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Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Kalko posted:

[*] Actions on treacheries and weaknesses in a player's threat area can be activated by any player in the game. This means that another investigator can help you remove a weakness that costs actions to discard.

Oof, I just found this out after finishing an absolutely brutal run of The Secret Name as Joe Diamond.

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Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
We are playing TCU currently, and because one player was making a support-focused Carolyn (who gains resources by healing horror,) I had the bright idea of making a character with the lowest willpower possible who would basically dump stat sanity. Don’t be like me!

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I’m not sure how our party will fare at this point. The other two players are a little less invested in figuring out crunchy game stuff than me and both made generalist characters, one Carolyn who focuses on healing horror and dealing lumps of fixed damage with event cards and allies that have damage reflect traits, and a Jim that is focused on mitigating negative chaos pulls to provide relatively even results across all kinds of tests.

I’m running Joe Diamond with a focus on being able to peel clues. It’s a fun deck that has several cards that combo into each other when the final clue is taken from a location, giving a burst of bonus clues and resources with a solid hand.

The real trouble, I think, is that Carolyn has a poor action economy. Her player spends lots of turns drawing cards, and her damage output is not that high either- especially considering that her damage relies on having a high rate of card draw.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Unfortunately, we went straight from Dunwich to TCU, so we don’t have many of the cards that people seem to consider key for Carolyn. We’re doing alright, considering.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I wouldn’t worry too much about the casino or Essex. Casino is just an easy scenario, as you can generally control when things go loud and then get out shortly thereafter. As for Essex, in my limited experience I think there are some scenarios that are tilted against the players for narrative reasons. They’re winnable, but losing is the usual expectation. Essex is meant to be the true villains flexing their muscle for the first time, and it shows in the scenario design.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
That card art rules, I wish they would branch out like that a little more often. There’s a cool Romare Bearden style piece on one of the TCU player cards, as well.

Anonymous Robot fucked around with this message at 13:16 on Feb 22, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Lmao we just tanked For The Greater Good so hard that we decided to start over. First time we’ve ever contested the results of a scenario.

There is an enemy in the encounter deck, Knight of the Inner Circle (or maybe it’s the other “knight” enemy,) who can have either 1 or 2 doom on him, your choice. You can parley with wit or intellect to convert his doom into clues, suffering his attack on failure. There is also a treachery card that places two doom on the nearest cultist enemy. We drew both of those on the same turn, and then I don’t exactly remember how, but he ended up getting a fifth doom on him, also. Five of eight doom on round one.

I was game for it, given that he presented the unique opportunity to offer us five easy clues if I focused some actions on him. I went down to where he was at and spent a full turn on parley. Three cultist tokens (-X, where X is the highest number of doom in play on a cultist enemy) in a row.

Anonymous Robot fucked around with this message at 21:43 on Feb 28, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I picked up Return to Dunwich, because I was fixing to get a long box to pack it all up anyhow, so why not get the nice bonus stuff too?

I appreciate the alternate sets for core encounter card sets, though it’s a little funny that they offered an alternative set for all of them but Rats. “It’s rats. What do you want.”

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
A little foolish that the deluxe campaign scenario books don’t fit into the Return To boxes.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
No dividers for the “return to” encounter sets either, huh? Not great.

Edit: Well, you can toss the return to sets in front of the regular sets and they’re not that obtrusive. I’m worried these cards won’t stay in place and will just get shuffled up if the box shifts or turns, though.

Edit 2: Realizing now that the cardboard space filler is probably meant to keep the cards from getting mixed together. But the folded-up deluxe scenario booklet is handling that job now

Anonymous Robot fucked around with this message at 00:19 on Mar 13, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
One of the people I play with asked me to tune up their deck after a couple of disappointing sessions. There were a number of problems with it, but the funniest and most notable one was that they misread Carolyn Fern’s deckbuilding requirements (they understandably missed that Carolyn can take level 0 weapons) so their damage was based on using charisma and churning through as many guard dogs, beat cops, and Brother Xaviers as legally permissible. Sociopath Carolyn!

Ironically, tuning up their deck meant making Carolyn a more expert manipulator: sifting out the less competent allies and adding in cards like Leadership and Stand Together to allow her to leverage fellow investigators instead, and giving her a flask and a machete if all else fails.

Ideally, she would have two copies of shrivelling (she’s currently built for wit+might, but the might part is a bit of a crutch to get her baseline okay with the machete whereas her wit is extremely strong) but Jim is still clutching the last level 0 copy of that at present.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

DontMockMySmock posted:

sounds like they built a Tommy Muldoon deck on accident. But my real question is why are they trying to build Carolyn Fern as a damage dealer when she has 4 intellect and access to seeker cards?

It just sorta happened that way. Jim is built as a flex and Carolyn doesn’t have access to a wide enough pool of cards (we only had Dunwich) to reliably be a dedicated cluever. So I built a flex Joe with a bent towards clueving- it’s going okay so far- and the idea was that Carolyn would be a full support to hopefully boost the two generalists to specialist-tier performance. But Carolyn’s player didn’t totally get how to do that and focused hard on healing and non-test burst damage. (They also misinterpreted Carolyn’s ability and have been paying themselves for all horror healing, not the healed party, which weakened their support output and also made their ally-burning strategy slightly more viable.)

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
How do y’all handle enemy spawns with multiple options: ie, when an enemy spawn is “any empty location,” do you place them strategically or disadvantageously? We’ve been operating with the “grim rule” in mind, which makes a sort of sense: if the enemy is trying to thwart us, then if there’s a choice between two different spawns, they choose the meaner one.

But I’m starting to think we may be doing ourselves too dirty. Specifically, in Greater Good it can result in an enemy spawning in a locked room and generating doom every mythos phase until they’re dealt with, which could easily take four or more turns.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Jimmeeee posted:

Ok I picked up the revised core set and played through NotZ on easy as Wendy and Roland. This game is so much fun. The first two scenarios went well - I was able to kill the Ghoul Priest in the first scenario and got 4/6 cultists in the second. I got absolutely demolished in the third scenario though, I got buried in enemies faster than Roland could shoot his way through them. I remember hearing that that scenario is designed to be really hard to get players used to losing, is that right? And any tips on it for the future? It seems like even killing one more cultist in Midnight Masks would have made a pretty huge difference.

And thanks for the suggestion to follow the upgrading/deckbuilding rules during the campaign, it felt super rewarding watching the characters grow in strength.

I’m thinking of picking up Dunwich Legacy next, but is there anything I can do to mix up the scenarios in the main box before that? Can I swap around the modular encounter sets in the scenarios like you can in Marvel Champions?

There are boxes called “Return To [campaign name]” that do exactly this, but I don’t know how much it actually mixes up Night of the Zealot as much as it was kind of a “patch,” given that NOTZ is their first campaign and also the first Return To set. I think they got more ambitious going forward.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Similarly: does Steadfast factor in asset health/sanity, or no?

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
They’re not capsules, and cost a little more, but these are on my list to eventually get. They’re a shortcut that turns pennies into weighty, glossy tokens.

https://burgertokens.com/products/arkham-horror-lcg-chaos-tokens

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

LifeLynx posted:

Burger Tokens are fantastic, but they're made to be counters, not something to be a randomizer. I noticed I was drawing the auto-fail a lot, so I did a blind test and noticed that I could pick out the auto-fail and one of the other tokens 100% of the time at will, because they were flatter than the others. Could have been manufacturing or the way I pressed down when building them. I got some Air-Tite A-26 capsules for my cardboard tokens and couldn't be happier. The 26mm size lets me pop out and swap tokens if I need to, which happens occassionally because 20 is enough to run a campaign, but not enough to cover every token.

For investigator health/sanity I've been using the dials that come with Marvel Champions. They're even red and blue!

Thanks for the heads up. That’s a shame, I like the idea of the chaos tokens having a little weight to them, but I’m not going to spend on custom metal ones or whatever.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I could see something like that, given that it’s a possibility opened up by the new distribution format.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

thebardyspoon posted:

Those seem like the consensus bets in the community and reasonably logical. I could see the butler being a neutral investigator potentially? Just cause a butler kinda does whatever needs doing, however it needs doing but that'd kinda depend on the family he was working for in his backstory I guess, if they don't tend to change those between the Arkham games then that might be set in stone.

For this reason, it’d be fun if be were the rogue.

It’s funny that they’re adding Citizen Kane to the game as a hero character.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Lol, clutches of chaos ended in under an hour for us.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Lmao the card art for Lodge Enforcer kicks rear end.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Nebrilos posted:

On the one hand, it is perfectly thematic for the arkham setting that you get screwed over in ways that are completely unfair and you just have to deal with it and carry on with your wounds. On the other hand, players like to win.

I was heartily amused to find that in The Circle Undone, whichever “faction” you side with ends up being the villain in the story

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I guess it depends on how much money you wanted to drop at once. None of the campaigns I’ve played have been so busted that I felt myself longing for a patch my first time through. I haven’t played TFA, which sounds like the most in need of it.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Yes, the Dunwich card pool is generally considered most essential after the core set.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Cards don’t refer to character classes, but characters’ deckbuilding options do refer to card classes. The more characters are added to the game, the more a character’s class becomes a general suggestion of how they play, as hybrid characters and characters that play outside the usual archetype of a class emerge. For instance, Carolyn Fern is a healing-focused guardian that can only access level 0 weapons, but can deal decent damage by leaning on mystic spells.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Whaaat? That’s wild.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Gotta go chaos mode. I’m not reorganizing the binders every time someone makes a deck.

A binder for each class (cross-class cards go at the end of the neutral binder.) Investigators in the front, paired with their signature cards, then level 0 cards in no particular order, and level >0 in no particular order. Keep multiples of the same card in the same pocket.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Huh. My group wants to try Circle Undone again right after finishing it up, and I’m planning to pivot from Joe Diamond to Ashcan Pete. That Sixth Sense card looks real good for him! In effect, it’s sort of like having extra free (as in doesn’t exhaust Duke) Duke investigates. Plus the added flexibility of being able to investigate off book or brain.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Finished up TCU today, got absolutely wiped by the final scenario. Not surprising because our character builds and party composition weren’t great, and we had unfavorable outcomes for most of the preceding scenarios.

My group wants to run TCU again. Carolyn Fern is going to be sticking around in a support flex role, but the rest is undecided. It will either be a cluever and fighter or two more flexes again, depending on what the other player selects.

Does Return to TCU make the campaign significantly harder? I’m interested in it for the storage space, the tarot card method of skipping the prelude, and the extra tarot cards. But we don’t really need a difficulty bump from using the return to encounter sets.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Golden Bee posted:

It doesn’t make it harder but it does add some damage and agility tests. People with a lot of mobility will do well here.

In terms of damage, it might not be a bad idea if Carolyn is coming to have everyone grab pain pills, because they’re extremely profitable with the good doctor.

How do you figure? Carolyn needs to be controlling the healing card for her effect to pop, right? So the other players having painkillers shouldn’t matter.

And I’ve heard as much re: return to tcu, which is a good thing. I was playing Joe Diamond last run, with the idea being that suffering lots of horror would be mitigated with Carolyn around, but as it turned out, TCU tends to do more abstract things to punish failed will tests than just dish horror.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Oh, yeah.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

postmodifier posted:

Worth noting that the forced ability only triggers on defeat, so if you're running a scavenger build to do something like recur icepicks or flashlights or whatever, overwriting the shield pops it back to discard to be played again, skipping the shuffle to deck

You can essentially keep using it for 2 soak and keep cycling it as long as you want

To be fair though you can also do that with leather jacket in scavenger without the overwriting equips fussiness.

I’m guessing the traits will interact with the new survivor in a way that adds value.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
In our most recent campaign a player took them after being frustrated by not having them in a few scenarios, and that marked the point that we more or less never saw a human character again.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Tomorrow we begin Return to the Circle Undone. We’ve reformatted the party comp as follows:

Daisy goes all-in on clues. No combat cards at all. With medical texts and a handful of allies, she should have a decent soak capability, despite her low health. I have some concerns about her resource economy, but she has good action compression. Daisy also has the secondary goal of keeping the party on pace with delve too deep and drawn to the flame.

Jenny is built completely around two-handed weapons, with her signature card, .45 machine gun, contraband for ammo refills, and skill cards to boost her fight. Leo De Luca will help her exploit Chicago typewriter (eventually). She’ll be on enemy management.

Carolyn will support and flex. She is utilizing the mystic pool with shrivelling, clairvoyance, and ineffable truth to make sure she isn’t dragging down the tempo too much and helping out with easier tasks, but her primary focus is on supporting her allies with healing (and the associated cashflow) and contributing strong skill commits.

Edit: a couple of daisy questions. I’m taking Hawkeye Camera over magnifying glass because I think I’ll be able to realize the full benefit pretty quickly, and the extra wit will be utilized against the encounter deck. Sound ok?

I’m also highly concerned with her lack of agility for evasion. I’m thinking of switching research librarian for Dr. William Maleson, to help her discard enemy draws, but at the same time, research librarian can do some soak when she does draw an enemy, anyhow…I could also grab strange solution and evolve it into the freeze fluid, but I’m not really happy about sacrificing any of my current cards for that.

Anonymous Robot fucked around with this message at 01:19 on Jun 28, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Kalko posted:

The camera is generally better in true solo because with more clues on each location it will take a while to build up. Daisy will probably scoop those clues up pretty fast, as you suspect, but I think the Magnifying Glass is still better because it's an immediate bonus. Daisy also doesn't need the extra sanity from the camera so you wouldn't be getting the most out of it.

Return replaces some of the Willpower tests with Agility ones so Daisy will take more damage, but Medical Texts (2) from the EotE box should cover that plus any other damage the party might take. Do you have EotE, though? If so, there's another fantastic card for Jenny in it:



The basic Medical Texts isn't great but with Daisy's free action it's probably serviceable. Ward of Protection would let you nuke some of the more dangerous damage-dealing treacheries, too.

Unfortunately, we only have core, dunwich, and circle (and the red, green and purple character packs). But Daisy is bringing ward of protection.

I’m also concerned about Jenny’s lack of a mobility card. Circle has some big maps. She is getting some action economy from having Leo and that card that lets you interrupt someone else’s turn to take an action, though (super reflexes or something?)

Anonymous Robot fucked around with this message at 02:52 on Jun 28, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I

Kalko posted:

Nimble might help, though it's conditional movement. And Jenny can take Shortcut.

Daisy has shortcut right now, but it’s probably worth switching it over because she can take better options later on (edit: that would mean sacrificing one of her crucial guardian cards though! Ack!) I looked at nimble, but Jenny isn’t really pumping agility or building any evade tech, it’s all might boosts, card find tech, and weaponry.

Anonymous Robot fucked around with this message at 03:45 on Jun 28, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Wondering what to axe to fit elusive in and thinking about emergency cache. Jenny gets double resources on upkeep, but even that might be a little lacking for running Leo de Luca and .45 Thompson.

Edit: one of them could probably replace warning shot, which would also free up an off-class slot so I could fit another vicious blow in instead of overpower. Warning shot has appealing enemy management- it disengages enemies from everyone at the location and also moves those enemies to an adjacent location- but it doesn’t work on elite.

Anonymous Robot fucked around with this message at 13:23 on Jun 28, 2022

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
The intention with Leo is to level her into running Chicago typewriter, which consumes actions and spits out stacking +2’s.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Interesting. Maybe the beretta is a stronger pick, then?

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Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
I sat down and modeled these attacks, and considering that Leo was selected specifically for a typewriter synergy, he looks considerably less appealing once it’s down on paper.

Lonnie:
Jenny has base 3.
Lonnie gives +1.
Typewriter scales with action input: +2, +4, +6
Total net: Spending 1 ammo and 1-3 actions to make a +6 to +10 attack for 3 damage.

Leo:
Jenny has base 3.
Typewriter scales with action input: +2, +4, +6, +8.
Total net: Spending 1 ammo and 1-4 actions to make a +5 to +11 attack for 3 damage.

The external factors to consider are that Leo’s extra action could be used for movement, and that Lonnie’s might could be applied to tests other than combat, though these are rather rare. And of course, Lonnie costs 2 fewer resources. There’s a case to be made for each. Lonnie seems like the obvious choice from the attack data, but consider that you usually want to be aiming for around +7 for a proficient attack, and Leo can fuel two of those in a round vs only one for Lonnie.

Lonnie’s ability is pretty much a non-starter, we have few if any items with health and it’s an anti-combo with Carolyn. On the other hand, her low cost makes it easier to use her for soak.

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