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Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Stymie posted:

I'm playing in a campaign with Rex, Skids and Daisy (Rex focusing on clues, Daisy focusing on support with books) and Daisy managed to identify the Strange Solution.

Does that mean that both Daisy and Rex can now upgrade their Strange Solutions, or is it restricted to just Daisy and Rex has to do it too if he wants access to the upgraded versions?

All investigators share the same campaign log, so it only needs to be IDed once per campaign.

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Eggplant Squire
Aug 14, 2003


Question: Which is better for a seeker, Blinding Light or Mind Over Matter? For someone like Daisy it feels like mind over matter is way better since it's for a whole turn of tests and doesn't have the chance of an added penalty with the non number tokens. It's also useful for tests outside of evading. The trade off is not doing the one damage but that doesn't really seem worth it to me. Am I missing something, but it feels like Blinding Light gets used more frequently.

Eggplant Squire fucked around with this message at 19:41 on Jul 20, 2017

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Radish posted:

Question: Which is better for a seeker, Blinding Light or Mind Over Matter? For someone like Daisy it feels like mind over matter is way better since it's for a whole turn of tests and doesn't have the chance of an added penalty with the non number tokens. It's also useful for tests outside of evading. The trade off is not doing the one damage but that doesn't really seem worth it to me. Am I missing something, but it feels like Blinding Light gets used more frequently.

They're both good. It kind of depends if you're solo or not. MoM is one of Daisy's best ways to participate in combat early on until she gets her spells and will boosts out. Some people consider it duplicative with Shrivelling but solo it remains useful even when you have Shrivelling out, frankly.

Blinding Light is good but Evasion without killing power is not going to cut it solo.

If you have a Zoey or Roland to kill poo poo for you, it's much easier to let some of those cards go.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Also, new preview up for Akachi:

https://www.fantasyflightgames.com/en/news/2017/7/25/spirits-and-the-occult/

I see we're continuing the Strange Solution card model with Archaic Glyphs for Seekers, which is awesome.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna

Soothing Vapors posted:

Also, new preview up for Akachi:

https://www.fantasyflightgames.com/en/news/2017/7/25/spirits-and-the-occult/

I see we're continuing the Strange Solution card model with Archaic Glyphs for Seekers, which is awesome.

holy poo poo this game is so good

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Bottom Liner posted:

holy poo poo this game is so good

Yeah, I can't wait for Carcosa. Loving the design choices they're making.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Radish posted:

Question: Which is better for a seeker, Blinding Light or Mind Over Matter? For someone like Daisy it feels like mind over matter is way better since it's for a whole turn of tests and doesn't have the chance of an added penalty with the non number tokens. It's also useful for tests outside of evading. The trade off is not doing the one damage but that doesn't really seem worth it to me. Am I missing something, but it feels like Blinding Light gets used more frequently.

If you go blinding light don't bother with the base, just get the upgraded version (obviously that currently only applies to Daisy). Mind over Matter is a must imo, outside of just evades it gets you around dumb stuff like locked doors and whatnot. Also I can't remember if Mind over Matter can be used during Mythos phase, but that's another consideration if you decide to run it.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Nope, it cannot. Still real good though.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
So the base set for this game is basically unavailable except through scampers on Amazon and EBay, right?

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
We're sort of between reprints right now. If you have a good LGS check there, I find that my LGS has Arkham stuff in stock long after miniaturemarket and CSI have sold out.

The listings on Amazon say they expect more in stock August 2-3, so idk if they know something we don't.

thocan
Jan 18, 2014
Yeah, definitely call around to other LGS in your area. I managed to piece together two cores plus the full dunwich in a little over a month by just calling around and asking people to let me know if they got stuff in. It's not great, but it works.

Failing that, tabletop simulator and OCTGN, while both finicky and annoying in their own ways, are a perfectly good way to get a feel for the game. I grabbed it on tabletop and played a bit before deciding how much i wanted to buy in. Still bought everything because i think the art and design is very much worth having a physical copy. But while you wait for the reprint, it's a good way to scratch the itch.

Completely unrelated from above, is anyone here using custom playmats? I found these and had something similar on printer paper. I'm hoping to get my hands on something more permanent, but still on the cheap side. Anyone do something other than the Inked Gaming mousepad style mats?

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
Wait, I need two cores? I'm confused. Because I just bought one, and don't really want to buy a second.

(Place also had Dunwich, but I didn't get that.)

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Two cores is optimal, but you don't "need" them. Some people choose to play with only one; see a discussion here. You can also certainly start out with one core and pick up a second later.

The game also gives you suggested starter decks using one core.

The benefit is you can build better and more focused decks with two cores, but if you only want to buy one you can also opt to play with proxies or just with a more limited cardpool.

As the card pool grows more and more through expansions you'll feel likely having one core less and less, really, but one big box and six mini packs later I'm still glad I have two cores.

Pinwiz11
Jan 26, 2009

I'm becom-, I'm becom-,
I'm becoming
Tana in, Tana in my mind.



Also, you can proxy. That's what we do with 4 players and two Cores.

PJOmega
May 5, 2009
Hey guys, Dunwich Legacy question (spoilers for first 2 scenarios)

We decided to search the University first. The clover club agendas specify that we skip 2b and proceed straight to 2c. However 2a is what shuffles the abominations into the encounter deck.

when it says "skip to" does that mean "go directly to" or "immediately process all steps between?"

We're doing the latter because otherwise 2b makes no sense.

Pinwiz11
Jan 26, 2009

I'm becom-, I'm becom-,
I'm becoming
Tana in, Tana in my mind.



I believe this is what happens:

Agenda 1a flips, you follow the instructions of 1b on the back. It tells you to move to 2b.

You take the Agenda 2 card, flip it over, and immediately process Agenda 2b from the top of the card. This includes spawning the monster and shuffling. Move on to Act 3.

In essence, you lost three turns because you were at the University earlier.

Kai Tave
Jul 2, 2012
Fallen Rib
So is there a resource for some good premade decks if I were to try and introduce this game to new players but don't want to make five different decks all on my own? Maybe some stuff that's 2x core set only to cut down on analysis paralysis, but heck, whatever's handy.

Not Keyser Soze
Mar 7, 2007

Endless Celestial Sex

Kai Tave posted:

So is there a resource for some good premade decks if I were to try and introduce this game to new players but don't want to make five different decks all on my own? Maybe some stuff that's 2x core set only to cut down on analysis paralysis, but heck, whatever's handy.

https://arkhamdb.com/decklists

You may need to create an account but you'll be doing that anyway to take advantage of the deck builder.

Eggplant Squire
Aug 14, 2003


Pinwiz11 posted:

I believe this is what happens:

Agenda 1a flips, you follow the instructions of 1b on the back. It tells you to move to 2b.

You take the Agenda 2 card, flip it over, and immediately process Agenda 2b from the top of the card. This includes spawning the monster and shuffling. Move on to Act 3.

In essence, you lost three turns because you were at the University earlier.


Yeah I believe this is right. We lost because of this (were were one turn away from escaping with that dude in the casino.

PJOmega
May 5, 2009
Any thoughts on Strange Solutions? It feels like the 4 experience cost makes it not worth running. I've still got them in a Rex deck having just finished part 6 of the Dunwich Horror and I've never felt spending a scenario's worth of xp on it was worthwhile.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


PJOmega posted:

Any thoughts on Strange Solutions? It feels like the 4 experience cost makes it not worth running. I've still got them in a Rex deck having just finished part 6 of the Dunwich Horror and I've never felt spending a scenario's worth of xp on it was worthwhile.

I'm a fan of the combat version. It's really cheap and can put out some damage. Great to have in case you get separated from your combat dude (or if you're running solo).

I'm not a big of fan of it for Daisy though, since I think she should run more spell-heavy and in that case loading up on spell combat is better so you can boost your attack with Higher Learning.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Even though Acidic Ichor's not a weapon, seeker base combat values are so low you might as well compare it to one. Compared to Lightning Gun it has the same amount of ammo, costs 1 less XP, provides 1 less fist (LG is plus 5, AI sets the Seeker universal base value of 2 to 6, which is not quite the same thing but close enough), and does the same damage. It's also much more resource-efficient, though it has the prerequisite thing going on.

I probably wouldn't use it on Roland, who has good weapons, or Daisy, who can just be a wizard instead, but it seems like a good card to give Rex or Minh a combat option. I think it will really shine for the third seeker in particular, who has very few combat options available.

Zerf
Dec 17, 2004

I miss you, sandman

Soothing Vapors posted:

Even though Acidic Ichor's not a weapon, seeker base combat values are so low you might as well compare it to one. Compared to Lightning Gun it has the same amount of ammo, costs 1 less XP, provides 1 less fist (LG is plus 5, AI sets the Seeker universal base value of 2 to 6, which is not quite the same thing but close enough), and does the same damage. It's also much more resource-efficient, though it has the prerequisite thing going on.

I probably wouldn't use it on Roland, who has good weapons, or Daisy, who can just be a wizard instead, but it seems like a good card to give Rex or Minh a combat option. I think it will really shine for the third seeker in particular, who has very few combat options available.

I agree with this analysis, upgraded to AI myself in a Rex deck last campaign. While Seekers have some event cards for combat, it's likely that the only weapons they'll have access to are going to be somewhat similar to this. I bet Archaic Tome from PtC will upgrade to a attack spell card sort of similar to the SS upgrades

bobvonunheil
Mar 18, 2007

Board games and tea
Question about "Undimensioned and Unseen":

The ability on the Brood of Yog Sothoth says that it "cannot be damaged or attacked except using the ability on Esoteric Formula". Can you use Esoteric Formula, then use other things like Vicious Blow or Zoey's Elder Sign ability to increase the damage? We played it that you could (as the damage was being done through Esoteric Formula) but a stricter reading implies that you probably shouldn't

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I think the way you guys played it makes sense from a mechanical standpoint, if not necessarily from a thematic standpoint. Though you could come up with a few different reasons as to why those things might help, like Vicious Blow being a particularly eloquent reading of the Esoteric Formula because your character had a really great and inspiring chemistry teacher in school and excelled at the subject or something like that.

Max
Nov 30, 2002

I think as long as it passively adds to your skill and doesn't require an action to activate, it should be kosher.

sexart
Jan 5, 2001

Damn...I know alotta big words
Zoey's elder sign would work, but I don't think Vicious Blow does. You can only commit cards to skill tests that have matching icons, I do believe. Page 26 of the rulebook.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
I need a good, concise pitch for what the Wendy actually does. I always have trouble succintly describing her to newbies.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Lichtenstein posted:

I need a good, concise pitch for what the Wendy actually does. I always have trouble succintly describing her to newbies.

Evade tank and secondary clue gatherer. She's great at evade locking dudes, and with her compliment of fail-but-not-really stuff from survivor she can do a decent job getting clues.

dexefiend
Apr 25, 2003

THE GOGGLES DO NOTHING!
On harder difficulties, she can also negate a little bit of how bad some of the chaos tokens are. if you play in a narrative manner, it is fun to act out Annie.

Edit: Her amulet also lets you do cool things. I.e. Use a event for its icons to help a friend, and then play it out of your discard pile.

The experienced survivor and rogue cards are also pretty powerful.

dexefiend fucked around with this message at 17:37 on Aug 3, 2017

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

So, when it comes to doing solo runs of AH, do you guys usually run two investigators w/ two decks, or build to make a single investigator work? I want to get into deckbuilding for this some more & go through the campaigns I have, but it's probably going to be solo, and my one try at a deck I got my rear end handed to me.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
I usually run two investigators, game's more fun with character interactions. More than 2 is too much work..

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


dexefiend posted:

On harder difficulties, she can also negate a little bit of how bad some of the chaos tokens are. if you play in a narrative manner, it is fun to act out Annie.

Edit: Her amulet also lets you do cool things. I.e. Use a event for its icons to help a friend, and then play it out of your discard pile.

The experienced survivor and rogue cards are also pretty powerful.

The problem I have with Rogue cards is that a few of the better ones are super-expensive (including the exceptionals). They also run event heavy, which kinda mitigates the impact imo of some-it shouldn't matter but paying 3-4 xp for a one time effect feels a bit worse to me than say, getting upgraded shrivelling. I don't think they have too much in the way of intermediate upgrades outside of getting switchblades. I believe the lvl. 1 card in the next set will be very helpful, assuming I'm remembering correctly what it is lockpicks.

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

Soothing Vapors posted:

I usually run two investigators, game's more fun with character interactions. More than 2 is too much work..

Two separate decks and you take turns for each of them, yeah?

PJOmega
May 5, 2009

alansmithee posted:

The problem I have with Rogue cards is that a few of the better ones are super-expensive (including the exceptionals). They also run event heavy, which kinda mitigates the impact imo of some-it shouldn't matter but paying 3-4 xp for a one time effect feels a bit worse to me than say, getting upgraded shrivelling. I don't think they have too much in the way of intermediate upgrades outside of getting switchblades. I believe the lvl. 1 card in the next set will be very helpful, assuming I'm remembering correctly what it is lockpicks.

Switchblades and Leo 1s are my early upgrades for Rogue.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Quidthulhu posted:

Two separate decks and you take turns for each of them, yeah?

Yup! It works out pretty nicely as long as you keep your table organized and know which piles are which.

Schizophonic
Jun 4, 2011
I wanted to get in on a co-op LCG recently (Millennium Blades really reminded me how much I love deck-building and I really don't have enough co-op games) and opted for this based on general reputation, being relatively recent so easy to get in on the ground floor, and having some fond memories of Arkham Horror itself, despite it's many flaws.

I bought core/Dunwich/a few of the small packs for a starter collection, and I'm just trying to make sure I'm clear on something; I'm free to build the deck, investigators limits permitting, with cards from any of these sets provided they don't cost XP? But a better unfolding experience may be to operate box by box? And if I do start using exclusively the core set for those scenarios, when I start with Dunwich, am I then allowed to freely swap in some of those no XP cost cards before starting? Would that be the system people would recommend? Just curious how experienced players might view it, I know there's probably no actual hard and fast rule.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Schizophonic posted:

I'm free to build the deck, investigators limits permitting, with cards from any of these sets provided they don't cost XP?
Yes!

Schizophonic posted:

But a better unfolding experience may be to operate box by box?
Some people feel that way. I'm not one of them but give it a try, those that like that seem to like it a lot and feel it extends the longevity of the game.

Schizophonic posted:

And if I do start using exclusively the core set for those scenarios, when I start with Dunwich, am I then allowed to freely swap in some of those no XP cost cards before starting?
Per the rules as written, no. It costs 1 XP to swap Level 0 cards unless you have the Rogue permanent Adaptable.

As the packs were being released, my wife and I houseruled that when a new pack was released, we could swap new level 0 cards in at will in our in-progress campaign, because that seemed unfun.

Schizophonic
Jun 4, 2011
Thanks for the answers! I'll see what my usual crew think of houseruling that once we get a few games under our belts and a feel for things. Just gotta resist dropping €40 on a fancy storage box before we even get that far. :buddy:

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ConfusedPig
Mar 27, 2013


Can anyone suggest some music to go with this game, maybe a playlist if possible?

ConfusedPig fucked around with this message at 07:14 on Aug 17, 2017

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