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Posts posted by Soakman

  1. Julia, I also thought this may be the case. But it was one of those situations where I wondered if the original card design was limited by a lack of foresight regarding added mechanics included in later expansions.


    Thanks for your two cents. I will probably lean toward that result should I encounter this again (looks like Tibs and another also back your thoughts so we will call it consensus.)


    One further question: Was it ever established whether or not Mandy receives the gate trophy from the closed/sealed gate? I can't remember, but I though there was some strange wording that suggests that trophies are always collected unless it is said specifically that they are NOT collected.



    And finally... the forum spam that is occuring right now is ridiculous. there are now 20-ish pages of spam threads. Did anyone contact a mod about them yet?

  2. I just played a fantastic game of AH over the weekend, but I ran into a situation that has never occurred to me before.


    We were using Mandy Thompson, and I managed to trigger her Personal Story success. The result is that a location on the board with a gate is chose and the location is sealed and the gate removed.


    My dilemma is that when this triggered, the mystic environment that prevents investigators from sealing gates ("No One Can Help You Now") happened to be in play.


    We played that the gate was sealed anyway using the logic that personal stories did not exist at the time the of the writing of the Mythos card and that Mandy's story and the name of the card imply that with success the investigators are breaking the rules of the prophecy that foresee unescapable doom.  The name of the story card, as example, is "Breaking the Chain." Additionally, the pass condition requires 5 gate bounces off of sealed locations (which is not all that easy to do...and if you managed that, what's the harm in another seal?)

    Is there an official ruling or errata that suggests personal stories supercede other effects or anything opposing our ruling?

  3. Julia is an ace player, so I'd take her numbers and add a bit.


    To be honest, I've had games of EH that take 5+ hours, but it really depends on who the Ancient One is. Some inherently take longer in my experience (looking at Yig here). But really, it just takes me a while to decide the best course of action. Same with those I play with. I'm a very cautious player and try to look at things from all angles before making my moves.

  4. If you do and ever get around to a session review, I'd love to read it! They've been downloaded quite a few times, but I'm always curious if other people have as much fun with them as I do. :)

    Good luck in the struggle against the darkness, Schmiegel!

  5. Thank you! Keep 'em coming! I have a dramatic reading of The Shadow Over Innsmouth, which was pretty good, but I haven't read it myself. 


    And The Cask of Amontillado is quite good. One of the most memorable Poe stories for me by far. I will definitely take a look at the other there as well. I should try to read some Raold Dahl. I saw the animated BFG when I was little, and it sucked me in.

  6. The good news is that the game has many great components and is great for developing addtional fan-content. There are quite a few out there already, and I have wanted to make more myself, but with so many good games (and hobbies), it is difficult for me.


    I'd suggest giving it a whirl though or trying to plug into a community that can keep the ball rolling. As long as the game is being played SOMEWHERE, it isn't dead. Expansions aren't the only thing that can keep a game alive.

  7. I don't think FFG has said anything about releasing new inventory for these. I do think that some of the figures may be abailable (though unpainted) in some of the expansions/base game of Mansion of Madness. I could be wrong though, I can't remember which ones are out of print.

    If you really want to know, I would probably send FFG an inquiry. I, personally, have not heard anything about new stock. They've been "unavailable" for quite some time now.

  8. Yes, your interpretation is incorrect. The rules are essentially the same as in the base game (it would be a nightmare mixing components if they weren't!)


    There ARE tasks though, whose "component actions" (which are not really actions) allow you to flip a card after performing certain encounters.


    But you still only receive two actions. As pointed out above, there are just more options.

  9. Hi all,


    This may have been asked before and there may be another topic about it, but as people age and have more experiences, personal tastes can change.


    I have been off-and-on filling out my background knowledge of the Mythos by reading H.P. Lovecraft, Robert Chambers (The King in Yellow), and more recently, Derleth.


    I know Derleth gets a bad rap as being the inferior writer, but as far as inspiration for AH goes, I am starting to feel like FFG pulled more from Derleth than Lovecraft. The mythos started with Lovecraft, sure, but I don't think we get as many details and specificities about otherworld locations, deities, and creatures as from Derleth's writings (with the exception of the Dunwich Horror, The Call of Cthulhu, and Moutains of Madness). As far as I can tell, the concept of having the Guardians help combat the Ancient One is based on Derleth.


    But I may just be reading the wrong Lovecraft stories.

    Right now I am reading "The Shadow Out of Space" by Derleth, and it really clears up a lot of lore surrounding the "conical shells," body swapping, and purpose/origin of the City of the Great Race.


    What are your favorite Derleth and Lovecraft (and other mythos) stories? Which ones lend us more background information to better envision the locations found in Arkham Horror?  

  10. When investigators start losing the game and the terror level rises the shops close and the allies start leaving town.


    More often than not, I always assume the Allies are dying. Some of them could be running away, but I think an untimely death or two fits with the rising terror levels. :)  Especially when the terror increase is a result of a serial murderer or strange disappearances etc. :o

  11. I just wanted to note that there is still very much a lot of luck involved. The Mythos and encounters you have are mostly outside of your own control as well as monster movement and (obviously) die rolls.


    The good thing about Arkham Horror is that the more you get to know the board itself, the more you come to realize what sort of options you have available to deal with what the board is throwing at you.


    And behind the scenes, there is a lot of math and probability at work. Certain locations are more dangerous than others, certain gates are easier to close, understanding when is a good time to gear up and stand your ground against the AO vs. winning through other means.

    At first glace, I think a lot of people think Arkham is more "luck-based" than Eldritch, but once you understand what is going on, I don't think it is so.  But, both games do have their "frustrating" moments.

    Personally, I just think the story is better because it feels more personal. Small town, small people, personal story motivations (expansion component), BIG stakes. I think it makes for a much better story that the world at large is not aware of the other-worldly trouble awakening in small-town New England.

  12. Ursula is looks really broken to me.. She just simply to powerful ah?

    I don't know that she is toooo powerful, but in a normal difficulty game, she surely ups my win ratio. The good thing about Eldritch horror is that you can stack the mythos with harder cards if you so desire (the cards with the tentacle backgrounds) or remove the "easy" cards.

    I think the big thing about Ursula is that she has all of the important stats: Lore, Fight, Willpower, Observation. These stats are the most tested for game-changing cards like Rumors, Otherworld Encounters, and Mysteries. Influence isn't really that big of a deal unless you are Charlie Kane.


    I can't recall her being particularly good in Arkham Horror either. I mean, I think she was okay, but not spectacular.


    Both Daisy Walker and Patrice Hatheway had certain reputations for being quite powerful. It was unsurprising when they were also fairly powerful in EH. Ursula, imo, sort of came out of left field as a star player. And now that she has so much versatility, every time I see her, all I can think of is Lara Croft.  :rolleyes:

  13. I would say yes, it counts. And this is because  a LITERAL reading of the mystery says "when an investigator would gain an Artifact..."  Tome artifacts are still artifacts.


    When in doubt, the correct rule is likely to be a logical conclusion based on the exact literal reading of the card in question.


    Good question though.


    Yeah, the intent behnd Rise was to offer an easier AO, considering Ithaqua is rather hard. I had a great time playing RotET as you suggested, without Easy cards in the deck (that's a good thing in EH: staging difficulty. You can make difficult AOs easier, easy AOs more difficult, difficult AOs insane or whatever you fancy the most: adapt the game to your likenings and playing style. It's not the first time FFG attempts at doing this - Doom and Arkham come to mind - but it's the only time it actually works greatly


    I agree.  RotET is a nice AO for a casual night of gaming and offers a lot more theme than the game delivers normally.  Ithaqua is definitely where the challenge is however... down right brutal.  :lol:


    Pffft.. Not if you're using Ursula...

  15. Julia's assessment concurs with my own. 


    But don't be dissuaded by the dilution of the Elder Signs in the unique deck. If you are truly going to go "all-in" down the road, you should become accustomed to not relying on the Elder Signs. They are a nice surprise, but unless you feel like separating out alllllll of the additional items/etc as you get more expansions, you will not be seeing many of them.


    But then again, some people DO choose to separate out the extra cards. As was mentioned, this drastically decreases the variety of cards, and to me the glamour of Arkham is how infinitely variable the game is. You will literally never play a duplicate game... or even one that really feels like it if you are the kind of player that constructs stories around the cards you gain and encounter.

  16. There is one way you can help clear the outskirts a tad bit; if you close or seal a gate with the same dimensional symbol as any monster on the board, they are returned to the cup. This also includes monsters in the outskirts!  I seldom find it necessary to do this, but it's a valid strategy.


    I don't often have to worry about terror unless I'm playing with the King in Yellow Herald's Blights. 


    I remember when I discovered the horrors of how frequently Independence square gates appeared. 


    .....that pretty much sums up how I was feeling about 1am this morning.....as I drew another Mythos card or as I started to call them in my head 'ffs cards'......


    After a few encounters there, I began to blame the gypsies.  I know they've been falsely accused of a lot in the past... but I can think of no other reason.   :angry: 

    If there is a reason that anyone is aware of, feel free to let me know.  I don't really recall if Independence Square is from the Lovecraft Mythos or not. If it is, I either haven't read it or can't remember it. 

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