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Everything posted by Soakman

  1. I usually have one group that plays as it rolls out while also replaying other campaigns in the meantime with other groups. It can be a lot of deck de/re construction but we enjoy playing too much to wait for the whole cycle to release or only play that cycle during the release arc.
  2. The Truth Beckons seems like a reference to Darrel and the Unamable from the Investigators of Arkham Horror. But I can't tell if he's holding a camera of some sort of a suitcase. I really like that idea if it is. I liked his story.
  3. Interesting. A curse/bless Jacqueline will like Manipulate Destiny. But honestly, since auto-fail and elder sign is included on the card, anyone can run it regardless of deck construction. All of these cards look very good and usable. Except probably Blood Pact and Keen Eye. I don't really care for those non-permanent boosters. I'd rather take a composure.
  4. Yeah, I suppose that makes sense. But if you compare investigators, Jenny gets +1 resource every turn PLUS an additional signature, whereas Duke just gets Friendly Human (so a card/resource/healing) once per turn IF you pass a test. Seems a little below the curve maybe (and Skids O'Drool's ability and signature are just insane; when we played he did 9 testless damage in a turn).
  5. Noticed 2 errors in the scenario. The new mystic card has a combat symbol in the text of the card when it should pretty clearly be an agility (no big deal). Duke's elder sign seems to imply that the Friendly Human asset should exhaust at some point... but the text on Friendly Human never requires it to be exhausted. Thoughts on rules as intended?
  6. TC also charged my card for Innsmouth. That really snuck up on me. I'm going to have a very hard time deciding who to play during that cycle. I wanted to do Jacqueline with the new curse/bless tokens, but now I have another mystic I just built who is using a lot of the cards I'd have her use, and so I might just go with Trish.
  7. Akachi is a more straight Forward mystic and the 5 will might be more suited more a more traditional play style.
  8. What about copycat from Winnies deck? Cat burglar or Eu-cat-astrophe?
  9. The mystic card seems like there is a typo on it. The combat icon should be an agility icon since it is an evade, no?
  10. It's absolutely not too late! But don't be sorry, I'm just thankful to have any playtesters at all. It makes them so much better for others when they first get to play.
  11. We do this too. In one of my most recent adventures, I scored a Rotting Remains in the Jungle and then drew (and promptly played) a backpack with an emergency cache, a survival knife, and a cigarette case in it. We all assumed these were the belongings of the unfortunate fellow who was rotting.
  12. Yeah. It would be hard to future proof that system though. They would have needed to have foreseen that those particular traits were going to be used and written them into the assets. It would have been somewhat predictable to at least trait light sources though (if not compasses, pickaxes, et). They seem to be relevant in a lot of the other Arkham Files games. But it's the kind of thing that you can't easily do retroactively. The other thing is that there apparently are a lot of cards that were designed prior to the cycles and it was a matter of trying to figure out what mythos packs to put them in. This is going to make you cringe, but I'm designing a scenario now that requires the use of flashlights. It's nearly impossible for me to do it in a way (without a lightsource trait) that is not fiddly or requires consorting some kind of list. So you can only use a flashlight. Why can't you use a lantern? No good reason. You just can't. My reason is because then you're going to have someone at the table arguing that their arcane insight should let them see in the dark or whatever and count as a light source. And I don't want to make a list to refer to because it would make things both fiddly and would not remain accurate as they add cards. In other words, they missed the boat on the trait and I can't think of another good way to handle it. I agree it is not clean and is extra annoying considering the supplies situation in FA, but it is what it is I guess.
  13. Innsmouth (Under Dark Waves) is probably a birthday gift for me (if it stays in print till October 2nd... LOL)
  14. It's very fun. Especially if you throw in some heroic rescues. It really makes you feel like you are actually making a heroic rescue. I've only played these combos in a deck in a 3 player game though, so in 2 player (or even solo with just the stunning blow) it may not be quite as epic. But it makes for some really great moments when you can run across the jungle and jump in front of a fiendish serpent person and knock them sideways mid-attack against your seeker.
  15. Per Matt, it works! The only caveat being if the enemy could somehow already attack while exhausted. Per Matt: In a way, it’s in the same boat as straight up defeating the enemy before its attack gets to occur. If when the attack would resolve it turns out that it shouldn’t resolve, it doesn’t resolve. Note that this would be different if the attack has already begun. For example if you had a hypothetical ability that said “when you would take damage from an attack, evade the enemy,” by that point the attack has already begun, so evading the enemy would not prevent it. But since Survival Knife (2) is a “when enemy attacks” trigger, it should interrupts the attack in full.
  16. Oh no! I also got mine through TC, but I think I'm in the clear maybe? I haven't gotten any updates other than the 'we have processed your order' email. Sorry to hear that though TK24601.
  17. Absolutely this. I usually don't have a group big enough to play this, and I first experienced it at Arkham Nights 2018. The problem is that everyone else at the table had played it before. So when we would get up to consult, I found certain information thrust at me and things explained away as "You guys should go to X and do Y, we'll need that later". While it was an interesting exercise, the heart of the scenario was pretty much gutted once the exploration elements and puzzle aspect were removed.
  18. I would say the transition TO survivor most fits George. But his base class would be, what, rogue? The big issue is that he’s a weird case because his motivations are ones of revenge. But then again, so are Mark’s and he’s a guardian. I could see bob as a rogue to survivor. I always got the impression he was clueless about the mythos. But then he finds some coins and ends up asking the wrong questions.
  19. I definitely feel like Hank as a farmhand is more survivor than guardian. He doesn’t seem like the sharpest tool in the shed, but it’s hard to imagine anyone more suited to a chainsaw and old hunting rifle (except maybe Wilson). Cards like dumb luck seem fitting too. In other games, he was always able to ignore horror checks if he defeated an enemy. I wonder if we will see this return as something similar. Maybe if you damage an enemy, you cannot be assigned horror from it that round? With something like that he wouldn’t need guardian tricks like dodge and delay the inevitable and Jessica could soak damage while giving him better hit rates.
  20. Stella still has an agility of 4, so she's no pushover when it comes to evading. You can even slip on some track shoes. You just won't have the fancy rogue evasive maneuvers. You can, on the other hand, rack up some sweet failures. Look what I found, and dumb luck, can do quite a bit to mitigate while giving you extra actions. Stella wants to fail, so it's just about turning those failures into success. Don't forget than any survivor can take Sharp Vision for a very solid way to pick up clues if you want to go that route. And Grimm's Fairy Tales is a pretty nice include for someone who is regularly failing to heal teammates without actually having to take an action to heal. I say Stella. Wendy is absolutely fantastic and always will be, but try the noobie out! You'll have so much fun 'oopsing' your way to chainsaw attacks that deal 3 damage, while not losing any supplies.
  21. Yeah I’m not sure about Carson. In the other games Carson enables extra movement or actions so less guardian types of support which is more healing and tanking. Harvey pretty much has the card draw covered, but I could see some kind of ability that synergizes with seekers “guidance” card which pretty much Gives your action to another player. But this would be terrible in solo so perhaps something that can give yourself or another player an action? Or maybe he can free trigger to make someone at his location be able to play a card as if it were fast once per round. Im just spitballing. Take heart and Grimm’s fairy tales both feel appropriate to Carson’s role as a warden to the children he looks after...
  22. I'm curious why Wini is a 'criminal'. Is it to be assumed that she just stole that biplane?
  23. I like this topic, but I struggle to find themed groups that I love who would also work well together. I think it would be excellent fun to run a 'cursed' "power couple" with Calvin and Patrice. They are really unusual playstyles, so it is very hard to say how effective they would be together. They do both run survivor heavy, which may make it impractical from a collection pov. They can each do pretty much anything if they play to their strengths, so in theory, should not have a lot of trouble. Early games will be quite tough for Calvin though, as usual. I also like the idea of a "VA" group featuring Leo, Mark, and Dexter. Mark is the dumb rambo of the group, and Leo could run more support with his higher intelligence and penchant for teamwork. There's plenty of great teamwork cards in guardian now with stand together, heroic rescues, leadership lvl 2, etc. And Dexter adds some flex, stronger clue gathering, and can enable mystic tricks like delving too deep and portals or what have you. That's all I got for now. I seldom never run a group with 2 of the same faction, so these would be fun to experiment with. However, you're gonna see crossover in cards potentially, but as an added challenge to see how differently you can build decks, it might be fun to try building them with 0 crossover cards in their decks.
  24. Just curious if your Nathaniel got his boxing gloves out. I think that goes a long way in helping his hand management but I haven’t played it yet.
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