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I've gotta sit down and really work the binders, but I had a vision this morning of a Daisy "Sling-Ring" Walker deck that uses archive of conduits, prophesiae profana, open gate, shortcut, pathfinder and as much dumb poo poo as you can think of to just let her teleport herself and everyone else around the map ad infinitum hoovering up clues and trivializing enemy spawns Adding Gene Beauregard makes this even more broken, since you can leyline teleport into an enemy, dodge any attacks of opportunity for free, and shove them a room away like cyclopean hammer, but testless It's a super expensive XP build but I think it can be done, and if you can fit a trip to war of the outer gods in, you can pick up pocket portal to make it even more broken There's weird barricade stuff you can do with this, you can abuse the hell out of deciphered reality, there's like fifteen more insane tome techs you can fit in too Basically, I'm gonna have a bunch of fun with Daisy soon It probably needs forced learning to fit all the cards to set it up, pay for it, and recur bad losses, but I can see a bob Jenkins backup doing some heavy support there and I've wanted to mess with him too, so it's perfect
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# ¿ Jun 14, 2022 13:00 |
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# ¿ May 21, 2024 09:52 |
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Working really diligently on this new setup, but let me just share one piece of it that blew my mind when I asked the mythos busters discord for advice: Daisy can drop a barricade 3, use pocket telescope to investigate a connecting location, and then use shortcut as a fast action to move as if she was in the connecting location, which doesn't trigger barricade's "leave" clause Now Bob, with an enchanted bow, and either Zoey or Mark (haven't decided yet) can sit inside, drawing every enemy outside the door and throw dynamite, grenades (with marksman) and snipe from safety I'm already having a ton of fun and it's only gonna get better
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# ¿ Jun 15, 2022 12:45 |
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CitizenKeen posted:Going to have to explain that one to me, chief. I’m assuming it’s the “as if” and using shortcut mid investigation? Yeah, the ruling on "as if" has been a tumultuous rules tangle, especially after Luke's release and all the edge cases that Gate Box ended up creating, so they published an official change to what "as if" covers in the FAQ In essence, Daisy places the barricade, if she leaves the room it drops - but, pocket telescope allows her to investigate a connecting location as if she was in that room, which then lets you shortcut out of it as a fast action She never moves out of the original room with the barricade, so the clause causing it to drop never triggers Big brain rules people on the discord recommended and agreed with this, so I'll gladly use it until it gets errata'd again, because every change to the "as if" rules keeps saying "watch this paragraph for future changes, we know it's weird" My original plan was using black market shenanigans so that Bob could play it out of Daisy's deck, so this is much, much smoother
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# ¿ Jun 15, 2022 14:58 |
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There's also a backwards version she can do, where you pocket telescope to the target location that you want your barricade, play farsight and then play barricade as a fast action on the room you want to block off, so she never has to be there to begin with In short, seekers are ridiculous And so but then, no oh, someone needed to leave the barricade and break it down in a hurry? No problem, Bob set up a Shrine to Moirai and Daisy already set the locus of prophesiae profana to the ol' hideout, so she spends a free action to take a free action to get barricade and shortcut back out of her discard and we do it all over again If no one has to leave, you just burn offerings to recur two dynamites and keep mowing down the ever-growing stack of very mad dudes right outside postmodifier fucked around with this message at 19:58 on Jun 15, 2022 |
# ¿ Jun 15, 2022 18:30 |
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Orange Devil posted:Zoe with all the explosies. Highly recommend this, especially for Dream Eaters if you play Zoey on the Dream Quest side of things, there are like two dozen opportunities for her to just mulch an entire room of mob spawns from a room away She's fantastic at mitigating the swarm mechanic, as well, which shows up very often
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# ¿ Jun 18, 2022 20:20 |
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KPC_Mammon posted:Most of the swarms are on the waking side. I think she'd do better staying awake in the hospital instead of doing the dream quest. I think web of dreams has the potential for bigger swarms, but dream quest has tons of smaller ones that pop up constantly - nightriders, a kabillion zoogs, vooniths, etc The design of the dreamside campaigns also has a lot of opportunities where mobs spawn distantly from you on setup, where the ability to just melt a room down before you even set foot in it is pretty great She'd be great in both, but that's not saying much because Zoey is incredible in literally every scenario except miskatonic museum, basically
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# ¿ Jun 18, 2022 21:42 |
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Douche Phoenix posted:Zoey talk: didn't think that was the way that worked. Might have to amend my choice if I get to be the monster manager in this campaign. If you can get her signature cross out as well, she can drop one stack off the smaller swarms for free, which is especially great for the inconspicuous zoog, who disengages and runs away when you kill one of them so you can re-farm the engage money a couple times more Also a big fan of slotting a "let God sort them out..." on stick to the plan for those wonderful turns when you can turn a well-placed dynamite into a free victory point
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# ¿ Jun 20, 2022 20:54 |
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I may have inadvertently discovered a hugely broken interaction with using multiple archive of conduits? The unidentified version is a tome, but the upgraded version is not, so you can't use things like library docent to recur it and get more leylines. But uh, leylines are leylines, regardless of their provenance. So all you need to do is have one investigator with an upgraded gateway to acheron, which comes with 4 leylines, the idea being that you get 4 choices of where to play them, one at a time, as a fast action, on a given map, and only at revealed locations but uh, level 0 archive, when it comes into play, just straight up places 4 leylines on any 4 locations you want, regardless of if they are revealed or not, and since it's both a tome and an item, is easily recyclable via many various mechanics so if you wanted to, you can cover the entire map in leylines in short order and just have your upgrade-holder be able to literally teleport everyone, everywhere, whenever for the cost of a mere action as long as that location eventually becomes revealed. which it will, because that person is also zipping all over the map flipping every room and then if you want, you can burn the leyline for a free investigate action, and since you can pretty much pump out leylines like you're running a counterfeit operation, who cares, just replace it and keep rolling hell, even zoey can take archive of conduits level 0 I added ethereal slip and astral travel to the package as well today, and this is the dumbest thing I've ever seen in arkham and I absolutely love it
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# ¿ Jun 21, 2022 07:28 |
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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
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# ¿ Jun 26, 2022 20:30 |
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So, Daisy "Sling-Ring" Walker is in good shape, but along the way I decided to add another dumbass gimmick to it so uh, here is the inaugural launch of what I am calling "In the thick (and thin) of it" or "Zoey Samaras could eat no fat, Daisy Walker could eat no lean, and so between them both, you see, Bob licked the platter clean" By end of scenario one, daisy is pushing 70 cards and Zoey is around 20, once again I must reiterate that this is the most fun I've ever had with this game and I've just been testing them two-handed without building the Bob deck yet, so that is gonna be ridiculous Also once he's in it will be my first time three-handing, so if anyone has done that before and has tips, that'd be cool
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# ¿ Jun 27, 2022 04:41 |
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Sure, this Daisy is built around forced learning (which is +15 deck size, you draw 2 every upkeep and discard one), and then takes in the thick of it (2 trauma, +3 XP). She spends 2 of those on versatile (+5 deck size, also lets you splash out to one level zero card of any class - she takes scavenging as the off-class and one pathfinder with the leftover XP) Her deck is huge (and she takes a second versatile to make it even bigger and add another scavenging), but with the draw two, trash one aspect every turn, in addition to things like old book of lore, research librarian, no stone unturned, and preposterous sketches, you get everything you need pretty much instantly And if you mess up, quantum flux is in twice, so you can just start over and try again - landing scavenging will pull out any item that dumps to graveyard without fail, because you're the clue person Mid-game, Daisy uses tremendous amounts of movement tech to unlock the whole map and just suck up every clue whenever she wants to from as many rooms away she can - pocket telescope, shortcut, pathfinders, Gene Beauregard, a plethora of seeker events, etc By end of campaign, when you're in the 25-40 xp range of upgrades, she pulls in archive of conduits and prophecia profana (ignore all attacks of opportunity) and open gates, astral travel, ethereal slip, to literally just teleport all over the map at whim and ignore all enemies forever, and ultimately drag them to her best friend, Zoey Zoey runs underworld support, which makes her deck -5 max deck size (and no more than one of any card), then picks up stick to the plan, which then thins her deck out even more - you basically guarantee she's set up to kill, and kill huge groups at a distance of she wants to, or up close if she has to That's the gist of it, Bob is just there to even out the economy, my plan for him is to just sit around following Zoey, generating tons of cash and paying for everyone else's expenditures (There's weird barricade (3) tech that I've been working on but I think ultimately I'm gonna drop it, too finicky as opposed to letting Zoey just delete stuff with on the hunt and let me handle this) Bob may not be necessary, but I've wanted to play with him for a while so it's a fun experiment at least, I just might need a bigger table Big goal is to get this very asset heavy setup to a place where it can clear blob that ate everything without a sweat, we'll see
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# ¿ Jun 27, 2022 05:35 |
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My initial thought after reading the description of the campaign and seeing the upgrade system is that this cycle might see some differences in how VP/XP are rewarded, or at the very least it will be the most generous campaign to date. The non-linear choice of scenario means that the XP distribution should be more regular, because if one scenario gives 4 max and another gives 9 max, doing them in order from most reward to least reward would make the latter half of the game easier than if you did it the other way around I can't see this as being like a Dunwich-level scarcity of XP situation, because they want to encourage experimentation with the new customize mechanic, so here's hoping for one big ol' campaign full of victory
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# ¿ Jul 1, 2022 13:35 |
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Orange Devil posted:Other than the 2nd copy of a Tarot card and Emergency Cache when you don't need money, we haven't had cards that could be fully dead yet have we? Astounding Revelation in a non-stick-to-the-plan deck works this way, if you draw it before you get your tutoring engine online It's rare, but it happens Edit: I guess it's fair to say even a drawn revelation is worth at least one intellect icon, so not completely dead in hand postmodifier fucked around with this message at 01:17 on Jul 12, 2022 |
# ¿ Jul 12, 2022 01:08 |
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Love to catch up with a Kalko writeup, great stuff as always Something did occur to me to ask though when reading this particular one, do you play with a physical chaos bag or do you use Arkham Cards or your own token generator to draw instead? The way you provide plots for token success makes me think you're relying on a non-physical source of token pulls, because in practice I find them to be two completely different experiences with respect to statistical smoothness Fervently looking forward to when you finally get your hands on Scarlet Keys, at any rate
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# ¿ Jul 16, 2022 12:15 |
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I'm very very interested in that distillate, for anyone who can take it, it can become a cheaper, non-exhausting, targeted thermos for removing In The Thick of It's trauma or arm/leg injuries, can pay for itself, and/or provide card draw or extra soak It does run the risk of drawing auto fail and fizzling, but I can see it being incredibly useful for not very much investment at all
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# ¿ Jul 23, 2022 01:01 |
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Curious that it has the paradox trait, which has usually been reserved for wacky-rear end metagame effects Wonder if it'll get an upgrade down the line to make it even weirder, but for 1xp its a pretty solid get out of jail free card for a roaming seeker
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# ¿ Jul 26, 2022 00:01 |
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The flavor text is an oblique reference to the age old exchange: "Oh my God, I love your skirt!" "Thanks! It has pockets!" And given what you gotta do these days to get a nice skirt with pockets, might as well be illicit Great card though at that, the more reveals we get the more excited I am for the expansion, I'm really itching to play a new Serafina deck through this one, and the more weird rogue stuff I see the better
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# ¿ Aug 17, 2022 20:59 |
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jeeves posted:Any recommendations for her? It's always kind of on me to deckbuild (netdeck) for her so I worry that she isn't having fun half of the time with something I pick out from what suggestions has for what she wants to play. I'm severely biased, but Zoey is an absolute monster in edge of the earth, especially if you have the investigator box so you can give her cyclopean hammer It's one of those things where it's so good that it feels like cheating, but I have never had more fun than just yeeting monsters to and fro all over the arctic and routinely picking them off by triggering her cross multiple times for free Back her up with a really strong cluever with movement tech and you can crack the whole campaign wide open Zoey/Ursula would be very solid, Zoey/Daisy is my personal forever go-to Could be fun to try Norman out if you haven't yet, he's got a really cool mechanic and gives you a lot of flexibility
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# ¿ Aug 17, 2022 21:59 |
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Golden Bee posted:This could be a lot of fun in supplemental mystics like Daisy, Sefina, Patrice, etc. It's particularly fantastic for Daisy, especially with the collection of tomes we have by now, with this card I think she can juggle 6 books at once
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# ¿ Sep 10, 2022 02:45 |
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Yeah, I was just about to say how good that is for Zoey, for me she routinely ends up with like 20+ resources even after cross expenditures, so that's a great way for her to invest them Very excited for this to launch, just reading between the lines I think this campaign is going to shake up a lot of existing deckbuilding archetypes in a good, good way
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# ¿ Sep 13, 2022 00:18 |
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SelenicMartian posted:Daisy Walker mad! My thoughts exactly, especially with her free tome action usage this becomes disgustingly overpowered to go first, just run around and debuff an enemy for +3 damage, duck out with profana, and then let your guardian come in and smear them into paste Since I always and forever love the Daisy/Zoey combo this sets up a ton of instances for Zoey crossing for 4 damage, "free" on both sides of the equation Absolute nonsense, really
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# ¿ Sep 18, 2022 04:48 |
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Orange Devil posted:No I mean you use this book to deal with the enemy, taking an AoO in the process. Then next turn you get off a huge heal so the AoO didn't matter. AoO's shouldn't matter because even with its recent taboo, prophsiae profana lets you ignore one a turn There is no end to the absolutely ridiculous janky stuff that book lets you pull off, especially in combination with Gene Beauregard Tomes are really good, is what I'm saying
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# ¿ Sep 18, 2022 14:46 |
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Have you looked into Trish? I haven't personally played through Carcosa with her, but I think she'd do great there. The campaign has a ton of spread out clues and plenty of opportunities for evading over fighting, so having a second seeker that Minh can remotely support seems like it would fit nicely, especially if the mystic goes full combat/mythos mitigation
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# ¿ Sep 22, 2022 19:19 |
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Anonymous Robot posted:The funny thing is, an artifact that made one luckier wouldn’t be especially useful for a casino, and might even be detrimental. To be fair, it explicitly states that they're using the artifact to make the house luckier, to the point that people who do end up winning money from them walk outside and immediately die in various and improbable ways Love the theme, love the two-phase heist setup, and especially love the suit/rank mechanic, this was an instant pre-order for me
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# ¿ Oct 19, 2022 12:50 |
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I'm genuinely surprised that I haven't seen any campaign leaks, are they really not out in the wikd yet?
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# ¿ Nov 20, 2022 14:51 |
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thebardyspoon posted:We do the thing where you draw 3, pick one to not have and then randomly get one of the other 2. Just to avoid having a truly unpleasant thing where your weakness ruins your deck. I understand why it's not part of the core rule set, because for someone running night of the zealot that's a huge ask to have a player look at three weaknesses, determine what's worst for them and discard one, all before they even know what an investigate action entails But, I do feel like they should have put this as an official variant at the end of every book, like by the standalone play xp rules, because this is the perfect way to handle weaknesses imo
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# ¿ Nov 28, 2022 15:28 |
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My hope is that with MJ moving on to other projects, the new lead designer may feel an urge to put out more content to make their mark Will it be as good, welp
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# ¿ Nov 28, 2022 21:03 |
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thebardyspoon posted:Sorta feels like they're all about as complicated and have a rep for being difficult in different ways, maybe Edge of the Earth or Innsmouth are the ones I've heard generally recommended as early campaigns after Dunwich? Edge of the Earth gets a good boost because it's available in the new investigator/campaign box format, so it's easily accessible But more than that, it's just legitimately good, probably the fullest/most fleshed-out campaign of any of them to date The story and setting are fantastic, there's a ton of replayability, and I personally think that the story ally mechanic makes it feel real to the players in a way that other campaigns don't quite ever hit It's probably also the campaign with the least complicated mechanics addition, frost tokens are new, but way easier to insert into your internal rulebook than say, flooding mechanics from Innsmouth or the dual-campaign crossovers of Dream Eaters
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# ¿ Dec 12, 2022 21:27 |
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Just wanted to give people a heads up that foundry gameroom still has a holiday sale on all their arkham stuff, some of it is like 65% off I picked up a bunch of investigator starters for like 7 bucks each just to have more duplicates for deckbuilding, it's a very nice sale
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# ¿ Dec 30, 2022 19:54 |
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Team Covenant went really serious on their production value, they have a guy sitting and listening to them as they play, any time they mention a card, like, any card, that guy overlays a picture of it on the side so you can actually read and see what it does, it's really great for learning the collection and all the interactions The team at Playingboardgames is very very good at the game and their listicle-type videos are great information, but watching their actual playthroughs is like watching a movie on an old CRT covered in vaseline from ten feet away, it's a very bad setup
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# ¿ Mar 22, 2023 13:04 |
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Kalko posted:The most interesting thing about it is the 2024 copyright date... Maybe a January/Feburary release for new campaign, but we get repacked Circle Undone for the fall? I can't figure for the life of me what that expansion logo is, it looks like a dinosaur footprint???
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# ¿ Mar 23, 2023 18:51 |
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Thought about it for a bit more, the background building in that card art is screaming 1930s Miami Art Deco to me, so the logo could honestly be a mutant alligator clawprint I for one will happily buy a hellworld Everglades expansion, so bring it on
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# ¿ Mar 23, 2023 19:09 |
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Anonymous Robot posted:How does this work in relation to enemy engagement? If a character moves into a location with an enemy, and that enemy engages them, can they then exhaust Gené to move that enemy to a connecting location, thereby disengaging them without a test or attack of opportunity? That's exactly how it works, and it's why Gene is busted as hell, you can trigger any reaction ability at any time as long as the pre-requisites are met, regardless of any action windows Move in, yeet the fucker right out and it never technically engages with you at all unless you want it to (you can still kick it out afterwards without an attack of opportunity) I've been playing a seeker/guardian charlie kane for a while and it's absolutely nonsensical how broken it is, I'll write some stuff about it after we finish this campaign but holy moly E: in case you need a hard ruling because you're trying to convince someone, it's page 3 of the rules reference, specifically the rule regarding reactions that have the word "after" in their text - once you move into a room, the game state has changed to satisfy the condition and so you can trigger gene's ability before anything else occurs (i.e. an engagement) postmodifier fucked around with this message at 18:48 on Apr 5, 2023 |
# ¿ Apr 5, 2023 18:38 |
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What's even stupider is Prophesia Profana, which just lets you ignore all attacks of opportunity pretty much 99% forever I'd have to fix the arkhamdb list to post the deck, but the most fun I've ever had playing this game was with a Daisy deck that had every single teleportation/movement/remote action card I could fit in, you could shove anyone, anything, anywhere at any time Open gates, ethereal slips, astral travels, profana locus, gene, shortcut, pocket telescope, if it moved something, it was there and it was awesome But even so, charlie kane is running away with the trophy for most atrociously good thing I've ever built
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# ¿ Apr 5, 2023 19:50 |
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Nephthys posted:Oh hey, I can't believe I missed it until now but it looks like a new investigator just dropped: https://www.fantasyflightgames.com/en/news/2023/4/1/the-blob-that-investigated-everything/ Tried to run him through Night of the Zealot just to see what it was all about, but it ate all my coin capsules and now I have to buy another core set? 1/10 would not recommend Joke aside though, the set logos on those five card images spell out fhtagn So... cthulhu comin? postmodifier fucked around with this message at 20:56 on Apr 5, 2023 |
# ¿ Apr 5, 2023 20:49 |
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Hotel is very good for testing out new builds, rougarou has some cards that let you break the game over your knee for certain characters, blob is really fun because it's extremely meta, casino is my favorite because it's oceans 11 and the playing card icon mechanic is very cool Get em all, I guess, but guardians, labyrinth, and outer war are very much designed for massive groups and honestly they kinda suck in small playthroughs Scarlet keys folding standalones into the campaign is really cool and so having more of them makes that really fun, but Where in the extradimensional hell is news about this year's campaign, like come on already
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# ¿ May 3, 2023 02:41 |
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thebardyspoon posted:We have a player in our group who really hates taking the double power actions to get rid of stuff so they always delay doing it and it always bites them in the rear end. Just a small protip/rules clarification, any player at the same location can spend actions/reactions to resolve cards in another player's threat area So if your friend refuses to spend 2 actions until it destroys them, you can pop in and do it for them, completely legal
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# ¿ May 11, 2023 14:47 |
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Golden Bee posted:Night of the Rougarou is the first expansion and it shows. Every single one of them is better. I dunno about this, the blob that ate everything is pretty not great outside of its context as a massively-multiplayer event scenario, playing it as a 1-4 player campaign insert is doable but one of the most annoying things I've ever done for the least payoff (I really just wanted a migo weapon for zoey in dunwich, for reasons) I personally love it, but fortune and folly can very quickly turn into like, a four hour slog if the tokens and card suits just do not want to show you a good time - the same can be said of every scenario, but there are so many checks and such randomization that it's constantly a toss-up whether you get to play the coolest game of ocean's eleven, or like, that really bad movie 21
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# ¿ Mar 2, 2024 06:44 |
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# ¿ May 21, 2024 09:52 |
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Just want to chime in and throw a big a+ review at hemlock vale if you're on the fence about it, really great mechanics, the day/night cycle is great and it's pretty generous with XP in my opinion, I'm already thinking about all the stupid gimmick garbage I can build for another playthrough asap Kate is very very fun
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# ¿ Mar 17, 2024 06:13 |