Jump to content

Soakman

Members
  • Content Count

    1,570
  • Joined

  • Last visited

Posts posted by Soakman


  1. It is perfectly fine, but remember that if you are NOT using the Antarctica Sideboard, you must remove the gates and clues from your gate/clue stack (or just remove them and redraw when they come up). 

     

    Also, having opened my box and played a game last night, I want to tell you all that the game is fantastic (BUT getting more fiddly)...and all of the new lady investigators are fantastically POWERFUL. I'm not overly impress with the fellows, but the rookie cop seems to establish a sort of new role with his abilities. It's pretty interesting, though not as reliably useful as most of the other investigators.


  2. I played last night.. and I'm still not sure about Storm of Spirits... especially with Agnes's passive ability.

    She can sacrifice health to gain two additional dice when resolving a spell effect...

    If Storm of Spirits gives no bonus dice, and Agnes uses blood magic to sweeten the spell... can she use it on magic resistant monsters? In a way, her passive is giving her "bonuses to her dice pool."

     

    Thoughts?


  3. From the rulebook:

    Magical Resistance
    Some Monsters and Epic Monsters in this expansion have
    the Magical Resistance ability. When resolving a Combat
    Encounter against a Monster with the Magical Resistance
    ability, an investigator cannot apply any bonus to his die
    pool from Magical possessions or Spells.

    Effects that allow the investigator to reroll dice or manipulate
    dice results can be used as normal.


    Physical Resistance
    Some Monsters and Epic Monsters in this expansion have
    the Physical Resistance ability. When resolving a Combat
    Encounter against a Monster with the Physical Resistance
    ability, an investigator cannot apply any bonus to his die
    pool except from Magical possessions or Spells.

    Effects that allow the investigator to reroll dice or manipulate
    dice results can be used as normal
    .

     

     

     

    1. How are you guys going to interpret these?  The official rules say that the resistance only applies to "bonuses to dice" added during combat checks...

     

    2. For magical resistance.... does this mean that Shriveling (which does damage but is not a combat check) and Poison Mist (which discards monsters, also not a combat check) still work as usual?  Themeatically it doens't make much sense.

     

    3. And HARDER to interpret is how this will effect Storm of Spirits (allows you to roll Lore instead of Strength during a combat check....is this considered "bonuses to dice" if you are just rolling your lore instead?)

     

    4. And as for Physical Resistance... does this stop the effect of shotgun that makes 6's count as 2 successses? It reads as if resistances has no effect on other card effects... but is this a "bonus to your dice." I'm assuming fishing net would still reduce incoming damage etc. Maybe this is why they are calling it "resistance' instead of "immunity" even though, unlike in Arkham Horror, you do not get even half of your item's bonus dice?

     

    I MIGHT be playing later tonight and would really like to hear how you would play out these issues.


  4.  

     

    Also, I'm thinking that the focus tokens may have a side that is 2 focus. This way you would only need one token available per player for the entire game. Thre's nothing to imply this either, but you can always use substitute tokens. There's nothing explicitly stating that those 8 tokens represent a 'Hard Cap' on focus.... but again, that being said... all other components DO represent a 'hard cap' as you will lose the game if you run out of gates for example

     

     

    Might want to take a look on Page 3 of the EH Reference Guide ("Component Limitations"):

     

    1) "If an effect would spawn a Gate and the Gate stack and discard pile are empty, advance Doom by one instead."

     

    2) "Any token, other than Clues, Gates and Monsters, is always available. If there are no remaining tokens of the specified type, track those tokens on paper or with a small object such as a coin."

     

    I really don't see Focus tokens being so different (they are generic tokens unlike Clues/Gates/Monsters that all refer to something specific). However, flipping it it to go from 1 focus to 2 just like the improvement tokens do seems like the sensible option and one I hope FF went with.

     

    edit: I just read the MoM rulebook - there's nothing indicating that the tokens are limited so if they don't do a 1/2 system then players can just keep track of them manually.

     

    Oops, I was thinking Mythos not gates. Gates just advance the doom. Sorry about that! I should not have said "all" either. I was thinking mostly of clues, gates, and monsters. 


  5. Can Charlie ability send people to Antarctica? (I think yes)

     

     

    There is only 8 focus tokens but everyone can have 2 focus, if the focus pool is emptied in games with more then 4 players what happens?

     

    I would have to say no. Charlie's ability, I believe, begins something like "when aquiring assets from the reserve..."  I'm not 100% sold that even though you need 2 influence successes WHILE attempting to aqcuire assets, it would be the same as aquiring something from the reserve.  I mean, I could be wrong. Thematically it's the same as "buying" a service asset... but you aren't actually receiving an asset.

     

    Also, I'm thinking that the focus tokens may have a side that is 2 focus. This way you would only need one token available per player for the entire game. Thre's nothing to imply this either, but you can always use substitute tokens. There's nothing explicitly stating that those 8 tokens represent a 'Hard Cap' on focus.... but again, that being said... all other components DO represent a 'hard cap' as you will lose the game if you run out of gates for example


  6. I can't recall the exact way the Cat Burglar card is worded, but basically these two rule always apply:

     

    1. You cannot take the same action twice.

    2. You only have two actions.

     

    Actions from assets/allies etc that state that they require an action (even if they are similar to a generic action) are not the same action and therfore can be used in addition to the similar "generic" action. But each of these requires an unused action to perform.

     

    IF Cat Burglar says "when making an INF test to acquire an asset,...." but requires no action, you still have to have had the Cat Burglar BEFORE making the test to acquire an asset in order to use the ability on the card.  If the ability is a separate action, you can do both... but will not have any actions remaining with that investigator.

     

    You can use any ability on an asset/ally that requires an action as soon as you acquire that asset/ally as long as you still have an unused action left for that round.


  7.  

     

    Can someone spend tickets on Finn movement action or only he can spend a ticket on himself while performing it? 

     

    I believe Finn doesn't use tickets. His action is simply to spend an action to move himself or someone on his space via a train or boat path.

     

    That's my reading too. He seems to be a sort of prime mover for other investigators, and he can also push himself to move up to four spaces in the same turn (chaining travel + 2 tickets + this action). Not too bad, especially when you're in a hurry (see: Mysteries requiring artifacts, for example)

     

    Also, he can make Silas even more efficient! Finn's +1 move, Silas's Boating action joined with a travel action, + 2 tickets = 5 moves... and then Silas can still do an action of his choice (maybe solving that mystery you mention)!

     

    Sidenote: Looking at Agnes's new art, it looks like they made her much more "pretty" and girly/feminine too, haha. I rather liked that some of the investigators in AH were sort of "plain" looking. Looks like EH is trying to beautify them? http://www.arkhamhorrorwiki.com/File%3AAgnesBaker.png

    Even Finn is looking rather dashing.


  8. Can someone spend tickets on Finn movement action or only he can spend a ticket on himself while performing it? 

     

    I believe Finn doesn't use tickets. His action is simply to spend an action to move himself or someone on his space via a train or boat path.

    You can only spend tickets during your "travel" action. This isn't a travel action so you would not be able to spend tickets to move additional spaces. That being said, Finn could both use this action and then a "Travel" action to get a free space out of the deal.  Unfortunately, this does not help with weird footpath locations like the Heart of Africa because you can only move along a ship or train path. If it did, he would really be something special allowing someone to move out of an isolated location and then also use a travel action to spend tickets.

     

    Oh well, it's still nice. 


  9.  

    That being said, would anyone in their right mind take a waitress, a violinist, or a lawyer to a secret expedition in Antarctica??

     

     

    I'd probably take Agnes if she told me she was an ancient sorceress in a past life who lived in another dimension called Hyperborea and had fought (although unsuccessfully) an ancient one before.

    I mean, when monsters are pouring out of inter-dimensional tears in space/time and someone volunteers (crazy or not), I'd probably take what I could get and assume they're all insane to one degree or another. But what the heck, somebody's got to try.


  10. With both of these Investigators now revealed, how do you feel about them? Do we have a "tier-list" for "spell-casters," "gate closers," and "Most Improved" categories? Mine, I think, would look like this:

     

    Gate Closers:

    S: Akachi

        Patrice

    A:  Daisy

         Jim

         Jacquiline

    B: Norman

    C: Lola

         Lily

     

    Spell Casters:

    S: Agnes

    A: Daisy

        Diana

    B:Norman

       Jim

       Jacquiline

       Patrice

    C: Lola

     

    Most Improved:

    S: Patrice

         Lola

    A: Lily

        Norman


  11. Hi guys! I'm reallllllly looking forward to playing with these two investigators specifically but it seems like the only write-up covering Arkham Nights was about a few of the other Investigators (and a lot of other good info).

     

    Does anyone know these characters' stats, abilities, and starting equipment?

     

    I'm wondering how Agnes and Daisy will compare and whether they will overlap in their roles or if they are going to somehow be different. I know Daisy has 4 lore, and I would think it awfully odd if somehow she had more lore than Agnes. That being said, Daisy sounds very good from what I've read...will she make playing as Agnes (or perhaps even Diana) obsolete?

     

    And what about Patrice vs Lola? They also fill similar roles (I think).

     

    Thoughts and/or info?

    *EDIT: Wish I could change the title of this thread since info has now been released on BOTH investigators. :) I'd still like to hear your thoughts on them both though.


  12. I actually created "Playthings" on that list, and I can attest that making your own scenario is very difficult. I created mine before CotW came out so the traditional format was to have a single story that actually had the potential to be three different stories... and no matter how the keeper made his choices during set-up the story still makes sense.

    That was the hardest part for me. That and balancing in combo with the event timers. Trying to make the events interesting, but not OP, relevant to the story, and give the investigators enough time to successfully manage the objective is rough.

    (Also, if you DO play my scenario, I think one of the stories ends strangely. I playtested them all but for the life of me I can't recall how the one storyline made sense to me.)

    I'd be up for making another one, but I've forgotten a few of the rules as my group tends to play Arkham, Eldrtich, and Dead of Winter more often. I intend (or had intended) to create an investigator specific scenario as well that fleshes out some back story on a particular investigator.

    I may get to this one day, but it would help to have a group that can re-familiarize me with the rules. I also have issues with making the set-up/story-so-far instructions PDF look professional. But that is a personal limitation.


  13. The game really isn't for everyone. Part of the fun is understanding that Lovecraft mythos is about standing up to nearly insurmountable odds because...well... what else can you do when the world is ending?

     

    But as Wrath231 pointed out, there are strategies that can be used.  For instance:

     

    Closing gates is much easier with an investigator with high Lore & Will.

    City encounters usually require higher influence.

    Wilderness & sea encounters usually require higher strength and observation.

    Expeditions usually require strength, observation, and will.

    Research encounter vary depending on the ancient one. 

    Using Charlie Kane to buy assets for all of your investigators helps immensely.

     

    The sweet spot to actions vs mythos is found in a 4-player game. Some of the mysteries will be harder, but you will have more wiggle room between turns to make up for it. BUT at the same time, the amount of gates/monsters during surge will not increase.

    The game is actually HARDEST with an uneven # of players. Two or 4 is ideal for a less challenging game. But imo, 4 is much easier.

     

    NOTE: I'm not sure how or what you were using 12 dice in a single roll for. It's unfortunate you didn't get a success, but you might have some of the rules wrong. I'm not sure what combo of stats and assets would let you roll 12 dice. Any asset that adds to a roll does not stack with assets that add to the same type of roll. If they have additional bonuses (like re-rolling a die, or 6's count as 2 successes) you can use all of these bonuses, but the number of dice themselves to not stack.


  14. I did see that "Elder Things" is one of the new ancient ones, which strikes me as odd since in Arkham they are just regular monsters.

     

    Secondly, the write-up pretty much confirms Agnes Baker, Patrice, and Ursula as 3/8 of the investigators. I love Agnes and the concept of Patrice. Maybe this time she won't be so OP that I ban her from all of my games. YAY!

     

    EDIT: I'm sure some of this was covered in the thread(s) so far, but just wanted to confirm the investigator roster from a thread I saw on BGG

     

    Agnes Baker,

    Patrice Hathaway

    Ursula Downs

    Wilson Richards

    Tommy Muldoon

    Daisy Walker

    George Barnaby

    Finn Edwards


  15.  

    any female researcher, scholar, secretary, etc: I'd like to think so but not typically HPL.

     

    Thanks for saying you'd like to, but agreed, not many female characters having a leading role in any of HPL tales (actually, I cannot remember ONE, but it's a long time since I read the tales, so maybe I don't remember)

     

    True.  Many of the characters seem to me to have fitting backstories and archetypes if you were to ignore them being female or of color.  For instance, if Amanda Sharpe or Daisy Walker were male grad students, I could very much see either of them being included. Even if they were assistant to Harvey Walters (or any of his doppelgangers).

     

    And although not a Protaganist, Agnes reminds me of the Witch from Dreams of the Witch House. Only less weird. Her story says she commands spriits not otherworldly rat-things and non-euclidean blobs of colors. Anyway, the witch-type could be sort of similar to Krysmopompas's assessment of Diana: someone you could find in the "background" of a story.


  16. Thanks, Soakman :)

     

    The Institution is intended mostly to add flavour to the game. It could become annoying if you keep on donating all your belongings to Shubbie's church, tho, so, you have to pay a little attention when dealing with cultists. Still, I'd not say it raises the difficulty too much (I tried to stay calm, since Institution should influence the game without altering too much the balance)

     

    Let me know if you try it!

    We're trying it today! We're going to start in a few hours. I doubt you will see this before we do, but which expansions would you suggest to use in tandem with this institution? The only one I DON'T have is Miskatonic Horror. This means my cult encounter deck might be a little small as well. Would you suggest multiple boards? I was thinking Kingsport simply because with the smaller cult encounter pool, Kingsport won't add any more unstable locations which will make reshuffles etc less common. The other option is for to go gung-ho and just wiki the cult encounters I don't have yet. 

     

    EDIT: I am PROBABLY going to regret this, but I decided we're using Kingsport and Innsmouth + Personal Stories, relationships, madness/injuries, and your Church of the Thousand. Because we haven't played 2 additional boards in a while, my usual ban on Patrice has been removed, players can choose or pick their investigators randomly, and we're using Hypnos as our guardian. I will likely send you a PM later about the session; I don't want to clog up this thread. :P  Wish us luck!!!

×
×
  • Create New...