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Everything posted by Faranim

  1. Yes. Especially if you only have 1 Core Set, this is fairly typical. Same thing can happen with Beat Cop (0) and Beat Cop (2). The only thing you can't do is include more than 2 copies of Lucky! by title (e.g. including both 2x Level 0 and 2x Level 2 Lucky!)
  2. this also came up in our group and we decided that the enemy would move as far as possible and then stop just before the Plain of the Ghouls. We were kind of sad, because it was an enemy with Victory 1 that we left behind and it would have actually been helpful if it could move to our location.
  3. I'm 99% sure that weaknesses like Dark Pact and The Tower XVI are OK to put under Amanda Sharpe. It's very possible that her Signature Weakness will be such a card as well. I doubt that Hidden cards can be placed beneath her.
  4. For Basic Weaknesses, a variant I've seen suggested is deal 3, pick 1 to remove, then you randomly get 1 of the other 2. In this way you don't necessarily get to choose, but you can usually avoid something that totally shuts down your entire deck.
  5. This thread is/was a few years old. Rogue also now has "Let God sort 'em out" which can earn 1 extra XP, but only for 1 of the players, and it's significantly more difficult to use compared to Delve too Deep.
  6. All the scenario cards that get included aren't shuffled into a deck or need to look like physical cards. You can just print the cards onto a piece of paper and cut them out to play this. I do like that it's basically a twist on an existing scenario and only requires Core + Dunwich Deluxe to play (Okay, technically you would need 2x Cores or something else so that you can put 4 Tomes into your Daisy deck, since 1 Core + 1 Dunwich doesn't include enough Tomes). The new front of Daisy seems exclusively worse than the original. There might be some kind of janky willpower build that uses the original deckbuilding to turn Daisy into a spell caster. But then you might as well just play Norman Withers or an actual Mystic. The original free tome action per turn just feels so much more useful than a potentially higher willpower and one-time Tom power turn. The alternate deckbuilding is a bit more useful. Losing unlimited Mystic access (and level 4-5 Seeker) is pretty bad, and there's currently very few additional Tomes that you gain access to, but being able to include Guardian cards for a support Daisy might be useful (First Watch, Dodge, Alice Luxley, Tetsuo Mori, Hallowed Mirror, etc.). I'm still not sure if it overcomes the loss of unlimited Mystic 0-2 access. Daisy normally runs Ward of Protection, Deny Existence, and maybe Delve too Deep (among other Mystic things, Read the Signs, Ethereal Form, etc.), so needing to give those up to include Guardian cards might not be worth it either. The upgraded Signatures are pretty awesome though.
  7. Note that Practice makes Perfect is an Event. If you commit it to a test, you’re just committing it for the willpower or intellect icon (and don’t search your deck). So I assume you mean you are trying to Play Practice makes Perfect (which also costs 1 resource).
  8. There was a recent discussion on BGG about this. The intermittent usage of the word immediately (or not) threw me off as well. The word immediately is only used if the Objective involves the spending of clues. Otherwise the Objective itself is essentially a Forced effect that you cannot decline to trigger, despite the lack of the word immediately. For example, Act 2a of Essex County Express says: Objective - If there are no clues in the Engine Car, immediately advance. Meanwhile, Act 2a of Blood on the Altar (literally the scenario after Essex) says: Objective - If there are no clues in the Hidden Chamber, advance. (note the lack of the word 'immediately'). Regardless, you still must advance if you clear all the clues from the Hidden Chamber (you can't delay and then decide to defeat Silas Bishop to earn additional VPs) The following Objectives are mandatory and you must advance as soon as they are satisfied (cannot be delayed): Objective - If there are no clues on <Location>, advance. Objective - If <Some-Enemy> is defeated, advance. Objective - When the investigators possess the required number of clues, they must immediately spend them and advance Objective - If an investigator enters <Location>, advance. Objective - If each surviving investigator is at <Location>, advance. Objective - At the end of the round, If <Some-Condition>, advance (without the use of the word may). Objective - If an investigator takes control of <Story-Asset>, advance. Objective - If <some-number> of the following (List-of-tasks) are true, advance. (I believe all instances of this use the phrase must advance to make it clearer) The following Objectives are optional and can be delayed even if the investigators possess the required number of clues A standard Act card with no Objective text and just a number of clues listed Any Objective that uses the word may, or otherwise places a condition on who/when/where the clues can be spent from (e.g. only investigators at Such-And-Such-Location may spend the clues to advance)
  9. Crack the Case + Obscuring Fog is an interesting one. I had always just assumed you would get 2 extra resources because the shroud was increased, but now I'm not sure. A similar question arises when using Flashlight as well. When exactly does the shroud value return to normal, before or after the timing window during which Crack the Case is played? Are these 2 separate timing points? And if so, do they always occur in a particular order? After the last clue is discovered at a location After a location is successfully investigated Logically, I would think that you have to discover the clues (during ST.7 - apply skill test results) before the investigate action is considered finished. And therefore Crack the Case would pay out based on the modified shroud value since effects from Flashlight and Obscuring Fog would not end until after ST.7 is finished. Edit: Of course, I also just realized now that the skill test is determined to be successful or failed during ST.6. So, is the location actually considered to be 'successfully investigated' during ST.6 (Determine success/failure)? Or not until ST.8 (Skill test ends)? Is it possible that Obscuring Fog goes away during ST.6, but an ongoing shroud reduction like Flashlight persists until ST.8? Still unclear to me.
  10. Rules Reference, Page 16 under Ownership and Control So, if Mr. Peabody (or any set-aside Story Asset) is defeated or discarded, it returns to the Out-of-play or "Set aside" area. In the case of Mr. Peabody, there's no possible way to get him back if he gets defeated or discarded. There is also this relevant bit on Arkham DB regarding the Event Card Calling in Favors (which allows you to return an Ally, including Story Allies, back to your hand):
  11. Thankfully, my storage for player cards is in 3-ring binders using 9-pocket pages, so I can just add more pages to the binders to make more room. Another project to undertake during isolation mode!
  12. Yes, correct. I also drew Rage and a 3rd card that stays face up (the one that says if you would discard a face-up fear card you flip it down instead). Passing the Last Stand only discards the face down fear so I had no way to get rid of any of the face up ones. I’m not even sure what would happen if I drew a 4th face up fear card - I assume instant death?
  13. This has ended 2 missions in a row for me now... Dark Whispers is a Fear card that stays Face Up and forces you to suffer 1 Fear at the end of your turn. After drawing just that 1 card, after about 5 turns, Gimli had 3 face-up fear cards, with a limit of 4, which means every single turn he would have to draw a fear card and then perform a Last Stand. Even if we are aceing all our skill tests and the board has no enemies on it, best-case scenario I get 3-4 more turns before the Last Stand tests become impossible to pass (I managed to pass a Wit;4, but next turn was unable to pass a Wisdom;5). Is there any way to recover from something like this, or is it just bad luck and I have to eat the mission loss?
  14. From watching the livestream, they also mentioned that each of these decks also includes 1 new Basic Weakness. So, the basic pack structure is approximately: 1x Investigator 2-4x Signature Cards 1x Basic Weakness 30x 0XP Cards (not accounting for Bonded/Myriad/Limit-1-per-investigator). Based on their "80%New cards" statement, that would mean 12 new 0XP cards and 3 reprints, with 2 copies of each. 26x 1+XP Cards. Also around 12x new XP cards - it seems many of these will be upgrades to their 0XP counterparts in the pre-built deck, with maybe a few new cards that don't have a 0XP version.
  15. It’s easy to miss, but the card fan shows there is both a 0XP and 2XP Robes of Endless Night in Jacqueline’s pack. Also, the livestream showed that there are 0XP and 2XP .18 Derringer, and 0XP and 3XP Granny Orne cards in Stella’s pack. So, I think a lot of the new cards will have both 0XP and leveled up versions. i also noticed the highest card number is 30, so I assume every card (besides signatures) come with 2 copies, which means the spread is likely around 10 new 0XP cards, 10 new XP cards, and a few reprints per pack. I believe there was also mention in the livestream that some of these cards would also be coming out via regular cycle packs eventually (e.g. we can expect to see some of these as part of the Innsmouth cycle) I’m still excited about more content for this game - it gives new reasons to replay older investigators.
  16. I see a TON of level 0 cards in these packs that look amazing. Guardian gets a bunch of combat events, but I think the real winner is Calvin since they all appear to have the Spirit trait Seeker gets even more Card Draw, "Big Hand" archetype stuff, extra Hand Slots for Tomes, and 0XP versions of Disc of Itzamna and Feed the Mind. Rogue gets a bunch of skill cards, and more support for "Succeed by X" archetype. Mystic gets a bunch of cards which feel like pseudo-duplicates (Azure Flame = Shriveling, Clairvoyance = Rite of Seeking), some more chaos bag manipulation Survivor gets more "Fail to Win" support (and again, more Spirit cards for Calvin) There's a handful of other new mechanics in here: Firearms that magically reload themselves if you miss (.18 Derringer) Firearms that you can only fire once a turn unless you Succeed by X (Rogue) Robe of Endless Night (Mystic) appears to let you ignore an AOO when playing any Spell. Signature cards that actually belong to a class. This allows cards that are class-bound to work with the signatures (Daredevil, Unearth the Ancients, On Your Own, etc.). The investigators themselves are all mono-class deckbuilding (Level 0-5 of Primary class, 0-5 Neutral, no other splash cards or Restrictions). To compensate, they all seem to have additional Health/Sanity and fairly generous Stat lines. FYI: Nathaniel Cho's signature is Tommy Cho, and Stella Clark gets 3 copies of Neither Rain nor Snow, but I haven't found spoilers for what those cards actually are/do, just that they are listed on the backside of the investigators under their Deckbuilding Requirements.
  17. Our group also plays with a deckbuilding Variant that essentially gives everyone Adaptable (can swap out 0XP cards between scenarios for no cost). This is usually because it takes a few scenarios to learn an investigator and which cards are good/bad for their build.
  18. So, potentially related question - you can’t use Marksmanship, Dynamite Blast, the Springfield, etc. to attack enemies thru an Open Gate right? You can only Move between them but are otherwise not considered connected? similar deal with uhh... The Compass thingy that gives you stat boosts based on how many locations are connected to yours?
  19. It seems incredibly likely that he is just Mystic 0-5 Rogue 0-2. It’s possible he might have some kind of added thing involving traits (like Preston’s No-Illicit Restriction) but I don’t see any major issues with him having access to the full Rogue 0-2 card pool. Enchanted Blade is probably better than any of the Rogue weapons available to him anyway. There are very few Rogue cards I would even consider using for him. Decoy, Intel Report, Lone Wolf. Double or Nothing, Watch This!. Maybe Well Connected / Money Talks in some kind of money focused deck (Alchemical Transmutation, Easy Mark, Hot Streak, etc). Not much else jumps out at me. Edit: maybe also Liquid Courage, Lucky Cigarette Case. I guess there’s a few but nothing amazing that feels like an auto-include. From the Rogue XP cards, pretty much just Suggestion, Haste, and Easy Mark / Hot Streak jump out at me. Everything else is Agility-based or just not useful for a Mystic. With 5 Willpower, his deck is going to look similar to Akachi or Agnes which are built almost entirely of Mystic cards with maybe 2-6 off-class cards.
  20. I've seen or heard in various interviews with Matt Newman that when the Core Set was first released, they had a rough roadmap that covered approximately 10 cycles and the approximately 55 well-known Investigators from AH/EH games. So I would expect to see at least that many cycles. Also, the fact that FFG is willing to produce a "joke" product like Barkham Horror is a good indicator that the game is still alive and well (Financially/fanbase).
  21. I can't recall where reading it, but cards with the bold action designators count as both types of actions. E.g. playing Backstab is both a Play and Fight action. Using the => Ability on anything with a Bold Designator is both an Activate and <Whatever> action. So, triggering Haste will be fairly easy to achieve. I also assume that any FAST actions don't count. For example, you could Fight an enemy, play Shortcut to move, then Fight again and this still counts as 2 consecutive Fight actions (since using Shortcut to move is not an action).
  22. Spoiler image of all the player cards is on Reddit. brief summary below:
  23. An online game store in Australia has this up for pre-order including box art for the new expansion: https://www.gamesmen.com.au/the-lord-of-the-rings-journeys-in-middle-earth-shadowed-paths-expansion-board-game Release date is listed as February of 2020 - I'm a bit surprised there isn't an FFG preview article out yet though?
  24. I would think his actual signature Asset would be a Sword-Cane of some sort. Especially considering the 3 Combat stat and its presence in the Arkham 3rd edition board game. It will be very interesting to see which (if any) Fast Assets Dexter will have access to in his deckbuilding rules. Within the Mystic card pool, there's just Sign Magick right now (oh, and the various Composure assets). But if he has access to Joey the Rat, Fence, or any other source of Fast assets, he can potentially build up his tableau without spending any actions at all (assuming he has the economy to pay for it). Even in the current card pool, combos like Alchemical Transmutation + Torrent of Power are quite good for Dexter. It does feel very similar to how you might build Akachi, without needing to get Spirit-Speaker into play first.
  25. yes understood, the gameplay of LCGs vs Deckbuilding games like Dominion are completely different. However, the distribution models are quite similar ("Core Set" + Expansions). I would think that the success/popularity of Dominion may have helped prove that the LCG model was viable to companies. CCGs are profitable because a single customer might purchase dozens or hundreds of booster packs for a single release cycle. With LCGs, each customer purchases exactly 1 of each product, so you need a much larger customer base to reach the same sales numbers.
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