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Zerf
Dec 17, 2004

I miss you, sandman

Orange Devil posted:

I can't read the weapon, but all the other dual-class cards look like trash to me. Open to being convinced.

I think Totem is good in Minh, but that's about it. Whiskey is flavourful but crap. It seems insanely overcosted for a marginal boost. The attack part is weak as well. Scroll could be interesting in the future, if other cards start interacting with bottom of the deck. Still probably a Daisy card at best.

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Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

I can't imagine the scroll being good with only three charges unless, as you say, it gets some kind of wild synergistic card.

IcePhoenix
Sep 18, 2005

Take me to your Shida

Zerf posted:

I think Totem is good in Minh, but that's about it.

Silas and Calvin come to mind

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I think the scroll is one of the strongest of the ones previewed. Being able to have someone effectively draw from the bottom of their deck is a bigger deal in Arkham than in most other card games, given the infrequency with which you shuffle/rearrange your deck and/or get through the entirety of your deck in one scenario. Having the flexibility to do anything you want other than shuffle that card somewhere is an added bonus.

I've played most of my games solo, where deck slots are tight and you have to be really efficient with everything you do. After getting a regular group of four together, less efficient and more supportive/janky decks are way more appealing and feasible, and the scroll looks like something that would fit right into that sort of archetype.

Zerf
Dec 17, 2004

I miss you, sandman

Baron Fuzzlewhack posted:

I think the scroll is one of the strongest of the ones previewed. Being able to have someone effectively draw from the bottom of their deck is a bigger deal in Arkham than in most other card games, given the infrequency with which you shuffle/rearrange your deck and/or get through the entirety of your deck in one scenario. Having the flexibility to do anything you want other than shuffle that card somewhere is an added bonus.

I've played most of my games solo, where deck slots are tight and you have to be really efficient with everything you do. After getting a regular group of four together, less efficient and more supportive/janky decks are way more appealing and feasible, and the scroll looks like something that would fit right into that sort of archetype.

Ok, but drawing from the bottom is equal to drawing from the top if the deck is randomized, so specifically, which interactions are you talking about that makes it a big deal?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
As long as there's nothing that lets me cheaply:
a) know the bottom card of my deck or the encounter deck
or even better:
b) choose what card the bottom card of my deck or the encounter deck is

then the scroll does almost nothing.

And given what I'm already paying for the scroll in terms of actions, resources and deck slots and that it is limited use on top of that, the abovementioned effect would have to be pretty much free to qualify as cheap enough.

Zerf
Dec 17, 2004

I miss you, sandman
The only cards that I can think of that interacts with Scroll is Scrying and Alyssa. And the interaction between them doesn't warrant the inclusion of Scroll. Are there other things?

Ripley
Jan 21, 2007
There's Wendy's amulet - after she plays an event, it gets put on the bottom of her deck instead of being discarded.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I was thinking Scrying, yes, and forgot about Alyssa, too. After playing Return to the Night of the Zealot with four people, I was surprised how often I would have preferred to stack the encounter deck due to the number of things that can either ramp up doom too quickly to deal with or outright kill an investigator.

As far as player cards, there are some investigator-specific weaknesses that get shuffled back into your deck and reoccur, like Rex's Curse, Stars of Hyades, Bought in Blood, Call of the Unknown, and Caught Red-Handed (might not be an exhaustive list). I don't know of any player-caused effects off the top of my head that allow you to just pitch a weakness like the scroll does.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Has anyone done anything interesting with Mark Harrigan's freely-picked Tactic cards? None of them seem terribly appealing as the ones outside of Guardian typically use anything but Strength, are used in place of a weapon, or are meant to help you evade things.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Baron Fuzzlewhack posted:

Has anyone done anything interesting with Mark Harrigan's freely-picked Tactic cards? None of them seem terribly appealing as the ones outside of Guardian typically use anything but Strength, are used in place of a weapon, or are meant to help you evade things.

Elusive + Stick to the Plan. On demand teleport once per encounter is pretty much always worthwhile.

Shortcut is also good.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

KPC_Mammon posted:

Elusive + Stick to the Plan. On demand teleport once per encounter is pretty much always worthwhile.

Shortcut is also good.

Shortcut is pretty great yeah, my stick to the plan loadout is shortcut, elusive and the card that gives you a 1 resource discount on firing out assets.

You can often get online in turn 1.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
My preferred Mark SttP loadout = Prepared for the Worst + Ever Vigilant + Extra Ammo

Get a big gun which is only 1x in deck, play it + allies out for cheap and keep it firing.

Have 2x Shortcut and 1x or 2x Elusive in the deck for movement tricks.

jeeves
May 27, 2001

Deranged Psychopathic
Butler Extraordinaire
Starting Dunwich after being disappointed by how brutal Night of the Zealot is = hellz yeah.

Also my girlfriend is playing Zoey and I'm curious if I should be worried at how much she's enjoying being a mass murder machine.

Oh well, Duke will protect me. Duke rocks.

alansmithee
Jan 25, 2007

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


I run Ever Vigilant, Elusive and either Shortcut or Emergency Supplies under Stick to the Plan on Mark. I've also been running him using Timeworn Brand in our most recent campaign, and I think it's the best weapon in the game. No ammo, one hand, +2 to hit, and the megaswing for an especially hard enemy is a hard combo to beat. It's pricey both in XP and cost, but honestly i think it's easily worth it and is seriously gonna open up a lot for non-Guardian fighters (Silas, looking at you).

Xlorp
Jan 23, 2008


Finished running a new player through Night of the Zealot campaign tonight. Now they want to move off Roland sampler deck and try a custom Zoey deck for Dunwich.
Our seeker is dropping Daisy for Rex. I'm keeping Jenny.

Jenny with an early Leo is a great troubleshooter while the other two focus on stuff. The Devourer Below agenda was heating up on us, so I ran the action chain of Leo + Golden Pocket Watch + Ace in the Hole. Only fired two derringer shots all scenario; it was all switchblade and dynamite work.

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.

jeeves posted:

Starting Dunwich after being disappointed by how brutal Night of the Zealot is = hellz yeah.

Also my girlfriend is playing Zoey and I'm curious if I should be worried at how much she's enjoying being a mass murder machine.

Oh well, Duke will protect me. Duke rocks.
haha

My wife almost always plays Zoey and we will sometimes come close to losing because shes too busy on a murder rampage halfway across the map to bother helping me win the game

uncle blog
Nov 18, 2012

Having played a ton of this during the weekend, I'm having withdrawal symptoms until we can play again. Are there any good iOS/Mac games that scratch a similar itch? Something strategic, single-player/campaign thing. Doesn't have to be a deck builder, but cool if it is.

IcePhoenix
Sep 18, 2005

Take me to your Shida

The upcoming pack got spoiled







Initial thoughts: Borrowed time is awful, improvised barrier is incredible in the right decks, Altered Fate is good but 3XP might make it hard to fit in a deck, I like both the mystic cards quite a bit, I like the guardian cards but am not sure on the value of flamethrower. The rest I'm not sure on.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Flamethrower is secretly the xp upgrade to machete guardians have been wanting since release.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
I'd love borrowed time in a Guardian deck.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

uncle blog posted:

Having played a ton of this during the weekend, I'm having withdrawal symptoms until we can play again. Are there any good iOS/Mac games that scratch a similar itch? Something strategic, single-player/campaign thing. Doesn't have to be a deck builder, but cool if it is.

You can play it in Tabletop Simulator and (I think) octagon. The modules don’t have the story booklets, so I wouldn’t consider it pirating.

Old Swerdlow
Jul 24, 2008
I'm planning to start a Carcosa campaign with my wife and thought that these decks looked fun to use:

Jenny and Pete

Since these decks were made while only Dunwich was available, are there any new cards worth subbing in for the ones listed in these decks? I own all of the expansions except for the latest Forgotten Ages mythos pack.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Old Swerdlow posted:

I'm planning to start a Carcosa campaign with my wife and thought that these decks looked fun to use:

Jenny and Pete

Since these decks were made while only Dunwich was available, are there any new cards worth subbing in for the ones listed in these decks? I own all of the expansions except for the latest Forgotten Ages mythos pack.

I only looked at the Jenny deck but it is pretty suboptimal, leaning towards straight up bad. Do you only have a single core? What difficulty are you playing on?

Old Swerdlow
Jul 24, 2008
I was planning to play on normal. I also proxied all the missing cards one would need from buying a second core. My wife is pretty set on playing Jenny Barnes but I'm totally open to playing any character that would synergize well with her, whether it be combat or investigation focused.

I played though Dunwich by myself with Zoey and Rex but was kind of bored with it due to how overpowered they were together.

jeeves
May 27, 2001

Deranged Psychopathic
Butler Extraordinaire
Zoey and Pete is a better combo. Pete is really strong but not insane like Rex.


Here's the Zoey and Pete decks that I am currently running Dunwich with

jeeves fucked around with this message at 18:51 on Nov 21, 2018

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Old Swerdlow posted:

I was planning to play on normal. I also proxied all the missing cards one would need from buying a second core. My wife is pretty set on playing Jenny Barnes but I'm totally open to playing any character that would synergize well with her, whether it be combat or investigation focused.

I played though Dunwich by myself with Zoey and Rex but was kind of bored with it due to how overpowered they were together.

Pete and Jenny are a good combo, those are just poorly constructed decks.

I'd give a full critique but they look like a random assortment of cards. I'd rather not spend more time going into why those decks are bad than whoever created them did.

You'll get somewhat better results if you sort by number of likes. That said, the top two decks for Jenny have Leo De Luca, which I think is a mistake for her. Jenny's actions are pretty bad unless she boosts them, which means you are better off getting an ally that makes your actions better than getting an extra lovely action that'll fail without consuming even more resources and cards. Double Dr. Milan or Peter Sylvester make much more sense.

I'd do a Dark Horse Pete with Madam Labranche and Fire Axe build combined with Jenny with Dr. Milan or Sylvester. I'll post something if I get more time later.

Old Swerdlow
Jul 24, 2008
Great, thanks a ton for the advice already. With the card pool growing more and more, it’s getting really hard to even start envisioning ideas for where to start deck building.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

Pete and Jenny are a good combo, those are just poorly constructed decks.

I'd give a full critique but they look like a random assortment of cards. I'd rather not spend more time going into why those decks are bad than whoever created them did.

You'll get somewhat better results if you sort by number of likes. That said, the top two decks for Jenny have Leo De Luca, which I think is a mistake for her. Jenny's actions are pretty bad unless she boosts them, which means you are better off getting an ally that makes your actions better than getting an extra lovely action that'll fail without consuming even more resources and cards. Double Dr. Milan or Peter Sylvester make much more sense.

I'd do a Dark Horse Pete with Madam Labranche and Fire Axe build combined with Jenny with Dr. Milan or Sylvester. I'll post something if I get more time later.

I'd appreciate a new look at Jenny decks too. Adding Leo makes it feel like he's the star and Jenny's just tagging along. She can do really heavy lifting if properly supported.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I had a few minutes so I did a quick pass on both.

https://arkhamdb.com/decklist/view/8198/modern-jenny-barnes-for-carcosa-1.0

https://arkhamdb.com/decklist/view/8199/modern-darkhorse-ashcan-pete-for-carcosa-1.0

There are a couple of more recent cards I'd consider but I've not tried them yet so they might not work in practice. Duke lets you get away with slightly fewer weapons. Both are capable at doing everything so once Jenny is geared up she can wander off and do her own thing. They also have the speed to quickly converge if necessary.

Edit: I considered giving each of them Delve too Deep as their 5th off-class card but you said the last campaign was too easy so you probably don't want to do that. Ward of Protection is another good option.

KPC_Mammon fucked around with this message at 20:34 on Nov 21, 2018

Xlorp
Jan 23, 2008


Lucky Cigarette Case has become popular. I wish the FA campaign wasn't getting a reputation for being more annoying and less fun.
Are the signature guns and the pair of derringers enough damage output if we have a Zoey in our 3 person crew? A quick stick of dynamite makes the medicine go down, is what I always say. I guess I'm trying to second guess our Blue and Yellow specialists with backup clue and fighting cards. I'd like to do something interesting in her own style.

We're doing Dunwich cold with our iteration of Jenny. Zoey (our new player) will be our crazed mongoose and meat shield. Rex goes with our rules lawyer. I ran her as a mobile troubleshooter in NotZ and can pull off some twisted stunts when the Cards are Right.

Xlorp fucked around with this message at 03:56 on Nov 26, 2018

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Xlorp posted:

Are the signature guns and the pair of derringers enough damage output if we have a Zoey in our 3 person crew? A quick stick of dynamite makes the medicine go down, is what I always say. I guess I'm trying to second guess our Blue and Yellow specialists with backup clue and fighting cards. I'd like to do something interesting in her own style.

Three weapons was because of Duke but Zoey is usually enough of a combat brute that you can probably get away with that as well. Drawing an early weapon isn't that big of a deal with Jenny since her combat ability isn't great before you get upgraded rogue weapons, physical training, and a stockpile of resources.

That deck I linked won't work with Rex and Zoey since they'll get first pick for blue and yellow cards.

First priority for splash cards is 2x Fight or Flight if you don't have a survivor in the party. FoF + Ace in the Hole can get an absurd amount of work done and is one of the best combos in the game.

I always try to take 1 Quantum Flux when playing Dunwich, especially if you have a lot of card draw.

2x Delve Too Deep would also be good. Your actions early in the campaign aren't worth as much as Rex's or Zoey's, so you should be the one using that card.

This means taking Hard Knocks as your skill booster instead of Physical Training. Which means Backstab becomes a good option. Sommetimes you really need to do three damage.

With Rex and Zoey you can lean away from being consistent and more towards big game changing turns.

I think you'd be better off taking Sefina instead of Jenny if your choice of rogue wasn't set in stone. Jenny is an omnicompetent investigator (up there with Ashcan Pete and Dark Horse Minh at being really good at everything and excellent in solo play) with a slow start (her trait doesn't help at all turn 1 but provides immense value by turn 10). Rex and Zoey dont need help late game, their only weakness is catastrophically bad initial card draw combined with unlucky draws from the mythos deck. As the game progresses and they've drawn more cards their reliance on poweful assets becomes less and less of an issue.

Sefina's explosive and reliable start helps more when Zoey doesnt draw any weapons and you draw three monsters in the first mythos phase. Jenny only has a single additional resource to hopefully afford that dynamite you probably didn't draw. By the time Sefina runs out of steam (and Jenny has gotten really good) the game will likely be over due Rex being Rex.

Which doesn't mean Jenny is bad, she'll just be better at helping the team win more than saving them from defeat. With FoF, Ace, and your dual pistols you'll have higher single turn damage than Zoey with a lightning gun. Bosses will just melt. You'll also actually be helpful at investigating.

If you aren't grouped with a seeker and you can take him, Dr. Milan is much better than Leo. Once you get Streetwise you can investigate at 7 for effectively 1 resource. With Leo you spend 2 resources to investigate at 6. This means more resources saved for physical training and better combat capability. You can very easily reach the point where most investigates practically auto succeed and half of them suceed by 2 or more, giving better value from the cigarette case. Dr. Milan also makes your first couple of scenarios without Streetwise go so much smoother.

Since Leo doesn't help you succeed you end up failing more and needing more actions. He makes himself appear more useful than he really is, especially with Jenny's average stats.

Alyssa is Dr. Milan's primary competition for your ally slot, but only while playing solo. She made my initial solo and blind playthrough of Carcosa so much easier than it would have been.

KPC_Mammon fucked around with this message at 07:28 on Nov 22, 2018

Xlorp
Jan 23, 2008


I never considered Sefina. My first play ever was a campaign with Agnes and her slow start made me leery of Mystics. Sefina has 0-60 in the opening hand.

4 head, 4 agility, 2 on the things my compatriots are really good at.
She's a rogue class but the mystic cards have such a punch.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

IcePhoenix posted:

Initial thoughts: Borrowed time is awful,

Counterpoint: Borrowed Time is amazing.

Action compression is a real thing. Borrowed Time basically gives you half the effect of Shortcut or Taunt (ie. more actions in 1 turn) but repeatable.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

I really, really hate the campaign bosses in this game. It's like you go through 7 scenarios of increasing difficulty and tension, and then the last scenario, rather than being a similarly-tuned experience, is just a pile of big angry numbers. Sure, the monster has 30 health, is gigantic, and does 4 health and sanity damage a turn, that sounds fun.

Everything else about it is great but it's pretty depressing never ending up with a good ending.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Orange Devil posted:

Counterpoint: Borrowed Time is amazing.

Action compression is a real thing. Borrowed Time basically gives you half the effect of Shortcut or Taunt (ie. more actions in 1 turn) but repeatable.

Toying around with a Finn deck, I'm in this camp 100%, at least for multiplayer games. Being able to take a bum turn on which you don't have much to do to then bank those three actions for later, and potentially being able to roll 1-3 actions over to later turns every turn for the rest of the game is pretty interesting. I'll be curious to see how it actually works in practice, but I think it's pretty bonkers.

IcePhoenix
Sep 18, 2005

Take me to your Shida

6 exp is an awful lot for one card that might be useful sometimes vs two or three cards that will always be useful.

In a vacuum the card is fine, it's the opportunity cost that makes me hate it. Same reason I don't like Ace in the Hole.

In both cases you're much better off just waiting to bank an extra 2XP and getting a Gold Pocket Watch, IMO.

e: though full disclosure I only really play in four or sometimes three person groups.

IcePhoenix fucked around with this message at 07:23 on Nov 25, 2018

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Finn can't take Golden Pocket Watch.

Also, having just played through all 3 campaigns start to finish in the past 2 weeks with 2 players (there was a lot of Arkham in my holiday, okay?), you can easily get enough experience to run GPW, Ace in the Hole and Borrowed Time in any green deck worth its salt.

I will agree with you that whenever possible you should probably get GPW first, especially if you run with more than 2 players, since the payoff is just immense.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Played Eternal Slumber at my store's Invocation event today. Used an asset-heavy Finn deck to burgle my way through the scenario, with Rex and Zoey taking up investigation and combat:

quote:

Finn is Over-encumbered
19 experience required

Asset (20)
Hand
2x Colt Vest Pocket
2x Lockpicks •

Hand x2
1x Chicago Typewriter ••••

Arcane
1x Borrowed Time •••

Accessory
1x Lucky Cigarette Case

Body
2x Backpack
1x Fine Clothes

Ally
2x Charles Ross, Esq.
1x Dr. Elli Horowitz

Other
2x Burglary
1x Fence •
1x Liquid Courage
2x Scavenging
1x Streetwise •••
1x The Skeleton Key ••

Event (8)
2x "You handle this one!"
2x Emergency Cache
2x Pay Day •
2x Sleight of Hand

Skill (2)
2x "Watch this!"


Character/Weakness:
1x Finn's Trusty .38
1x Smuggled Goods
1x Caught Red-Handed
1x Chronophobia
1x Psychosis
Never got Borrowed Time out since it was sitting on the bottom of my deck, but I did start the scenario with Skeleton Key in hand. We kinda breezed through the scenario, but managed to not screw anything up, surprisingly. Aside from one turn where I whipped out a Chicago Typewriter and got lucky mowing down three cultists to open the way for Zoey to do other things, I didn't do much else but move the Skeleton Key around to help make Rex even more ridiculous and give Zoey a chance to investigate when there were no enemies.

10/10 would be a Skeleton Key mule again.

Baron Fuzzlewhack fucked around with this message at 23:05 on Nov 25, 2018

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alansmithee
Jan 25, 2007

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


Arkhamdb has that xp count wrong fwiw, it looks like it's actually 22 xp. I'm wondering if it's counting Borrowed Time as exceptional?

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