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About Elrodthealbino

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  1. Yeah that is pretty accurate. It is a dark picture.
  2. And all of the tiles are on deviantart believe it or not. Just print them. it is a very skippable product.
  3. There will definitely be a reprint of this. When that happens however is always up in the air. If you are unwilling to wait, you have three options. 1. Start a different campaign. Path to Carcosa is very good and at about the same difficulty level as Dunwich. 2. Play just the one you are missing on TTS. Understandable if that is not your thing. 3. Skip it. It is not a terribly great scenario and it is really just a step in the road. You can watch a video of someone else playing it or just read the act and agenda cards and campaign page online. There is a simple choice to be made . (Keep an item/leave an item). Make the choice and play on. I promise you, you will be fine.
  4. I may be teaching a new player who is not very into Star Wars so not really tied to any lore preference. Help me describe the mechanics of each faction as a sales pitch. Real answers preferred. Memes...just as good.
  5. 1. The clues are an abstract requirement. They represent things like figuring out how to get out of your study, or how to use the melted ice on the doorway. As the game progresses, they add in a lot of things to advance acts other than just clues, but for the most part this aspect won’t change. 2. There are usually a fair amount of decisions to be made, but that depends on the scenario. Also, the campaigns usually have choices between scenarios. 3. That is how the first mission usually runs, for better or worse. A game with an optimised Guardian deck can one-round that boss before he has a chance to do anything. This comes down to lack of deckbuilding options. 4. Evasion is more like: (spend an action=monster loses a turn). You can often do everything you need to do on that turn and just leave him there if you don’t need to go back. The automatic damage is mitigated by the fact that you generally know exactly when it will get to attack so you have a lot of agency on your turn to try to prevent it.
  6. I think the answer you don’t want might be the one you get. The single core set experience doesn’t really allow you to do much. Your deckbuilding options are too limited and the three opening scenarios are more like three tutorials. In addition to opening up deckbuilding, a second core also allows you to play with four people. I feel the two core secenario is worth $80 more so than the single core is worth $40. The $80 two core game has more to offer than the $100 Mansions core if you want to look at it that way. (And yes , I own and love Mansions). I am not sure I would have been as enamored with Arkham if I had only played with the single core. I got a single from a game store while my second core was in transit in the mail, so I only played once or twice solo with a single core just to learn the rules before I taught it to my friends. I could immediately see the limitations.
  7. I am a relatively new Armada player having only done a handful of games. I am the sole owner of the collection among my friends, same for x-wing. I know with X-wing, if I pack about three large and medium bases and eight small ones, I have enough for either party play almost whatever we want that isn’t weird jank. The Armada bases are giant. What is the average amount of each size I should carr?
  8. You might have an easier time getting your friends to play due to the fact that they don't have to buy anything. I consistently play with a group of three and I have never had a need for them to buy anything. Two cores and the cards for whatever campaign you are playing at the time is more than enough for everyone to play and have a top tier deck. No purchases by your friends would be necessary.
  9. And in all honesty, unless you are only playing solo, there really isn't much in the way of waste. If you play with three or four people, you need more tokens. It is also nice to have a second chaos bag for the other side of the table. The encounter sets go nicely in the Return to Night of the Zealot box to keep that nice and tidy. The only things truly extra are the weakness cards, and the ,15 investigator specific cards.
  10. The PDFs also have a crap ton of typos. The latter half of Dunwich was full of misspellings. Not your standard substitutions such as "there" or "their," but words missing letters and some things which were pretty hard to parse. It was awkward to read out loud.
  11. What made 1.0 Dash brutal was the fact that he was always nailing you at r3 with 4 dice and you got no range bonus. That will no longer be the case.
  12. We played with Mateo and Finn. Finn was at 2 health and 2 sanity at the end while Mateo was full up. We were both extremely flush with cash. I need to put in a willpower pumpable. He definitely has the money to support it.
  13. Also, extra munitions cards will be a thing of the past. I think they are also trying to steer people away from the 90 card fat ships. Your average Nymranda list looks like someone is playing the Arkham Horror LCG off to the side.
  14. Wait a second. Did....did I just have a good time watching the top 8? That was unexpected.
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