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KPC_Mammon posted:There is an item you can use that deals a ton of damage to that enemy. I've been able to kill it with both my Rex+Zoey and Daisy+Jenny playthoughs without any issues. Daisy+Jenny was particularly easy since Jenny was able to double or nothing the item. I'm struggling to think of what it is besides Dynamite Blast, but that's only 3 damage, and maybe a Fire Axe? Shotgun requires XP...
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# ? Sep 18, 2017 16:59 |
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# ? May 13, 2024 22:19 |
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ShaneB posted:I'm struggling to think of what it is besides Dynamite Blast, but that's only 3 damage, and maybe a Fire Axe? Shotgun requires XP... It's literally one of the cards you set aside at the beginning of the scenario.
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# ? Sep 18, 2017 17:04 |
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ShaneB posted:I'm struggling to think of what it is besides Dynamite Blast, but that's only 3 damage, and maybe a Fire Axe? Shotgun requires XP... You find it in the scenario. Alchemical Concoction deals 7 damage on a hit. 14 with double or nothing.
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# ? Sep 18, 2017 17:06 |
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PJOmega posted:It's literally one of the cards you set aside at the beginning of the scenario. I really didn't look at those because I like to be surprised. I figure having to look at things you set aside is something you want to avoid as the "gm" each time. EDIT: also, I ran into this issue from the Act deck: If Extracurricular Activity is the first scenario of the campaign, remove the set-aside Alchemical Concoction from the game, instead ShaneB fucked around with this message at 17:24 on Sep 18, 2017 |
# ? Sep 18, 2017 17:20 |
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Finally got around to starting the dunwich campaign with my two friends (the group is Zoey, Rex and Agnes), finished the first two scenarios, The House Always Wins first. We seemed to do pretty well, got favorable resolutions both times, although we were 1 doom away from advancing the final agenda in The House Always Wins and Zoey got 1 physical trauma for her trouble. That was nailbiting. Got 4xp and 5xp from them, which seems pretty good. (also higher education is probably broken). This game is really good y'all. 1 question about Lucky!: Say I need to pass skill test of 2, my base is two, and I draw a -4. Since my result cannot go below zero, can Lucky! save me? Or not because it can't "overpower" the -4? ConfusedPig fucked around with this message at 22:51 on Sep 18, 2017 |
# ? Sep 18, 2017 22:43 |
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I was getting all pissy at Team Covenant for not delivering Carcosa and I just found out it's been sitting in my mailbox for god knows how long. I forgot how small the big box expansions are.
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# ? Sep 19, 2017 01:57 |
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GoneWithTheTornado posted:1 question about Lucky!: Say I need to pass skill test of 2, my base is two, and I draw a -4. Since my result cannot go below zero, can Lucky! save me? Or not because it can't "overpower" the -4? I think because it adds to your skill value, and not the result, it won't help you in that instance.
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# ? Sep 19, 2017 02:26 |
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Soothing Vapors posted:I was getting all pissy at Team Covenant for not delivering Carcosa and I just found out it's been sitting in my mailbox for god knows how long. I forgot how small the big box expansions are. Yeah it's like the only game where I instantly toss the box.
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# ? Sep 19, 2017 02:27 |
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ShaneB posted:Yeah it's like the only game where I instantly toss the box. It'd be nice if they were lidded boxes instead of flaps. I was hoping to store at least some of the mythos packs in there.
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# ? Sep 19, 2017 07:26 |
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GoneWithTheTornado posted:1 question about Lucky!: Say I need to pass skill test of 2, my base is two, and I draw a -4. Since my result cannot go below zero, can Lucky! save me? Or not because it can't "overpower" the -4? Yep, the result is zero and you can play it. IIRC you could also Lucky! out of a tentacle in this case, as it'd count as a failure at zero.
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# ? Sep 19, 2017 09:46 |
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Lichtenstein posted:Yep, the result is zero and you can play it. IIRC you could also Lucky! out of a tentacle in this case, as it'd count as a failure at zero. This is incorrect for both examples. The tentacles/auto-fail token effect gets applied in ST.4 of the skill check timing window before you have the chance to play Lucky!, which means you've failed. For the purposes of other card effects (like Rotting Remains) you are considered to be at skill 0 so that you can figure that stuff out. The difference with negative modifiers (-4 vs 2 skill in this case) is that they resolve in ST.5 of the timing chart, but success/failure is determined separately on ST.6 of the chart. In addition, all modifiers, including Lucky!, are taken together per the Modifiers section of the rules reference, so in the above example you would end up with 0 in the end (2-4+2). Arkhamdb.com has the rules referene in a mostly plain text webpage that is easily searchable, which is super nice and handy. Relevant sections are Modifiers and Skill Check Timing. Baron Fuzzlewhack fucked around with this message at 15:27 on Sep 19, 2017 |
# ? Sep 19, 2017 13:28 |
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Baron Fuzzlewhack posted:Arkhamdb.com has the rules in a mostly plain text webpage that is easily searchable, which is super nice and handy. Oh whoa, this is awesome.
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# ? Sep 19, 2017 13:31 |
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Steve2911 posted:It'd be nice if they were lidded boxes instead of flaps. I was hoping to store at least some of the mythos packs in there. Just get a double row card "shoe" box and never look back. It holds all baggies, the chaos bag, and all the cards with room to spare.
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# ? Sep 19, 2017 14:26 |
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This part always confuses me so I want to clarify it. A ready unengaged enemy at a location will move only if it has the Hunter keyword or if some special game rules tell it to move?
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# ? Sep 19, 2017 14:57 |
Baron Fuzzlewhack posted:This is incorrect for both examples. This is a great rundown, but the way they implemented it is very frustrating. Reading through the steps, there's no player window until after the effects of the skill test has resolved and the effects of failure have been applied. So the technical order for something like Rotting Remains would be outright fail the test, take horror, then play Lucky and rewind everything? It seems a lot better to just have a player window after the draw.
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# ? Sep 19, 2017 15:21 |
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medchem posted:This part always confuses me so I want to clarify it. A ready unengaged enemy at a location will move only if it has the Hunter keyword or if some special game rules tell it to move? This is correct. Prairie Bus posted:This is a great rundown, but the way they implemented it is very frustrating. Reading through the steps, there's no player window until after the effects of the skill test has resolved and the effects of failure have been applied. So the technical order for something like Rotting Remains would be outright fail the test, take horror, then play Lucky and rewind everything? It seems a lot better to just have a player window after the draw. I went back and edited my post to correct a mistake: only chaos token with symbols (Elder Sign, Tentacles, etc.) have their affects applied in ST.4. Chaos tokens with just numbers on them don't do anything in ST.4 and are just tallied up with everything else in ST.5. Lucky! has its own special window in ST.6 that then kind of bounces you back to ST.5 before going back to ST.6. They could probably stick a free action player window in the chart, but Lucky! is sort of covered by the general, "if a card breaks a rule, follow the card's instructions," line in the rules.
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# ? Sep 19, 2017 15:37 |
Baron Fuzzlewhack posted:This is correct. Yeah thinking about it, it's more elegant than another window, that'd open up questions about whether the pump assets could be used after a failed roll. Anyone play with the new investigators? I'm waiting for a build up of scenarios before hitting The Path to Carcosa, but I went through the core with a buddy as Minh and Yorrick. Minh is a lot of fun, especially in the core scenarios where they throw XP at you. She just burns through her deck. She is REALLY versatile- I was able to pick a locked door and murder a cultist with her on the same turn, no problem. Yorrick looked fun, but I'm bummed Dark Horse doesn't work with his ability at all. Prairie Bus fucked around with this message at 15:54 on Sep 19, 2017 |
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# ? Sep 19, 2017 15:51 |
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New preview of Carcosa Pack 3, giving some more details about the Doubt/Conviction system. Also Pickpocketing is even better now.
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# ? Sep 19, 2017 16:39 |
Soothing Vapors posted:New preview of Carcosa Pack 3, giving some more details about the Doubt/Conviction system. Also Pickpocketing is even better now. *mild, nonspecific spoilers for a Carcosa Pack 3 encounter card* I'm hoping there's more to doubt/conviction than what's on that encounter card. Its pretty boringly mechanical - do you want to test intellect or will? They've done a great job integrating the theme in the past, so I'm hoping there's more to this. I do like that it's a choice between the head (intellect) and the heart (will). Hopefully it'll have greater narrative effects.
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# ? Sep 19, 2017 20:16 |
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Technical Question: If William Yorrick has Brother Xavier out, and Xavier dies, doing two damage to an enemy and killing it, does that kill trigger Yorrick's innate ability?
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# ? Sep 19, 2017 23:46 |
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As long as it is your Brother Xavier, i would say yes.
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# ? Sep 19, 2017 23:52 |
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Yes, Yorick's ability specifies when the player defeats an enemy, not himself. So any asset the player controls that kills would trigger it. Speaking of, I'm torn on Yorick vs Pete. Pete is a better all-arounder, but Yorick is one of the best fighters in the game now while having the full suite of Survivor cards for clutch stuff.
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# ? Sep 19, 2017 23:54 |
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Bottom Liner posted:Yes, Yorick's ability specifies when the player defeats an enemy, not himself. So any asset the player controls that kills would trigger it. Yorick looks amazing to me. Just haven't had time to brew or test.
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# ? Sep 20, 2017 00:10 |
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Playgroup is starting Dunwich tonight. Look's like the party is going to be Zoey, Mark, Sefina, and Rex. I don't know if the card pool is really there to support Sefina yet, but that's who I'll be playing. Kind of built her as a support who can evade tank and move around providing help where needed. Definitely going to spend the first couple XP on pickpocket though to add some more utility. Our Core Campaign didn't go very well. We all built our decks when we had one core, really limited on the card pool and our party makeup was really funky.
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# ? Sep 20, 2017 13:17 |
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I just (like 20 minutes ago) tried to run through the first Dunwich scenario (the university one, not the casino one) using a solo Jenny deck. It went poorly. I got beat up early by a Thrall, then the Experiment came out and deal the killing blow on turn 9 or so. Lot of fun! It'll be more fun when I get to my physical cards and I can run this two handed. Two-handing is tough on OCTGN.
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# ? Sep 20, 2017 13:56 |
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Anyone played with an Akachi build yet?
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# ? Sep 20, 2017 19:27 |
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Tried playing through the original campaign with Dunwich characters (Pete and Zoey). Just finished The Midnight Masks. The Masked Hunter got 6 omens on it in 2 turns, due to chit pulling and bad encounter pulls Cool, so now I'm going into the last scenario with no cultists beaten.
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# ? Sep 22, 2017 14:04 |
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Hope you packed some dynamite.
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# ? Sep 22, 2017 14:07 |
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How does Rex's curse interact with spooky symbol effects that tell you to draw another token?
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# ? Sep 23, 2017 22:36 |
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GoneWithTheTornado posted:How does Rex's curse interact with spooky symbol effects that tell you to draw another token? You can reference the timing chart below, but you resolve the effect of the chaos token first (ST.4) before determining success or failure. In your example, you draw a chaos token with the effect that you must draw another token (ST.3), so you would resolve that (ST.4) and draw another token (ST.3 again) and resolve it (ST.4 again), then tally up the modified skill value (ST.5), then check for success or failure (ST.6). If you succeed, Rex's Curse kicks in (ST.7), you put all the tokens back into the chaos bag, go back to ST.3 and draw another token (ST.3 again) and follow the same steps. Skill Test Timing ST.1 Determine skill of test. Skill test of that type begins. ~ (free action) PLAYER WINDOW ST.2 Commit cards from hand to skill test. ~ (free action) PLAYER WINDOW ST.3 Reveal chaos token. ST.4 Resolve chaos symbol effect(s). ST.5 Determine investigator's modified skill value. ST.6 Determine success/failure of skill test. ST.7 Apply skill test results. ST.8 Skill test ends.
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# ? Sep 23, 2017 22:48 |
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Bottom Liner posted:Anyone played with an Akachi build yet? Just did today. She is amazing. First xp purchase was grotesque statue for obvious reasons. Being able to bounce spells helps make sure uncage the soul isn't a dead card. She also does well with arcane transmutation. It is an emergency cache once she has her special asset and you can use it to help deal with her weakness. Never actually used it for its actual effect.
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# ? Sep 23, 2017 23:56 |
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Yorick is probably the best fighter in the game at 0xp. Played through the first couple base set scenarios to test him out and he's ridiculous. Knife is hilariously great with him. I imagine he gets a lot worse compared to the Guardians once they get 10-15xp under their belts. Survivors don't have any sort of economy helper, do they? He can't run dark horse because he needs money, but it looks like it will be tough for him to afford to bounce back crazy cards like Police Badge or Brother Xavier. He honestly looks like the best guy to take advantage of Ever Vigilant, since he can play a ton of cheap assets and dump his whole hand.
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# ? Sep 24, 2017 08:42 |
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Sega 32X posted:Yorick is probably the best fighter in the game at 0xp. Played through the first couple base set scenarios to test him out and he's ridiculous. Knife is hilariously great with him. I imagine he gets a lot worse compared to the Guardians once they get 10-15xp under their belts. He is amazing at 0 xp, the other person I played with tried him out with guns, cops, leather jackets, flash lights, and lucky charms (thrown away for skill icons and brought out for free when monsters died) and he worked really well. Low resource cost assets tend to be great for their cost if not for the action required to play them. He doesn't have access to anything comparable to the shotgun, lightning gun, or Chicago typewriter so I don't think he can rely on only weapons long term. He is also susceptible to horror if you go with the obvious guard dogs or beat cops. I was thinking maybe upgraded Aquina and Peter Sylvester could be a decent alternative to the more obvious guardian allies? Aquina makes you immune to monster damage but can disappear in a hurry due to horror / using her ability. Being able to bounce her back into play while using Peter for horror mitigation might end up cheaper than brother Xavier in the long run. KPC_Mammon fucked around with this message at 09:12 on Sep 24, 2017 |
# ? Sep 24, 2017 09:10 |
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KPC_Mammon posted:Just did today. She is amazing. First xp purchase was grotesque statue for obvious reasons. Uncage the Soul is never a dead card either way since it's got 2 will symbols in a deck that's going to be doing a lot of will tests. Fell in love with that card hard after just 1 game.
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# ? Sep 24, 2017 14:06 |
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Can I get a quick rules check on hunter enemies and prey? I think I played something a little wrong for a bit. If a hunter enemy is engaged with an investigator, EVEN IF it is not it's "prey," the hunter enemy does not move during the beginning of the enemy phase, right? It seemed to me that a hunter enemy with prey would disengage from whoever was engaged with it and move towards the prey, but apparently not. Also we just earned 6xp in the House Always Wins and I feel rich AF. Edit: Also, Dr. Henry Armitage seems not really good enough to add to a deck, right? ShaneB fucked around with this message at 05:28 on Sep 25, 2017 |
# ? Sep 25, 2017 04:54 |
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ShaneB posted:Edit: Also, Dr. Henry Armitage seems not really good enough to add to a deck, right? It really depends. I've found that some characters are resource starved enough that his ability can be really nice to have. If you have a stat boosting permanent like higher education or streetwise being able to turn duplicate assets or no longer necessary events into resources can be great. I imagine it is even better with Skids. Edit: I just realized how much I want to add that card to a William Yorick deck. Goddamn. KPC_Mammon fucked around with this message at 05:38 on Sep 25, 2017 |
# ? Sep 25, 2017 05:36 |
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ShaneB posted:Can I get a quick rules check on hunter enemies and prey? I think I played something a little wrong for a bit. If a hunter enemy is engaged with an investigator, EVEN IF it is not it's "prey," the hunter enemy does not move during the beginning of the enemy phase, right? It seemed to me that a hunter enemy with prey would disengage from whoever was engaged with it and move towards the prey, but apparently not. The hunter keyword is explicitly only resolved for unengaged enemies, If it's engaged, prey or no prey, it's not going to move. Prey is just a tie breaker when there are multiple equidistant investigators to move towards, or multiple investigators to engage at it's current location. If the prey instruction contains the word "only" then that's a special case where the enemy ignores every investigator when moving/engaging as if they don't exist, except for the prey target, but if an investigator manually engages that kind of enemy it'l be still stuck to them no matter what sort of prey instruction it has until that investigator uses some sort of evasion/pseudo-evasion effect to disengage the enemy. ShaneB posted:Edit: Also, Dr. Henry Armitage seems not really good enough to add to a deck, right? That ability is basically an emergency cache on demand at the cost of a card, which a found pretty neat whenever I draw something a don't need right now too much and want more resources, it can be triggered with the mandatory upkeep phase draw so you don't even have to spend an action to get it.
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# ? Sep 25, 2017 06:23 |
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GoneWithTheTornado posted:That ability is basically an emergency cache on demand at the cost of a card, which a found pretty neat whenever I draw something a don't need right now too much and want more resources, it can be triggered with the mandatory upkeep phase draw so you don't even have to spend an action to get it. My real issue with these additional story allys is that they don't count towards the deck size, diluting it further, and colliding with the allys you usually want more. Unless they are bonkers it's hard to slide them in for me.
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# ? Sep 25, 2017 14:21 |
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Yeah, I wish the story allies didn't fill up the same slots as non-story allies, but I'm sure that would become imbalanced. At least that card you mentioned has 2 wild icons.
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# ? Sep 25, 2017 15:11 |
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# ? May 13, 2024 22:19 |
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ShaneB posted:My real issue with these additional story allys is that they don't count towards the deck size, diluting it further, and colliding with the allys you usually want more. Unless they are bonkers it's hard to slide them in for me. Deck dilution when it makes your deck larger is not always a bad thing. Don't forget you take a horror every time you go through your deck. It also makes your weaknesses rarer. If you are playing Guardian or Seeker there are also some really good cards to help with card draw if you are having issues with consistency.
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# ? Sep 25, 2017 15:28 |