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kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Anonymous Robot posted:

For campaigns, Path to Carcosa is the best starting point. There aren’t any extra frills to the mechanics, the theme and campaign design is more compelling than Dunwich, and the scenario design is a little more consistent.

What is a little tough is that the Dunwich investigator set has so many foundational cards in it. I’m almost inclined to recommend a revised core, Dunwich investigator box, and Carcosa campaign.

As new players (3 of us) who have only played Dunwich and Path to Carcossa (and a handful of the standalones) I'm inclined to agree with this.
We all felt that Dunwich was the weaker campaign, it was fun but we were not as hooked as when we came out the back of Carcossa. And there's nothing in Carcossa that really threw us or was too complicated.
But I would agree the Dunwich invesgiator set has a much more sensible set of cards for new players.

Edit: Also after Dunwich, only one of us had any interest in replaying it. After PtC everyone was "but what if?" "we need to find out what happens when we do..."

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kaffo
Jun 20, 2017

If it's broken, it's probably my fault

DontMockMySmock posted:

That is correct; the only thing an exhausted card can't do is be exhausted again as a cost.

Akachi can, for example, use Angered Spirits to exhaust Shrivelling, moving one of its charges to Angered Spirits, and then use Shrivelling to attack an enemy in the same round, because Shrivelling's attack action does not require exhausting. Contrariwise, if she uses Angered Spirits to exhaust Suggestion and move a charge from it to Angered Spirits, she can no longer activate Suggestion's -> ability, since it has "exhaust Suggestion" in the cost.
Holy poo poo, I just re-read the rule and you're right.
That makes a lot of my micromanage-y decisions of when to use an exhaust action over keeping a card permanent effect or other action seem really worthless now...

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Ubik_Lives posted:

Yeah, so I feel like there should probably be a warning about that. Saying they are functional might result in people seeing the fault of the deck as a fault of the game. Just letting people know that the recommended decks aren’t good, and they should feel free to experiment with redesigning decks without paying the minimum 1xp during NotZ might be helpful.
Yeah I think that's a sensible idea.

FWIW I historically hate deck building. I've always liked the idea but found the actual task to be like torture (tried a few card games like Magic and Netrunner).
I was gonna just use decks off ArkhamDB for this but the game baited me hard into doing it myself and I actually really enjoy it.

The Arkham cards app plus the reasonable card pool and the fact you filter down the set just by your characters deck building restrictions really scratch the right itch for me. It's like a puzzle.

What I mean by that rant is, the poo poo starter decks and by extension the slightly less poo poo deck I played immediately after got me to actually try deck building.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Is anyone playing this online?
We've been playing face to face with physical cards and it's great. But I'm emigrating soon and we want to keep playing, but it looks like online options are very slim pickings these days.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

thebardyspoon posted:

There's a fully functioning tabletop simulator mod with scripting and all the official campaigns in it as well as a bunch of the fanmade ones also with scripting and stuff. Can import decks from arkhamdb as well. I assume just linking it is probably against the rules but if you google or go on one of the discords they'll point you in the right direction.

I use it when I'm playing solo or with people farther away but playing in person where possible is something I enjoy. It's nice not to have to go through my binders to assemble decks though, that's for sure.
Ah I had a quick look before I posted and saw it had been DMCA'd, so that was why I was asking.
Google is giving me nothing, so I'll go ask around a Discord, thanks.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Hey thanks, much appreciated!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I'm sure this is a topic else where, but I didn't find it with a quick search.

The more I play the more it seems that melee weapons are the better choice over firearms for pure guardian monster killers.
For the most part you don't need to worry about charges, therefore spending additional actions either playing a copy or another asset/event to refill a firearm. Plus you get those potential cards back to do other stuff with in the deck.
Hand slots seem mostly equal, there's pretty good single hand melee and firearm cards, then better two handed ones. So it's not like you're getting more bang for buck there.
Some firearms let you circumvate engaging or retaliate, but if you're a good guardian you probably don't mind, or you used one of the freed up asset cards to get riot whistle etc.
Few enemies are immune to firearms and vice versa but I guess that's hard to plan for unless you know the scenario well.

I only see a handful of upsides:
Some ranged weapons do a shed load of damage, which makes pulling them out and blasting the big bad guy a good use, but you wouldn't rely on it as your staple 1-3 damage enemy weapon
It's cool, who cares if it's not as good, pick some guns
You're not playing a pure guardian monster killer and just want something to dish out a handful of points of damage before getting replaced by another asset

Am I right in this or am I missing some firearm magic sauce that makes them really viable to monster killers?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
On one hand, I'm kinda pleased my analysis was right.
On the other hand, I'm upset there wasn't a "ah but you didn't consider you can play firearms like this" post

I threw together a Mark Harrigan deck with firearms in mind. Custom Modifications, One in the Chamber with plans to go deeper into it.
Seems like it could be fun to end up with all your XP dumped into Custom Modifications on the M1918 or lightning gun.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Anonymous Robot posted:

There’s also plenty of design space for gun events and skills left. Why not another event fighter like Nathaniel, but with an ammo management gimmick or something?
:yeah:
That would be great. Nathaniel is a fun gimmicky character, and it's funny they went to "boxer pulling a left hook out of nowhere on a monster" before "person with lots of guns and lots of ammo shoots big monster"

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Ripley posted:

Tony decks quite often lean into switchblades or other melee options though, he doesn't have anything to make him a gun specialist.
He's also in a collection I don't have so didn't know he existed yet lol
But yeah, he doesn't seem to lean that heavily into guns. He seems like a more viable monster hunter Jenny to me.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Nebrilos posted:

How do you all store your collections?
I have a bunch of Gamegenic Dungeon boxes with little seperator cards for each class/level/encounter set.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Irony.or.Death posted:

Are your separators an easily linkable/buyable thing or did you just cut your own? I'm planning to go a similar route but am sick to death of estimating measurements for various storage options and want something at least slightly nicer than I could carve out of construction paper, so if you've already done the research on what fits well in the gamegenic boxes I'd love to steal your notes.
https://www.gamegenic.com/product/flex-card-divider/?attribute_pa_color=multicolor-pack
I used these. They aren't cheap but I knew they'd fit and they are bright/I can sharpie on the tab.

Although the larger my set gets the more I want to get some custom ones with the encounter set icons on them. I've seen some on Etsy and the like and I'm willing to try dropping some cash to see if they'll fit.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Anonymous Robot posted:

Boundary Beyond/Heart of the Elders feels weird. It seems like the design was intended as a catch-up mechanic, where players that are ahead of the curb can skip HOTE-A, and players who are behind the curb can replay HOTE-A until they can pass it. But because you can’t gain experience from incomplete runs of HOTE-A, it doesn’t (fully) work that way.

Replaying HOTE-A is not very interesting. It will probably take us four runs in total to get through.
We're playing pretty much at the same pace as you. We just encountered how hard TBB was when we only managed to unlock one path but otherwise made it out OK.
But it made HotE-A a real chore. It's not hard, it just took us like an hour and a half of moving and investigating to fill in the missing totems, which we all agreed we'd rather have spent the time starting the HotE-B (which we are going to do tomorrow).

Does Return To make it any more interesting or balanced?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Anonymous Robot posted:

If you are already using the Return To explore rule, as is often recommended, not really. It adds one enemy that is kind of fun, which is a smaller snake bird that you can command to attack other enemies if you control the mysterious scepter supply item from scenario 2.

What is making HOTE-A unnecessarily dire is that my group is unwilling to reset and start a new day in the same session. So I spend half hour setting up and we play for less than an hour, then wait a week or more to play again.
TIL about the Return To Explore rule. I just read about it and see why it's an improvement. We had 2 of the earlier scenarios feel pretty bad because our first 2-3 actions were failed explores followed by basically only successful ones. That makes way more sense.

And yeah, that would be frustrating. We were very close to just running B right after A but we were running the wire close with the setup and we assumed that B would be more meaty than A.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
So my understanding is if you are playing through a campaign and your investigator is properly killed or driven insane (as opposed to defeated) you can choose a new investigator and rejoin the next scenario with zero XP.
Assuming this is like 3/4 the way through a campaign, wouldn't that be kinda difficult to catch up on? Like some investigators would probably be fine, but others would struggle (I'm looking at Guardians for the most part, not having XP weapons or assets to deal with higher health enemies)

Has this happened to anyone here? Am I worrying about nothing?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Yeah I had similar thoughts. We are going to do scenario 5B of TFA tonight and my Ursula was unlucky enough to get Doomed and was even more unlucky enough to be on the final card in the chain, putting me one unlucky draw away from horrible, instant death.
So I'm considering mg options for if I need a new investigator (even though we are rocking the campaign).

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Yeah well, you see, I was trying to keep in the spirit of the game and really just going for a "Random Basic Weakness" and honestly had no idea what Doomed actually lead to. Well now I know....

We managed to get through HotE-B pretty easily. We lucked out with the placement of 2 easy locations to get clues (and some Victory) then immediately drew the objective location right after we added it from the Act.
After a quick upgade we went into City of Archives right after for the first time and phew, this was a tough one.
Great theme, but man we struggled in that scenario. First off I drew right into The Bell Tolls and was killed off before the first Act or Agenda flipped, so the team was down a member right away. That put the rest of the gang on edge, but they powered through most of their decks and manged to just get out with 4 out the 6 tasks completed.
It didn't really feel like a win though, they said that too. No-one was super pleased with the sudden death nor a lot of the very text-y rules in that scenario. Was quite a lot to take in and we all made mistakes for sure.


Going to play Depths of Yoth on Wednesday with a thrown together Harvey deck!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I guess I wasn't super mad personally. One of the other players was kind enough to warn me of the end of the chain before I got there so I knew where it was going before having to cycle in the final card.
And I actually enjoyed the final few rounds with it, it was quite fun/tense knowing the card was there and I could draw it at any time. Couple of time were very close with deck searches then I actually got it on an Elder Sign card draw with Body of a Yithian after an important skill test.

Would I run it again? No. I think we had our fun with it, we got he novelty and the surprise. The other players really didn't enjoy it, they understandable felt like they'd just been left for the rest of the scenario and it was a bit bullshit.
I do love the theme of it and I'm sure we'll all remember the time Ursula Downs died in that cave with her eyes rolled back in her head and personally I think that's better than having every single weakness be perfectly balanced, building perfect decks and steamrolling every scenario.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Kalko posted:

This is a fun card:



There's also this one from a few days ago, which seems particularly good with trauma.


That second card is oddly phrased as most cards quote the effect against all enemies, then quote the exception to elite enemies. This one does the opposite. Have other cards done this? While I don't think it does, since there are only elite and non elite enemies, does this have any mechanical effect quoting this way around?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

NRVNQSR posted:

This phrasing is pretty normal; compare Spectral Razor, for example.
Ah fair enough, must not have encountered it much in the sets I have but thanks for clearing it up!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Kalko posted:

The card is thematically cool as hell just in general.

*a dozen eyeball stalks glance back and forth between you and your ID*

*the writhing, gelatinous mass of Yog-Sothoth, The Lurker Beyond the Threshold, shifts subtly—a nod of approval for you to proceed with your investigation*
Likewise, I got to play with taboo'd parlay in my deck for the first time this campaign and it was very fun. We had some good laughs asking the big angry snake monsters in the forest to politely stop trying to kill us just for now if that's OK thanks.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Orange Devil posted:

So you spoke to Ichtaca is what you're saying?
Coincidently, yes, we won the campaign though the Ichtaca parley and only flipping the one location for Yig because we got some heavy bad luck early in the scenario and we thought it might be our only win condition.
We wana go back and side with humanity at some point!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
How does thread feel about playing a campaign with the investigators that come with it vs any in your collection?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Interesting

We decided as a group we'd try to use investigators from the same set just for fun really and to force us a little to try characters we might not pick first. But the above all makes sense.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Nephthys posted:

Seems Wolf Mask was also revealed yesterday. I know it had already been mostly spoiled but here it is officially:



Honestly one of the strongest cards so far. A free unexpected courage every time you engage an enemy is seriously strong. It's a big help to 4 Combat fighters but I don't see why any fighter who can take it wouldn't.
The effect triggers "when you engage an enemy"
Does that mean it doesn't work unless you use the engage action?
As in, does it trigger if you step on a location with an unengaged, not aloof enemy and they engage you or you draw an enemy from the encounter deck and they spawn ontop of you?

Or am I reading into this too much?

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Orange Devil posted:

It works whenever an enemy gets engaged with you.

It doesn't work on Massive enemies, because they are "considered to be engaged", rather than actually engaged.
Nice thanks for clarifying

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I think another point lightly mentioned above is people tend to deck build differently.
My friends for example pick an investigator "because they look cool" and we get a new set and"i haven't played blue in ages". There's nothing wrong with this, they just don't pick for stats and only occasionally because they have a good/cool ability.

Likewise they don't exactly scour every card and compare them (neither do I to be fair). We use the arkam cards app to get the deck list for an investigator with our card set and throw togerher something that might work.

I think it's unfair to ask the campaigns get harder in general. Myself and my group play for the theme and (when it's good) story more than the challenge. Also if campaigns start getting more difficult, how do you expect new players to pick up the box with ~one investigator boxes and not have a terrible time?

I think there's maybe room for a new difficulty, like a challenge mode, that alters some of the actual mechanics in the campaign rather than just changes the chaos tokens. That would be really cool, but also a fair amount of design effort and text on pages. Feels like something that could be home brewed but would be a pain to test for balance.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Anonymous Robot posted:

If you don’t already have the Return To box, however, it’s worth mentioning that you can get the biggest improvement without actually buying it or playing the Return To scenarios. You just need to use the revised explore mechanic. Where the base campaign has you seed a certain number of encounter cards into the explore deck when creating the scenario, instead you will start the scenario with zero encounters in the explore deck. Then, each time you successfully explore, shuffle one encounter into the deck.
Basically this

We just finished TFA and I wouldn't play without this rule once we learned about it half way through. Made the pacing much better for pretty much ever scenario.

As for the actual campaign, I thought it was decent. Probably a little better than Dunwich but not as good as Carcossa (we are playing in order).
I think it had some cool game mechanics, but the story was the most disjointed out all the campaigns I just listed. It felt like it jumped around a lot and it was a little confusing at times, especially nearer the end. But the actual play was fun.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

thebardyspoon posted:

Yeah will likely be done with the reprints of the old campaigns by the end of this year and then we'll see if they have plans/the capacity to speed up the release of new campaigns very slightly, I doubt they'd go to 2 a year but maybe a 9 month gap or something, regardless I hope we never have a gap like the one between TSK and Hemlock Vale again.

I got my box on Friday, obviously nothing different from the previews but for some reason having the cards in hand makes it easier for me to deckbuild with them as opposed to just images in a spoiler article. They're all up on arkhamdb as well now too. Speedy and efficient, think it took a week or so for the Scarlet Keys box to actually have text for all the cards.

Main thing I'm really looking forward to is the campaign, I've managed to avoid spoilers even more than I did for TSK but the little I do know is getting me hyped, it almost sounds exactly like what I wanted from an Arkham campaign. Made a Countess and fighty Kohaku deck to play through it for the blind playthrough.
I feel sorry for longer term players of the game, but the new re-releases have been utterly amazing for us newer players. We got the re-released core set and have been playing all the re-released campaigns as they've been coming out and having a blast. Then when Innsmouth is out we'll have even more to play!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I don't normally go out my way to recommend a specific shop or anything and I am in no way affiliated with them, but I've got nothing but good praises for Gameslore in the UK.
I met the team at a couple of UK Games Expos and they were genuinely nice people with a really good business.

https://gameslore.com/acatalog/PR-Arkham-Horror-LCG-The-Feast-Of-Hemlock-Vale-Campaign-Expansion.html#SID=47

Have a look, I'd recommend anyone gives them a go. They aren't the cheapest if you shop around, but their customer service and speed of delivery is really second to none other I've used.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
We just played The Witching Hour (first scenario in The Circle Undone).
Holy poo poo, is it supposed to be that hard?

3 of us on standard basically did not have a chance to actually win. I think if we designed characters and knew the scenario before hand we might be able to do it, but it seems real difficult for 0 XP investigators.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
To the above posters, thank you for justifying our loss. Hopefully scenario 2 will be kinder

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
Sounds about right with our time with FA.
I think my problem with the story is it kinda goes from like 10 to 100 fast.
There's like 5 scenarios where it's all pretty grounded then SURPRISE ALIENS.
And I know that's a bit of a trope in Arkham Horror in general, but like there could have been a bit more foreshadowing or tying the plot threads together in the book.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

DontMockMySmock posted:

Well, there's a little bit of foreshadowing with Alejandro being vaguely shady. But yeah, that he is in fact a Yithian in Alejandro's body is still a really big surprise. It helps if you've read some Lovecraft, I suppose; when they showed up the first time I was less baffled and more "oh, yeah, those guys."
Very true, we were particularly thick about it like "wow Alejandro really is a dick isn't he? Why do we even work with this guy?" and we sided with Ichtaca for the whole campaign.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

Nephthys posted:

That's my assumption as well. It's reasonable for him to be suspicious and not want to work with Ichtaca's tribe, even as a human. I think doing Alejandro's side in a second playthrough works out well, since in hindsight he actually was right to mistrust them and he probably wasn't just being racist. They really are Yig worshippers. We just interpret it as racism from our perspective.
Was Alejandro racist against snakes or people? More on this in our 8 hour, 4 part, in-depth analysis video over on Discovery!

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I'll be interested to see how modern the rule set is and how crunchy it is.
It being Arkham Horror rather than CoC gives me the impression we'll be shooting and slashing monsters with stat blocks rather than spending a session going insane at the weird noises coming from the looping audio played from the GM's phone.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault

DontMockMySmock posted:

So for our next campaign, our playgroup decided to build decks, then roll to see which campaign we're playing afterwards. We built Leo Anderson, Carolyn Fern, and Norman Withers. And then we rolled up (Return to) The Forgotten Age. That's right, we're doing TFA with an average agility of 1.33. We're so hosed.

We resigned out of the first scenario with 3xp, Ichtaca's trust, one Poisoned, and 5 Yig's Fury. I (Norman Withers) immediately bought 2 copies of Blur; that's gonna have to pull a lot of weight.
That's fun idea! Might nick that one day when we catch up with all the campaigns.

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
I think if you wanted a restricted challenge like that you'd do something like draft your deck rather than restrict sets personally

kaffo
Jun 20, 2017

If it's broken, it's probably my fault
My group are about to finish Circle Undone (I have some opinions which I'd like to share but I'll wait until we finish it up)

We're going to start Dream Eaters basically right after. Does thread have any non-spoiler advice? (Like Forgotten Age is a well known campaign for needing plenty of health)

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kaffo
Jun 20, 2017

If it's broken, it's probably my fault

thebardyspoon posted:

Dream Eaters feels pretty evenly balanced in terms of what stats it tests or things it wants from you, nothing skewing it one way or the other in terms of health or sanity like TFA/Carcosa and no heavy reliance on testing willpower like Circle Undone or Dunwich so it might be one to bust out the characters with weaker defensive stats if you don't usually like playing them or just haven't so far.

There's something I don't consider a spoiler cause it's on the back of the box/before any scenarios in the rulebook but one could consider it a spoiler in the strictest sense so I will put it in a spoiler box, it's pretty vital to know for deckbuilding at all imo, especially if you only have one collection to pull cards from. The structure of the campaign is the first time they really messed with that, it's two 4 scenarios mini campagins that can be played separately or together, if you play them together you pick two investigators each, one for campaign A and one for Campaign B. Decisions you make in one scenario will affect the next scenario for the campaign you're playing but also the next one in the other campaign (so, you finish scenario 1 of campaign A, stuff you decide will affect scenario 2 of Campaign A and B). You're supposed to play them roughly swapping between them equally if you play that way essentially.

Campaign B felt more fight heavy to me, with bigger enemies in general but that could just be variance.

Great advice, thank you! I read the spoiler and that's actually really handy because I was only going to have one investigator ready for next campaign, so it's good to know I'll probably want two!

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