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Soakman

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Posts posted by Soakman


  1.  

    My question is can i include this rule in the base game without it becoming unbalanced? 

    You can include it, and the game will become more balanced than it is without it.

     

    And honestly, you're intended to use it with components from JUST the base game after you have the expansion anyway. Focusing is meant to be another primary action.

    And I believe the Strange Remnants small box has the tokens, but I'm not 100%. Regardless, you don't need them, but you should use something to keep track of how many you have (Note: You may only have 2 on an investigator at a given time. You probably know this last bit, but just in case).


  2. Just a heads up, while playing my first game (solo, with 3 investigators),  I was using Wendy. Make sure you read the FAQ on her ability, because unlike in most situations, when Wendy chooses to ignore a Non-Deal condition, she can still choose to NOT take one as the cost for an effect.

    This means that she is fantastic against Hastur. Pick her as lead investigator every time you think there might be a reckoning as often as you can (just don't forget her ability only works once per turn).

    BUT her best kept secret is one I stumbled across by accident... she is a MONSTER of a spell caster if the Ritual Candles ever hits the reserve. For those who don't have that expansion (Under the Pyramids I believe) or know what it does, it is a one-time use discard asset that gives you +5 to a single spellcheck (like a magical version of kerosene).  But here's the kicker, once it is used, Wendy can use her action to reacquire it from the discard pile.

     

    "Say what?" you might say. But it is true. She is one of the most potent and durable spellcasters in the game. She will most likely never be cursed, and only have to take direct damage from failed castings that otherwise give you conditions. In my game, she just happened to get Greater Banishment, and a secret stock of Ritual Candles. 3 lore (her base) + 5 lore (the candles) +2 (from the spell bonus) = 10 dice to banish anything on a gate close to her. Not half bad!

    The new expansion also includes a number of assets that have the "roll one additional die when blah blah blah" mechanic. These are not bonuses and can actually stack on top of your bonus. 

    Just some Wendy tips from my first game! Hope many of you are not having problems finding a complete set of the expansion. It is terrific so far. Hastur was supremely fun to fight, and I've only seen 2 of his 7-ish mysteries. 

    Happy gaming!


  3. Just an update from another thread: 

     

    Apparently Rex's action is that he can take any items from the reserve with total value that is less than his current influence.

    His passive is that he is cursed and if Rex is ever without a curse, he gains 1 skill improvement, 1 clue and a curse.

    Also, he appears to have a total of 14 health/sanity points as opposed to the usual 12. He is a 7/7 investigator. Precedent set!

    Wanted to put it here.


  4. UGH. I hate curses sooo much. I doubt Rex will hit my table very often. I can't stand only being able to roll 6's. I don't care HOW many dice I get to roll, haha. *eyeroll*

    I like the thematic aspect, but he sounds pretty not fun to play. His action is pretty crazy though. Does it include bonuses from items like Personal Assistant? 

    I would have preferred Wendy Adams... ick.


  5. Nope. You can add it all in. Just make sure you understand the mechanics well. Seeing as how you bought it all together, you might not understand some of the nuances yet, and adding in difficult Ancient Ones or some spells and unique allies/tasks etc could be overwhelming if you aren't a very experienced gamer. Glamours are a new type of spell that act a bit differently than the base game spells.

     

    Also, obviously, the clues that spawn in the Antarctica side board can't spawn there if you aren't using that board, but I just set them aside as i come across them instead of trying to pull them out before the game.

     

    Basically the only reason to NOT include it all would just be to help you learn the game in steps instead of all at once. The cards don't really present any dilution problems or anything like that as far as I'm aware of.

     

    Also, if you're new, I suggest you DON'T start with Yig. 


  6. So, the spell itself permits you to use lore in place of strength during combat checks. 

    First, make sure the bonuses you are counting are lore bonuses.  If they are strength bonuses, they will not help your combat roll. For example, if you use the spell, it would be pointless to also have a rifle/shotgun (although the abilities on the items would likely still apply? Just not the bonuses). However, if you had a tome that gave you a lore bonus of +2, that would help you during the combat check as the combat check is now a lore test.

     

    Secondly, the modifier of the combat roll is simply a modifier to your combat check. It is not -3 to strength checks, it is -3 to your combat check. Typically (all?) monsters do require you to use strength, but this could change as Horror Tests are sometimes replaced with other tests (Rat-thing uses Observation, Riot can use Influence, etc). If the monster is one that requires you to test a different stat other than strength, obviously your spell would be moot.

    Do you get what I am saying?


  7. In case anyone's interested.

    The eighth investigator appears to be Rex Murphy.

    The Arkham Nights 2015 slider features a very similar character:

    I saw that! I always wanted a game in which Rex Murphy was usable! He is an interesting investigator, but that whole starts cursed business in Arkham made me avoid him consistently.


  8. Keywords such as "common" are probably specified as they are trying not to write themselves into a mechanical corner. By leaving the keywords there and being more specific in terms of triggers, the designer can choose to add additional conditions down the road that will hit those triggers without having to rehaul old cards. Pretty clever.  

     

    This does not guarantee that there WILL be more cards with any particular keyword in the future however.

    I'm guessing this question is in regards to Jacqueline's ability. It's a good thing you asked, because if injuries couldn't trigger her ability, you would be missing out!


  9. Just adding for clarity that the very specific "+X" notation is referred to as a "Bonus." Abilities that add extra dice (like Jim Culver's, Agnes Baker, and Zoey Samaras) still apply in addition to the highest bonus you can generate.

     

    The thing about spells is that even though the base damage or bonus MAY be lower, they often can produce surprising results with enough successes. Shriveling for instance may only do 2 damage, BUT if you get enough success it may do two damage to ALL MONSTERS ON THE SPACE! 

     

    And in regards to your last question... the damage done to a monster stays on the monster between turns. You may have to fight it several times or with a few investigators on the same turn. If you cannot overcome the strength combat modifier when dealing with the combat check, you simply need to buff yourself via improvements or find some better equipment!

    Remember, in Eldritch Horror, you will always receive at least 1 die for any skill check regardless of modifiers.


  10. 1. Correct. Additional dice are added to rolls regardless of the bonus you currently have (a bonus is specifically anything that says +X). So if you already have +1 strength (bonus) to combat checks from a weapon, Jim's additional die STILL applies and you get another one. However, you cannot apply more than one BONUS to a die roll, and you must always apply the largest bonus you can.

    In regards to Jim, yes, it IS good. People overlook it sometimes...BUT he starts with shriveling a ritual spell and no weapon... so to REALLY take advantage of it, you're gonna need to go shopping... or get lucky. It only applies to rolls during combat. And Urban guide IS good for sure, but that's why the influence cost for it is so high. And remember, you have to be on a city space to get that extra die. Here's the kicker, if Jim has the Urban guide and is fighting a monster IN A CITY, he gets TWO additional dice during the combat since neither is a BONUS and both conditions are true.  :lol: 

    2. This is mostly so you don't run into the circumstance where a Ancient One mechanic spawns a monster of that type... but they are already all on the board.... You put them aside so they won't spawn UNTIL the mechanism triggers. In the case of Shub-Niggurath (pretty sure this is the one you mean), the lore behind him is tied to those specific monsters. If you didn't know, Eldritch Horror is based on the stories of H.P Lovecraft and his contemporaries (Derleth, etc). It's flavor and recognition of the game's inspiration.


  11. Soakman, on 10 Aug 2015 - 6:05 PM, said:snapback.png

    Wait, where did we get verification on Joe Diamond?

    In the summary picture there's an investigator that look like Joe (two guns is a signature of sort for him) and his name starts with "Jo". I think it's a safe bet he's ain't no Jonathan.

     

     

     

    Hmm.. I don't have time to check at the moment, but I thought that matched up with Monterey Jack's investigator card image prety closely.


  12. And so we know 7 out of 8 investigators: https://www.fantasyflightgames.com/en/news/2015/8/10/under-the-pyramids/

     

    I cast my vote on Ashcan Pete as the eighth one. Starting with Duke Unique Asset.

     

    Or Jenny Barnes. Reckoning: Jenny gains a Funding condition.

     

    Or possibly Amanda? Action: Improve 1 skill of your choice. Then impair 1 skill of your choice.

     

    I'm so happy we're finally getting the core investigators.

    Wait, where did we get verification on Joe Diamond? 

    Also, if you want "new" investigators, keep an eye out for my custom ones that will be coming down the pipeline. They're a W.I.P. at the moment, but I'm very excited. They will be remakes of the investigators in the gallery in my signature, only designed for Eldritch instead of Arkham. 


  13. It's possible for Edmund I could always create a "In case of...." encounter that discards either all of his posessions or just the Silver Key. Actually, having it mysteriously disappear could fit right in with his story.

    I think there are at least a couple of new investigators that specifically tell you not to take their posessions, and, instead, if you pass the test you get an Artifact or something similar. So it's not unheard of for these post-death encounters to take an unexpected turn.

    This incorporated with a "Edmund cannot trade the Silver Key" adendum could solve the problem. I feel that he should still be able to lose it.

    Thanks for the thoughts. All the feedback I've received so far is really helping me along with the next iterations, which will likely be play-tested before finalized. :wub:


  14. No rush at all! Those are both very useful pieces of feedback. I'm wading into creating custom content when there is a load of new cards and mechanics on the horizon. It's always a question whether or not I want to use things like "unique allies" with these guys as well because it locks out those players who may only have the base game. Tricky place to be, indeed. ;) I'm very excited by all of what I've seen so far in regards to FFG's new content and Niki's work.

     

    As a sidenote, I really liked the idea of Astrid (and friends) being able to push a rumor to the limit (and usually risking a deadly set-back!) in order to maximize on the window of her passive, but you are spot on when you consider that there may be no reckonings left in the deck or that some rumors are simply ignorable in certain circumstances. That would certainly break her.


  15. Thanks Julia. That's the idea. And still, she will only be able to use it for rituals I believe since it is an action ability (though I did not specifically use the keyword Ritual because I need to comb through the spells to make sure I'm not missing something).

     

    Also, I added some more thought to the previous post as I didn't want to double post. Feel free to respond to any of it or none of it. I know you don't typically handle investigator related custom material Julia, but your voice is always welcome. I will finalize these eventually regardless of how much feedback I receive, but the more problems I can root out of these the better.


  16. GeneralRevision Ideas:

    About Anna's active ability. There is only one exposure currently, and I was probably trying to translate her AH ability a little bit too faithfully. Instead, I think I have a solution based around the particular nature of her Personal Story in AH. To do so, I will have to alter her stats around.
    Lore: 2 Inf: 1 Obs: 3 St: 3 Will: 4
    Action: Spend one Sanity to test Will instead of Lore when resolving spell effect that may be used during the action phase.
    Passive: Recover 1 Sanity when Anna passes a Horror test.

    In regard to Astrid's once per game ability making her a use and sacrifice type of character, you are correct. I want to avoid this, but still give her a powerful rumor-based ability.
    Astrid's action will remain the same, however her passive will read either (1) Passive: When a rumor is in play, Astrid receives two additional dice to all skill tests. (2) Passive: Gain up to two improvements for a stat of your choice when a rumor is solved. Thoughts?

    With Anton, I would like to keep his passive slightly better than Voice of Ra (otherwise I would have given him the spell to begin with, but it does raise a question about power creep should he end up with the spell as well). I'd also like to permit his action to happen after the encounter phase to keep him interesting, but also to allow opportunities like closing a gate, but then being able to begin the trek to his next destination. This third action could not be a duplicate as per the standard rules. I might change this passive, but only if it becomes a mechanical problem during playtests.

    Hosea's action ability is really quite powerful and unique allies do not come up very often. There has to be a significant sacrifice to obtain them as he can trade his allies away since they are assets. I'm more worried, actually, about how powerful he may be able to make the team if someone uses Feed the Mind on him continuously. Tasks are QUITE good themselves, but they require specific goals to be met to activate them. Doling them out to those most suited to the task would be costly in terms of actions. I think the Doom track keeps him from making the team too powerful in a typical game, but I should probably playtest this first. Also, the lantern is a relatively insignificant item, but it is thematic and I think a one-time use. I will check when I am home.

    And finally, one possible thought about Obi's active ability which may be too confusing for simple play. Action: Return an artifact you own to the box and place a "!" token at your location. If a gate would open there, retreat the doom by 1 instead and remove the "!" token. Artifacts are pretty rare, and quite a trade-off for doom reduction, but it is a powerful ability. Thematically this item discarding idea relates to his ability to create Gris-Gris (a type of beneficial spiritual totem) from items of significance or power. If you want the whole story, check out the Arkham version's "the story so far/personal story." Also, his passive does effect all investigators board wide. This is one reason why he is a 8/4 character. They are significantly harder to keep alive, and most 8/4 characters have this trade-off. Jacqeline's clue trades & gains, Charlie's asset buying and action transfer, Georges's ability to free detained/debted investigators board-wide, etc. There are exceptions, but I believe this is one of the balancing ideas that has been in place since launch.

    Edmund is a little difficult to feel out. This is mostly because FFG has not shown us how or if Wendy is going to compare to other investigators. In Arkham, Wendy started with one of the most powerful items in the game but had significantly lowered stats. The Silver Key in Eldritch is pretty good (it is also a part of Edmund's original back story from his AH version). I'd like to keep it, but, again, I'm worried about people just trading it and then letting him die. I could add a "The Silver Key cannot be traded" addendum, but it has yet to be done in EH, so I'm not sure if I ought to implement it. Thoughts?

    Are these improved ideas? Or do these only complicate matters with these characters? Thoughts?


  17. Thanks Jake Yet Again! I've seen this concern a few places already and I'm working on a possible change.

     

    I think I have a solution based around the particular nature of her Personal Story in AH. To do so, I will have to alter her stats around a bit. This is what I'm angling for.

    Lore: 2 Inf: 1 Obs: 3 St: 3 Will: 4
    Action: Spend one Sanity to resolve a spell effect using Anna's Will instead of her Lore.
    Passive: Recover 1 Sanity when Anna passes a Horror test.

    Do you think this works better?

    GeneralRevision Ideas:

    In regard to Astrid's once per game ability, I want to avoid players picking her and then killing her off once it is used, but still give her a powerful rumor-based ability.
    Astrid's action will remain the same, however her passive will read either (1) Passive: When a rumor is in play, Astrid receives two additional dice to all skill tests. (2) Passive: Gain up to two improvements for a stat of your choice when a rumor is solved. Thoughts?

    With Anton, I would like to keep his passive slightly better than Voice of Ra (otherwise I would have given him the spell to begin with, but it does raise a question about power creep should he end up with the spell as well). I'd also like to permit his action to happen after the encounter phase to keep him interesting, but also to allow opportunities like closing a gate, but then being able to begin the trek to his next destination. This third action could not be a duplicate as per the standard rules. I might change this passive, but only if it becomes a mechanical problem during playtests.

    Hosea's action ability is really quite powerful and unique allies do not come up very often. There has to be a significant sacrifice to obtain them as he can trade his allies away since they are assets. I'm more worried, actually, about how powerful he may be able to make the team if someone uses Feed the Mind on him continuously. Tasks are QUITE good themselves, but they require specific goals to be met to activate them. Doling them out to those most suited to the task would be costly in terms of actions. I think the Doom track keeps him from making the team too powerful in a typical game, but I should probably playtest this first. Also, the lantern is a relatively insignificant item, but it is thematic and I think a one-time use. I will check when I am home.

    And finally, one possible thought about changing Obi's active ability which may be too confusing for simple play. Action: Return an artifact you own to the box and place a "!" token at your location. If a gate would open there, do not place the gate, retreat the doom by 1, and remove the "!" token. Artifacts are pretty rare, and quite a trade-off for doom reduction, but it is a powerful ability. Thematically this item discarding idea relates to his ability to create Gris-Gris (a type of beneficial spiritual totem) from items of significance or power. If you want the whole story, check out Arkham Horror's versions of the "the story so far/personal story." Also, his passive does affect all investigators board wide. This is one reason why he is an 8/4 character. They are significantly harder to keep alive, and most 8/4 characters have this trade-off. Jacqeline's clue trades & gains, Charlie's asset buying and action transfer, Georges's ability to free detained/debted investigators etc are all board-wide abilities. There are exceptions, but I believe this is one of the balancing ideas that has been in place since launch. At least one of the exceptions, Mark Harrigan, can spend the higher of the two tokens for an effect (the more he has, the more willing he will be to spend them).

    Edmund is a little difficult to feel out. This is mostly because FFG has not shown us how or if Wendy Adams is going to show up and compare to other investigators currently in the game. In Arkham, Wendy starts with one of the most powerful items in the game but has significantly lowered stats. The Silver Key in Eldritch is pretty good (it is also a part of Edmund's original back story from his AH version). I'd like to keep it, but, again, I'm worried about people just trading it and then letting him die. I could add a "The Silver Key cannot be traded" addendum, but it has yet to be done in EH, so I'm not sure if I ought to implement it. Thoughts?

    Are these improved ideas? Or do these only complicate matters with these characters? Thoughts?
     


  18. For fans of my original creations for Arkham Horror, I am working on Eldritch Horror variations of these same investigators!

     

    I don't know how many of you have used these guys and gals, but with just over 500 downloads on BGG, I thought I would see if any of you would mind looking over the EH variations I have in their current iterations before I take them to playtesting. The only reason why I am posting this in the Arkham forum and not JUST the Eldritch forum is because I think there might be an element of insight that my fellow Arkham players (who also have knowledge of how Eldritch works) have.

    I'm excited to get this process rolling so I will leave these here and hopefully I will hear from some of you.  ^_^ For comparison purposes, you can see the original Arkham versions of these investigators in my gallery here or just follow the link in my signature. 

    And without further ado:

     

    Anna Anderson: The Imposter (?)
    Sanity: 6 Stamina: 6
    Starting: Axe, Space 16
    Lore: 3 Influence: 1 Obs: 2 Strength: 3 Will: 4
    Action: Discard one Exposure Condition and gain One Focus.
    Passive: When Anna Passes a Horror Test, gain a Sanity
     
    Anton Pavel: Romani Acrobat
    Sanity: 4 Stamina: 8
    Starting: Lucky Cigarette Case, Istanbul
    Lore: 2 Influence: 3 Obs: 2 Strength: 3 Will: 3
    Action: Test Influence -1, gain a random Trinket from the deck.
    Passive: After his encounter phase, Anton may immediately spend one Stamina to perform one additional action.
     
    Eunice Goulding: Geometrician
    Sanity: 7 Stamina: 5
    Starting: Clairvoyance, The Pyramids
    Lore: 3 Influence: 2 Obs: 4 Strength: 1 Will: 3
    Action: Test Obs -1, look at the back of any spell you own and gain one Clue.
    Passive: After resolving a spell effect, Eunice must discard that spell and gain a new one.
     
    Hosea Mayhew: The Emery Miner
    Sanity: 6 Stamina: 6
    Starting: Lantern, Minerology Report, Arkham
    Lore: 1 Influence: 3 Obs: 3 Strength: 4 Will: 2
    Action: If Hosea does not have an ally, discard an improvement and gain a random unique ally asset.
    Passive: When Hosea gains an ally, gain a random task asset.
     
    Edmund Moore: Streetrat
    Sanity: 6 Stamina: 5
    Starting: Silver Key Artifact, Arkham
    Lore: 2 Influence: 2 Obs: 2 Strength: 3 Will: 3
    Action: Trade with an investigator on your space, the perform an additional action.
    Passive: Gain a Focus if Edward is Detained or Delayed.
     
    Astrid Lee: The Gossip
    Sanity: 5 Stamina: 7
    Starting: Newspaper Report, Rome
    Lore: 2 Influence: 4 Obs: 3 Strength: 2 Will: 2
    Action: Test Influence -1, spawn a discarded clue of your choice.
    Passive: Once per game, solve an existing Rumor and gain a Dark Pact condition. 
     
    Sadie Godfrey: the Survivor
    Sanity: 5 Stamina: 7
    Starting: Purifying the World, San Francisco
    Lore: 2 Influence: 2 Obs: 2 Strength: 4 Will: 3
    Action: Spend one Focus and discard a Condition.
    Passive: Sadie cannot be cursed; she receives an additional die in combat checks for each focus she currently has.
     
    Obi Leveau: Voudoo Bokor
    Sanity: 8 Stamina: 4
    Starting: Banishment, Space 7
    Lore: 4 Influence: 2 Obs: 3 Strength: 2 Will: 2
    Action: Roll a die. Remove and item in the reserve from the game with cost equal to or less than your die roll. An investigator on your space gains an Improvement of his choice.
    Passive: Investigators receive an additional die on tests when having an Otherworld encounter at a gate that matches the current Omen.
     
    Let me know what you think! 

  19. Hello all. I don't know how many of you will recognized these characters from the files section over on the Arkham Horror boards, but I have been dying to translate them over to Eldritch Horror. They have received over 500 downloads, and I know a lot of Arkham Horror players also play Eldritch. I would absolutely love anyone with a passion for these homebrew investigators to be able to play them with whichever game the are enjoying. 

     

    And if you haven't checked them out yet, they're pretty great, and hopefully I will get these renditions finalized and available for you guys here! :lol: You can see the Arkham Horror version by following this link: https://community.fantasyflightgames.com/topic/97796-soakmans-gallery-of-finished-investigators/

     

    With that preface out of the way, I come bearing possible investigator stats, abilities, starting items, and starting locations. Please help me out and let me know if you have any particular concerns with these before I try to launch them into a some playtested games.

     

    Without further ado, here is the rough outline for these awesome new investigators.

     

    Anna Anderson: The Imposter (?)

    Sanity: 6 Stamina: 6

    Starting: Axe, Space 16

    Lore: 3 Influence: 1 Obs: 2 Strength: 3 Will: 4

    Action: Discard one Exposure Condition and gain One Focus.

    Passive: When Anna Passes a Horror Test, gain a Sanity

     

    Anton Pavel: Romani Acrobat

    Sanity: 4 Stamina: 8

    Starting: Lucky Cigarette Case, Istanbul

    Lore: 2 Influence: 3 Obs: 2 Strength: 3 Will: 3

    Action: Test Influence -1, gain a random Trinket from the deck.

    Passive: After his encounter phase, Anton may immediately spend one Stamina to perform one additional action.

     

    Eunice Goulding: Geometrician

    Sanity: 7 Stamina: 5

    Starting: Clairvoyance, The Pyramids

    Lore: 3 Influence: 2 Obs: 4 Strength: 1 Will: 3

    Action: Test Obs -1, look at the back of any spell you own and gain one Clue.

    Passive: After resolving a spell effect, Eunice must discard that spell and gain a new one.

     

    Hosea Mayhew: The Emery Miner

    Sanity: 6 Stamina: 6

    Starting: Lantern, Minerology Report, Arkham

    Lore: 1 Influence: 3 Obs: 3 Strength: 4 Will: 2

    Action: If Hosea does not have an ally, discard an improvement and gain a random unique ally asset.

    Passive: When Hosea gains an ally, gain a random task asset.

     

    Edmund Moore: Streetrat

    Sanity: 6 Stamina: 5

    Starting: Silver Key Artifact, Arkham

    Lore: 2 Influence: 2 Obs: 2 Strength: 3 Will: 3

    Action: Trade with an investigator on your space, the perform an additional action.

    Passive: Gain a Focus if Edward is Detained or Delayed.

     

    Astrid Lee: The Gossip

    Sanity: 5 Stamina: 7

    Starting: Newspaper Report, Rome

    Lore: 2 Influence: 4 Obs: 3 Strength: 2 Will: 2

    Action: Test Influence -1, spawn a discarded clue of your choice.

    Passive: Once per game, solve an existing Rumor and gain a Dark Pact condition. 

     

    Sadie Godfrey: the Survivor

    Sanity: 5 Stamina: 7

    Starting: Purifying the World, San Francisco

    Lore: 2 Influence: 2 Obs: 2 Strength: 4 Will: 3

    Action: Spend one Focus and discard a Condition.

    Passive: Sadie cannot be cursed; she receives an additional die in combat checks for each focus she currently has.

     

    Obi Leveau: Voudoo Bokor

    Sanity: 8 Stamina: 4

    Starting: Banishment, Space 7

    Lore: 4 Influence: 2 Obs: 3 Strength: 2 Will: 2

    Action: Roll a die. Remove and item in the reserve from the game with cost equal to or less than your die roll. An investigator on your space gains an Improvement of his choice.

    Passive: Investigators receive an additional die on tests when having an Otherworld encounter at a gate that matches the current Omen.

     

    Let me know what you think! 


  20. I do exactly the same, gate and clue tokens are always in. When I have to draw one, if it's not resolvable, I discard it and draw a replacement.

     

    As for the cards: you can always keep all the small cards and the encounter cards mixed in. What changes is the research deck and cards specific to the AO you're playing against, but this is true from core set to Strange Remnants. And I don't think this will be changing with Under the Pyramids (FFG is very aware of overbloating problems, Chris Petersen himself talked about this in his latest InFlight report at GenCon)

    What is Under the Pyraminds? Did I miss an announcement or something?


  21. Thanks Fallenone!  I haven't spent much time making anything new for quite a while. I'm still waiting for the Strange Eons Investigator templates for Eldritch Horror, but I have a feeling they might not be coming.

    If you decide to print and use any of these guys (please do!), I'd love to hear your impressions or see a session review. :)


  22. ^_^  I know this about you. But I don't think you're doing it wrong. I almost never play either game solo, but my games all last hours longer than yours. By now, I'm pretty experienced with them both, but I don't think I'll ever manage to chop my 5-7 hour (3-4 hour if I'm on my A-Game) Arkham Horror games to your paltry 75 minutes.

    We played a 3 player game of EH over the weekend including Mountains of Madness agasint the Rise of the Elder Things. We won with about 4-5 mythos cards left, but it took us a good 6 hours (with a pause to eat). Was my first 3-player victory (George, Lily, Daisy... eventually George died and got replaced by Norman). That Daisy... she's ALMOST too good.

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