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Sir_Blacksoutalot

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Everything posted by Sir_Blacksoutalot

  1. *** Potential Spoilers Below *** After my first playthrough of the Extracurricular Activities scenario (Dunwich campaign), I find myself scratching my head on a few things. QUESTION 1: The agenda directs to move Massive Enemy X toward Location Y on essentially every other round (well that's how it works, if I'm interpreting instructions correctly). The rules state: "A ready enemy with the massive keyword is considered to be engaged with each investigator at the same location as it." So if an investigator engages and attacks a massive enemy, does that engagement prevent Massive Enemy X from moving? Or does the enemy continue to push forward toward its destination, forcing the attacking investigator to chase after it? QUESTION 2: Tacking on to question above, let's say Location Y is locked to Investigators until they complete a certain task. If Massive Enemy X's instructions state to move it to Location Y, is that location locked to the enemy as well? I'm assuming not, but the instructions leave room for doubt. QUESTION 3: I drew a second Beyond the Veil card after I already had one placed in my threat area. Do I discard the second copy of Beyond the Veil? And if so, do I have to draw another encounter card? QUESTION 4: Similar to previous question, I drew a second copy of Light of Aforgomon while one was already placed on the current Act. The card says "Limit 1 per agenda/act." The way that's written, the slash can be interpreted as "Limit 1 per act OR agenda." Which suggest it might be within the rules to have 1 copy on the Act and one on the Agenda. Anyone know how to properly apply this rule? Thanks guys, I appreciate the help. And btw, Merry Christmas Eve to all!!
  2. Thanks, Assussanni. I'll be sure to give that a try. Guess I overreacted a bit. I just like the simplicity of these forums. Ah well.
  3. Well this just SUCKS. I've been relying on you pros to guide this newbie along. Thank for all the help over the past few months.
  4. I'm just starting the Extracurricular Activity scenario. I see there is an Elder Thing effect on the Scenario Card, but the Campaign Setup instructions do not add an Elder Thing token to the chaos bag. I'm going to assume that token might get added at some point during the campaign, but not putting in bag to start. Please chime in if anyone knows differently.
  5. Hi guys. I'm setting up for first play through Dunwich. I have a follow-up question about building my random Basic Weakness pool. Assussanni provided some very helpful guidance per previous post. So Chronophobia, Internal Injury, and Indebted are all added by way of The Dunwich Legacy expansion pack. But how do I know to add one (1) versus (2) of each card? I'm trying to understand the logic here. I suppose it might be as simple as "one copy of the expansion box came with X number of cards, so put all into Weakness pool." Is that how this works?
  6. I have a question about changing cards between Scenarios during a Campaign. I understand how we can use XPs to purchase upgrades or higher level cards. But what if I realize one of my level zero cards isn't doing what I wanted, so I want to change it out for another level zero card? For example, what if I want to swap Flashlight for Knife? Would I have to consider the new level zero card to cost 1 XP?
  7. Etsy is your friend. Okay, a sort of rather pricy friend, but lots of accessories available to meet AH gaming needs. I purchased this 16"x10" Playmat (designed by Momo Monster Co) and had it printed on neoprene by Inked Gaming. Cost me about $45 for two, but very quality product and the perfect complement to make my games flow smoothly. That playmat is designed for using this Investigator Dashboard. But you can start to drop some serious dime if you continue in that direction. The mat also works fine if you want to just put you Investigator Card in the designated mat area.
  8. I've created my two Investigator decks to partner Zoey and Daisy through The Dunwich Legacy campaign. Zoey Samras: https://arkhamdb.com/deck/view/1124938 Daisy Walker: https://arkhamdb.com/deck/view/1124997 There is no doubt room for improvement in these builds. I'm feeling pretty good about Zoey, but not so equally confident with Daisy. Any tweaks you guys would suggest? Any fatal flaws?
  9. Ahh, yes--that's where I saw that!! Thanks Assusanni. I knew I'd read about this Weakness pool issue but could not put my finger on where. It's covered on page 14 of the Learn to Play manual, which reads as follows: I might be overthinking things (not hard to do in AH!), but this example describes how to build a single set of Basic Weaknesses (see bolded text). So if I'm building for two gators, I should still draw cards from this single pool of basic weaknesses, right?
  10. Relative to deckbuilding, I can use some guidance on how to create my pool of random Basic Weakness cards. I'm working with two Core Sets plus the Dunwich expansion. These combine to give me the following Basic Weaknesses: Amnesia (x4) Paranoia (x4) Haunted (x2) Psychosis (x2) Chronophobia (x2) Indebted (x2) Internal Injury (x2) Silver Twilight Acolyte (x2) Stubborn Detective (x2) Mob Enforcer (x2) I'm building a deck for two gators, Zoey and Daisy. So do I use that full pool of Basic Weaknesses to draw my randoms? Or do I actually need to cut each type in half (i.e., Amnesia x2, Haunted x1, etc.)? This will be my first time adding in the second Core Set and it's making me question how it works.
  11. Thanks. Got all six scenario packs opened now. I found that by scanning the "Setup" section in each pack's instructions, it helped me to figure out which cards should be added to generic Investigator card pool. Cross-referencing with ArkhamDB helps a lot too. Seeing all these cards on the table hammer home just how little I've barely scratched at the surface of this game. I feel very small right now. Standing back in awe.
  12. I'm already getting confused. So in Essex County Express, I'm seeing 4 new investigator weakness cards that are all the same, namely Across Space and Time. Okay, I think I see what's going on here. Rather than being a Basic Weakness, that card has an Essex County scenario icon. So is it typical that if a weakness has a scenario icon, it does not get added to my pool of random weaknesses from which I build my decks?
  13. Thanks for sharing perspective. I think I'm going to add cards to my master collection at start of each new campaign. So as I start Dunwich, I'm adding expansion box plus Investigator cards from all six scenario packs. Like you Sarre, I went on a card-buying spree when I became aware of the "out of stock" issues. I now have all campaigns except Dream Eaters (had to draw the line somewhere) and Innsmouth Conspiracy (still in production). Once I play through Dunwich, I'll next add Carcosa and then Forgotten Age cards. Seems like a nice way to balance things out. I'm still trying to get the nasty taste of Devourer Below out of my mouth. A little extra firepower will be a welcome change. Lightning Gun, anyone? Oh **** yes! Makes me want to go back and the zap the F out of Umordhoth. But for now we press forward. Ever forward.
  14. Organizing my cards here (while working through entire Tom Waits catalog). I swear it's like early Christmas. With start of Dunwich campaign looming just over completing this task. So with Lita Chantler card, even though it's marked as an Investigator card, in terms of card organization Lita should really stay with NotZ campaign cards--right?
  15. I'm getting set up to start the Dunwich Legacy. I have the following on my desk: Two Core Sets One Dunwich Legacy Expansion All six Dunwich Scenarios At this time, I'm also moving all my Investigator cards into a storage box, complete with divider tabs for each class. It seems like I should unpack all six Dunwich scenario packs and combine those with the cards from the Core and Dunwich Expansion boxes. And that I should then use those cards, organized by class, to build my Investigator deck that I'll use throughout the Dunwich campaign. I guess what I'm getting at is that there's no point in waiting to add the Dunwich scenario Investigator cards, because the deck I start the campaign with is the one I'll stick with throughout. Like if I wait until starting the third Scenario, I won't be able to add any new Investigator cards (with the exception of spending XPs) because my deck will have already been built. Does that sound like the right approach to take?
  16. Assuming I go with teaming up Zoey and Daisy, I have a question about a couple of their cards: For Zoey, does her reaction ability (After you become engaged with an enemy: Gain 1 resource.) trigger for each enemy that engages her at a given time? Like if two hunter enemies move to her location and both engage, does the reaction trigger for each one? Or does it only trigger for the first enemy that engages? For Daisy, her Necronomicon signature weakness card indicates it occupies a hand slot. But the card text instructs to put Necronomicon in Daisy't threat area. So is this tome card still considered to take up one of Daisy's hand slots?
  17. Sarre, thanks for that perspective. As a matter of fact, I just recently finished reading Cthulhu Mythos Tales, which of course includes Dunwich Horror. A great gift for the holidays for those still searching for that special sumthin-sumthin!
  18. Thanks Henry, that "PlayingBoardGames" site has a lot of helpful vids. I just watched like five of them. I'm def standing firm playing Zoey in Dunwich, but still working on who that lucky #2 gator is going to be. Will probably stick with my original plan and go with Daisy Walker since I haven't tried out her Seeker class yet, plus that extra action on a Tome ability seems pretty sweet.
  19. Under the topic "Weakness" in the Rules Reference (p. 21), the second bullet reads: When an investigator draws a weakness with a player cardtype (for example, an asset, an event, or a skill weakness), resolve any Revelation effects on the card, and add it to that investigator's hand. The card may then be used as any other player card of its type. The term "player cardtype" is confusing me because an Investigator Deck contains two types of weaknesses: a signature weakness and a basic weakness, which is either a Treachery or an Enemy. With a Treachery basic weakness (such as Amnesia), we resolve the Revelation and then put the weakness card in the discard pile; or in cases such as Haunted or Psychosis, the weakness is placed in the player's Threat Area. At least in the Core Set, in no case is the Treachery weakness added to the Investigator's hand as described in the bullet above. This seems to be supported by the instructions for Treachery (RR, p. 20). When a treachery card is drawn by an investigator, that investigator must resolve its effects. Then, place the card in its discard pile unless otherwise instructed by the ability. So this leads me to believe that the reference to "player cardtype" is referring specifically to a signature weakness. I'm just not grasping that last bit "add it to that investigator's hand." I guess it makes sense for Wendy's "Abandoned and Alone" and Agnes's "Dark Memory" cards, but that's about all I can think of because the other three signature weaknesses get added to the Threat Area. Can someone please help explain?
  20. So I'm seeing that, unlike the Learning to Play manual from the Core Set, the Campaign Guide for the Dunwich Legacy doesn't have prescribed Investigator Decks. Is it recommended to create starter decks from the Starter Decklists resource? Or should I go to arkhamdb.com and use their Decklists tool to find one I like? Though I'm not really sure how to even begin that search. Any suggestions for how to set up for a Dunwich Campaign with Zoey and a second gator? EDIT: Hrrmmm....maybe this arkhamdb.com Hall of Fame is the way to go. Thoughts?
  21. Thanks, dysartes. Just to be 100% clear, so if a card like Ancient Evils adds enough doom to reach the doom threshold, then the Agenda Deck advances immediately. Is that correct? Meaning, you wouldn't wait until the Mythos Phase step 1.3 - Check doom threshold, right?
  22. I need some help in how to properly deal with doom tokens in play. My current scenario (Devourer Below, Agenda 1a) has a doom threshold of 4. On the second round I drew Ancient Evils, which pushed the count to 3 doom tokens. My second investigator then drew and Acolyte, which requires 1 doom to be placed on it. However, we're past step 1.3 (Check Doom Threshold), so the doom count technically still remains at 3. At start of next Mythos Phase, I place 1 doom on the current agenda (step 1.2), and then check the doom threshold. There are now 4 doom tokens on the agenda plus 1 doom on the Acolyte. So do all 5 doom tokens now get removed since I'm advancing the agenda?
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