got Kate the Deputy's car in case) Another question: I just ordered Innsmouth, but I can't find a place where to order Dunwich expansion. Any advice ? Thank you !
12. ## Arkham Horror Statistics Reports

I don't know if we can modify our entries ... for the sake of giving accurate results : we succeeded at doing the terrible experiment and did not fail at in game 603.
13. ## Arkham Horror Statistics Reports

Just uploaded our first 4 reports Victory of 2 investigators against Yigg using Lurker at the Threshold Defeat of 2 investigators against Y'Goloriak using Lurker and Kingsport Defeat of 2 investigators against Atlach-Nacha using Lurker and Kingsport Victory of 3 investigators against Cthulhu using Lurker and Kingsport (forgot to report that we could not stop a rift to oppen)
14. ## How many turns does it exactly take to go to, explore another world and then seal the gate, in normal conditions ?

Indeed Ecno ! Here is the story: as we were quite successful (even with my awful interpretation of the trip to other worlds) with just Arkham, and even more with Arkham + Lurker , with each one of us taking 1 investigator ... We tried to go the same way, adding Kingsport (that my wife offered after passing a sneak test when I was late coming back from work) Here was our set-up: ONLY 2 (mediocre) investigators AGAINST Atlach-Nacha and Ghroth playing with Arkham, Lurker and Kingsport rules and cards. We did not really realize what happened to us, felt a little disapointed and found this forum ... After reading a few topics (and mainly the excellent Statistics reports !), I realize that it is indeed considered a very tough set-up The game went so fast that we had the time to take our revenge and successfully defeated Ctuhulu in hand-to hand combat ! (we chose to add a 3rd investigator to cope with Kingsport rifts) Michael McGlenn, Ashcan Pete and a lucky draw of the impressive Mandy Thompson with the assistance of Noden AGAINST Cthulhu and Ghorth The 2 keys to the fight were the - 2 blessings and the powerful weaponry of Michael and Pete with the help of Mandy's touch - The ally 'Basil Elton', that we picked at Ma's house on the very last turn, mainly because of the +1 fight ... till we read Cthulhu's 'Crashing wave' sinister plot card and sent a truck of flowers to this brave Basil !!
15. ## How many turns does it exactly take to go to, explore another world and then seal the gate, in normal conditions ?

makes everything clear ! Thank you Brine ! Giving this kind of free answer to a beginner's question is a good indicator of a welcoming forum Next set-up is on table: Kingsport, Lurker add-ons My wife plays Bonnie and Clyde (Jennie Barnes and Michael McGlenn) and I got a random pair of scientists (Kate Wynthrop and Carolyn Fern) to defy Yogg Sothoth and Tulzscha ! Thanks again!
16. ## How many turns does it exactly take to go to, explore another world and then seal the gate, in normal conditions ?

Hello ! I just registered on the site, and I am happy to discover a large, active and friendly community ! My wife bought me the game for Christmas. I have a huge background in board and card games, while it is one of the first game she tries, but we boss fell in love with this game the same way. But I can't find the answer to a very simple question: How long does it take to take care of a gate ? My understanding is the following: Turn 1: move investigator to the gate, and teleport to the other world Turn 2: face Encounter 1 of the other world, if not delayed then Turn 3: face Encounter 2 of the other world, if not delayed, you can go back to Arkham and directly attempt to close/seal the gate. It is unclear to me if you can face an encounter in the other world on Turn 1 after you moved to the gate. It is not clear either if you can attempt to close the gate the same turn after facing Encounter 2. If you can, would you be able to seal the gate without having to evade/fight a monster there, as you are still in the encounter phase ? Can someone be so kind to provide us with a detailed answer of how things take place ? And how it would work if you success at casting 'find gate' ? I am sorry this is blurry to me as it seems to be something evident for everyone ... but I am starving for a clear answer Thank you very much !
×

• #### Activity

×
• Create New...