Krysmopompas

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  1. I posted this on the eldritch board (in a Pick one - eldritch or arkham) and I might have been a bit too harsh, but general sentiment is definitely the same and thought I’d post it here *ducks* .... I really do like both and have all expansions (so thank god AH is over save the fan expansions - and some of them are great). But at the end of the day if I had to pick one it's Eldritch. It's faster, and despite what I'm reading here the story and theme is a lot stronger and consistent in Eldritch for me. Sure it's a bit Indiana Jonesy, but the more I get back to Arkham the more I remember some bad experiences of it. Playing with veteran players of AH (in play by forum and IRL) usually sucks, at least in my experience. The first time I played with someone who had Monterey Jack as an investigator and he 1) traded all his equipment to other players for their money in the first few turns, then 2) spent most of the rest of the game at the Curiositie Shoppe "farming" for Elder Signs, it was kind of novel. When it kept happening I saw that people weren't playing the game anymore, they were trying to break the system. There are strategies like that for every investigator on the AH boards, and the frequency of these kinds of moves were waaaaay more common than I ever would have expected. Theme, which should be nice and present, was secondary to maximising the mechanics of each investigator VS. the mechanics of the game. Every now and then I'll play AH solo and like it. But EH has become for me what a game like this should be : good story and immersion, interesting rules built for clarity and fast play, and a lot of fun with friends. It's also a lot of fun solo.
  2. Hey it looks to me like investigators trying to stop or track a shipment of stuff - in the Masks of Nyarlathotep campaign from Chaosium/Call of Cthulhu, that kinda happened in a certain encounter involving a drunken Norwegian sailor. Masks has the reputation of being the best module ever written for any game system, and I finally played it with a group a couple of years ago. It definitely lived up to its reputation and I’d highly recommend it. What an epic blast.
  3. Announced: masks of nyarlathotep! They’ve been teasing it all game series, so wonder if this is indeed a form of wrap up? it does feel like it could be a culmination - check out the card that looks like a strange remnants exploration card in the preview. campaign mode - I’m in
  4. Yes!! Excited for this one. However it does feel like it could be a culmination - check out the card that looks like a strange remnants exploration card in the preview. campaign mode - I’m in
  5. Ya, Just updated my phone’s iOS and the Arkham Horror Toolkit will no longer open as the program needs to be updated. Was showing a warning for the past year on the previous iOS, you’d think if FFG was interested they’d have fixed it then. no more solo AH for me!
  6. Just updated my phone’s iOS and the Arkham Horror Toolkit will no longer open as the program needs to be updated. Was showing a warning for the past year on the previous iOS, you’d think if FFG was interested they’d have fixed it then. no more solo AH for me!
  7. Or maybe it's a move to "phase out" arkham nights by only advertising to those who are looking for it?
  8. I really do like both and have all expansions (so thank god AH is over Save the fan expansions - and some of them are great). But at the end of the day if I had to pick one it's Eldritch. It's faster, and despite what I'm reading here the story and theme is a lot stronger and consistent in Eldritch for me. Sure it's a bit Indiana Jonesy, but the more I get back to Arkham the more I remember some bad experiences of it. Playing with veteran players of AH (in play by forum and IRL) usually sucks, at least in my experience. The first time I played with someone who had Monterey Jack as an investigator and he 1) traded all his equipment to other players for their money in the first few turns, then 2) spent most of the rest of the game at the Curiositie Shoppe "farming" for Elder Signs, it was kind of novel. When it kept happening I saw that people weren't playing the game anymore, they were trying to break the system. There are strategies like that for every investigator on the AH boards, and the frequency of these kinds of moves were waaaaay more common than I ever would have expected. Theme, which should be nice and present, was secondary to maximising the mechanics of each investigator VS. the mechanics of the game. Every now and then I'll play AH solo and like it. But EH has become for me what a game like this should be : good story and immersion, interesting rules built for clarity and fast play, and a lot of fun with friends. It's also a lot of fun solo.
  9. The Dark Pharaoh is not Nyarlathotep Yeah I know, technically it's a "mask" of N., but FFG hinted at Masks of Nyarlathotep in an early release, then released UtP. Then they hinted at the Dreamlands, and released The Dreamlands. So I'm thinking it's not something we've seen before in some partial or full form.
  10. I think with the Dark Pharaoh out there in the Pyramids expansion, we won't see Nyarlathotep here. But who knows. I'm taking a shot in the dark and thinking it's going to be a "Fungi from Yuggoth" type thing as the next expansion. So maybe a Mi-Go invasion like we saw "The Rise of the Elder Things" being an AO in the Antarctica expansion.
  11. Ha, good one on asking HPL.....anyway in Dream-Quest he wakes up in the same room he fell asleep in. For fun, let's say in game terms that meant that he did his WIL-1 roll to go into the Dreamlands from Arkham city space, and wakes up in the Enchanted Wood space on the sideboard. Then Carter runs all over the place in The Dreamlands, eventually getting on a Shantak and forced to go to see Azathoth. But on the way he leaps from the creature and thinks of his room at home...so essentially making another WIL-1 roll? and ending up in Arkham again. Dream Portals are an interesting game mechanic but literally doesn't seem to be appropriate here.
  12. Reporting on the second half of a 2-part Dreamlands expansion run... Prelude: the one that says to use the Dreamlands sideboard. Ancient One: Atlach-Nacha Investigators: the local Eldritch Women's Group, including Gloria Goldberg, Carolyn Fern, Kate Winthrop, and Amanda Sharpe Other: Used Adventure Cards as indicated by Prelude card. I'm going by memory here but 2 main things: firstly, this AO is a piece of work. Gates a-go-go if you're not careful, and a tiny Doom Track. You've gotta watch it and this combination of Investigators made for a tough go of it. Secondly, I built the Mythos deck from the expansion cards again, and nabbed a whack of Hard cards. Many of them had effects which generated Epic Monsters and/or effects which increased the amount of gates on the board. Thirdly (bonus), not a lot of STR with these characters, and without lucky draws with a few weapons it would have been an early TPK. The first 2 Mysteries I drew both generated Epic Monsters again. Sometimes I had 3 Epic Monsters on the board and a bunch of gates, and not much to work them over with. Luckily the Adventure path made it a little easier to advance Mysteries, so between that and an Asset from Gloria, I offed the first EM without engaging it in battle. I wish I had the game in front of me so I could share the Rumour card that generated an EM that popped all over the board and usually spawned gates too, but I don't have it. Suffice to say it was a hard one and I couldn't reach it with the movement that I had at hand. Didn't help that Gloria, despite starting the game strong and lucking out with a Tome that gave her a chance at spells every turn, got delayed 4-5 times in the windup to the game. I had good feelings about Kate, but she never really got in a position to shine. Her abilities look good though. Carolyn was eerily useful, both in her ability and overall stats. Amanda was the winner for me here, with Talents and improvements up the yin yang. Good balance too. I want to like Gloria but had some tough luck with her... At the end we wrapped the final Mystery with 3 Doom left (Carolyn gave us a gift of retreating Doom twice with her asset, and she ended up being the Dreamlands person Adventure-wise), and on that turn Gloria and Kate went insane, leaving us at 1 Doom. So barely a win.... Overall, 1) some bad luck later in the game, but 2) it was propagated by the imbalance in the group of Investigators I chose, and 3) the AO is vicious if you don't look out, and lastly 4) there are some brutal Mythos cards in the expansion after all:)
  13. You have the dreamlands mechanics correct, easy to get there but leaving is a tad tougher Each space containing a Dream Portal is connected by a Local Path to the space that corresponds to that token. Spaces connected by Local paths are so close to eachother that moving between them does not reuire an action. Hey, yeah I get the Local paths, just like in Antarctica and Egypt. But the ability to simply Rest and spend clue/test Will to get to the side board from the main board is great, and some folks may argue you should be able to do the same thing to get back to the main board. A bit messy flavour/mechanics wise. I disagree here, I think flavour wise it makes sense. It's easy to get into the dream world and lost. Waking up from the dream is more difficult. I think it's intended thematically. Well, if you look at the inspiration for the board, the Randolph Carter stories, he comes back from the Dreamlands to the exact same place he fell asleep in most if not all the time. So thematically and flavour-wise it's more accurate if you end up in the same place you started in. But this is a game, so...
  14. You have the dreamlands mechanics correct, easy to get there but leaving is a tad tougher Each space containing a Dream Portal is connected by a Local Path to the space that corresponds to that token. Spaces connected by Local paths are so close to eachother that moving between them does not reuire an action. Hey, yeah I get the Local paths, just like in Antarctica and Egypt. But the ability to simply Rest and spend clue/test Will to get to the side board from the main board is great, and some folks may argue you should be able to do the same thing to get back to the main board. A bit messy flavour/mechanics wise.
  15. well, I did a quick playthrough today and survived. Prelude: the one that says to use the Dreamlands sideboard. Ancient One: Hypnos Investigators: the local Eldritch Men's Group, consisting of Luke Robinson, Darrell the cameraman, Vincent Lee, William Yorick Ended up winning, was going really well until I stopped paying attention to gates and the track got down to 4. But other than that no real danger. Mind you, I used Mythos cards from the expansion to make up the deck, and thankfully there are a good number of Easy cards in there! A few thoughts: some of these Investigators are great. Of the 4 I used, all had big benefits and as a bonus, Vincent doesn't suck like he does in AH! As Sid Pikes wrote, Luke is a fabulous gate closer. Managed to get a good Asset or two to help him out as well. Vincent is really useful even though Hypnos forces you to choose SAN or HLT to recover during Rest, not both. Since William started in Sydney, I stayed there on turn 1 to hopefully boost his STR (success), and once he completed his Task he nabbed 4 clues and a doom retreat by 1. Not bad. But I've gotta say my favourite is Darrell, a guy I kind of forget about in AH. His ability to weed the crap from the Asset deck and his machine-like clue generating ability (thanks to his starting Assets and OBS 4) is a real treat. No danger of zero clues on the board with this guy, and unlike clue goddess Daisy, he can actually hop around the world and be really useful in encounters. I think he's in my top 5 now. As far as the board goes, I used it way more than either of the other 2 expansion boards. Still working out the mechanics of it...it's clear how the Investigators can get TO the Dreamlands, but nothing's really said about how they can get BACK from The Dreamlands...I'm assuming if it's regular Investigators we're talking about, they have to take one of the 3 Dream Portal paths back to the regular board? That's how I played it anyway. Would have been nice for FFG to spell that out for idiots like me:) The theme is nice and heavy in the new cards and like I say, since the new board is used so much the theme's pretty flavourful overall too. I'll give it a shot with the Adventure Cards next time and we'll see how it goes.