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Everything posted by Constrictor

  1. If I'm addicted I have to pay the caps cost to unexhaust and can't drop the drugs, but if I'm not addicted do I get a free unexhaust when I camp or do I still have to pay the caps? The cost is mentioned in the 'if you're addicted' text.
  2. She was my favorite investigator in Eldritch Horror. Now she has been reduced to a bottom tier loser. Only investigator in the game with a 1 in the lore skill and a paltry 1 focus. Shopping in general isn't a very useful thing to do when you can just pass skill checks to get free items during encounters. P.S. Items that use an action to recover 1 health or 1 sanity are pure garbage when you can pretty easily pick up a different asset to soak damage without using insanely valuable actions. This is also why Marie is a God tier investigator in new Arkham.
  3. I finished my first 6 game campaign mode and here's my review/thoughts. Old ones faced: (was randomized using random.org and the EH wiki listing of AOs): Nephren-Ka, Azathoth, Yig, Ithaqua, Abhoth, Shuddle M'ell Preludes: Under the pyramids, beginning of the end, father of serpents, rumors from the north, epidemic, apocalypse nigh, unto the breach. Investigators: I again used random.org and the eldritch horror wiki to roll sets of 3 random investigators and made my selection from those. I usually do full random investigators with no selections, but since this was 6 games in a row I wanted some choice. Investigators: Main team: Investigator 1: George Barnaby, Patrice Hathaway, Agatha Crane (selected) Investigator 2: Daniela Reyes (selected), Skids O'Toole, Wendy Adams Investigator 3: Lola Hayes (selected), Joe Diamond, Michael McGlen Investigator 4: Norman Withers, Calvin Wright, Carson Sinclair (selected) Subs: Sub 1 (not used): Hank Samson, Akashi Onyele, Marie Lambeau Sub 2 (not used): Ursula Downs, Rex Murphy, Monterey Jack Game one was probably the most challenging as I had to complete everyone's personal stories before winning the game and I didn't start out with the large advantage of them being already complete/rewarded. I did manage to win quite easily though, as I didn't get too many nasty gates/monsters/mythos cards and the dice were fairly kind. Rest of the games were pretty easy since you start out with big advantages on each investigator. The main difference in the way you play campaign vs. normal games is you go to great lengths to keep your investigators healthy and sane and you never take a dark pact or agreement. Even debt feels risky to hold without clearing it, as you can get forced into an agreement from one of them, which might end up in a dead investigator. The last two games of the campaign were pretty interesting as the Shuddle M'ell prelude card places eldritch tokens on the doom track which result in disasters (which can end up killing investigators if you're unlucky). For the 5th game I managed to hold the doom track still and win the game quickly enough so that no disasters happened. For the last game vs. Shuddle M'ell himself, there is no way to avoid 6 disasters from happening as the 'Unto the Breach' prelude sets doom to 0 automatically when you solve the third mystery. I had to place my investigators on the board in positions that were likely to avoid too much harm. It worked pretty well. The butler took 2 sanity damage and was delayed, while the mechanic and the actress both took 3 sanity damage from being one space away from Rome which ate a disaster card. The final fight vs. Shuddle M'ell itself was very one sided, thanks to the mechanic's base 5 strength, magic cane, blunderbuss, and myriad other items which helped by adding combat dice or rerolls. I was able to deal 8 damage in a single attack, which won the game. Agatha also helped out by hitting for 3 damage with a spell prior to the engagement. Other notable happenings throughout the campaign: No one ever got a corruption, dark pact, or agreement condition I did get cursed several times but got lucky and either had something to avoid being cursed (e.g. discard a living link or blessed condition) or simply got lucky and rolled a 4,5,6 during the first reckoning and got rid of it right away. I received a 'Promise of Power' on Lola during game 4 which never came due (I ended the campaign with it). Having two investigators start in Tokyo was a great benefit when I got starts that needed lots of damage done to monsters. The butler is a badass. Starting with the lucky cigarette case is like being blessed. There were some close calls where investigators got low in health/sanity due to injury/illness/madness conditions or punishing mythos cards, but I was able to keep them alive through a combination of spells, talents, and using resources to get bonus healing/sanity recovery. Overall, the campaign mode is a fun diversion from the main game, but I will probably only end up playing it once or twice more. I think it makes the game too easy when you are able to start out with your superpowers unlocked. Most of the games after I had them done were very easy. Two of the games were solved by turn 7, only losing one or two doom (if any).
  4. I've played three game so far. Two vs Antediluvium and one vs Nyaralothotep. 1-1 vs Ante and 1-0 vs Nyar.Resources: Not a bad mechanic. It allows you to spend extra attention to healing an investigator that may die off with resting alone. The extra successes on acquire assets is also very welcome when playing lower influence characters. They can now get a critical 3 or 4 cost item that really helps their character concept out without praying for double success on two dice + debt to get it.Character stories: Love them. They add mini quests to each character and really flesh them out. The rewards are usually very nice and worth having (with some exceptions). I did notice that some of them are stronger and some weaker and that's to be expected. I'll always play with them going forward. Great content add for someone like me who owns every expansion.New ancient ones: Both very fun. Nyar is the stand out, with each mystery being a 3 piece adventure. Solid here.New investigators: I do full random investigators (no choice at all), so I've only played Calvin so far, who came in to replace a defeated investigator. He was very useful as he was able to full heal one of my strongest investigators who was down 6 total health/sanity and he completed his personal story right away on his first turn. The rest look interesting and I look forward to playing as them.Campaign: Can't say much about it as I haven't played it yet. Setting it up now and will attempt it. It looks interesting and I believe I will enjoy it but we shall see.New locations: 8 locations each for spaces is very nice as it is double what we got in other expansions, bringing the total up to 48 from 40 cards for each space on the board. Nicely increases variety.New spell: Really nice spell for a combat caster. More combat spells are welcome.Other new cards that I've used so far are great as well.Overall, a great expansion. If you enjoy the game, you'll enjoy this.
  5. I have played EH for hundreds of hours and own every expansion. I currently have around a 70% win rate when I solo play (I control 4 investigators). This is even with choosing fully random investigators. Here are some tips: - Pick an even number of investigators (4 or 6 is best). You can control multiple investigators per player since there is no hidden knowledge between players and it's cooperative. - Focus tokens. Try to have at least one on each character at all times. Know when to use a focus token and when to hang on to it. Don't use focus tokens on tests where there's no fail penalty or the stakes are low. Blowing a focus token or two on trying to get an extra success during an acquire assets action is almost always counterproductive. When you fail encounter tests, you not only lose a reward, you often eat a penalty, which is why you should use focus tokens on these sorts of tests. There are also some events that require focus tokens to pass. - Clues. Try to hoard clues but don't waste encounters picking them up off the board unless you really need to do it to solve the mystery or rumours. There are ways to get clues during the game outside of spending an encounter on it. Closing gates, acquiring assets, performing tasks, and investigator special abilities all can generate clues or spend other stats in place of clues. Don't waste clues on rerolls unless in some sort of dire circumstances or you're at the end of the game sitting on 10 spare clues or something. - Tasks. Tasks can be a time sink or super useful depending on the task. Don't waste 6 actions on a courier run or treasure map if you can help it. Try to flip/spend them when you've supplied them three times if possible, that will give you the most benefit. In general, I avoid tasks or ignore them unless they're easy to complete. - Acquire assets. It's an art form in and of itself. With the expansions added, debt can be a real game loser sometimes. Use debt sparingly and if you have a 3-4 influence character, it is usually worth it to spend an action clearing the debt before the next reckoning. Avoid performing acquire assets actions on your 1 or 2 influence characters unless you have a dire need of a specific item. Make sure the right items get to the right characters. Allies with stat boosts and re-rolls are extremely useful on investigators with weaknesses in those stats. Try to get everyone at least one decent weapon in case of ambushes. - Dark pacts. In general, don't take them if you can help it. If you do have to take one and can't get it removed by 'Sanctuary' or some other means, be ready for that character or another character to be crippled or devoured. Dying before the dark pact comes due is often a good strategy. Don't waste actions to rest or improve stats on a doomed soul. Same goes for agreements. Agreements are almost worse because they are likely to kill your investigator and have double the chance to come due per reckoning. - Buff your investigators. Work on patching weaknesses on your investigators via improvements and assets. You should be buffing up as much as possible the first several turns. Do not attempt difficult encounters such as strong monsters, sealing gates, or expeditions without first being prepared with nice equipment, spells, focus tokens, and clues if possible. Trinkets that help you pass any tests via re-rolls, adding one to a test result, or granting additional dice are incredibly useful. I believe the best item in the game is the lucky cigarette case. Spread nice items around. Weak investigators are a liability to the team. - Know when to die. Sometimes an investigator will hit a patch of nasty luck. Failure after failure, tons of negative status conditions, weak items, lots of damage and sanity loss. Don't be afraid to send investigators like this into danger and get them killed. Wasting rest actions on a doomed investigator is usually a bad move. Keep the 'lead investigator' token on the weakest investigator, as mythos cards can frequently harm the leader. You don't want your most effective investigator taking needless damage or getting cursed during a critical moment in the game. - Keep gates closed. Close gates when you can, as long as it's safe and you're prepared. If the monster's too strong for you, you'll just take damage and lose an encounter. Having more than three gates open is a bad sign. Having more than 5 gates open at a time is a very bad sign.
  6. In a recent game, an investigator unearthed the Serpent Crown, one of the new Forsaken Lore artifacts. This artifact allows you to use an action to have a chance at gaining an ally but forces you to lose an ally every reckoning phase, making it actually end up slowing you down and harming you if you want to keep any allies. Either you spend half your actions every turn acquiring allies to feed to the reckoning effect, or you just end up getting all your allies stripped away from you. Is this card working as intended? I feel like the other artifacts in the deck are all highly beneficial, and those with a drawback typically have a chance to avoid the effect or a choice to use it or not and suffer the negative effect. Can I choose to ignore the artifact and not pick it up when it is gained? I just sent it to the discard since I feel you should not be punished for getting an artifact since it's supposed to be a beneficial thing for you (even worst case it's something you can't make much use of on your investigator). I think a tweak should probably be made for this one, making you roll a die during reckoning and a 1 or 2 causes you to lose an ally. That would make it so that if you don't roll poorly you can actually acquire power through the crown.
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