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  1. AH 2nd edition is really old in 2018. I understand the old players who invested money and had a lot of fun with it over the last 13 years, but... We played it with a group of 4 a few weeks ago and while 2 of us were really hardcore fans it did not convince me really, nor another player who never played AH or EH. A few days later I invited the new player to a 2 player game of EH ... and since then he continued playing EH. I hope AH 3rd edition will upgrade a few mechanics like the too fiddly sliding of skills (oops my slider moved), the lack of specific individual end boss stories (as in EH) and frankly including the kind of stories told in AH the card game would be excellent. The AH LCG also showed that these stories certainly do NOT hamper repeated play at all. It is odd we forget these sessions rather quickly after a few other plays/months.
  2. I was excited to play this morning ... only to find out that the game still did not launch... any thoughts ???
  3. We have a group of 4 that play once a month. Standard. It is great when you play a scenario nobody played or played too long ago to remember the details. In solo mode I played Standard for everything up to the end of Dunwhich cycle, including the stand alone adventures. I have played 46 times now and almost every session was super. I have all expansions but try to enjoy the game in spread quantities. For instance the Carcossa solo cycle will start in August at one adventure per week. By October I will restart the Dunwich cycle with another investigator etc... 3 remarks: 1. Playing with more players is as fun as playing solo for me. The only problem is that with 4 players you really need 3+ hours to finish it. In solo mode the adventure is over in 1 hour, which is perfect 2. The scenarios are very replayable. I never thought this was possible when I first started playing. 3. Standard mode is more than challenging enough. In harder modes (my thoughts) luck plays a major role.
  4. At first I was excited, but ... I played this game again and frankly the Descent2 App offers more variey, challenge modes and well... content. I guess a Delve Quest mode is not compatible with the Star Wars story telling adventures, but if I love story telling I think MoM2 is better than IA. So my feeling is that IA is falling between these 2 other excellent App driven games. I would recommend FFG to make an App for Star Wars : Rebellion instead. That game needs a solo expansion.
  5. MMOfan

    "Solo" Expansion

    This game needs an App to let it run in SOLO mode or co-op. It would tripple sales like the Descent2 App did.
  6. I already stored the adventure set cards in special collection boxes with vertical dividers for both LotR and AH LCG. The player cards are kept in card binders within a map so I can build decks with ease. I found no use for this FFG box. So for the moment I stored the AH stand alone adventures in them with original plastic packaging. But frankly this box is so akward I don’t see its functionality at all if you use standard storing boxes. I only purchased this advanced version of the basic box for the few player cards. Not interested in yet more challenges of the same basic adventures.
  7. Thanks to Jayelbird for solving our groups mystery. It has been posted on BGG too. As I stated over there, perhaps they could have added to the card text that it was not a normal asset but a “location asset” and so everyone in the room could use it. In this case the card asset mentioned that when the original investigator was killed, the card passes to another investigator was even more confusing than it should be.
  8. Well according to our rules laywer, ONLY one investigator that gets the card can trigger the ability through an action. Now if that investigator has only one clue left, he can only switch HIS clues to doom tokens. It even says that if that investigator dies, another investigator gets that particular card. While indeed you can switch a clue to a doom, that investigator needs to have the number of clues in his possession. In our case that investigator blocked us all for not being able to fulfill the 11 doom requirements in time. That’s a TERRIBLE twist for playing a 4 hours game.
  9. I am talking about the Scenario A in The Labyrinths of Lunacy. Single group play. We made it all through the last stage of this quest. And before turning the last Act card, we had to come up with 11 Doom tokens along with the Agenda turning at 7 Doom (so 4 extra Dooms). So … the only possible way to win was having 4 extra Dooms that could be reached by turning 4 Clue tokens. BUT …. Apparently the card that stated this, mentioned that it could ONLY be done by ONE investigator who obtained the card to do so. This was NOT mentioned before. So the investigator who came in the possession of the card had only … one clue token and so game over... Which is a ridiculous way to waste 4 hours of playing. I find this "tric" rather ridiculous and a clear error in game design.
  10. After playing for almost 4 hours with 4 investigators … we came to a feature that really kills the fun of this game for me in The Labyrinths of Lunacy.So after witnessing how a certain scenario twist words to make some challenges absurd, I now downgraded this LCG. I am not going to waste 4 hours of my life to be confronted with an unsolvable playing mode.Like letting only ONE member of a group turn in his clues to solve a problem (CONTRADICTION with the general rules btw). So that you are confronted with an auto fail after 4 hours of playing with 3 other guys.A game that - on purpose - let's you fail because they change the general trend of turning in clues as a group to make an artificial hurdle is NOT my cup of tea.I call this bad design. I saw this same method a few times used in LotR (although there you could see this rules trap much earlier in scenarios...), but I don't think it has a place with such games. Certainly not when you are confronted with it at the complete END of a playing session, which indeed can be 4+ hours with 4 investigators.
  11. MMOfan

    Horrific Journeys

    I love new content. But since I play solo for 95% of the time, I don’t like the hidden traitor aspect. I found it already game breaking when I played such a hidden system two times in Dead of Winter with a group of 5. All I could think was “meh” and I have no interest in playing Dead of Winter ever again. I really don’t think this system has any place in Lovecraft cooperation games. It is US against all odds. I hope you can ignore this hidden system and that it doesn’t hamper play balance when you ignore it OR it would certainly put an immediate stop on purchasing new expansions. Silly by the designers that they introduce hidden mechanics in a game that is often played with just one or two people.
  12. The last 2 were unbeatable. The first 3 could be won, but then the campaign would always go off rails.
  13. I play 90% of my time in solo mode. So every new game is welcome in this mode. FFG found out years ago that games with a solo mode not only sell great, ... but they just keep going. The reason is obvious. You can set them up whenever you want, you decide the pace, the tension, the timing. No need to search for players when in the mood. I like these solo games in any form really, card driven, bot driven or App driven and they last forever. Just look at the 13 year old Arkham Horror, the 25 year old DungeonQuest, Lord of the Ring LCG,... Some people say solo (able) games are niche. I think they are wrong. I think they up sales by up to 30% at the very least. Couple that with a much longer life time in sales and playing time and for both production houses as players they are a sound investment. As for this game, I am pretty sure it will last a decade or more as a selling point. The only thing needed is a good balanced play, something the last 2 scenarios of the WH Quest card game lacked a bit in solo mode with 2 characters.
  14. MMOfan

    what LCG will be the next to die?

    Some remarks: 1. solo/coop LCG’s live much longer than competitive ones. Even in 10 years you can start playing LotR LCG or Arkham LCG. 2. The Star Wars LCG is great but it ran its course, so they will relaunch a new one, but this time as solo/coop. 3. Competitive LCG’s have it much harder to counter the meta death knell, so it is obvious which LCG launch will be next AND will have a solo/coop playing mode.
  15. MMOfan

    Warhammer Quest the Card Game returns!

    Warhammer Card Quest was a good game but the campaign was fairly impossible to win in solo mode with 2 heroes. Let’s hope they tune this aspect a bit better.