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Everything posted by Dr Dee
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Does Seeking Anwser (2) give you 2 clues or 3 clues?
Dr Dee replied to Lily Chen's topic in Arkham Horror: The Card Game
Agreed. I really think that is the intention of the card. They just didn't make the wording clear. As I said 'discover 2 total clues' doesn't make any sense, semantically, as it is sort of implying that there is such a thing as a non-total clue (as 'total' can be read as an adjective here)...a half clue, perhaps, which is, of course, not a thing. I just think they didn't spend enough time making the wording precise and clear but would be surprised if they came back and clarified that it allows the discovery of 3 clues rather than 2. As with everything in this co-op game, though, read it as you see it as it's your game...and the Mythos will get you in the end whatever you do. -
I agree with this. Realising that, although you always try to win, failing can still be entertaining. It does take a different mindset...but sometimes when everything comes down to a single skill test that you just have to win...and you take an age rummaging around in the chaos bag only to draw a tentacle token...it creates an memorable experience like few other games do.
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The Night of the Zealot campaign, though created as an introduction, is by no means easy. In fact the difficulty jumps up significantly from scenario to scenario. As such, I would argue, it's not the best way of introducing new players as I am sure that many could be put off by the experience and, compared with the campaigns that come later, it doesn't have the space to develop a particularly engaging narrative. However, as FFG needed to cram the first campaign into three scenarios, it is perhaps to be expected. I certainly found it more fun to return to once I had a better card pool and a bit more experience with other campaigns. The other thing to consider here is difficulty level. I would always advocate for playing on 'easy' level...I don't know why it is called 'easy', I've never found it to be the case...it is just less brutal than other levels. I don't know, Miguel, whether you have any other campaigns but I would recommend giving NoTZ another go and then moving on to Dunwich or Carcosa. Don't feel that you need to get the best resolution in NoTZ before trying something else. The NoTZ campaign will allow you to get familiar with the flow of the game and iron out some the common mistakes that can be made (and we all have made mistakes at times) but, for me, the game really only came alive when I went through Dunwich and saw what a full campaign can do. Best of luck with your next playthrough. In this campaign, just like in books and films, splitting up in the woods can be a risky strategy. Stay together, if you can, split up if you really need to.
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Does Seeking Anwser (2) give you 2 clues or 3 clues?
Dr Dee replied to Lily Chen's topic in Arkham Horror: The Card Game
I would definitely say the intent is two clues. The inclusion of the word 'total', to me, suggests that 2 is the maximum you can get from this event. There is definite room for interpretation, though, so I can see a case for 3...but the '2 total clues' would suggest that this is not really the case as otherwise that would make the word 'total' redundant. Having said that, I still think the phrase 'discover 2 total clues' is a bit clunky syntactically speaking...it should say 'discover 2 clues in total'. -
Investigator defeated spoiler inside
Dr Dee replied to brolim's topic in Arkham Horror: The Card Game
Hi Brolim. Read the Campaign Play section of the Rules Reference for precise guidance on this. In summary, for The Gathering, you can't be killed. You can be defeated, but that doesn't mean you die...think more in terms of being knocked unconscious or getting so scared you pass out. When that investigator starts the next scenario they will start with +1 physcial damage or +1 horror on their investigator (depending on how they were defeated). They still get experience and the lead investigator role will pass to an in-play investigator. -
Anyone sighted this in the UK yet?
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Best Time to Advance Act Deck?
Dr Dee replied to Sir_Blacksoutalot's topic in Arkham Horror: The Card Game
I think generally speaking you don't want to advance the act deck if it's the end of the intestigators' turns. It is useful to have some actions left to respond to changes in the game introduced by the next act. That said, and as you suggest, it tends to be difficult to apply a rule. If it is the final act card, you may want to progress as soon as you can, even if that is the end of turn...particularly if you know waiting on another mythos phase to complete could be challenging. If it is still early, and you have the opportunity to hoover up some victory points, you might want to delay. So, no general rule per se, but having at least one investigator with 2 to 3 actions left in the turn, is generally better more times than not, than progressing with no actions available. Progressing with all investigators ready for action, is even better if you can make that work. -
I agree on DoN. I don't think it needed to be forbidden...there were restrictions that could have been imposed to avoid abuse. I don't think that banning all other cards in the test is needed (that might make it unworkable) but they could have banned other investigators from contributing cards to the skill test and reduced the number of other events or skills associated with the test to, say, one or two...or blanked the text of all but one other card commited to the test. I have never being able to manufacture a game-breaking combo with DoN, or been interested in creating a deck to exploit it. I tend not to use the taboos but I think there are some sensible balances here...particularly Quick Thinking and Sleight of Hand.
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Do we know when this might get released? I do hope that there is enough allocated to retailers, even if FFG have sold out.
