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      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
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The Professor

Not Just a Friend…an Ally

1 post in this topic


     I just finished an 18-Mythos game (approximately 3 hours) in which Trish, Leo, Darrell, and Charlie attempted to seal away the dreaded Atlach-Nacha.  During the first four turns in my games, as I use all of the expansions, Gates only open in Arkham…Fortunately, the first several cards revealed Gates at Wizard's Hill (Dunwich) and Devil's Reef (Innsmouth), along with a Double-Doomer (ignored, along with Rumors), though I did have one Mythos card reveal two Gates, but no Doom Tokens added to the Doom Track.  However, the Investigators did encounter a Mystic Environment Card which caused them to add one Doom Token to the Doom Track in order to return Act I to the deck.

     Over the next four rounds Gates appeared with some regularity around town, but the curious thing was that the Investigators were able to travel so quickly around town and between towns…one of the primary reasons was that both Charlie and Darrell had Retainers from the beginning of the game (Charlie's Ally allowed the immediate possesseion of the Retainer), and Leo had a Relationship with Darrell that allowed one member of the Relationship to gain $1 if the other gained $1 or more.  Needless to say, by the end of the game, the group, wile it spent a fair amount on Unique Items, Spells, and travel, still had nearly $60!

     Fortunately, as well, the Terror Track never rose above '3' thanks to Charlie and the Investigators either suffered sMonster Surges or new Gates.  At no time, did A-N cause a Gate Burst (nor did a single Mythos card!).  Around town, the Investigators Passed their Personal Stories, except Leo and sealed Gates at the ones most likely not to return, such as the Historical Society and the Graveyard, along with two Dunwich locations (Gardner's Place and Wizard's Hill), and one in Innsmouth (Devil's Reef).

     The Investigator's won the game with a score of 20, for those of you keeping score at home…and that's after the team purchased five allies which would have accounted for another 10 points.  Interestingly, if the game had gone to a Final Battle, the seven Allies along with at least one Unique Item which the Invesigators would have used to cancel the AO's attack for one round, would have made it a very close combat…but in the end, Trish, Leo, Darrell, and Charlie saved Arkham!

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