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thebardyspoon
Jun 30, 2005
The thing I'm finding tough, is presenting the player cards to the other players without it being overwhelming. I'm the one whose buying all the poo poo (which I'm fine with cause I like to have it and I'll probably play it solo/with other folks in the future) and it's like, do I put them all in binders when I go over to my friends house who has the good table and space to play so they can look through them between scenarios and such.

Or I could ask them to make Arkham DB accounts and make the decks and share them with me and just pick some cards to use as upgrades so I just make the decks and bring those plus the upgrades and whichever campaign we're gonna play. Would be less hassle.... maybe?

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thebardyspoon
Jun 30, 2005
Me and my gaming group have been really enjoying this game, we started Dunwich a few weeks ago, did our second session on the Saturday just gone. It's not going amazingly (though I think the game seems to give you a bit of reprieve if you do really badly which we absolutely did in Essex County and Blood on the Altar) but we're still having fun.

I know/think we've messed up the rules for two scenarios and those were the only ones we thought we unambiguously won haha. In the casino, which we did first, I don't think we did the part with the pit boss walking around and attacking you if you gain clues in a location with him (I assume that overwrites his aloofness from the agenda right? It was awhile ago but I don't think we noticed that at the time) and then we really messed up the void wyrm in the museum, didn't add a resource every time so it remained a wimpy little thing. Not the worst but it meant we probably didn't really get the full experience of the Museum scenario for sure, the casino one probably wouldn't have been a huge deal if we did gently caress it up. For the second session I made sure to try and really keep track of everything cause I can only imagine it gets more complicated in the other campaigns and missing something like that again will probably really negatively affect a scenario or straight up make it not work/make sense.

In Blood on the Altar, we did really well up until our friend got the key to the hidden chamber. He got it with his first action, windmilled off and ran right down into the chamber cause we'd found it pretty early and it was under the next location (which was the one only one person can be in at a time, which stopped us being able to stack up outside and go in guns blazing), for some reason that was inexplicable to me and his girlfriend, he wasn't expecting a horrible monster to be in the secret basement in the hillbilly cult village. As he's the clue gatherer, he was less than well equipped to fight and he spawned a whippoorwill in the basement as well. He was insistent that we definitely couldn't get through it's health but for some reason thought we'd be able to grab the 15! clues in the basement despite him being the only clue gatherer generally. Then while we were trying to get over to the basement, many enemies spawned on us and sapped our resources. In the end we resigned and literally everyone got sacrificed, even poor old Madam LeBranche from my deck, rough times.

It's impressive the mileage they get out of the common card sets that appear multiple times, supplemented with the scenario specific ones to make an actual thematic feeling scenario that each feels distinct from the last. We're probably playing Carcosa next, after that we'll pick pretty randomly cause I went nuts and bought nearly everything except the Edge of the Earth campaign box.

thebardyspoon fucked around with this message at 11:59 on Feb 15, 2022

thebardyspoon
Jun 30, 2005

Golden Bee posted:

You can leave the basement pretty easily, I don’t think that guy makes attacks of opportunity.

No he doesn't but you can't leave easily if you've used all your actions going into the place and then if the other people on the team want to move up as close as they can then they'll leave you unable to leave cause the connecting location can only have one person on it max. Just an unfortunate confluence of circumstances and our friend being a little too eager to advance the act. I reckon it would have been easy if we'd just all gone in at once, we have a Jim Culver, a Yorick and a Winnifred so the Winnifred could have just evaded him then shot him up while I also shot him.

Anonymous Robot posted:

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.

Yeah I'm not overly annoyed about it, we're just gonna be a bit more careful reading everything from now on. We'd generally prefer to get the intended experience the first time since we're going in mostly blind for each campaign.

thebardyspoon
Jun 30, 2005
So, Undimensional and Unseen from the Dunwich Legacy, I've seen people say it's their least favourite scenario in the whole game and so far, I have to agree or at least I hope I don't dislike another scenario as much as I disliked that one. I was genuinely worried it was gonna turn my friends off the game entirely but when we finished they're still down to finish the campaign and were talking about characters they want to play for the next one (Carcosa is what we're doing) so it's at least not poisoned the well. Do they ever do anything like that again though, especially what I say below where they have you randomly pick locations and it seems like a combination of the selections could just gently caress you? I got advised to use the "return to" box locations for the ascending path and base of the hill in Where Doom Awaits because the base set ones similarly were apparently not the most well thought out for certain investigators which I will do, I bought the Return to boxes with each campaign for the storage and the player cards... and because I am a madman who goes all in on stuff when he gets into a new game.

After we "finished" U&U we looked at the locations we hadn't picked randomly and we'd managed to only get two that let you put clues on the broods at all and one of those was a single clue for one turn. One got all the buffs on before the second one spawned and we did such a good job killing the weeny enemies there were no abominations to put the card that gives an enemy contact sanity damage on other than the broods as well so they were just absolutely impossible at that point.

We're also playing with a Winnifred who only has 1 willpower so even with 3 clues on the brood she was still gonna have trouble hitting (she was good at the evades though at least). I'm playing as Will Yorick and had 2 allies giving me plus 1 willpower each but I kept getting the allies text box is blank treachery and the guy with naturally high willpower, best positioned to actually hit the broods, got frozen in fear and somehow pulled the -4 token 5 times in a row when trying to pass the test to get rid of it at the end of each turn so he was struggling to actually do anything. The latter thing is just crazy bad luck of course, could happen anywhere but the other aspects felt a bit overly punishing and stuff we couldn't reasonably have preplanned around really? Like if I ever play this scenario again with other folks or these people, we'll probably just pick the locations non randomly and that'd at least mean we're able to be strategic and put clues on them that we've gathered, then have a chance at hitting them.

Edit: We could also just be poo poo at the game of course.

thebardyspoon fucked around with this message at 14:23 on Feb 20, 2022

thebardyspoon
Jun 30, 2005
Not ready to pull the trigger on this just yet because one of them is out of stock right now in any case but would any of you fine folks in the US be willing to receive the five parallel card sets from gamezenter and then send them to me in the UK for non insane postage prices + a little extra for the hassle? They want someting like $70 just for the postage and packing which is slightly more than I think is fair. Like I get pretty big parcels from the US for $30ish quite a lot. I'd order out of the void as well potentially but someone is selling that in the UK for a somewhat reasonable price so might grab that now.

thebardyspoon
Jun 30, 2005
A lot of people play "solo" two handed where you use two investigators cause then that lets you do the more co-opy thing where one character is good at fighting and the other good at investigating.

As Golden Bee has said, a lot of the scenarios are designed with you resigning as a reasonable potential outcome like when you've done enough in your opinion, other times it's a neutral/bad ending for the scenario but you nearly always carry on regardless, it just changes the story/setup for the next one. It's nearly always better to resign than it is to run out of health/sanity if you can but even running out of either of those things isn't the worst. In our first proper campaign, we've all accrued some mental trauma and it just means you have to be a bit more careful or use some healing.

thebardyspoon
Jun 30, 2005
Yeah each scenario has a setup guide for the encounter sets it wants you to assemble, usually like 5 or 6, then it tells you to set aside some specific cards (usually assets the players get later on or big enemies that can get added when something happens) and then it tells you to shuffle all the encounter cards assembled together to make the encounter deck.

Not sure which format you've got Dunwich in, either the big box with everything or the older format where it was one box that had investigators and the two scenarios and then 6 smaller packs with a scenario each. If it's the latter then each scenario pack will include the encounter cards only for that scenario and then ask you to add encounter sets from the deluxe expansion (Dunwich Legacy) using their symbols + stuff from the base set like Rats or ancient evils so just keep an eye on what sets you need. That would definitely mess up the balance of a scenario if you don't have them all in cause some encounter cards are definitely intended to be relatively easy.

thebardyspoon
Jun 30, 2005

Slyphic posted:

Quick question y'all. I've got a revised core, and someone gave me a single copy of the old core set. What cards or components of the old core are worth saving? Or the otherway, what can I trash from that old core?

If I'm understanding things correctly, keep all the investigator cards unless I have a combined total of more than 8 of them (2 max per deck for 4 max players), bin all the mythos cards in favor of the new Night of the Zealot versions, and keep all the tokens except the chaos bag ones.

If you're likely to ever have multiple campaigns on the go at once in the future, keeping the core set encounter sets could be worth it to minimise the amount of swapping them in and out you'd have to do between sessions of the campaigns, they're the only ones that'll get used in the expansions that aren't included in said expansions. Otherwise feel free to toss them or see if someone else wants them for exactly that reason I guess.

thebardyspoon
Jun 30, 2005
Our Dunwich campaign ended in a bit of a heartbreaking way, we killed the big guy at the end of Where Doom Awaits but just managed to not get the clues in time, one more turn would have done it (and so doing so badly on U&U and starting with 2 extra doom on the Agenda probably was the final nail in the coffin). We managed to save one team member from Beyond the Veil with some well timed soaking on my part at least so she just nearly died instead of actually dying thanks to Brother Xavier and bandages, that felt pretty good.

Then we decided to carry on to Lost in Time and Space just to see it since time is finite and we probably won't play Dunwich again for awhile if ever (I will but not with this same group of folks I'm sure) and we nearly won that one as well, so we clearly are getting a little better at least, just need to turn these almost wins into actual wins.

We're doing Carcosa next, hoping we'll do a bit better in general but I've heard they only get better from Dunwich onward so either way, as long as they keep the fail forwards aspect we'll enjoy it regardless.

thebardyspoon
Jun 30, 2005
Hmm so with that advice, is it "these types of cards will make it better/easier" or "these cards are essential and will make the scenarios doable at all"? Hopefully the former.

I'm trying not to be too much of backseat gamer/quarterback, I'm the one with all the cards but I'm kinda letting the others make their decks as they will (and I assemble them for when we play). I'm playing as Trish and assuming I am the main clue gatherer so I actually do have shortcut and some movement tech cards planned as upgrades but have no idea if the others will or would even have thought of it, looking at the fat list of cards available to a given character on Arkham DB probably leads to a bit of overload.

By magic portals do you mean astral travel or another card I'm blanking on btw? Don't even know if we're going to have a guardian or character with access to guardian cards yet but we will definitely have a mystic.

thebardyspoon
Jun 30, 2005
I think there's speculation on that front, like maybe you get a choice early in the campaign to work with them or against them and that changes up some stuff. In the fiction they're kind of a shadowy group that seems to be working for their own ends but have the power of an ancient one empowering them in some way. I wonder if they might do a 1920s equivalent of the more modern storyline where a corporation is trying to control a giant monster/source of power and gets absolutely poo poo wrecked by it because of their arrogance. So like the ancient one is almost incidental until the end (with the irony being that capitalism is kinda worse than ancient lovecraftian evils of course).

thebardyspoon fucked around with this message at 00:01 on Apr 26, 2022

thebardyspoon
Jun 30, 2005
The design notes at the end of the Edge of the Earth campaign booklet suggest the next campaign will take you to multiple continents as well so could be that each member of the council is hanging out in a different place and you go to some of them in the order you choose.

thebardyspoon
Jun 30, 2005
Those look nice, I might get some printed versions of the campaign guides cause having bought the old style for all the expansions that is the one thing I think I'll miss out on, the ring bound, easier to keep together campaign booklets from the new style campaign boxes.

With the teases going on for the next campaign they've been doing, is that the usual modus operandi or are release sporadic enough that they kinda do announcements differently each time? Must say I much prefer just a straight announcement with an estimate of a date to a week and a bit of daily teases. Hopefully it'll be August/September or so, we'll probably have done a couple more campaigns by then and we might be in a place to just play a new one as soon as it comes out which would be cool.

thebardyspoon fucked around with this message at 19:31 on May 5, 2022

thebardyspoon
Jun 30, 2005
Guess like September or later for that then? If they're saying "more news in early summer", unless they're gonna try a very short turnaround between announcement article and release maybe.

Looking forward to it regardless, 6 investigators is cool and the motorcyclist and switchboard operator lady look cool as hell just from their designs.

thebardyspoon
Jun 30, 2005
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. Could be kinda fun if you got to choose that and that determined what cards he has access to.

Telephone operator could be like an astral projectionist or medium or something yeah. People seem to be hoping they're a ritual focused mystic.

thebardyspoon
Jun 30, 2005
Could have like, 3 tiers of a general enemy encounter set for the campaign, say green, yellow and red just for discussions sake. If you're in the first 3 scenarios, you put the green ones in, if you're later than that then you shuffle the yellow ones in and if you're nearing the end of the campaign then you shuffle in the red ones which are the late game threats with stats to be sufficiently threatening. Then the specific scenarios would have their specific decks as well with the locations, treacheries and more bespoke enemies that are generally balanced to be interesting throughout a campaign.

The campaign pack does have 43 mini cards in addition to the 350ish standard sized cards as well, one of the ones on the back of the box is a "coterie agent A" with no other stuff on the card so there might be some sort of new more mutable enemy presence. It also mentions a new keyword "concealed" that "places enemies in the shadows until their true location is exposed" so those could function as modifiers for shroud values on locations and the like, if you're late in the campaign you use "coterie agent D" or whatever who makes locations slightly tougher until you find them and deal with them.

thebardyspoon fucked around with this message at 01:24 on Jul 2, 2022

thebardyspoon
Jun 30, 2005

Anonymous Robot posted:

Lol, the art on Grizzled is awful.

Yeah I was gonna say that is the worst piece of art I've seen for the game so far that I can recall, generally the quality on that stuff is pretty high but there's always gonna be a miss here and there I guess.

thebardyspoon
Jun 30, 2005
Preston only likes ostentatious, obvious pockets, thank you and good day sir!

thebardyspoon
Jun 30, 2005

Kalko posted:

I believe the only thing left to reveal with regards to the investigators in this box is Carson's deck building rules. They're a very interesting bunch this time around and I'm looking forward to playing all of them.

Amina's deckbuilding hasn't been revealed officially anywhere that I've seen either, supposedly it is charms 0-5 but not confirmed (and I've seen some leaks as well like I saw Vincent Lee and the bonesaw a few weeks back but there was no picture of her card back or anything that I could see among them).

I think flavourwise the healing part of the bonesaw is more encompassing his general medical knowledge rather than just being the bonesaw, they wanted to give him some way of healing in his default kit but with a potential cost (and didn't want to give him 6 signature cards if you also count the "on the mends"). So if you use the healing option he's trying to heal you as best he can and if he fails the knowledge check then you still get healed but there's a long term problem that'll need a lot longer to heal. Like he's popping your joint back in and setting the bone, you can move your arm just about but without rest it'll get worse again over time or whatever. Then if you include other healing cards in his deck like you're obviously intended to, those would be representing him healing with better materials available, more time and prep, etc.

That's just how I interpreted it anyway, obviously the idea of Vincent Lee, slightly cocky doctor, cutting peoples arms off with his patented medical technique is also pretty funny.

thebardyspoon fucked around with this message at 11:40 on Sep 4, 2022

thebardyspoon
Jun 30, 2005
I know they wouldn't be great for the rogue with tool access anyway but in what world are sickles and dowsing rods not tools?

thebardyspoon
Jun 30, 2005

Golden Bee posted:

Some of the Chinese spoilers are really intriguing. We’re getting some solid upgrades to cards that have been around a long time.

Was it these? https://imgur.com/a/V7rBCdT

If not and you've found some others would you mind sharing those? The discord I'm on and the reddit are in "we can't post leaks because it would make the content creators who got official previews sad if their card was in the leaks" mode which is fair enough obviously but I don't give a gently caress, just want to see the new cards. Things out in like 3 weeks basically.

thebardyspoon
Jun 30, 2005
That dog feels like prime "oh this'd be good for Daniella, oh wait she can't take it" fodder if it is unchanged. Probably won't be a lone multi-class card in the set though so she might just be out of luck.

thebardyspoon
Jun 30, 2005

BigRed0427 posted:

Ok, ill keep that in mind for the other expansions. I wasn't sure what else to get besides the revised core set and Carcosa sounded the most interesting. The store i bought the sets from had the investigator expansion and the Return to the path of Carcosa along with the main expansion.

So just to make sure, when you say the Carcosa expansion and two packs, do you mean you got the Carcosa campaign expansion in a big, big box with like, 300 cards in it or the "deluxe expansion" which is a relatively small, flimsy cardboard box with some investigators and two scenarios, probably has 160ish cards on it, that'd be written on the back of the box. The packs are scenario packs I'd imagine, Echoes of the Past and the Unspeakable Oath possibly?

Not trying to interrogate you about the fun new thing you've just got into but they've made it a bit confusing potentially if you're just getting into the game and I'd hate for someone to spend money for no reason.

Basically if you got the deluxe box and two scenario packs, to avoid wasting money and finish off Carcosa when/if you know you want to do that, continue buying the scenarios packs in the order they say and if you got the campaign box, the Carcosa scenario packs will be slightly wasted money (and you might be able to return the two you have if you haven't opened them) and you're better off buying the investigator set to get the other half of the Carcosa cards which would be the player cards and investigators.

Right now Dunwich and Carcosa are available in the new format and the assumption is they'll rerelease all of the campaigns after those in the same way, they're just releasing a new campaign now so all the focus is on that for a bit.

The return to boxes are designed for people who've played the respective campaigns a fair bit but they are currently in a bit of a limbo state as to whether they're going to be reprinted/continued in the future so if you're the sort of person who thinks they might want everything once they get into a thing, they might be worth buying now if the price is acceptable at all. Can always resell them later, probably for more than they cost if they do go unprinted. I'm the sort of person who gets annoyed when they get into a thing and find out there are parts of it that are now very difficult to get, realise not everyone is though.

thebardyspoon
Jun 30, 2005
I might be insanely wrong but I feel like fighter Jenny with that cardpool will probably be fine as long as you pack at least a few cards that can deal with enemies and/or some way to ensure you definitely draw them if you're gonna be a main fighter or backup fighter for a group and such. I'm not the most experienced but I've felt like the game isn't balanced on such a delicate edge that you need to min max at all for standard difficulty really.

thebardyspoon
Jun 30, 2005
Ah, I was wondering if that was the case or not, so you can put 4 boxes on the characters who can access level 2 stuff as their off class then.

There's some odd choices in some of the cards, or well at least one comes to mind. The level 4 Rogue event that gives you loads of cool stuff for having many evaded enemies at your location and is also a trick can't be taken by Finn Edwards or Rita Young, the two characters who most like evading stuff because he can't take level 4 rogue cards unless they are also illicit and Rita's trick access is only up to level 3. Obviously it's fine for some other characters as well but definitely feels a bit trolly that those two can't take it.

thebardyspoon fucked around with this message at 09:42 on Oct 6, 2022

thebardyspoon
Jun 30, 2005
Hmm, was looking forward to playing the new Arkham campaign this weekend and next with my friends but apparently in the UK they (along with some other FFG products) are "still on the boat" and they estimate we won't get them until mid December now which is loving irritating frankly.

The place I ordered from hasn't said anything yet but they haven't sent it and some folks are reporting one of the other big board game sellers is messaging people with the boat reasoning.

Edit: Found a place to maybe order from so deleted my question about that.

thebardyspoon fucked around with this message at 20:56 on Nov 16, 2022

thebardyspoon
Jun 30, 2005
It's fully out, so they wouldn't be leaks really. It came out in the Netherlands early last week and in the US on Friday. Some people in the discord I'm in have finished it. I haven't read any of the spoiler stuff but overall tone seemed pretty positive.

thebardyspoon
Jun 30, 2005
I don't think the rules tell you to do anything either way specifically, however I think they assume most people who have multiple campaigns will just be putting the stuff into a collection and pulling from that, when a campaign scenario resolution says to pull a weakness and add it to your deck, it doesn't say "from this campaigns set and the core" or anything, it just says the collection. In the new format weaknesses are in the investigator boxes as well, obviously they are named after the campaign but they're somewhat decoupled thematically.

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.

thebardyspoon
Jun 30, 2005
I suspect it isn't up to the designer, they get a budget or a product scoping on the companies schedule presumably?

They might go to a two a year schedule or one every 8 months rather than 12 months when all the reprints are done, they likely consider those as releases on par with new ones right now even if they are of less interest to folks who've been playing since the start. Gets more people into the ecosystem and invested, etc.

thebardyspoon
Jun 30, 2005
Speaking of Carcosa, we played Echoes of the Past for the first time last night and boy the reputation of that scenario felt pretty well deserved, I hosed up the setup a bit but even with the extra action we were supposed to get in the first turn I don't think that'd have made the difference. Somehow felt like the scenario where we moved around barely at all and did the least stuff but also took us the longest any scenario has taken so far.

Been a real thin campaign on the experience front, think we got 4 in the first scenario, the lead got 3 and the rest of us 2 in the second scenario and then we got 2 in this one. Rough times and I'm a bit worried this scenario specifically has made people dislike the game quite a bit.

thebardyspoon
Jun 30, 2005
It is indeed, I suspect it'll be a few weeks before people feel ready to play it again given the other nights outcome and Christmas near but I've heard only good things about that scenario so I'm hoping it'll put people in a better mood and pull them back into the campaign, we really enjoyed the other two scenarios. I think Echoes and U&U from Dunwich are my least favourite ones so far along with the 3rd one in the starter.

thebardyspoon
Jun 30, 2005

Golden Bee posted:

I just skip echoes of the past. There’s not even a way to redo it to make a good without changing agenda and encounter cards. Same with U&U.

Hmm I think if we/I ever replay Carcosa, I'll probably be better prepared so I'd want to give it another go despite my rant.

I think of my impressions of the other campaigns, the only other scenario I've heard as many complaints about are Wages of Sin from Circle Undone, U&U and Essex County from Dunwich, the latter of which we didn't dislike and we haven't played Wages of Sin yet. Hopefully that plays out and those are the only ones that really stick in our craw.

thebardyspoon fucked around with this message at 18:33 on Dec 11, 2022

thebardyspoon
Jun 30, 2005
If you think you'll want the Return To eventually, get it sooner rather than later because they aren't reprinting them anytime soon, if ever.

I used some of the return to cards in the initial vanilla Dunwich playthrough on the recommendation of some of the community for the reasons Orange Devil said, because they fixed some minor problems with the base campaign.

So my friends elderly father overheard us playing Echoes on Thursday and wants in on our next campaign (also indirectly confirming that they do want to continue playing, phew), he apparently used to DM their D&D games when they were kids and went to a board games club and stuff so should pick it up reasonably quickly. We've done Dunwich and are midway through Carcosa and Forgotten Age so if you had to pick a campaign after the latter to be someones first which would you pick? 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?

thebardyspoon fucked around with this message at 19:10 on Dec 12, 2022

thebardyspoon
Jun 30, 2005
I own all the campaigns, in fact I think I own everything from the game apart from Labyrinths of Lunacy and Barkham Horror, so it's more just a case of picking an order to play them in.

thebardyspoon
Jun 30, 2005

Anonymous Robot posted:

Questions for Path to Carcosa:

We just played through The Last King, and

The agenda deck refers to an “agenda 2b” card that I couldn’t find for the life of me. Luckily I never had to resolve that because we got out before all the sickening realities got drawn, but am I missing something? Is there some hidden agenda 2b somewhere or did I misplace a card?

Potentially related, I saw that this scenario has a resolutions 2 and 3, but the only way to end the scenario that I could discover was to either be defeated or resign. Did I run the scenario wrong somehow, or is there something less obvious in store in the campaign?


Putting into separate spoilers just in case you just wanna know the answer to your questions separately, the agenda thing is, Agenda 2B would be the other side of Agenda 2A which you'd resolve when you flip it if you go to pull a sickening reality card and they're all gone. The other resolutions are doing that gets Resolution 3, resolution 2 is just everyone getting KO'd I think. So you just got the best ending and the reward is the more folks you interview/clues you get, the more XP you get.

There is weird stuff in the campaign though for sure. Like, if you flip the act deck for that same scenario for example, which the game never tells you to do.

thebardyspoon
Jun 30, 2005

Stagger_Lee posted:

I have just picked up this game and gotten pretty obsessed with it over the last few weeks.

My friend and I are going to take on Carcosa with Jenny Barnes and Akachi - we're both relatively new to this game, but good at card games. Us both being flex looking for a lot of set up has me kind of nervous - and I'm skeptical about Jenny in general, but hopefully we can make it work.

If you were playing with those two two-handed, which would you assume leaned more towards fighting and which towards clues?

I guess you have the Core set, Dunwich since you have Jenny and then Carcosa right for player cards? If you have more sets it only makes it even easier cause every set broadens options but just assuming you have that I think it'll be fine anyway.

I reckon you could do both as flex and be fine if you use some of Jenny's out of class access on some cards from the other classes that do the job early in the campaign so for example some clue boosting stuff or some weapons/prepared for the worst from guardian to more reliably get your weapons. Then have Akachi with the spells you have access to that do clue gathering and fighting. You'd probably want to have flashlights in both early on as well cause those are just like, fine shroud reducers that can be replaced with better stuff later (if you have Scarlet Keys, the upgraded flashlight seems legit to me).

I think if I was making them dedicated to one or the other, Akachi would be the fighter but you'd probably want to have at least 4/6 copies of damage dealing asset spells and/or ways to find them or recur them if you have less than the higher number, I think those are in the starter, Dunwich and then the mystic starter pack with Jacqueline has another good basic set. If you have Edge of the Earth that has some XP costing spells as well that'd do the job after scenario 1. It's kinda the same situation with the clue gathering spells so ultimately you might have to make up the difference with event spells or like, the magic knife I'm blanking on the name of to make up the numbers and do what you need. Jenny I'd make the clue gatherer just cause she can grab good stuff from the other classes early on and low level seeker stuff is quite nice, then she can get lockpicks to supplement what she has there.

Pack some sanity restoratives and sanity tanking/soak in the decks for sure.

thebardyspoon fucked around with this message at 19:45 on Jan 12, 2023

thebardyspoon
Jun 30, 2005
Fire axe is a decent shout, gives you two swings at +2 with the second doing +1 damage if you've spent all your cash, lets you kill 3 health stuff or super kill health 2 stuff by spending all the cash on the first swing. Dark horse could be interesting as well with that, the stats would be downright respectable once you were set up but you'd be committing to that quite hard with your 5 out of class access cards.

I reckon you might find your hand filled with stuff that takes up hand slots since your signature takes up 2 and then you have 7 other cards that take up a hand once you play them so maybe a couple events instead of the derringer and one of the flashlights? Something else to dump cash on as well.

Slightly specific to the campaign advice that you can read if you want or not, I'd recommend you use both copies of fine clothes you have in Carcosa, they're pretty useful for the first few scenarios, after that feel free to replace them. If Akachi has nothing else for the body slot she can use the other copy if you're both flexing or Jenny can have them both just so you're very likely to get them out and in play.

thebardyspoon
Jun 30, 2005
Goddamn Scarlet Keys ramps up real loving hard doesn't it? The modifiers/effects on the tokens and the amount of them you get feel a lot harsher than TFA, Carcosa or Dunwich have done.

I'm playing as Lily and Darrel, Darrel has been a beast if I can get the evidence train rolling. Lily started off feeling rough but getting Brand of Cthugha, level 2 beat cops and 2 Runic Axes got her rolling. I've gotten On The Hunt to fish out enemies directly, bypassing concealed but haven't had it in hand yet at all. With the symbol situation, quite wishing I'd gone for Wish Eater as well.

General spoilers below.
I'd done pretty well in the first 3 scenarios I did and was quite enjoying it although the scenarios feel pretty simple. Then I hit Dancing Mad and I was literally one time unit late to get the early half of the campaign version of it I think. First 4 turns of the scenario I just can't do anything cause I keep drawing symbols that are either -3 and hollow any committed cards if you fail or -4 and drop an extra decoy if you fail, I have 4 tablets, 2 skull and 3 cultists now (one of those got added because I failed Dancing Mad so hard so 1 less of those was there). Some of those -4s went off on the treacheries that hollow an asset if you fail so I just lost 2 big assets real early before I got any use out of them and just flailed hard for what felt like ages as a result. I had to resign and get out with a single XP cause I was on the verge of dying before even getting to act 3, bit annoying cause I'd gotten intel on the dude in that scenario that I assume would have come in real clutch if I'd gotten a little further.

Then I did what felt like it was gonna be a real good sidequest thing cause it had put a poo poo weakness in my deck and the reward from that was not the most useful. Now I've gone into Shades of Suffering late campaign time wise and that is a scenario name I've heard a lot and not in a positive way so I'm expecting it to go similarly badly to Dancing Mad. Wrapped it up for the night there but it's left a bit of a sour taste in my mouth so far, I'm hoping some of the scenarios I haven't done yet are real bangers and I have time to do at least one other one before the finale after I finish Shades.

thebardyspoon fucked around with this message at 01:28 on Jan 16, 2023

thebardyspoon
Jun 30, 2005
I haven't played the campaigns between Forgotten Age and Scarlet Keys yet, generally people seem to reckon Forgotten Age was the peak in terms of difficulty and then the others since went down a bit or are at least more manageable. I'm curious to see if that turns out to be the case for us (I'm playing Scarlet Keys solo, two handed though cause I was impatient so I'll be going through them in a slightly different order) either way it does feel very brutal. Even on easy it looks like all that does is take away the initial -3 and -4 modifiers and give you an extra 0 and a +1 , so I'd still have a bunch of -3s and -4s from the symbols anyway.

LifeLynx posted:

Their solution to how to ramp up challenge for a non-linear campaign went too far in the difficult direction, but it's their first time. I expect it'll be smoother next time.

I don't think non linearity is going to be the default for every campaign going forward. Supposedly the new lead designer has said that the next campaign will be "the Majora's Mask to Scarlet Keys Ocarina of Time" which to me says a lot smaller in scale and more familiar or intimate (obviously what comes to mind when someone thinks of Majoras Mask or makes a comparison to it is subjective as hell, a lot of people would probably think time stuff as well of course). Edge of the Earth and Scarlet Keys were very globe trotting, big, exploring focused campaigns so the next one being in one relatively smaller location like a small town or village, or even a mansion that you return to and it changes over time would be pretty cool.

It makes sense to me to switch them up style wise as well since they're obviously designing way in advance of the previous one coming out, they can't know it's gonna hit or be a bit of a miss so you wouldn't want to fully commit to a single style overly I'd think.

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thebardyspoon
Jun 30, 2005
I could see that if this was a thing being turned around super quick and also not a physical card game. The only reason that works with videogames and specifically in context with Majora's Mask though is cause they had a deadline and could reuse assets in a reasonable way/venue and then used the time lopp mechanic to give it more of a unique hook. I don't think you can reuse assets in a card game when the main thing they are selling is the new cards ultimately and they can't make something that relies on you having Scarlet Keys cause the expansions are sold separately with none of them relying on another.

They'd can't really do a new box and have half the cards in it just be locations or monster encounter sets from the Scarlet Keys afterall. Unless I'm misunderstanding what you mean by "re-utilizing assets"? Obviously they can use the core set stuff but nothing else.

However, that is a good example of my point, them saying Majora's Mask can definitely mean many things to many people, your take on it hadn't even crossed my mind. It'll be interesting to see what it does mean. The only other things they've talked about are some kind of festival or feast type thing which makes me think of a folky festival in the woods and maybe the Black Goat of the Woods/Shub-Niggurath as the ancient one.

The thing about Majora's Mask to me was you really got to know the characters, where they were, you were trying to fix their personal lives and such. That's what I mean by familiar or intimate. Even each of the dungeons was pretty inexorably linked to the life of one of the heroes who had tried to go into them and failed, then you turned them into masks. Very melancholy and creepy tonally as well.

thebardyspoon fucked around with this message at 15:39 on Jan 16, 2023

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