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KennerHugh got a reaction from Zordren in House rules?
This is a great conversation. I am glad you asked the question. It is really helpful hearing what others are doing. Besides not using the Taboo lists, we don't really have any house rules, although we have done some temporary ones, like relaxing the deck restrictions for a campaign, etc.
Although not a rule, one thing I have really enjoyed has been creating Permanent Asset cards for our use. I have a card, I call it Meticulous Preparation, which allows you to draw 10 cards to create your opening hand, choosing 5 and shuffling the rest back. No mulligan is allowed. It costs 3 XP. Another one I just made and haven't tried yet is "Favored Tool" which costs 2 XP (but is Exceptional, so really 4), and allows you to name a favored tool (an Item Asset in your deck) and write it in the campaign log. Then, each scenario after that, you may begin with one copy of that Asset under your investigator card, and treat it as though it is in your hand. "Never leave home without it."
This game is great fun and lends itself to customization very well.
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KennerHugh reacted to Soakman in "Stop The Presses!" In Blackest Pits Scenario 3
Hello friends and fellow Arkhamites! I am just posting to let you know that scenario 3 in my fan campaign is now available in the files section of BGG and is now also listed on the campaign page on Arkham Central.
Synopsis:
In Blackest Pits is a fan-created campaign for Arkham Horror: The Card Game for 1-4 players. This file contains the third scenario: "Stop The Presses!" This scenario can be played on its own or combined with future scenarios yet to be released from the In Blackest Pits cycle to form a larger campaign.
After the events at Arkham’s Annual Founder’s Day celebration, the investigators have decided that an article must run in the morning edition of the Arkham Advertiser to warn citizens of the imminent dangers invading the town. Sneaking in after hours, they find the Editor-In-Chief being terrorized in the dark by a mind-altering apparition.
Will you be able to remove the threat in time? Will your anonymous article make the morning edition?
Includes necessary encounter and role cards from Scenario 1, The Initiation.
Here's a dropbox link to the scenario guides of all 3 scenarios together if that is the kind of thing you'd like to see as a preview or assist with preparing the print n' play.
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KennerHugh reacted to coldt0es in Looking for "A Phantom of Truth"
That store closed in February, and you can't actually buy the one on the website (I think they partially took down the ecommerce part of the site but failed to get all of it). I have tried, for sure!
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KennerHugh reacted to Soakman in Woof!! The pups are getting their day.
What about copycat from Winnies deck? Cat burglar or Eu-cat-astrophe?
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KennerHugh reacted to happy_ythogtha in Shipping Now
awesome! so i'll just get to die sooner ~ hahaha
actually, i have a long way to go before i play Forgotten Age, so those may be your rotting remains i find when i get there! XD
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KennerHugh reacted to Whingewood in Tabletop Timesinks: Arkham Horror content
Hi everyone, I run a website that writes free content for Marvel Champions LCG, but we've just dipped our toe into Arkham Horror LCG content now as well. So if you fancy having a read about Mark Harrigan, please check out our latest article:
https://tabletoptimesinks.com/2020/08/23/investigator-focus-mark-harrigan/
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KennerHugh reacted to Mimi61 in Couple questions about rules and about "night of the zealot"
In the rules reference, the specific things which can be done as investigator actions are limited to the following: Move, fight, evade, engage an enemy, investigate, play a card, draw a card, gain a resource and activate a card effect. Discarding a card in play is not an investigator action. It is primarily card effects which can increases (or decrease) what you can do, which is why one of the allowed investigator actions is to trigger card effects. Those effects can do so much, give you a free action, or allow an investigator to search their deck, do extra damage, get extra clues, investigate at different locations, heal damage or horror,etc. But some cards carry an additional cost to trigger the effect. These costs vary. They include taking an extra action, spending extra resources, increasing a skill test etc. or...discarding a card from play (or your hand).
So yes, there are some assets that can be discarded after they are put into play (most are Survivor cards), but only if they have that additional cost when triggering a specific card effect. For example, Knife has a discard cost to do +1 damage. Lantern and Gravedigger Shovel have a discard cost to do damage or find a clue, respectively. Stray Cat has the discard cost to automatically evade a non elite enemy. Ms Doyle’s cost is to discard the bonded card in play, if you want to put a different bonded card in play, etc.
And as already mentioned, encounter cards, weaknesses, locations, story effects etc, may also cause assets in play or in your hand to be discarded.
It is part of the joy of strategizing a deck! Knife may not look like much, but if you are waiting for a better weapon and finally get it, but don’t have the hand slot, it’s cost can take care of that pesky extra point of damage and make space for your awesome Enchanted Blade at the same time!
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KennerHugh reacted to OC Architect in What is the point of the "Hunter" ability?
Ultimately I think the point of the hunter ability is to make your life miserable. 😉
RM
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KennerHugh reacted to Mimi61 in "Return to" boxes: will it fit?
I have all of my neutral cards, weaknesses and core encounter sets in one box. I do have 3 core sets, so I can keep one set of core encounter cards with whatever campaign we are playing, one for any stand-alones we play with others who aren’t playing the campaign with us and one for fan made card backs. Not that I’m addicted to this game or anything....
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KennerHugh reacted to Eldan985 in Novellas, Fiction, and the Investigators of Arkham
Black Wind I really didn't like, despite loving everything Dreamlands, mostly because it... didn't do much with the Dreamlands. Everything felt quite small scale and not very fantastical, and more than any of of the other stories, it felt like not a complete story, but a prologue to a proper novel.
Blood of Baalshandor, I think is probably the best. Molly and Dexter are lovely together, both competent at what they do and feel quite fleshed out for a story that short.
Hour of the Huntress is okay. Very pulpy, but it features a bit of investigation, an action sequence, likeable enough characters.
Dirge of Reason... didn't really stick in my mind? Neither good or bad. I remember what it was about, but I can't really remember a single scene.
Ire of the Void was interesting, but really fell down in the second half for me. I was kinda enjoying the idea of reading one of these stories about an elderly academic instead of, you know, young investigator with a gun, all ready for action and violence. And then he literally goes out and gets guns and explosives. Norman.
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KennerHugh reacted to Meriwether in ANA replacement policy/Return to Dunwich Misprints
Yes I had the exact same issue. I didn’t realize this until I started playing “Return to the Dunwich legacy.” The location circle issue made my previously purchased packs of “The Miskatonic museum“ and “Where Doom Awaits” misprints because of the inconsistency. So I sent them a message that started with how much I love all their games. I went on to explain how this can interfere with gameplay (unless fix this on our own). I sent pictures as well as links to other forums where people had similar issues. I even sent him the link to the Arkham Chronicle YouTube video about how they would replace these. Their new policy says you need to go to the vendor where you purchased them. The issue is I bought these packs.....3 years ago. So that is NOT an option. The other issue is that I can’t find “Where Doom Awaits” anywhere online so I can’t even replace it on my own dime if I wanted. They just sent a stock reply deferring me to their “return to vendor” policy. Not even a “sorry” or a message from a real person. Mistakes happen. But what separates a good game company from a great company is how they deal with THEIR mistakes. I still love their games and their designers and I don’t think this is a reflection of them. But for how much time and money we give to this company, I think we deserve better.
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KennerHugh got a reaction from Pennimus in The Humble Move Action
I agree with your thoughts and really enjoyed reading and thinking about the move action. My turn to ramble about it, too.
Moving is a cost of doing the business of horror investigation. In and of itself, moving is not satisfying, as you say, so maybe that is why cards and abilities that make a move more than just a move are so cool. Ursula Downs’ ability to get a free investigation action after moving is fun, enough so that playing her involves planning how you can move each turn! Add Pathfinder to that and it feels like you are cheating. 😊 Don’t even get me started about how much I love being Elusive!
Some of my favorite scenarios ( Dunwich Express, Eztli Temple, 1000 Shapes of Horror) involve a “race against time” to get done or out of danger by moving your butts as quickly as you can from location to location. With the functionality of doom on the agenda making it a real race. I may appreciate these scenarios more because in my Dungeons and Dragons days as a DM, I wanted to create that sense of urgency for my hapless adventurers. The agenda deck is such a fantastic mechanic!
I am glad movement is an integral part of this game. It figures into your strategy in every game no matter what class of investigator you are playing. “If I go there, then I have two actions to ... wait, I have to play my (insert needed item asset) first ... how am I going to make this work?” So much fun!
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KennerHugh reacted to Allonym in Questions about Amanda Sharp
Based on what we know right now, I believe that @Astrophil84 is completely correct. The rules as they stand them do not prevent Amanda placing weakness or hidden cards beneath herself, and from there they would be discarded since the discard is not a choice and does not occur from hand, getting around the specific wording of the rules for weaknesses and Hidden cards. The only counterargument within the rules currently is that Hidden cards are still encounter cards and therefore are owned and controlled by the scenario, not Amanda, so you could argue that they cannot be chosen, but the wording of Amanda's ability isn't paying a cost so I think that argument falls flat - and even if it doesn't, she'd still be able to get around player-type weaknesses like The Tower XVI and Dark Pact.
All that said, I am very confident that the rules will ultimately not support this - whether by means of additional rules clarification in the Innsmouth Conspiracy campaign book, or through developer clarifications and/or errata/FAQ to invalidate these interpretations. I certainly intend to treat her ability as incompatible with weakness and hidden cards, unless an official ruling comes down otherwise..
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KennerHugh reacted to Raahk in House Rules
I feel that. It always leaves my completely dumbfounded when that happens. For some weird reason consecutive tentacle pulls happen way more often than consecutive elder sign pulls. Curse that chaos bag.
Sometimes in my group when we make a clutch escape out of a dire situation and when some actions later i realize that we made a mistake i keep my mouth shut. I know this is technically cheating but it does only happen once a campaign and i don't want to spoil the great moment we shared.
One house rule we have is whenever a player uses the card "I've got a plan!", they have to tell the group what their plan actually is. With totally hilarious effect.
Also when starting a campaign we come up with backstories on how and why we met at the very first scenario. Then we determine a lead investigator for the rest of the campaign.
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KennerHugh reacted to Soakman in "Free XP"-Cards
Too bad you can’t use Barkham in regular Arkham though. Dang that meow-opoly!
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KennerHugh reacted to banania in Custom Campaign ~ The Ordo Templi Orientis
Hello community!
I have designed a full campaign for Arkham Horror The Card Game, with 4 full-fleshed scenarios. All the files are accessible through a dedicated website below (and on its way to being converted for TTS):
The Ordo Templi Orientis
Dedicated website with all the files
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KennerHugh reacted to Sarnetsky in Quick Thinking + leaving Arkham Woods: twisting paths
Yeah, though so.
If ├ means beginning of move action, → means actual movement, () denotes skill test and [] denotes Quick thinking's extra action timing, this sequence looks legit:
├ ( INT 3 ) [extra action] →
Whereas here we have interweaving of move action and skill test:
├ ( INT 3 → ) [extra action]
And interweaving of sequences just should not happen as per Nested Sequences FAQ section – inner sequence must be complete before the outer one may continue.
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KennerHugh reacted to Soakman in Scenario 1: The Initiation (In Blackest Pits campaign)
Thanks! I tried to make it as clear in the scenario guide as I could without giving too much away, but may have bungled it and left questions unanswered. It sounds like you have it correct though. When an investigator is eliminated, their Acts stay in play. So if the investigator had finished their Act before being defeated or resigning, it still counts as meeting its objective. There are a few exceptions with a role or two where in order to pass the final objective, you must be present in general or at a specific location.
Basically if you don't complete all the objectives, you don't get the 'best' resolution. However, if you make it to the end of the agenda deck,
So lasting out the remainder of the scenario while collecting victory points is a good alternative if you find that someone goes down too early (or, if you want to, you can turn tail and resign). This is meant to be a unique challenge of the scenario.
As with the FFG scenarios, in terms of the overall campaign, not getting the BEST outcome doesn't mean you've failed or will not be able to progress. I'm hoping players enjoy the experience and are interested in replays enough to overcome the obstacles that gave them the most trouble.
I had difficulties with the numbers of enemies too when I started playtesting this, but testers were giving me the opposite feedback, so although I did lower some enemy health during testing, I decided to err on the side of a challenge. Current feedback is that the 2nd scenario is easier, which may not be a bad thing. But I need more playtest feedback. It's hard to walk the line between too easy for vets and too hard for new players. I'm hoping there will be a bit of both throughout the campaign.
With the initiation, it can also come down to encounter card draw. There are no lighweight enemies per se, but 2 health enemies are prevalent instead of 3 with the exception of hired gun. You're going to want to remove the hunters more often than evading them or they can pile up. In which case, you can back yourself into a corner and find that you are action starved until you deal with them more permanently.
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KennerHugh reacted to Mimi61 in Experienced player getting his rear destroyed (Gathering spoilers)
In my opinion, it depends on the scenario, your deck builds, and your investigators. Minh and Carolyn wouldn’t be nearly as effective always on their own, because it would make their abilities almost irrelevant. Ursula on the other hand, is so single minded, that she and Pathfinder will leave you for the next clue. You have rogues who are “lone wolves”, Survivors who want backup. Mystics, who are there and then suddenly vanish!
There are also situations when you need everyone’s abilities to come together. One to evade the baddie, so that everyone else can whale on him without giving each other damage, or every hand on deck to get 12 clues off a location. Or concocting the Plan of plans to lure 2 Acolytes and a couple of 3 health enemies to one location and then get the heck out of dodge while throwing dynamite over your shoulder, defeating all of them (and their stinking doom) at the same time! Those are the moments that stay with you!
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KennerHugh reacted to klecser in Experienced player getting his rear destroyed (Gathering spoilers)
Update: I'm finding Skids and Daisy to be far more conducive to my play style than Roland and Wendy. Like most tactical gamers, I find options for extra actions FAR more useful than raw strengths.
My first game with them was poetry, so much so that I immediately decided to move into the second part of a campaign with them.
I got a lot of tomes and spells rolling with Daisy. Old Book of Lore is an amazing card.
That, combined with all of the clarifications above, and I'm feeling a lot more confident. I'm going to play through the campaign on "Easy," see how it goes, and then likely go to Standard on another run.
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KennerHugh reacted to SGPrometheus in Curing trauma between campaigns
I really don't think this is supported by the source material. I mean, I haven't read everything, but I recall the, "it drove me/him/them to madness and eventual suicide" ending being a lot more common than the, "and then I was fine with it" ending. Mostly the protagonists who survive wish they could forget everything they learned and pray for death. Am I missing the stories where at the end they're like, "neat; let's go find more"?
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KennerHugh reacted to Soakman in Scenario 1: The Initiation (In Blackest Pits campaign)
Scenario 2 of In Blackest Pits is nearly ready for playtesting. I'll be sending out files to those who playtested before. There's no obligation to test again, but wanted to put out unofficial notice here. My printer is sadly low on ink, and I'd like to run through one more test before sending anything out.
Hope everyone is staying safe and COVID free. It sounds like Arkham Central got a few new scenarios all at once from other creators as well, so if you're stuck at home and have some free time, I think those will also be up soon.
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KennerHugh got a reaction from Krysmopompas in Lesser used cards that have surprised you
I may have mentioned herein that I favor the traditional Guardian with multiple weapons build. 🙂
So, then I read the Silas Marsh novella and was really intrigued with him. I have played Survivors before (mostly William Yorick, though), so I am somewhat familiar with survival, if you will. But I had never built a deck so loaded with skill cards before that. Using his ability to commit a skill card, then pull it back if not needed was slick.
And I had never really relied on events to fight. Man, was that a blast! Brute Force and Flare are particularly great with his combat ability, and Tennessee Sour Mash, smashing the bottle on the counter and using the jagged glass as a weapon, is pretty cool, too.
It kinda surprised me, but Silas is now one of my favorite investigators.
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KennerHugh got a reaction from cheapmate in Lesser used cards that have surprised you
I may have mentioned herein that I favor the traditional Guardian with multiple weapons build. 🙂
So, then I read the Silas Marsh novella and was really intrigued with him. I have played Survivors before (mostly William Yorick, though), so I am somewhat familiar with survival, if you will. But I had never built a deck so loaded with skill cards before that. Using his ability to commit a skill card, then pull it back if not needed was slick.
And I had never really relied on events to fight. Man, was that a blast! Brute Force and Flare are particularly great with his combat ability, and Tennessee Sour Mash, smashing the bottle on the counter and using the jagged glass as a weapon, is pretty cool, too.
It kinda surprised me, but Silas is now one of my favorite investigators.
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KennerHugh got a reaction from Mimi61 in Lesser used cards that have surprised you
I may have mentioned herein that I favor the traditional Guardian with multiple weapons build. 🙂
So, then I read the Silas Marsh novella and was really intrigued with him. I have played Survivors before (mostly William Yorick, though), so I am somewhat familiar with survival, if you will. But I had never built a deck so loaded with skill cards before that. Using his ability to commit a skill card, then pull it back if not needed was slick.
And I had never really relied on events to fight. Man, was that a blast! Brute Force and Flare are particularly great with his combat ability, and Tennessee Sour Mash, smashing the bottle on the counter and using the jagged glass as a weapon, is pretty cool, too.
It kinda surprised me, but Silas is now one of my favorite investigators.
