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Helicon

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  1. Like
    Helicon reacted to Narcissistic Cannibal in Video Overview   
    Exactly what I needed!!
  2. Like
    Helicon got a reaction from Narcissistic Cannibal in Video Overview   
    In the absence of one by FFG, you might want to check out the recently published S Petersen's Field Guide to Lovecraftian Horrors.
  3. Like
    Helicon reacted to Lorinor in The Dreamlands   
    Be sure to write some memories down, before you wake and forget.
     
    First impressions from our fellow investigators are always a welcome sight.
    Thanks and peaceful dreams, friends.
  4. Like
    Helicon reacted to Ardulac in Investigator Specific Cards and Deckbuilding.   
    I think you're seeing snottiness where none was necessarily intended. No one is saying you were bad for not knowing about the error or were obligated to know better, but they just wanted to get you the correct facts.
  5. Like
    Helicon reacted to SuperMarino in How to play a three player game without 2 coresets ?   
    It is likely you could do it with just Dunwich Legacy, but Ardulac is right on, they might not be the best decks.
     
    Think that you can have Roland and Wendy with their core decks, but you'll probably have to remove some neutral cards to add the cards they are allowed to use from Dunwich Legacy.
    Now your third investigator would have to be Jim Culver and need all Mystic cards available, which would probably give him about 15-20 (if you use 2 of all the cards from Dunwich Legacy).  You'll have to balance and pad it out with 5 more from the other classes, and then fill the rest with neutral cards.  It will very likely be doable, but none of the three of them would have a great deck.  Each Mythos pack beyond that will likely add 2-4 new cards per class, so it'll start getting better... but that second core set right off the bat really would give you some breathing room for three players to have some decent decks.
     
    By the time this cycle is over, I'd think you can have a decent 3 player game, but you'd still be stuck with having to choose the correct trio that can work together due to your card pool.
  6. Like
    Helicon reacted to SuperMarino in How to play a three player game without 2 coresets ?   
    Thanks for doing this, Helicon, it basically affirms through math what I was speculating at was but too lazy to work out!  The thing that still stinks about only having 1 core and 1 Dunwich Legacy is that you would have to use a trio that pairs well, basically building two as the core set spells out plus the one Dunwich Legacy character that uses the fifth class.  An extra core set could let you play almost any combination.
  7. Like
    Helicon reacted to General Zodd in release date??   
    Well, *my* research has shown my three go-to UK retailers are showing 31st December (as already mentioned, clearly a placeholder date in lieu of actual info), 'early November' and 10th November, respectively. As two of them almost agree, one of those has actually stated a date, and it's just gone to Shipping Now, which is usually about a two week warning, I'm going to go ahead and expect it on the 10th.
    And, may I say, the general tone of most of the posts you've made on this topic have been a touch aggressive and fairly confrontational. We're all excited about a card game coming out, and it's cooperative, I think that means we're all on the same side!
  8. Like
    Helicon reacted to Gaffa in 1-4 players, does that mean solo play as well?   
    Why do you ask?
     
    Yes, I have actually played the game, and I actually own it. Arkham Nights was a lot of fun.
  9. Like
    Helicon got a reaction from klaymen_sk in Roleplaying Aspects   
    Weird thing to write, that was a complete non sequitur.
  10. Like
    Helicon reacted to iGniGhted in The Dreamlands   
    not particularly, however, many of the investigators link so closely to the dreamlands, it's kind of a done deal for some of them.
     
    can we take a minute to talk about how amazing the expansion icon is? tentacle cat? yes please!
  11. Like
    Helicon reacted to rsdockery in The Dreamlands   
    Atlach-Nachta first showed up in "The Seven Geases," by Clark Ashton Smith, though it wasn't especially malevolent there. I'm not sure why he's associated with the Dreamlands here; I'm not very familiar with Derleth or Chaosium.
     
    Anyway, if you're going to read Dream Cycle works, you should bear in mind that they tend to be atypical for Lovecraft. Unlike his cosmic horror stories, the Dream Cycle is full of wonder and discovery. The real horror here is the contrast with the mundane world, which is dull and dirty in comparison. They often end with the protagonist trapped in the physical world, forever doomed to yearn for the paradise they can never regain. When the protagonists do gain what they seek, it is strongly associated with death.
     
    I'd say the primary defining works for that (besides Unknown Kadath, of course) are:
     
    Celephais The White Ship The Quest of Iranon Polaris In roughly that order.
     
    "The Cats of Ulthar" and "The Doom That Came to Sarnath" weren't part of the Dream Cycle originally (the latter was set in mythic prehistory, the former had no clear setting beyond Ulthar itself), though Lovecraft later folded them into the Dreamlands. Despite the names, neither "Dreams in the Witch-House" nor "Hypnos" share much in common with the Dream Cycle, and are more like cosmic horror stories that strongly feature dreams and surrealism (though, if you just want general recommendations, I consider "Witch-House" to be one of Lovecraft's best works). Lastly, "The Silver Key" is set entirely in the mundane world, so it's not much use if you only care about setting lore, but it really nails the mood of the Dream Cycle stories (it features William Randoph Carter as an old man, longing to return to the Dreamlands he lost in his youth).
  12. Like
    Helicon got a reaction from rsdockery in Deckbuilding Preview   
    If all the encounter and location cards are in the deluxe set, then either cards are waiting unused in the core set, or adventures in Mythos packs contain nothing not already encountered in deluxe set adventures. Why is that good?
  13. Like
    Helicon reacted to BD Flory in Deckbuilding Preview   
    If you're going to have a 6 month break, just starting the campaign over or playing the scenarios as standalones seems like the way to go to me. That aside, spending XP before you start really does solve a lot of this. No, you won't be able to swap in 20 new cards of your 30 card deck or whatever, but you'll be able to make a few specific swaps.
     
    The point of the rule is twofold: Narrative continuity and play balance.
     
    For narrative, it should be fairly apparent why playing a deck that evolves over the course of the campaign creates a sense of story, and how limiting swaps contributes to that. XP is the mechanic FFG's chosen for that purpose.
     
    In terms of play balance, being able to freely swap cards in and out lets you take advantage of synergies and lets you ignore some opportunity costs. For example, at the start of a campaign, you have zero xp, so you can't build with level 1+ cards. But there's a zero level card that combos really well with a particular level 2 card. So do you take that level zero card now, even if its utility is diminished without that combo? Or do you plan to spend the extra XP later to make the 0 level swap after you have access to the level 2 card, and begin the campaign with something else that's more useful in the meantime?
     
    Not to mention that the ability to tailor your deck specifically to each specific scenario by freely swapping out cards is pretty powerful in its own right. I would imagine some of the difficulty of campaigns comes from needing to build a deck flexible enough to be piloted through many different scenarios, with limited adjustment.
     
    But you know, your game. So do what you and your playgroup want!
  14. Like
    Helicon got a reaction from rsdockery in Deckbuilding Preview   
    If all the encounter and location cards are in the deluxe set, then either cards are waiting unused in the core set, or adventures in Mythos packs contain nothing not already encountered in deluxe set adventures. Why is that good?
  15. Like
    Helicon got a reaction from donkler in Deckbuilding Preview   
    I think this is almost inevitable. The first article about the game described campaign as the basic play mode, but also said 'It is easy to enjoy Arkham LCG as a series of standalone adventures.' Without rules for how to set up your deck, the adventure from mythos pack 6 in a cycle won't be properly playable standalone, and the same goes to a lesser extent with each previous adventure, so it seems very likely that there will be standalone setup instructions for every adventure.
  16. Like
    Helicon got a reaction from donkler in Deckbuilding Preview   
    I think this is almost inevitable. The first article about the game described campaign as the basic play mode, but also said 'It is easy to enjoy Arkham LCG as a series of standalone adventures.' Without rules for how to set up your deck, the adventure from mythos pack 6 in a cycle won't be properly playable standalone, and the same goes to a lesser extent with each previous adventure, so it seems very likely that there will be standalone setup instructions for every adventure.
  17. Like
    Helicon got a reaction from twincast in End of the game?   
    There's a lot of truth in here, except that the new guy in charge actually seems to want to make better decisions than the old muppet who gave his wife millions to update their website. The new activity in boardgames, which presumably was a big part of the end of FFG licencing, seems part of the improvement. The new white dwarf is also much better than the terrible weekly version, although that's a very low bar.
  18. Like
    Helicon got a reaction from iGniGhted in Clues, Challenge, and Chaos   
    The fact that that game has had a single new die added ever since publication tends to work against your own point, not in favour of it. Clearly, when you add, remove and exchange tokens it's possible to change the odds and possibilities much more simply, and at a much more granular level than is possible when adding, removing and exchanging dice.
  19. Like
    Helicon reacted to Vlad3theImpaler in Deckbuilding?   
    I think getting a random weakness at the beginning of the campaign and keeping the same one throughout the campaign would be the most logical.
  20. Like
    Helicon reacted to ktom in Early decisions severly impact outcome of campaign?   
    It sounds like those old "Choose Your Own Adventure" books. "If you choose A, turn to page 14. If you choose B, turn to page 6." Sometimes, different series of choices can bring you to the same spot. Sometimes, they don't. Or, you can cheat, read the last pages and find the ending you like best, then backtrack through the book so you know which choices to make for it to happen.
     
    In that vein, I would imagine there are things in the early scenarios like meeting a non-player character or not. If you do, he or she shows up in a later scenario with an ability that is a big help in defeating that later scenario. If you do not, he or she doesn't show up and, while you can still defeat the later scenario, it's a lot harder. That's the impression I get from bit the OP quotes from Corey.
  21. Like
    Helicon reacted to Authraw in Stupid Question: How does a CO-OP LCG work?   
    But those are all things your Arkham Horror character might do during any given play session.
  22. Like
    Helicon reacted to Robin Graves in Similar to the LotR LCG?   
    Guess we'll have to wait till the rules come out. I'm thinking you end up with madness cards in your deck.
     
    Bob: "**** I'm almost out of bullets! I hope i draw a new weapon or a means to escape."
     
    Bob: *draws card*: "Ah, Dendrophobia. To bad."
     
    Bob: "The trees or comming at me!" *empties pistol inbto a nearby tree.*
  23. Like
    Helicon reacted to Crusaderlord in Medium Starter Quest - The Queen Spiders Lair   
    Fantastic Game !!!!

    The tutorial is pretty basic and easy though. So you may want to start with the first full quest - but what if you want to try out the game at an easier level than the first proper quest or to introduce someone else to the game without overwhelming them. Here is my development of a two hero starter quest which largely mimics the Learn to Play tutorial set up (page 3) but has a little more depth and theme.
     
    Quest Scenario
    Set Up
    - Use 3 Locations (below). Travel to the next location in the list when the current one is completed.
    1. Winding Tunnels
    2. Confounding Stairs
    3. Throng Of Webs
    - Lay out the counters, conditions, dungeon cards (same ones as the tutorial), add a deck of gear cards (a few basic ones to start with and no legendary cards).
    - Monsters you shuffle the two cards for all the level 1 monsters (top left indicator but not the elite ones - although you can add these for a harder early quest experience). Also include the level 2 Giant Wolf cards and Gigantic Spider cards (again not the elite ones unless you want to make it harder). Finally take the Elite Gigantic Spider and set it aside with the Throng Of Webs Location as your queen spider.
    - Turn over the Winding Tunnels as the first location and apply the monster spawn (i.e one monster to each hero and one in the shadows face down). 
    - Heroes use the hero card with the lowest health score (bottom right corner) and take one activation turn only per round in this starter quest (same the tutorial rather than the advanced rules).

    Gameplay
    - Follow the usual advanced rules but you have no quest sheet to track (this is a quick mission), when you complete the Winding Tunnels you can travel to the Confounding Stairs. When that is completed then travel to the Throng of Webs.
    - Spawn monsters as indicated on the location cards from your monster deck. When the Throng of Webs is travelled to, you must also add the Elite Gigantic Spider to the shadows face down (it is more thematic to shuffle it with the 3 other face down shadow cards so you don't know which it is).

    Spiders Rule
    - Whenever you kill a Gigantic Spider, set it aside rather than discarding it. 
    - While the Queen Gigantic Elite Spider is in play, if a Nemesis dice is rolled, then add a normal Gigantic Spider (that you set aside) to the shadows face down. If all the Gigantic Spiders are already in play or not set aside, then instead trigger an ensnare action (hero exhausts one action).

    Winning
    Complete the short quest with 2 heroes and defeat the Elite Gigantic Spider Queen. You must still fully explore the location as this is effectively your heroes also escaping the Spiders lair.

    You may or may not see all the monsters in your first game, i felt this is a way to get a feel for travelling and gear without taking on the full quest tracker. I hope you like it - it worked for me and with my 13 year old to get him playing (i was worried a whole quest may be too long for him until he got used to the game). It is not overly hard until the final web room, but you can still get caught out. It was quite good for a one off quicker solo quest - i may do some more of these as that's how i will play a lot of the time.

    Recommended for the Dwarf and Elf combination (i have not tested any others yet)
  24. Like
    Helicon reacted to Jedhead in Looks like this is already an (unexpected) hit...   
    Unexpected?  By some, perhaps.  I, for one, preordered this bad-boy the second it was available to do so.
     
    Can't wait until my copy gets here!
  25. Like
    Helicon got a reaction from Robin Graves in On the Boat!   
    How about a Black Coach? I'm given to understand that undead horses go faster than living ones (at least, the roads in front of them tend to be emptier), so don't bemoan the horse-drawn option.
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