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ChiTownEddie posted:I honestly haven't even played one yet. I need to branch out from the 3-4 guys I've used :/ It doesn't lock up his Ally slot. Duke has the keyword Ally, but has no ally slot indicator so you're free to go hog wild with whomever you want.
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# ¿ Jan 22, 2017 16:16 |
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# ¿ Apr 28, 2024 06:55 |
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bobvonunheil posted:What's the timing on Fire Axe? https://www.youtube.com/watch?v=xOHQe_b01v8&t=2000s Yup, that's what the designers intended. You can start the fight with 3 resources, spend them all and gain +1 damage when it hits.
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# ¿ Jan 25, 2017 11:33 |
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Those dividers are great, but Dunwich mixes in encounter blocks from the core set (Ancient Evils, the rats etc.) so the scenario titles might get confusing.
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# ¿ Jan 25, 2017 18:34 |
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That's why cards like Peter Sylvestre exist. They can absorb a horror each round and regen it for the next.
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# ¿ Jan 30, 2017 19:19 |
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For Euros, Chaos Cards just got Carnevale of Horrors in stock: https://www.chaoscards.co.uk/other-...horrors-p143088 Update: I think there was some sort of glitch on their end. I ordered it, they took my money, then sent me an e-mail saying they are awaiting stock and the page says it's out of stock. So who the gently caress knows. Plavski fucked around with this message at 10:38 on Jan 31, 2017 |
# ¿ Jan 31, 2017 09:30 |
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Note that you have to rebuy flare between scenarios. Exile works that way for any card with XP.
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# ¿ Feb 7, 2017 19:03 |
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Kerro posted:If you Exile a card, are you required to replace it after the end of the scenario? Or can you then end up playing with a 29 (+bonus cards) deck? From the rules: quote:Some player cards in The Dunwich Legacy cycle must be exiled when they are used. When a card is exiled, it is removed from the game and returned to your collection. During campaign play, a card that has been exiled must be purchased again with experience points (between scenarios) if you wish to re-include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached).
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# ¿ Feb 7, 2017 20:48 |
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The best thing about fire extinguisher to me is that it's scavenge-food with a great extra feature if things go south. I'd rather bring a fire extinguisher than a lovely knife, that's for sure. It's an agi pip too, so it's not tied to fighting, and you can keep a nimble wendy on the move. I think it's pretty balanced and opens up some interesting, exciting playlines. On the subject of TMM, gonna be weird being Daisy with two Necronomicons - one which gives her good effects, one which gives her bad effects. Is the John Dee translation written in Comic Sans? Plavski fucked around with this message at 10:28 on Feb 8, 2017 |
# ¿ Feb 8, 2017 10:17 |
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Orange Devil posted:How would you get the fire extinguisher in the discard pile to scavenge it back though? Just keep pitching it on agility checks? So far I'm finding that the least performed check. You can pitch it by replacing it. You can get it out, chuck it for a fire axe and scavenge it back for committing or playing again.
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# ¿ Feb 9, 2017 09:30 |
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You don't have to do it all on one turn, you can play a longer game. In a multiplayer scenario, you can often get swamped by enemies. Combined with Taunt, you can get the entire area looking at you, pop the extinguisher and get your whole group the hell out of dodge. But if that scenario doesn't arise, or you think you're able to handle it, you can replace it with something more immediately useful, use the extinguisher as an agi pip, or just keep it around for the extra fightiness and scavenge it up again if things are looking hairy. There is a lot of benefit to playing from your discard pile and knowing you have an Evade All right there for you after a successful investigate looks very solid. We're also seeing a lot more hand assets that aren't fighty, and we'll get more. You won't have to scavenge weapons, you'll be able to bring out your flashlights, extinguishers and a whole host of other things. The ability to play pure scavenging support will be very useful going forward, and fire extinguisher plays into that. When poo poo goes south, having a fire extinguisher at the ready seems pretty useful and I know I would have loved having it in a some of the games I've played.
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# ¿ Feb 9, 2017 11:01 |
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He's the only investigator right now sure, but that won't always be the case. There is a lot of design space here, and while this card might not be essential now there are lines of play that it makes available. Its exile effect is strong and its ability to linger in your discard pile to be brought back with scavenging is useful. I'm not sure if you play Netrunner, but that game has taught me that not every card needs to be in every deck, and not every card needs to work flawlessly the very second it is released. Cards like Power Tap were roundly mocked for years in Netrunner until a Runner ID appeared that made it an auto-include. That happens a lot in Netrunner and I can very much see it happening here. Taunt + Fire Extinguisher + "Return all exhausted enemies at your location to encounter deck" card. I will not be surprised to see space like that open up in deck construction and combo plays taking on a stronger emphasis as we get further into the card pool. Scavenging opens up Shaper Bullshit for Arkham and that can't really be under-estimated.
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# ¿ Feb 9, 2017 11:18 |
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There are also standalone side scenarios which you can slip in between your core campaign scenarios. While they are notoriously difficult, they give you a bunch of XP, so you can get bigger and better upgrades for returning to your main campaign. With stronger decks from a larger cardpool, this will allow late campaign scenarios to really shift around as you go in stronger due to upgrades. It's a double-edged knife though, as if you gently caress up in the side-scenarios, it can really hurt you back in the main campaign. Gives you some nice options though, and if you treat it like an RPG, it can be nice to see your character grow and adapt over time
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# ¿ Feb 13, 2017 10:02 |
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All Miskatonic Museum cards got spoiled: http://www.cardgamedb.com/index.php/arkhamhorror/arkham-horror-the-card-game/_/the-dunwich-legacy-cycle/the-miskatonic-museum/. Note that this page also has scenario spoilers, blurred, but tempting. The player cards we didn't know about are: Pathfinder (fantastic movement increase for 1xp; gonna changeup a lot of scenarios) Smoking Pipe (more Agnes buffs and nice to cover Roland's weaknesses) Painkillers (nice to shore up low health investigators or to push fighters harder) Emergency Aid (no xp, good for co-op. ability to heal allies is pretty nice)
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# ¿ Feb 14, 2017 12:47 |
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bobvonunheil posted:If I was to investigate then play Double or Nothing and Deduction in the same skill check, do the effects of Deduction apply twice or only once? From the FAQ: quote:Double or Nothing says you “resolve the effects of the successful test twice.” Whatever effects that would resolve based on the test being successful, those are resolved twice. That means anything that adds to the effects (like Vicious Blow or Deduction) or replaces the effects (like Burglary) will resolve twice. Effects that are responses to a successful test (like Scavenging, for example) won’t be resolved twice, though.
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# ¿ Feb 14, 2017 14:35 |
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drat shame it's in Seeker as it would be a massive help to Jenny when she pulls her weakness.
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# ¿ Feb 14, 2017 15:05 |
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Obama 2012 posted:The first half of the card text still seems a little vague to me, but I'm ruling that any investigator can look for Izzie if they're in the location. Yup quote:Any investigator at Jenny’s location may use the action ability on Searching for Izzie.
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# ¿ Feb 20, 2017 15:35 |
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No, they update them for the next reprint only. They've been known to screw up reprints too
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# ¿ Feb 20, 2017 18:21 |
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I got my Rougarou, Carnevale and Museum packs in the mail today. Looking forward to getting my rear end kicked just like everyone else this weekend. Kinda sucks that by the spoilers we've got of later Dunwich cards, they'll be really heavily XP focused so won't be viable for standalone side-scenarios. I guess this means our cardpool for them will more or less plateau until the next big box.
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# ¿ Feb 24, 2017 16:16 |
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Essex county express release date is march 16th.
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# ¿ Mar 2, 2017 08:43 |
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New preview up for Essex Express: https://www.fantasyflightgames.com/en/news/2017/3/7/fast-track-to-nowhere/ ! !!
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# ¿ Mar 7, 2017 23:11 |
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It's kinda funny how much of a difficulty spike there is between the campaign scenarios and the side-scenarios. I just flew through Core and Dunwich (inc. MM) solo, but get totally wrecked through New Orleans and Venice every time. With the way scaling works, those side-scenarios really seem like they want at least two players. Even then, the difficulty looks sharp as all hell. One of my runs through Venice was totally destroyed by bad chaos pull after bad chaos pull, but while in other scenarios you can recover, you're on a knife-edge most of the way here and if you get behind, those hunters will destroy you. I really like the challenge of those sides and think that with a larger card pool they'll stay fresh as new strategies are developed.
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# ¿ Mar 11, 2017 11:55 |
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I was playing Carn and Rou with Jim which was probably a mistake. People rave about his consistency, but he can take so long to get set up that everything has spiraled already in those side-stories. I've been having great success with Ashcan in my main playthroughs, primarily because of the ridiculous movement increases Duke gives. I will have to give him a spin through those sides as I think he's one of the few that can keep up with the pace solo.
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# ¿ Mar 12, 2017 20:03 |
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Two willpower is so painful against treacheries. You can just end up permanently frozen in place and fall way behind.
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# ¿ Mar 15, 2017 10:59 |
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PJOmega posted:Care to share in thread? quote:Spoilers for the Essex County Express are trickling in. Find below a list of all of the cards that have not been officially spoiled by FFG (beyond Stand Together, Bandolier, I'm Outta Here!, Charisma, and Relic Hunter).
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# ¿ Mar 16, 2017 11:12 |
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Lichtenstein posted:Help, I need to break my crippling addiction to Ashcan Pete, I know other investigators are fun too. Play a seeker with Pathfinder and Shortcut for a while. Then go back to Pete anyway cos you miss your dog buddy.
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# ¿ Mar 17, 2017 13:41 |
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Baron Fuzzlewhack posted:The print run was pretty small in general. The store I work at got allocated 2 copies, meaning there wasn't enough to go around even at the distribution level. FFG have been having supply issues. Their factory is currently booked solid and demand is outpacing their production capabilities. They want to do another run in June, but things like Destiny are wildly popular too so everything is competing for space. Oh, and then there's the L5R print run coming out later this year that will have a bunch of hype and good press around it. FFG have many plates spinning and one of the side-effects is reduced printing, which sucks. Your best bet is to either pre-order, or find an online retailer. I'm going to Amazon or chaoscards.co.uk to secure my packs, cos I can't rely on my FLGS to stock enough
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# ¿ Mar 17, 2017 14:29 |
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Arkham Horror won best tabletop game at the SXSW Gaming Awards. That's nice for them.
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# ¿ Mar 19, 2017 12:37 |
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Alright, so the motherload of spoilers just hit the scene. The story seemingly goes that on the way to the Polish translators, the whole next deluxe box got leaked. Investigators, player cards, encounters... the works! Read the next spoilers absolutely at your own risk. No encounter spoilers in my links, so you're okay for that at least. The is the expansion: http://i.imgur.com/86KjtfP.jpg The King in Yellow. You're off to Carcosa for fun and frolics! These are the six investigators: Mark Harrigan, the Soldier. He is Guardian and can use level 0 tactic cards. Draws cards when a card you control take damage. He has 3 signature cards: a weakness, an event, and a picture of his wife Sophie that acts as both an asset and a weakness. Minh Thi Phan, the Secretary. She is a Seeker who can use level 0-2 Survivor cards. Whenever an investigator at her location commits a card to a skill test, that card gains a wild icon, with a limit of 1 per investigator per round. Sefina Rousseau, the Painter. She is a new investigator to the Arkham files. Rogue with level 0-2 Mystic cards. Her deck limit is 33 cards and has 3 copies of a signature event and 1 weakness. She doesn't get to mulligan but starts with an opening hand of 13 cards. She can place up to 5 events under her Investigator card, then discards down to 8. As an action that doesn't provoke AoO, she can draw any event under her card. Her event lets her play a copy of an event under her card. Akachi Onyele, the Shaman. Mystic who can use cards with "charges" level 0-4, Occult cards level 0. Assets she plays enter play with an additional "charge" and her Elder Sign lets her give it another charge. William Yorick, the Gravedigger. Survivor who can use level 0-2 Guardian cards. Once per round, when he defeats an enemy, he may play an asset (paying all costs) from his discard. His elder sign lets him return cards from discard to hand. Lola Hayes, the Actress. Neutral. Deck size 35 cards, with 2 signature events, and 2 signature weaknesses. She has 3 in all stats and 6 health/sanity. She can use Neutral cards level 0-5, and cards from all classes level 0-3. She also has to use at least 7 cards each from 3 different classes. After drawing her opening hand, she chooses a 'role' (neutral or any of the classes). She can only play neutral cards, or of the class of her role. One per round she can change her role as a free action. She can also change it when she draws Elder Sign. Her event is fast, draws a card, changes your role, and reduces the cost of the next card you play of that class this phase by 3. Guardian cards: http://i.imgur.com/GmRy8M6.png Seeker cards: http://i.imgur.com/mzufiXZ.png Mystic cards: http://i.imgur.com/kJPiuN9.png Rogue cards: http://i.imgur.com/Cxlbdbz.png Survivor cards: http://i.imgur.com/o3M77xD.png More details are arriving...
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# ¿ Mar 24, 2017 10:31 |
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My FLGS had it, but they've started ramping the price up cos of demand - the gouging bastards! You know, I support local gaming and supply/demand economics etc., but that still leaves a bitter taste.
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# ¿ Apr 14, 2017 13:51 |
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Dr. Clockwork posted:What were they charging? €15.50 for MM, €16 for Essex, €19 for Blood. I'm not exactly crying over an extra 3.50 a month, but packs are a fiver cheaper on chaoscards now, so I don't think I'll bother with there any more.
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# ¿ Apr 14, 2017 16:12 |
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Soothing Vapors posted:The book is awesome though. Agreed; I didn't get the pre-order, but the art alone is worth it
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# ¿ May 3, 2017 15:55 |
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medchem posted:I thought Ashcan Pete was amazing? the asset buddy ends up being a liability when you run afoul of redneck cultists
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# ¿ Jun 16, 2017 14:34 |
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heckyeahpathy posted:I think Ancient Evils in general is just a bad set. "Lose a turn, no skill test" isn't a lot of fun, to the point that my group has discussed a house rule of leaving it out in favor of something else. Yeah, for sure. Ancient Evils is just a "you have less fun" card; no interaction with anything, no fun roleplaying stuff you can do. You can tell that it was a design bandaid to paper over pacing cracks, but it's not interesting or creative at all. Still, it's early days and I hope they stop using it in future.
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# ¿ Jun 26, 2017 22:15 |
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Me and the Mrs are looking to get back into this after bailing around the middle of Dunwich. How have the campaigns been since then? We're most interested in Carcosa, but did it turn out good?
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# ¿ Mar 9, 2019 09:37 |
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KPC_Mammon posted:Why'd you bail? It might help to know why you weren't into it before. Oh we just kinda faded out of it as our gaming nights gradually got less and less regular and just eventually stopped. We want to get back to regular nights and with Netrunner, our other game of choice, dying out, we want to get this fired up again. Carcosa piqued out interest especially, so it's good to know it was well received. I'm hoping with a wider card pool we'll also be able to properly give Carnivale a good run, as it was just too brutal the last time we played.
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# ¿ Mar 9, 2019 21:01 |
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How badly will Guardians of the Abyss eat me alive going solo? Should I two hand it to save myself the pain?
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# ¿ Mar 24, 2019 12:02 |
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Interesting additions and may spice up some deckbuilding for sure. On a personal note, it's pretty funny that they just made The Witching Hour easier five minutes after we finished our game after both being mentally taumatised and losing it. Ah well
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# ¿ Apr 23, 2019 23:10 |
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She's just way more of a multiplayer focused investigator tbh. You're gonna have a hard time with her no matter what you do. I wouldn't actually play her with less than three players as there are so many better investigators to spend your time with at one or two player.
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# ¿ Apr 26, 2019 16:27 |
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KPC_Mammon posted:I've played 2 campaigns with Minh and she has been the most well rounded and powerful investigator I've yet to see played. She can absolutely dunk on this game in hard solo. How did you find her weakness?
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# ¿ Apr 26, 2019 20:26 |
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# ¿ Apr 28, 2024 06:55 |
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Cool! Path was by far our favourite campaign, so it'll be fun going back again. It was pretty tough the first time around though, so I'm sure this will be quite the challenge.
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# ¿ Apr 29, 2019 22:14 |