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jadarx posted:FFG sent me two of the Rougarou pack instead of the Carnivale one. So unless FFG wants me to sent it back to fix my order, I'l have an extra one for someone who wants cheap shipping. I'd take it an PayPal or steam gift you the postage to Austria.
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# ? Dec 13, 2016 08:21 |
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# ? May 12, 2024 06:12 |
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I was looking at this on Amazon and they had 5 copies left, I browsed to the expansions and back, and noticed they had two copies left, so I bought one on impulse. The Carnival pack looks great, but why do FFG do PoD that is near impossible to get in the rest of the world? Wayland games has Rougarou available to order, but they are not the speediest of shipper. This is my first LCG, I have no idea what I've let myself in for.
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# ? Dec 13, 2016 09:16 |
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$20USD to ship the two scenario packs to NZD - I can't get my head around how/why it would cost that much :|
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# ? Dec 13, 2016 10:43 |
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Grey Hunter posted:Wayland games has Rougarou available to order, but they are not the speediest of shipper. Unfortunately "Available to Order" on Wayland Games means that they will order it from their supplier, not that it's in stock. So yeah, could take a while. For what it's worth, BoardGameGuru is showing that they will be getting it sometime this month.
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# ? Dec 13, 2016 14:12 |
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Just paid $36 USD for two packs of cards to come to my house. Good grief why do I enjoy this hobby so much.
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# ? Dec 13, 2016 15:24 |
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COOL CORN posted:Just paid $36 USD for two packs of cards to come to my house. My friend who was making regular trips to the US from Taiwan moved back there a few months after we'd ordered two full sets of Codex. He was planning a trip back here but work kept him from getting out of the US until March so I bugged him to ship it. Cheapest shipping via USPS was $175, that was my Christmas present to myself this year I guess. I probably would have dropped Star Wars: LCG except that Minature Market started using a FedEx service that has pretty good rates and about a 10-14 delivery time. Only bumps the cost of each individual pack to about $15 total. I recommend you preorder whenever possible though because it takes them 3-5 days for processing and their customer service is not the best.
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# ? Dec 13, 2016 15:58 |
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Oh, I'm in the US, I meant $30 for cards + $6 shipping. I do not envy our international brothers.
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# ? Dec 13, 2016 16:06 |
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A spoiler for an AH investigator can be found here: https://imgur.com/gallery/pXTGK Shee seems really interesting, especially the deck building reqs.
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# ? Dec 15, 2016 07:31 |
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Zerf posted:A spoiler for an AH investigator can be found here: https://imgur.com/gallery/pXTGK Man I really wish we pre-ordered that book. Anyway, what's interesting here is that it lays the blueprints for investigors based on certain types of possessions. I could totally see Monterey Jack being similar with Artifacts instead of spells. And probably Seeker, Guardian/Rogue.
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# ? Dec 15, 2016 08:42 |
Jonas Albrecht posted:Man I really wish we pre-ordered that book. Is this a book promo?
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# ? Dec 15, 2016 08:57 |
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GrandpaPants posted:Is this a book promo? Yep, but she'll show up in a later expansion (probably second deluxe box?). Her 4 will, 4 int, 1 combat, 3 agi seems like perfect stat distribution for a mystic.
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# ? Dec 15, 2016 09:00 |
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Do we have a solid "available for retailer order" date for the first Arkham Horror big box? Debating whether or not to order it while visiting family for the holidays, since they're already chomping at the bit for the campaign and the two mini adventures.
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# ? Dec 15, 2016 09:02 |
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PJOmega posted:Do we have a solid "available for retailer order" date for the first Arkham Horror big box? Nothing printed yet, but I'd put downs stakes in January. It would follow their usual timeframe for an expansion post-initial release.
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# ? Dec 15, 2016 09:10 |
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Zerf posted:Yep, but she'll show up in a later expansion (probably second deluxe box?). What book is this? Is it still available?
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# ? Dec 15, 2016 16:37 |
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BJPaskoff posted:What book is this? Is it still available? This: https://www.fantasyflightgames.com/en/news/2016/11/1/the-investigators-of-arkham-horror/ But all goodies besides the book are pre-order only...
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# ? Dec 15, 2016 17:49 |
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Zerf posted:This: https://www.fantasyflightgames.com/en/news/2016/11/1/the-investigators-of-arkham-horror/ I wish I'd known about this before Nov 14th...
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# ? Dec 15, 2016 21:46 |
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https://www.youtube.com/watch?v=xOHQe_b01v8 That last investigator with Duke is crazy good.
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# ? Dec 16, 2016 00:15 |
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BJPaskoff posted:https://www.youtube.com/watch?v=xOHQe_b01v8 Haha 42 minute video. No.
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# ? Dec 16, 2016 03:13 |
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It's Youtube, turn it on 2x and watch it in 21 minutes
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# ? Dec 16, 2016 04:06 |
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Even better, pause it and click on the slider to just jump forward to each new card, the resolution is high enough that you can read them.
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# ? Dec 16, 2016 09:16 |
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Spoilerbs Guardian Blackjack Asset, Cost 1, 0xp Skill Icons: Combat Item. Weapon. Melee. >: Fight. You get +1 Might for this attack. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage. Hand slot Taunt Event, Cost 1, 0xp Skill Icons: Intellect, Combat Tactic. Fast. Play only during your turn. Engage any number of enemies at your location. Taunt Event, Cost 1, 2xp Skill Icons: Intellect, Combat, Agility Tactic. Fast. Play only during your turn. Engage any number of enemies at your location. Draw 1 card for each enemy at your location. Teamwork Event, 0 Cost, 0xp Skill Icons: Wild Tactic. Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another. Seeker Laboratory Assistant Asset, 2 Cost, 0xp Skill Icons: Intellect Ally. Miskatonic. Science. Your maximum handsize is increased by 2 while chekcing your hand size during the upkeep phase. T: After Laboratory Assistant enters play: Draw 2 cards. Health 1 Sanity 2 Ally slot. Strange Solution Asset, 1 Cost, 0xp Item. Science. Skill Icons: Wild >: Test Intellect (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution." Shortcut Event, 0 Cost, 0xp Skill Icons: Intellect, Agility Insight. Tactic. Fast. Play only during your turn. Choose an investigator at your location. Move that investigator to a connecting location. Seeking Answers Event, 1 Cost, 0xp Skill Icons: Intellect, Agility Insight. Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location. Rogue Liquid Courage Asset, 1 Cost, 0xp Skill Icons: Willpower Item. Illicit. Uses (4 supplies) >:Spend 1 supply: Choose an investigator at you location to heal 1 horror. Then, that investigator tests Willpower (2). If the test succeeds, he or she heals 1 additional horror. If the test fails, he or she discards 1 card at random from his or her hand. Think On Your Feet Event, 1 Cost, 0xp Skill Icons: Intellect, Agility Trick. Fast. Play when an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.) Double or Nothing Skill, 0xp Test Icons: Wild Fortune. Max 1 committed per skill test. Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice. Hired Muscle Asset, 1 Cost, 1xp Skill Icons: Combat Ally. Criminal You get +1 Comabt. Forced - At the end of the upkeep phase: You must either pay 1 resource or discard Hired Muscle. Health 3 Sanity 1 Ally slot. Mystic Rite of Seeking Asset, 4 Cost, 0xp Skill Icons: Intellect Spell. Uses (3 charges). >: Spend 1 charge: Investigate. Investigate using Willpower instead of Intellect. If you succeed, discover 1 additional clue at this location. If a Skull, Cultist, Broken Tablet, Elder Thing, or Tentacle symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn. Arcane slot. Ritual Candles Asset, 1 Cost, 0xp Skill Icons: Willpower Item. T: After a Skull, Cultist, Broken Tablet, or Elder Thing symbol is revealed during a test you are performing: You get +1 skill value for this test. Hand slot. Clarity of Mind Asset, 2 Cost, 0xp Skill Icons: Willpower Spell. Uses (3 charges). >: Spend 1 charge: Heal 1 horror from an investigator at your location. Arcane slot. Bind Monster Event, 3 Cost, 2xp Skill Icons: Willpower, Intellect Spell. Evade. This evasion attempt uses Willpower instead of Agility. If you succeed and the enemy is non-Elite, evade it and attach Bind Monster to it. T: When attacked enemy would ready: Test Willpower. If you succeed, attached enemy does not ready. If you fail, discard Bind Monster. Survivor Fire Axe Asset, 1 Cost, 0xp Skill Icons: Combat Item. Weapon. Melee. >: Fight. If you have no resources in your resource pool, this attack deals +1 damage. Free: During an attack using Fire Axe, spend 1 resource: You get +2 combat for this skill test. (Limit three times per attack.) Hand slot. Peter Sylvestre (unique) Asset, 3 Cost, 0xp Skill Icons: Willpower Ally. Miskatonic. You get +1 Agility. T: After your turn ends: Heal 1 horror from Peter Sylvestre. Heath: 1 Sanity: 3 Ally slot. Bait and Switch Event, 1 Cost, 0xp Skill Icons: Intellect, Agility Trick. Evade. If you succeed, if the enemy is non-Elite, evade the enemy and move it to a connecting location. Peter Sylvestre (unique) Asset, 3 Cost, 2xp Skill Icons: Willpower Ally. Miskatonic. You get +1 Agility and +1 Willpower T: After your turn ends: Heal 1 horror from Peter Sylvestre. Heath: 1 Sanity: 3 Ally slot. Neutral Kukri Asset, 2 Cost, 0xp Skill Icons: Combat Item. Weapon. Melee. >: Fight. You get +1 Combat for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack. Hand slot.
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# ? Dec 16, 2016 09:42 |
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So I picked up a binder and some BCW pages to sort sleeved Arkham player cards. Is there a recommended sorting method anyone has? I noticed i can fit two cards in a slot but only on one side of a page. If I do it on the other they start to bow.
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# ? Dec 16, 2016 17:53 |
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DonnyTrump posted:So I picked up a binder and some BCW pages to sort sleeved Arkham player cards. Is there a recommended sorting method anyone has? I noticed i can fit two cards in a slot but only on one side of a page. If I do it on the other they start to bow. Get one of those fancy binders with the side-loading black pages and sort them by player class. They work great, I use them for Game of Thrones and that's three cards on each side and they fit fine. Leave enough space between classes that you won't need to shift cards around for a good long while. There are only four new player cards in each class in the first big box set coming out, so probably only one or two in each of the upcoming smaller expansion packs since they also need room for campaign stuff, so you should be good with leaving about a page or maybe two between classes. The encounter deck cards I'd just sleeve up and store in deckboxes for each scenario if possible - with two core sets you can make the first three scenarios without having to move cards between encounter decks. I'm guessing the upcoming big box + small pack campaign will end up using a mixture of cards for each scenario so I don't know what that will entail, but at least the standalone scenarios never mix cards from other sets. Either way I wouldn't store them in binders because taking them in and out whenever you want to play a campaign would be a chore.
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# ? Dec 16, 2016 18:36 |
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So, some thoughts on the Dunwich Legacy cards: Ritual Candles - Seems good, gives you +1 to about 25% of your draws from the chaos bag. More importantly, it adds +1 to the results that are usually the worst. A hand slot in Mystic isn't that big of a deal, so you could even have two at the same time. Rite of seeking - mystics seem to gain a lot of key abilities fast - they can now combat, run away and investigate using willpower. This with DttF could probably be enough to be quite good at investigating. 4 cost shouldn't make that much of an impact, mystics have quite cheap cards. Seeking answers - Seems awesome, can save you a whole turn from saved moves, avoid enemies and make investigations much easier since it uses local shroud. Can be combined with Deduction to suck up two clues. Shortcut - good card that can save your bacon but can also act as a free movement action. Think on your feet - Elusive just seems to be better for most scenarios. Double or nothing - Seems really good. Also gives has a wild icon, so really it's test difficulty * 2 - 1. Bait and switch - a good card to get rid of enemies, but requires that you have good agi to begin with.
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# ? Dec 16, 2016 18:59 |
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Zerf posted:So, some thoughts on the Dunwich Legacy cards: I don't think you get to count icons on cards when you play them, only when you commit them. I'd love to be wrong here though, that would be awesome. Still really good. I love cards like that, Drawn to the Flame, and Delve Too Deep that really let you gamble.
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# ? Dec 16, 2016 19:03 |
Skill cards specifically let you, no other card does. I had the biggest headache figuring that out, and crippled my first game because I actually thought they didn't help you with their icons.
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# ? Dec 16, 2016 19:08 |
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Oh jeez I missed that it was a skill. Awesome. I want to marry that card.
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# ? Dec 16, 2016 19:10 |
Ghosts of Harrenhal has been spoiled: https://www.boardgamegeek.com/blogpost/41894/game-thrones-second-edition-lcg-spoilers I don't really get Craster's flavor. Joffrey, though. drat.
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# ? Dec 17, 2016 01:13 |
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GrandpaPants posted:Ghosts of Harrenhal has been spoiled: https://www.boardgamegeek.com/blogpost/41894/game-thrones-second-edition-lcg-spoilers Joffrey seems good, but not sure if he'll actually fit into any deck. Although at the very least he's 7G-kill a 6G or less character. Harrenhal was spoiled before but I still think that'll be a very powerful card-marshalling that is such a big threat. I could also see some sort of Bara/Lanni deck making good use of Ritual of R'hllor, as that gives you a great outlet for Tyrion gold (if any more were actually needed).
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# ? Dec 18, 2016 06:55 |
So in a post Valar world, I take it decks based on characters with power on them aren't that good anymore? I'm trying to figure out how to make a Stark power rush deck using the Tully cards work, but Valar seems to be a pretty easy (and common?) solution to that if I can't find my dupes/Jory/Bodyguards.
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# ? Dec 20, 2016 05:18 |
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I just got an Arkham Horror core set for Christmas, can someone give me the "FFG is poor at explaining rules" primer?
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# ? Dec 21, 2016 05:58 |
Kai Tave posted:I just got an Arkham Horror core set for Christmas, can someone give me the "FFG is poor at explaining rules" primer? Card 117 looks like a player card, not an enemy card. You'll be hunting for it for an hour if you don't know that. The final result of any skill check cannot be lower than zero. Makes certain Treachery cards less scary. You can only include a single copy of an investigators special card, like Daisy's tote bag, in your deck.
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# ? Dec 21, 2016 06:40 |
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GrandpaPants posted:So in a post Valar world, I take it decks based on characters with power on them aren't that good anymore? I'm trying to figure out how to make a Stark power rush deck using the Tully cards work, but Valar seems to be a pretty easy (and common?) solution to that if I can't find my dupes/Jory/Bodyguards. I don't think you'll be able to get through tournaments if your plan is to leave 5-8 power on your characters for more than a couple of turns, but I don't think the style is entirely dead. Valar's not being ran nearly as much as it was in 1.0 from what I can see, which means you may not even run into it. But even if they do have it, if you can time when they play it correctly you can really punish them. The big thing is to make sure you don't over commit to the board and still have a couple decent recovery pieces so when they drop Valar, you can immediately put down a key character and be off to the races again. That's of course not even considering Jory, Bodyguards, and Dupes (which it should be rare you get shut out entirely on all of those).
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# ? Dec 21, 2016 06:48 |
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ConfusedUs posted:Card 117 looks like a player card, not an enemy card. You'll be hunting for it for an hour if you don't know that. Yeah, I had a fun hunt for that card along with the others in the introductory encounter. Trip report: played through the intro encounter as a Roland and barely succeeded by the skin of my teeth on Normal. Spoilers I guess? I got frozen with fear after entering the hallway and spent a bit too long accumulating resources while trying to shake off the debility. Eventually I got it and started gathering clues, wiped out the cellar in a single go when I got to kill a ghoul there for +1 clue on top of investigating normally, then once I was in the attic I got enough clues to move the act forward and oh hey, ghoul priest. I had Dodge in hand luckily and avoided his first attack, then on my next turn I played another .45 while I shot the priest twice with my .38 special which was down to 2 bullets. I critically missed one shot, hit the other. Then the doom counter rolled over and I added another ghoul to the location, and then added another during the Mythos Phase. So basically if I didn't kill the priest on that next turn I would be dead. I had to hit two out of three shots with the .45 to kill it and I managed to do so by blowing every combat-icon in my hand to ensure the kill. I then elected to burn my house down. So I have a new ally, 4 experience which got spent on Extra Ammo and an Elder Sign Amulet, and some brand new mental trauma.
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# ? Dec 21, 2016 09:14 |
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Possible rules cockup in above spoiler: Did you remember to take an attack of opportunity when you played the asset while engaged with the priest?
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# ? Dec 21, 2016 14:39 |
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Kai Tave posted:I just got an Arkham Horror core set for Christmas, can someone give me the "FFG is poor at explaining rules" primer? YMMV, but my first few plays I totally cocked up the enemy engagement rules. Some things I missed: -Enemies can be in either a ready or exhausted state. During the Enemy Phase, exhausted enemies don't attack anyone. -When you successfully evade an enemy, they become exhausted. This is a great way to punt instead of trying to kill them before they attack you. -If a ready enemy is EVER, AT ANY TIME in the same location as at least one investigator, they will automatically engage. They never just stand around on the other side of the room waiting politely (unless they have the keyword Aloof). -If you are engaged with one or more enemies they will take an automatic Attack of Opportunity EVERY TIME you take any action other than to Fight, Evade, Parley, or Resign. If you get double-teamed by two ghouls and you take an action to equip your .45, they will both get a free attack on you. If you play an action off a card like Book of Shadows to recharge a spell or Medical Texts to try and heal yourself, enemies will rip the poo poo out of you for it. -Oh, and Attacks of Opportunity don't exhaust enemies, so they will KEEP ripping the poo poo out of you for each and every action you take that isn't fighting back or running away. It's super important that you have your spells/weapons equipped before you get into a fight.
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# ? Dec 21, 2016 15:20 |
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Do the cellar and attic do damage every time you enter them?
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# ? Dec 21, 2016 15:31 |
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Jonas Albrecht posted:Do the cellar and attic do damage every time you enter them? That's what the card seems to imply. Basically get it done in one and leave.
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# ? Dec 21, 2016 15:38 |
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Obama 2012 posted:-If you are engaged with one or more enemies they will take an automatic Attack of Opportunity EVERY TIME you take any action other than to Fight, Evade, Parley, or Resign. If you get double-teamed by two ghouls and you take an action to equip your .45, they will both get a free attack on you. If you play an action off a card like Book of Shadows to recharge a spell or Medical Texts to try and heal yourself, enemies will rip the poo poo out of you for it. Correct, I'd add that cards with "Fast" keyword (Elusive, for example) do not take an action to play, thus you don't take the punch.
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# ? Dec 21, 2016 16:10 |
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# ? May 12, 2024 06:12 |
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Obama 2012 posted:
Technically correct but adding this for clarity: Fast cards like Mind Over Matter and free activations (the squiggly line) like on Beat Cop don't use an action so they don't trigger AoO. Another nuance: if you are engaged with 2 enemies, and spend an action to attack/evade/parley enemy A, enemy B will not AoO you. E: ahhh beaten theroachman fucked around with this message at 16:26 on Dec 21, 2016 |
# ? Dec 21, 2016 16:15 |