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TheMadjai

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About TheMadjai

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  1. What Lies Ahead is being reprinted, and will be available in a couple weeks I think. Trace Amounts is still around in most places I've seen, and you can get it on Amazon for $15 or less.
  2. Can someone clarify what "within range 1-2" means? Do all asteroids have to be placed at range three or further from an edge?
  3. Both examples have the same answer. The runner decides what order to reveal the cards. If you want to check the Upgrade on HQ first, go ahead, but you MUST decide what to do about that upgrade before you move on to the HQ draw. You can't see the upgrade, Pull the card from HQ, and then decide to trash the upgrade. Same goes for Remote servers. You look at all the cards installed, one at a time, decide what to do about each, then move on to the next.
  4. Buddy of mine and I went to the FFGEC and played a couple rounds in a couple hours, including time to teach ourselves the game. We both really liked it, but I had a couple of issues. 1) Building is too big / counter goes too fast. In both games, we never saw most of the second floor due to trying to escape "in time." I'd like to see stats on how many games get to see the whole building. 2) no good way to gain new items. You get four to start, and once those are gone, we never found a way to get more. Granted, we only played two games, but… All in all, I think it's going to get more than few more plays, and since we found out that interfacing with a room does not *necessarily* remove the interface token, there's going to be more to think about there. Also- I really liked not knowing what was on my DF chits until endgame. I think I may houserule that into permanency.
  5. If your concern was the fiddliness of the game, and the many rules, I wouldn't add an expansion until you feel like you have a grasp on the base game. The vanilla game is fun, but there is a high threshold to entry. I've found that the best way to go about this, is to have one person who is intimately familiar with the rules. Read the rulebook. Set it aside. Read it again the next day. Here comes the hard part: Play a game solo with 3-4 investigators. Get a feel for the fact that the most fun is to assign roles to each investigator. That way, people aren't overwhelmed with choices.
  6. Basically, the Dunwich box is a copy of the AH box. Same giant space at the top, three smaller compartments at the bottom, with the middle smaller compartment being designed to hold the small cards.
  7. I bought the Arkham base game, and most recently purchased the DH xpac. I've been reading everyone's thoughts on always combining the two and just redrawing cards if you're not playing with a particular element. My question is much more boring, though... Where do you keep all the cards? Neither box has room for both sets, and opening and setting up two boxes of stuff is annoying. Has anyone come up with a brilliant solution for this?
  8. Thus far, in three games, there have been 5 times when a player has been caught bluffing. That generally sucks for that player. I think I'd put it somewhere in the light range, but on the heavy end, if that makes sense. It's got some strategy to it, most of which is out-thinking your opponents. It's less like other FFGs in that you're not playing against the game itself, but you are really competing against the other players. So, your strategy will be largely dependent on them.
  9. Picked up a copy of this last night and played it at the FFGEC with three buddies. Here are my first impressions: - Once the players know how the game moves, and gets an idea of which resources are worth what, the game moves along at a good clip. There were times during our first game when play stopped for literally minutes while some players worked out some strategy in their heads. I encourage this during the first couple playthroughs with FFGs, as there's lots to weigh, and I don't want to rush people through a game just to be done with it. Having said that, I think this game is right in the 90 minute range with 4 players. - Bidding with license points is by far the most entertaining part of the game. With four players we had a good amount of bidding around. I worry about this phase in a two-player game. I think it might be minimally competitive, even with only two companies to buy from (with two or three players, you close a company). - Nearly all of us underestimated the importance of moving your train down the track. We let the oil baron get ahead of all of us, and with some special action cards moving everyone's train back at some point, we were all paying for our own oil to the bank. A shrewd player could make a LOT of money by keeping their train ahead of everyone else's, and finding ways to crank everyone else back. $3k per plume is not a small amount of money, especially with several derricks per player. The general feeling at the end of the game was very positive, with one player causing a massively hilarious endgame trainwreck (pun intended). The game works really well with four people, and I con only imagine how much fun it is with five. I worry about the viability of a two-player game, but I should be able to convince the wife to give it a shot, and I'll report back. If you like games like Ticket to Ride and Settlers of Catan, this type of gameplay is right up your alley. It's probably one step up from these in the strategy category, but it's not overly complicated.
  10. Are we close to a release date on this? Anyone from FFG stop by and let us know?
  11. Tibs said: TheMadjai said: Players don't start in red spaces (where gates open). Before the game officially "begins," a mythos card is drawn and resolved. You are specifically told to draw one until you get one with a gate opening. Kate won't be on a space where a gate might open to start the game, so you'll always start with a single gate open. Now, where she goes from there... Kate is the only investigator who does start on a red location. That's why she has the ability that she does. Mea Culpa. You are correct.
  12. Players don't start in red spaces (where gates open). Before the game officially "begins," a mythos card is drawn and resolved. You are specifically told to draw one until you get one with a gate opening. Kate won't be on a space where a gate might open to start the game, so you'll always start with a single gate open. Now, where she goes from there...
  13. A buddy of mine and I are big into FFG's catalog. Started with BSG, started recently playing both Arkham games (AH and CoC), and we're looking for the next step. I'm looking pretty strongly at Android, but he's really into Tannhauser. He likes the idea of the universe the game builds, and I'm a little skittish about the idea of a FPS on a board. So, pitch me Tannhauser. Make me love it.
  14. Let's paint all the oil plumes in this game yellow and call them sunlight plumes. Derricks become Solar collectors. "Solar Gold," or the less-specific, "Yellow Gold"
  15. I think I'm going to pre-order this game. The rule book was released yesterday, and I went through it. It seems like a game that my wife and I would enjoy playing. She's not a fan of BSG, and only tolerates Arkham if I get our mutual friends to play. She loves Catan and Ticket to Ride, so this seems like it would be something she might like. I appreciate FFG's reaching out to a different type of gamer, as long as their dedication to interesting gameplay and quality components holds up.
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