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Phaed

3-player game question.

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I plan on playing Arkham Horror LCG with 2 friends, however, I am the only one that has the actual game.  I have purchased 2 copies of the Core Set to start, and built 4 of the recommended starter decks to choose from. This will work for the Core Set adventure just fine, but as we delve into the expansions, I am wondering how sustainable this strategy will be.  Is is feasible to sustain 3 players on 2 core sets and 1 of each expansion?

Thanks for any input.

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Absolutely. In fact, I'm playing 4 and very rarely even5 players with just that. 

The only caveat is that you can't double up on classes very well. Make sure to play investigators that need different cards. 

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4 minutes ago, Eldan985 said:

That said, I now have two cores and 2.5 cycles and it is becoming possible to double up on classes. It's not ideal (every mystic wants Shrivelling and ward of Protection), but doable. 

But you could also just split those cards between the mystics. Each gets 1. haha

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4 hours ago, Phaed said:

But you could also just split those cards between the mystics. Each gets 1. haha

You can do this if you sacrifice reliability for versatility. Many players will tell you not to do this and stay focused on your key build synergies. 

I however, will take versatility over reliability any day. It's just how I prefer to play, so I don't have a problem with splitting those 'key' cards up. If you have good card draw or tutoring abilities (to search for cards), or (in Sefina's case, who you probably don't have yet) a larger hand size, and if you also mulligan well, you should be fine.

Ultimately there are only a few key actions you need to do and a lot of different ways to do them. So you might not be able to take rite of seeking, but you can still focus on fighting, or bring some flashlights, or delve into your sub-class cards to find ways to replace the card you can't take. Just my 2 cents.

In a 3-player game, it is much easier to lean on your friends to handle tasks that you can't. You just want to be able to do SOMETHING worthwhile, and there are usually quite a few things that need done on any given turn.

Edited by Soakman

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Alternatively, if you have your cards sleeved, you could just print proxys, so you can have 2 original and 4 printed copies of a card. Just insert it in a sleeved card you will not use :)

Some proxys are premade, can be found on the internet or you can do them yourself with the help of arkhamdb.com.

Edited by Jurcccy

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23 hours ago, Eldan985 said:

It's not ideal (every mystic wants Shrivelling and ward of Protection), but doable. 

I humbly beg to differ.

But even if you have need of a card more than 2 times there is always the possibility to slip a piece of paper into the sleeve of another card, stating what card it is supposed to be. Not pretty, but functional

Edited by Raahk
Shortened the quote

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4 hours ago, Raahk said:

I humbly beg to differ.

But even if you have need of a card more than 2 times there is always the possibility to slip a piece of paper into the sleeve of another card, stating what card it is supposed to be. Not pretty, but functional

And at lesser efficiency, possibly, a Quantum Flux. :P

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9 hours ago, Jurcccy said:

Alternatively, if you have your cards sleeved, you could just print proxys, so you can have 2 original and 4 printed copies of a card. Just insert it in a sleeved card you will not use :)

Some proxys are premade, can be found on the internet or you can do them yourself with the help of arkhamdb.com.

 

2 hours ago, tsuruki said:

Absolutely, if you avoid doubling up on a class and give people 1st dibs on their core class (I.E, Skidds cant steal Rolands Machette) youll be fine.

And that's essentially necessary for the two permanents out of Essex County Express, which are 2 of the most universally useful cards in the game.  We end up with a copy each, and remembering that you took an extra Charisma & I took an extra Relic Hunter.

AHC04_158.jpgAHC04_157.jpg

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3 minutes ago, Duciris said:

 

And that's essentially necessary for the two permanents out of Essex County Express, which are 2 of the most universally useful cards in the game.  We end up with a copy each, and remembering that you took an extra Charisma & I took an extra Relic Hunter.

AHC04_158.jpgAHC04_157.jpg

I find it funny that you think Relic Hunter is so useful. I don't think I've ever used it. Not that it isn't useful, and not funny like it's a bad choice. Just not one I consider usually.

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7 minutes ago, Soakman said:

I find it funny that you think Relic Hunter is so useful. I don't think I've ever used it. Not that it isn't useful, and not funny like it's a bad choice. Just not one I consider usually.

I would say that the Relic Hunter is much more dependent on the investigator you choose or if you prefer a lot of accessories. Mystics, Seekers and even Zoey may find it useful (Holy Rosary, Police Badge).

However, Charisma is always the first choice and I also rarely use the Relic Hunter :)

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1 minute ago, Soakman said:

I find it funny that you think Relic Hunter is so useful. I don't think I've ever used it. Not that it isn't useful, and not funny like it's a bad choice. Just not one I consider usually.

I hadn't before, but Ursula was running Dr. Elli Horowitz (which seeks out Relics and pockets them herself, so they do not take up the slot).  I then started maxing her out with Relics, which ended up including Elder Sign AmuletJewel of Aureolus, Key of Ys, Lucky Dice, & Tooth of Eztli and it sort-of got-out-of-hand (I never had more than a combination of 5 accessories).  Meanwhile, Leo was running an Ally deck (auto include 2 Charisma) with Lightning Gun & Survival Knife (so needed Bandolier), and found it useful to carry around 1-2 Decorated Skull(s), then wanted to hold something lucky as well, either a Lucky Cigarette Case or some Lucky Dice.

Leo often had in play: Leo De Luca, Mitch Brown, Lita Chantler (we played Night of the Zealot and then The Dunwich Legacy), and some combination of 2 Beat Cop(s) (2) & 2 Venturer(s) (either dealing damage or shoving bullets into the Lightning Gun (a la Hephaestus supplying Zeus with lighting bolts)).

First time I've seen a character who was alarmingly "Meh" about Beyond the Veil.  He was still susceptible to horror though.

So in total, 3 extra Ally slots, 3 extra Accessory slots, and 1 extra Hand slot (if it could get found in time).

As for damage/horror shedding, I will say that the combo of Lita Chantler (3/3) with Trusted & then using Calling in Favors to return her to hand, and maybe finding another ally for $1 is amazing.  Then you drop her into play for $0, or possibly $0 & 0 actions if it's the start of Leo's next turn.

Lita is not supposed to carryover, but if you can pull-off calling-in Brother Xavier (3/3) for Leo De Luca, Leo will come into play for free.

Ursula had both Pathfinder(s) in play at the same time more than once (including during Undimensioned and Unseen), so she'd skip around the board & snag a clue before using one of her 3 actions.

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