Jump to content


  • Content count

  • Joined

  • Last visited

About Samea

  • Rank
  • Birthday

Recent Profile Visitors

742 profile views
  1. Samea

    The city of archives

    Or read the very fine comic adaption.
  2. Samea

    Tile Organization

    For now I just stack them in the game box. During a game we stand them upright in the box and flip through them to search for a tile. But with Descent we use ring binders with the tiles in numbered sheet protectors. A few more expansions and we will do the same with MoM, with a printed list of the tiles (by name) and where they go.
  3. Samea

    Range and Combat

    This is a board game, not a tactical combat simulation. For this grade of complexity it is better to have one abstract rule that covers ranged combat, area of effect, room size, monster targeting and more, even if sometimes this leads to strange results. Time is also strange in the game — walking across the hall into the opposite room takes exactly as long as reading dozens of diary pages, picking up an item, learning a magic spell, questioning a subject or finding the secret door code… 🤔
  4. Also for some reason, all shipments of AH products are discharged in this tiny port in Massachusetts. Perhaps there is something fishy going on there?
  5. All cycles are self-contained stories and do not depend on each other regarding story content, rules, investigators or player cards. Also, they have no real order in which they should be played. If you have a core set, you can grab any cycle you want and play that.
  6. This is still a game. This is mostly about trying to kick alien monsters in the tuckus. This is about the pulp stories of the 1920s and the evocation of the backdrop of all of Lovecraft's "contemporary" texts, not about actual history. So the focus should definitely not be on barbarisms of the past that, in a historically accurate setting, should hold back and hinder all investigators that are not rich anglo-saxon males. But that does not mean that discrimination does not exist in the world of AH, the character backgrounds and AH fiction make it pretty obvious that there is lots if racism and sexism and classism going on. They're not hidden or redacted or retconned, they just do not stand in the way of the characters' ability to be effective investigators and they do not take center stage. And that is what I'd want to "get right" — I'd actually be more okay with a dumb American Indian character background of "my family was swindled by corrupt officials, lost their land and then they fell sick and died, but that does not stop me from being awesome and kicking *** left and right" than with "this horrible historical event is inconvenient for my character idea, so I'll just leave or write it out of the setting". I'd at least wanted to acknowledge that the thing happened, not ignore it entirely. This is my personal opinion, of course, everyone else's mileage may vary. But I'd not really feel ok doing something like this with the Holocaust or 9/11 and I'd not feel ok doing this with other tragedies just because they get less attention.
  7. Or Willpower… balancing along a steel girder hundreds of feet above certain death like walking down the sidewalk probably takes nerves of steel…
  8. This is probably hard to get right. Before the "Indian New Deal" in the 1930s, American Indians had it really bad. There was an active effort to destroy Native culture, and assimilate tribal society into Anglo-American society. This went beyond racism, unfair laws and neglect, we're talking abducting children to boarding schools for brainwashing and removing land from Federal protection to sell it. I imagine that doing an "outdoors-y" character that is supposed to represent any "typical" Native American living in a reservation in the 1920s will step on someones toes. It might be easier to just cast some pulp fiction role (the pilot! the inventor! the mortician! the stunt (wo)man! the mathematician! the bus driver! the groundskeeper! the accountant!) with an American Indian. Or pick a historical role with a mostly positive connotiation like Mohawk "skywalker".
  9. Ok, that makes it pretty clear. Hadn't found it, so thanks for pointing it out.
  10. I agree that I cannot use the effect. But changing the number of my hand cards does not count as changing the game state? Especially in a situation where it changes the chance of getting rid of a weakness from "probably" to "guaranteed"?
  11. What if the Treachery is something like Twisted to His Will, and I want to remove "Forewarned" from my hand to get a higher chance to "randomly" discard weakness cards in my hand? Committing "Forewarned" to the test instead is undesirable, because to get rid of the weaknesses in my hand, I want to fail the test…
  12. Samea

    Pondering Buying Into This

    Seriously, buy a core set and play the game. You'll want to run the 3 scenarios in the box a couple of times anyway to get the hang of the rules. By then you'll know if this game is for you. Before that, I would not think about deck building options or more investigators. But if you want to get into the game, you'll have to make your peace with buying mythos packs sooner or later. If you don't want to afford that, better stay away before you're hooked.
  13. Samea

    Minis Wishlist

    On the bottom left. Just have to wait for Sanctum of Twilight…
  14. MoM2 is also very easy to learn — even very young or very casual players get that they can do two things on their turn, the illustrated rooms and the minis make it pretty obvious what is currently happening and if one person on the table knows the rules a bit, the rest of the players really don't need much of an explanation or preparation. Just grab a character that appeals to you and poke things in that creepy mansion. That is why MoM2 has become my go to game with people who might enjoy a board game, but don't like complex rules or complex strategies. It's also great with kids. It probably means that I have played MoM2 more often with more different people than every other game in my collection. And I find that playing a scenario that I know in and out with new people makes it interesting again.
  15. Lovecraft did not like Hitler and the German Nazi movement that much. But at his time, the choice seemed to be between communism, capitalism and fascism. Lovecrafts main concern with political systems was culture, rational progress and science. And he felt that communism (where an enraged mob of the uneducated poor mindlessly destroyed cultural treasures they could not comprehend) and capitalism (where a creative thinker like himself was forced to waste his time earning money to buy food and pay the rent) where detrimental to things like science, technology and literature. So he had high hopes for fascist ideas: atheism, progress, rational distribution of resources, efficient hierarchies and organization, social darwinism, racial and cultural segregation, swift execution of plans, meritocracy etc. That is what he imagined when he describes the science fiction-y society of the Yithians in "The Shadow Out of Time": And sonon. Nazi Germany was not really what H.P. envisioned: the militarism, the dumb language, the hatred and aggression, the spectacularly bad taste. But I guess he hoped that when crazyness was over, something better could emerge. And yes, he never knew about a second world war or nazi atrocities. But in a typical Lovecraft story, I don't see that just being a nazi would disqualify a character from being the good guy. Even if he were cruel or ridiculous, he'd still be the human and not a monstet or the cosmic horror…