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solidearth

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  1. Hey thanks for checking out my Kit Yogsucker deck. I built it after I did some reading online about strong archetypes in netrunner. It is my first try at deckbuilding in this game, so feel free to offer advice and critique the deck, cheers. Deck Created with CardGameDB.com Android: Netrunner Deck Builder http://www.cardgamedb.com/index.php/netrunner/android-netrunner-deck-builder Identity: Rielle "Kit" Peddler: Transhuman (Creation and Control) Total Cards: (45) Event (14) Sure Gamble (Core #50) x3 Dirty Laundry (Creation and Control #52) x2 Tinkering (Core #37) x1 Diesel (Core #34) x4 Escher (Creation and Control #31) x2 Modded (Core #35) x2 Hardware (7) Clone Chip (Creation and Control #38) x3 The Personal Touch (Core #40) x2 Omni-drive (Creation and Control #39) x2 Program (17) Self-modifying Code (Creation and Control #46) x3 Sahasrara (Creation and Control #47) x3 Atman (Creation and Control #40) x3 Crypsis (Core #51) x1 Yog.0 (Core #14) x2 * Parasite (Core #12) x3 ** Datasucker (Core #8) x2 * Resource (7) Armitage Codebusting (Core #53) x3 Daily Casts (Creation and Control #53) x2 Professional Contacts (Creation and Control #49) x2 Influence Values Totals - Anarch: 10 Criminal: 0 Shaper: 70
  2. Too bad Toronto is on the other side of Canada...
  3. Yes, we felt that 3 mythos resolving in a row might be enough to cost us the game, so it became priority #1. I'd like to see how others handle this card.
  4. Yes! I really agree with this, bet we couldn't help but delay it. I think our group gained a combined 6 madness from this single rumour. Its nice that they put it in uptown, far from Dunwich and the other action. I believe we also drew the 4th of July Parade mythos card which blocked 2 investigators in the merchant district en-route to the Nightmare Pool. Aptly named I might add.
  5. Hey there, I had a crazy game of AH last night with three friends. We included KiY and DH for our struggle against Tsathoggua; and what a struggle it was. We were okay for the first few turns, nearly closing all gates, however; an ill timed rumour forced us to trade sanity on a 1-for-1 basis while it gained 4 at the end of every mythos phase. we wasted four turns trying to complete it, gates opened up all around us, pushing the doom track higher and higher. With the terror level rising from 3 consecutive monster surges, we desperately attempted to buy an elder sign and more time, but alas Tsathoggua awakened and we only survived 3 rounds of combat; enough to roll 24 successes before being stuffed into the gaping maw of despair. A very fun game to say the least, but I can't hope but think that I will have a rematch against Tsathoggua soon... thanks for reading! Andrew
  6. Thanks again for reading, I want to point out that this is all from memory but I vow to make game notes from now on so I can make the summary more precise. cheers
  7. Hello! I wanted to share the game of Arkham I played last night. Four investigators set out to stop Hastur and we included the dark pharaoh expansion. Randomly chosen investigators were Ashcan, Jenny Barnes, Mandy Thompson, and Kate Winthrop. Highlights of the game. Turn four or five with four gates already open Ashcan was in another dimension and drew the encounter that allowed him to sacrifice himself, thus sealing the black cave. Re-rolled Jack Diamond so now we had a crack team. Turn seventeen, after the woods had been sealed, a gate opened there and the seal was broken. It was bad because we were about one turn away from closing all gates on the board. At this point we are at about 7 doom and 4 terror. Turn eighteen, Kate was devoured in Silver Twilight Lodge after being introduced to the Man in Black. Re-rolled Ashcan Pete, but then two turns later, got the encounter which allows a re-roll as a character of your choice; Dexter drake comes out. Still only about 7 doom and 6 terror at this point. Nearing the end (turn 28, 30?) we drew two mythos which just added 2 doom, and we ended up winning by closing all the gates on the board when Hastur was at 12 doom. one more and we would have been brutalized by his now -8 penalty from the terror track. The game was four hours long, but it was for sure one of the best I've ever played. Allowing gate bursts at the woods made it way more challenging, and I can't remember any games where my investigator was at 1 stamina and 1 sanity and I was still jumping desperately through open gates. If you read this, thanks for taking the time to do so! cheers
  8. Wow Avi! thanks for taking the time to post all of that. I really appreciate it! Arkham really is an amazing game and I am glad there is so much opportunity for customization. cheers
  9. Thanks I think I'll get Dunwich eventually, all the LGS in town are sold out. What I really want to know is if anyone has made any house rules which make the game harder without adding new components. cheers
  10. Hey there fellow investigators! I have played around 10 games of Arkham Horror with the base game and another 5 with 'The King in Yellow' expansion. I haven't really lost as often as I expected. As the topic stated; what are your favourite house rules to amp up the difficultly of the game? I must stress that I only have the base game and king in yellow. thanks!
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