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Everything posted by Krysmo

  1. Hey all, I posted this in BGG but just in case...we're in the middle of the Greater Good scenario, and... Can you get locked out of rooms no matter what? Currently we have 2 keys and need 2 keys. The 2 keys we need (Cultist, Elder Thing) are the keys we need to enter the locked rooms (i.e. a Cultist key is locked away, and an Elder Thing key is locked away). So we think we simply might not be able to get in these rooms at all. Any ideas? Thanks!
  2. Interesting...I favour some variety in my decks so tend to only have one of any Ally...so pulling Leo DeLuca early is pretty useful, as is switching out a low-sanity Esprit and bringing her back full next turn.
  3. Curious as to folks' strategy...I'm playing Leo Anderson in a campaign now, and with Adaptable (great as I'm still a pretty green player in creative deck-building), I'm getting ready to adjust my deck again. With no real need for Venturer anymore (only firearm is the BAR, no Flashlights anymore and one First Aid), I was going to swap it out for either a 2nd Beat Cop or a 2nd Calling in Favours. I have a bunch of useful Allies - DeLuca and Lady Esprit among them - and like using all my Charisma slots so a 2nd Calling in Favours is tempting. But the consistent +1 Fight is pretty good from the Beat Cop too. What do you all think?
  4. yes word is it was just temporarily out of print.
  5. I'm assuming FFG won't keep reprints in play forever, and with new cycles coming out I noticed Dunwich Legacy and one of its first mythos packs are out of print (this after Return to Dunwich Legacy was released a while ago, completing the story). Anyone hear of them reprinting it down the line?
  6. This was totally on my mind too. Take advantage of the LCG's flexible 'board', start on Earth, drink some space mead and get flown by Mi-Go to Yuggoth for an extended stay.
  7. Hey there, is there an official ruling on this in the FAQ? I'm just geared to read FFG's text as non-favourable to the player:) The text says you get +1 to hit, and if you use a charge, you get +1 to hit and +1 Damage. If it gives a total of +2 to hit from using a charge, I'd expect it to explicitly say you get +2 to hit and +1 damage (it didn't say "an extra +1 to hit" etc. etc..)
  8. Hey a question...the way the text is on the card, it looks like it does +1 to hit, then regular 1 Damage without using a charge. If you use a charge, it looks like it does +1 to hit, +1 Damage - otherwise it might say something like "if you use a charge, you do +2 to hit and +1 Damage". But a lot of folks are saying that one charge = +2 to hit, +1 damage. Am I missing something?
  9. I haven't seen as much fan-generated content on this as in AH2ed, anyone know if there are some custom AOs, related AO Clue encounters and related Mysteries out there? Those would be pretty easy to integrate into a game, even if you print them yourself on standard paper and cut 'em up.
  10. As someone else pointed out 2 more improvement tokens would help for those who play with 8, and I still like the idea of a 'conclusion' card to each AO, with sections to be read if you win or if you fail.
  11. You can always use pennies or some other markers for them, and download the rules for them from another expansion.
  12. good points Tsuma thanks...it looks like we're going to Final Battle so I might make the case anyway!
  13. yeah it totally was. They said it was 'human error' and they could refund the games but not replace them with the ones I ordered. The problems were: 1. I was travelling and left the games at home, and they gave me 6 weeks to return them full stop...I guess I could have done better effort there BUT 2. before I ordered them, I noticed the "Dark Pharaoh" expansion image was in French. I wrote them to ensure that I'd be getting the "Dark Pharaoh" English edition along with the Black Goat in same. They wrote back saying yes, they are English editions. Then I get the wrong items. So that says more than human error to me. eBay seller is "urbaninspirationsca", and they had an external provider that they didn't name.
  14. yeah the only thing they explicitly say is that Dark Pacts and Promises of Power are carried over to the next game. Everything else resets. So technically they wouldn't be LiTaS, but I'm in favour of that happening too - honestly the campaign mode needs an overhaul big time and might as well start house ruling the way you really want it.
  15. Hey there, I'm playing my fave Leo Anderson at the moment and the AO is Narly. We're also using Personal Stories. So you might get my question (hoping it wasn't answered somewhere before, but I'm sure it was). In Final Battle, Narly requires a descending Lore roll success, or the Investigator will lose a Clue token. If the Investigator is out of Clue tokens, s/he is Devoured. But Leo's PS pass means that 1x/turn, he can exhaust an Ally as a Clue token. So let's say that Leo has 1 Clue token and has passed his PS with the minimum 3 Allies. Each turn when Narly attacks, Leo exhausts an Ally, leaving him with one Clue token left so he's not Devoured. We go to Upkeep of the next round, and the Ally refreshes. Leo exhausts an Ally again, leaving him with one Clue token, no Devour. Turn 3 same thing, and so on. Is this the way it technically works? If so Leo is invincible, which I know must be a mistake by the system or my misinterpretation. I'm guessing one of three things would have to happen, as houserules or otherwise: 1) Leo can't refresh Allies - but if that's the case, can he exhaust every Ally he has, in turn, as Clue tokens? Using example above that's effectively 3 extra Clue tokens. 2) Leo discards Allies as Clue tokens. 3) Leo can use the ability once but that's it - so effectively +1 Clue token for entire Final Battle. Anyone know ruling, old or new? Thanks!
  16. I have sealed copies of Dunwich Horror and King In Yellow I'm happy to sell and ship....looking for Dark Pharaoh (Revised) I sold my game with all expansions including the Book mail-in cards about a year ago and of course now I'm getting nostalgic, trying to get them back. A company I ordered from shipped the wrong expansions that I'd already re-bought, and won't take refunds...so I'm sure I'll find them a home somewhere!
  17. Excellent summary by @NICOLIAN and I think you'll find most people will rank the expansions accordingly (at least those I've seen on these boards and boardgamegeek). Only comment for me again is to snipe at Masks which is a blown opportunity IMO. Don't waste your money unless like many of us you already bought in and have everything else:) and even then think about it! Personal stories are interesting and if they had those as a separate expansion I'd be happy. That felt good but I think that's the last time I'll complain about that expansion...other things to do lol.
  18. I tried to get through the first one (Ghosts of the Miskatonic?) and couldn't finish it - it read like online fanfic. To be honest though I wasn't expecting much - I'd bought the books for the mail-in coupons to get the order-only cards for Arkham Horror (I gave the Elder Sign cards to a friend of mine). And then last year I sold my whole AH collection including the cards, so all that effort for a few games of joy lol.... I was loving Eldritch Horror but the Masks expansion is such a letdown I'm going to throw the rest into storage until my brain reboots!
  19. yeah this doesn't bode well for support of the Mansions of Madness apps in future??
  20. I'd agree 100% with this. Strange Remnants is a lot of fun and it's a small investment. A handful of people I've met detest the idea of a sideboard, but everyone I play with loves the content and variety you get with the big box expansions. Like most on these boards I'd pick the big box theme that you like best. However even though Mountains of Madness is my fave theme-wise, it's probably my least favourite big box expansion as it seems FFG hadn't worked out maximizing the side boards yet. My order, yours may be different: 1) Under the Pyramids: great AOs, both of them. Fun investigators. Solid use of sideboard if you decide to have it as part of your game. 2) Dreamlands: Probably best use of sideboard IMO. AOs are good, investigators and cards fun but a little below UtP for me. 3) Mountains of Madness: great investigators, middling execution otherwise. 4) Masks of Nyarlathotep: I think adding another thing like Resources was quite dumb, and some of the cards and investigators are a hodgepodge. But you do get useful things like more Mystic Ruins cards, and both AOs are pretty fun. Still, you'll be leaving half of what you get in this box, in the box, unless you have at least 2 more big box expansions. Way overpriced for what it gives you IMO.
  21. Huh didn't notice! I haven't been on the boards a lot, but log in separately on my phone and laptop. Maybe that's the diff! At least it looks like I'm the same image... I'd be curious to hear your impressions when you buy it and look through it. I was certainly looking forward to it, but when I bought it and played a few games it was "Overwhelming 1" to use an AH term. Way too much bloat. BTW RE: having the same number of subclasses of Spells, I don't think that was EH's biggest problem, but I appreciate differing opinions!
  22. OK I played through it twice and I can safely say that IMHO, FFG crapped the bed on this one. What a way to wrap up a series, if that's what's happening. There's a few good things - Calvin Wright is great, the Corruption condition is fun and nice to have more in the Mystic Ruins deck. But there's 2 big problems here for me: 1) Resources. So you can spend a turn getting one, hold a maximum of 2, and each resource can either give you +1 during an Acquire Assets action or +1 Health OR +1 Sanity during a Rest action. We already have mechanics that cover this. The Bank Loan gives you +2, with the cool penalty of going into Debt. You also have a lot of Investigators (Charlie, Jenny, the Millionaire, Bob, George, need I go on) that have good INF and can either distribute goods or wipe out debts. Similarly, there are lots of cards that give you a bonus on Resting, or that save you Health or Sanity loss (e.g. certain Talents). So why you'd want to clutter a game with another bunch of tokens there is beyond me. So if you decide to forget about Resources, you'll have to house rule new abilities for half the new Investigators in this expansion. I really like the way Resources are handled in the AH LCG, and if they'd planned for them like that at the beginning (e.g. ammunition for weapons), it would have been fine. But here it's like FFG said "hey, we've got Resources in other games. How can we maximize our reuse of the art department and include them in EH??". 2) Personal Stories. I was really, really looking forward to this one. But this is "The Bloated Woman" all over again...emphasis on "Bloat", and it could be a man too for that matter! The stories in AH are a lot of fun and I use them regularly. Here, in the games I played, if I focus on winning the stories I ended up with, and I crap you not, at least 10 (but usually more) cards for each Investigator. And poor Leo, the new guy I brought in, has to gain 5 allies (easy enough) to win his story...which gives him another ally, and the bonus of him not losing allies. Seriously the amount of cards on the table were out of control. 3) and a bonus one, yeah - Campaign mode is really nothing special, I've heard better examples of this on these boards. There's more not to like, but with this expansion FFG has successfully turned a nice, lean fun game into a card-display monster. A real shame, as especially after CiR which I loved, I was hoping they'd knock it out of the park with a loose adaptation of my favourite CoC module. But nope, it's like tripping at the finish line. That's my 2 cents, happy to hear yours.
  23. I kinda wish the Nyarlathotep AO would have more than 2 Mysteries to solve though...the point of the original module is that it was epic and you're going all over the place to many cults...just doing 2 (even with Adventures for each cult) is defeating the purpose. I'd rather have 4 Mysteries to solve (4 cults to stop) and each set of Adventures would be shorter to deal with...or even start the Doom Track at 20, to make it really epic!
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