this does remind me.
we weren't able to clearly find in the rulebook if you can spend multiple resources on cards like that to boost your check more. we assumed you could but I might as well ask
They absolutely allow you pump as many resources as you're willing to pay.this does remind me.
we weren't able to clearly find in the rulebook if you can spend multiple resources on cards like that to boost your check more. we assumed you could but I might as well ask
this does remind me.
we weren't able to clearly find in the rulebook if you can spend multiple resources on cards like that to boost your check more. we assumed you could but I might as well ask
They absolutely allow you pump as many resources as you're willing to pay.
e: limitations (typically exhaust the card) for the lightning symbol triigers'll be noted on individual cards, Forbidden Knowledge as an example.
Yeah, you folk were right. Their is no limit on the number of free actions you can take in a trigger window, so if you have the resources to spend you can jack your stats up to any desired level. Certain other cards do have a limit on use (say something like once per skill test) in which case you can only use them once, but if it doesn't say then you can use a free action endlessly as long as it makes sense.
Really need some alternatives to use. Preferably something that can be bought inside Europe for cheaper shipping.
How well does this game play solo?
Anyone got some recommendations for storage of the game? FFG in their infinite inverse wisdom thinks its fine to pack a expandable core game into a tiny box where you'll never be able to fit much more than maybe one or two extra scenario packs while packing a single expansion into the largest possible box they could find that was not the Twilight Imperium box:
Really need some alternatives to use. Preferably something that can be bought inside Europe for cheaper shipping.
Great. Doing a single handed solo run of the core set right now. First two scenarios went very well.How well does this game play solo?
What's the best way to organise this game? I tend to put it in zip bags and throw it back in the box but I haven't decided to play it since I bought it because of all the mess.
Saw that one earlier, very nice box, didn't know you could get it in Europe.To quote my earlier post:
This ships out from http://oplaser.co.uk/shop/themed-storage.html in the UK
There are almost an infinite amount of options out there for a chaos bag. I use FFG's tentacle dice bag. It's a cheap thematic solution. Others prefer something that's self-standing, and I've seen a lot of people heap praise on these bags from etsy (there's another version he makes with tentacles).I still need a chaos bag in general.
I think I have a disgaea prinny bag I can use though.
I'll get that question updated in the OP a little later today. Ideally, you're at two cores per player. LCGs are sometimes referred to as "lifestyle games" where each player supplies their own cards. I know that's not the case for a lot of people. For example, I supply everything for my group (usually 1-2 players). I would say 2 cores for 2 players is fair, and 3 cores for 3-4.There was a bit of a discussion on this in the boardgaming thread; just for the sake of covering my own thoughts on the matter, I'd actually say that the two observations there should be reversed. In my opinion, it's single core set + 2 players where you have "no room for customising" (about the only meaningful option is deciding upon starting skill cards), and double core + 4 players is a little better (and absolutely opens up greatly with the third) in that at least you do actually then get to focus on investigator strengths when you share out the card pool. I don't know if I worded all that very clearly, ha.
I haven't seen this one yet. I'll watch it later today and possibly add it to the OP.Also for those who haven't played yet or have trouble getting a grasp of it, the OG how-to-play is quite good: https://www.youtube.com/watch?v=3pFe13ZrnJA&t=5s
Mansions is a great game that supplies a wonderful story. The LCG works even better, in my opinion. It seems to be more directed, and gives richer decision making.I'm a huge board gamer but haven't taken the plunge on this yet! Me and the wife are still working through mansions of madness. Thanks for the OT. I can't wait to get into this game.
One of the great thing about the LCG is its variable difficulty. The chaos bag can be seeded at four different levels. I started out playing on Easy, based on my experiences with other Arkham games, as well as LOTR. It still wasn't a walk in the park, but it was definitely doable. After getting a grasp on the game's mechanisms and deckbuilding, you can start working your way up the difficulty levels.For anyone who's played both, how difficult is this in comparison to the LOTR LCG? Cause that game is balls hard.
This is much more stream-lined than the original Arkham Horror board game. The first scenario does a very good job of walking you through the basic actions you will be taking through the game. You can fit all of the basic game information and actions on a small reference card (supplied with the game), rather than the massive flowcharts needed for OG Arkham.I played the board game version a few times quite a few years ago and liked it a lot, though we found the time investment needed for a full game to be tricky to handle. Also, some of the rules were hard to keep track of with so much stuff going on at any one time. Is this game better in these regards?
There are a number of divider options available that can be found on BGG, which might help. I agree that set-up can be a bit of a pain when you've gotta grab six different encounter sets. I've taken to proxying the additional cards I need with the color printer at work. This allows me to have all my scenarios pre-built.I really like it, and I only play it solo, single-handed. I've had a small issue with the sheer number of mythos deck groups, which quickly outgrew the number of dividers in the storage solution I bought. Having so many small groups of cards really prolongs the setup of each chapter, because I have to shuffle for ages to get them well mixed together. It's a mild annoyance but it has, more than once now, stopped me from bothering when I otherwise would have played it.
It also feels like Night of the Zealot is impossible to get the "good ending" on solo. The Midnight Masks chapter is brutal, and doing poorly in that really fucks you in the finale.
I've run numerous campaigns through Zealot, but have only been successfull with my Zoey and Rex decks. Solo Wendy was also a success (but I missed quite a few rules, so it's not counted). Wendy/Roland with a friend was a disaster, as was my Jenny and Rex solo (one-handed) runs.So what are peoples team looking like? Are you finding success with your particular team compositions.
I am currently on a two player Dunwich game with Zoey (me) and Rex which is fun. We are both super focused towards our monster hunter and clue gathering respective roles and largely sticking fairly close to one another in mission. That combo seems to be working almost comically well, their are more then a few times when the game has thrown a massive curve ball at us only for us to solve it in a single action and go back to milling around. I'm also on a four player Dunwich game with Jim (me), Trashcan Pete, Roland and Daisy which is a little more interesting cos we've all assumed very supportive roles so they is a lot of cross play with skill checks and healing and the like. Although generally Trashcan or Roland will take the lead exploring and killing while Jim and Daisy will follow one or the other clue gathering and providing other support.
There's probably as many storage solutions out there as there are chaos bags.Anyone got some recommendations for storage of the game? FFG in their infinite inverse wisdom thinks its fine to pack a expandable core game into a tiny box where you'll never be able to fit much more than maybe one or two extra scenario packs while packing a single expansion into the largest possible box they could find that was not the Twilight Imperium box:
Really need some alternatives to use. Preferably something that can be bought inside Europe for cheaper shipping.
You can play "true solo" with only one investigator, but it will be fairly difficult. On easy, it's still a fun and challenging experience. The more common solo option is to play "two handed," and emulating a two player game. This allows you to make the two decks more focused and reliable. Since each player is only controlling one character, it's not that difficult to keep track of everything. That's a far cry from LOTR, where two players would be controlling six characters (and eating up a LOT of table space).How well does this game play solo?
I would really put a huge asterisk on your statement. On easy, or maybe normal difficulty, that is true. On hard or expert you absolutely need to build a deck around the scenario, and likely at least two (or more) investigators to synergize. But yes I would agree on easy and normal (though core set normal is really freaking hard right out of the box) deck building isn't much of an issue.I find it less challenging than LOTR since AH doesn't require you to deckbuild around each scenario as much. This is because the rules expect you to carry the same deck through an entire cycle/campaign, unlike LOTR where doing so is more of an optional (suicidal) challenge. There are also several tiers of difficulty level that allow you to tailor the range of modifier tokens (Chaos Tokens) you draw from.
When playing a campaign, there's really no way to build a deck around a scenario. I guess you could take two copies of Adaptable, but that's only going to work when playing rogue (or a core set investigator that can take rogue cards).I would really put a huge asterisk on your statement. On easy, or maybe normal difficulty, that is true. On hard or expert you absolutely need to build a deck around the scenario, and likely at least two (or more) investigators to synergize. But yes I would agree on easy and normal (though core set normal is really freaking hard right out of the box) deck building isn't much of an issue.
I'll get that question updated in the OP a little later today. Ideally, you're at two cores per player. LCGs are sometimes referred to as "lifestyle games" where each player supplies their own cards. I know that's not the case for a lot of people. For example, I supply everything for my group (usually 1-2 players). I would say 2 cores for 2 players is fair, and 3 cores for 3-4.
I've run numerous campaigns through Zealot, but have only been successfull with my Zoey and Rex decks. Solo Wendy was also a success (but I missed quite a few rules, so it's not counted). Wendy/Roland with a friend was a disaster, as was my Jenny and Rex solo (one-handed) runs.
Yeah I found this out also. Ironically it took Imperial Assault for me to come to terms with "defeat is an option", and realize that even Resigning is built into the game so that the story goes on. I LOVE that FFG makes that as an option.When playing a campaign, there's really no way to build a deck around a scenario. I guess you could take two copies of Adaptable, but that's only going to work when playing rogue (or a core set investigator that can take rogue cards).
One thing that I've just started to come to grips with in this game is to not treat games as binary win/lose. No matter what happens, the story still progresses and you make your way to a resolution at the end of the campaign. Yes, there are "good" and "bad" outcomes, but there are also a lot in the middle. The story that evolves from the ups and downs of your travels makes for a wonderfully rich story experience.
On the whole number of sets question, I already have two cores and know that is needed for a full play set for a single player.. how many boxed expansions and/or mythos packs are needed for a play set? I currently only have one of each but have played hardly any of Dunwich.
Past the core set, every expansion contains a full play set for a single player (2 copies of each card). So, you really don't need to double down on anything past that.On the whole number of sets question, I already have two cores and know that is needed for a full play set for a single player.. how many boxed expansions and/or mythos packs are needed for a play set? I currently only have one of each but have played hardly any of Dunwich.
Is anyone really good at deckbuilding yet? If someone wants to write up a short primer at some point, I'll throw a link in the OP. I'm definitely not there yet.
A good rule of thumb to start a deck is 12 assets, 10 events, and 8 skills. Other things to be very aware of are card costs, as you don't want a lot of expensive cards you might not be able to pay for.
thread just made me buy a copy of the game.
According to FFG's Upcoming page, Miskatonic Museum, Essex County Express, and Lost in Time and Space are "On the Boat," which means they'll probably be arriving in stores in a month or so? That means the only one missing would be Blood on the Altar, which may still be in stores some places.The OP states that they never go out of print, but I'm just curious if anyone knows about when I could expect to see them in stock again?
It depends. CSI, Miniature Market, and a couple other online stores probably have the best prices overall, but you also have to factor in shipping, which usually isn't free until around the $100 mark. Team Covenant does a subscription service for the mythos packs, which might also be an option, depending on where you live.Also, is Cool Stuff Inc generally the best place to purchase these from online? I used to have a local board game/hobby store, but they recently really downsized their board game selection and tend to charge a bit more over MSRP.
Our "all-star" alpha team is Roland (mostly for fighting and cleanup/rush investigating), Agnes (just a crazy powerful character that can do everything well, especially with expansion cards -- also has access to best-in-set type cards like Scrying and a ridiculous ability), and Daisy (indispensable support character who can also vacuum up clues like it's nothing, as long as she has one of the other two with her to protect her or we're just Scrying her out of physical threats since our build of her can't evade or fight).So what are peoples team looking like? Are you finding success with your particular team compositions.
According to FFG's Upcoming page, Miskatonic Museum, Essex County Express, and Lost in Time and Space are "On the Boat," which means they'll probably be arriving in stores in a month or so? That means the only one missing would be Blood on the Altar, which may still be in stores some places.
It depends. CSI, Miniature Market, and a couple other online stores probably have the best prices overall, but you also have to factor in shipping, which usually isn't free until around the $100 mark. Team Covenant does a subscription service for the mythos packs, which might also be an option, depending on where you live.
That's awesome AstroLad.
Rex is amazing at getting clues as well. His weakness is probably one of the most difficult however.
I feel so sorry for my partner in crime, he is Rex and his weakness has come up on average once, usually twice every scenario we've done. My core weakness in comparison has only come up once in six separate scenarios.
Ok, you have my interest... Supposing that I'm buying for two people to play, roughly what sort of cost am I looking at to buy into the game and make any deck with enough cards to support both players. Also what sort of a competitive scene exists for this game?
I have 2 cores and all mythos packs but still haven't gotten around to playing yet lol
wanted to ask a very obvious question tho, how does the game work with using cards/investigators from the expansions on the core set? Is this bending the rules?
My first run through the introductory campaign had my partner draw Roland's weakness right at the end twice. On a side note, it seems Roland/Wendy is an oddly common starting team going by this thread.
how did you get 8-damage? So I see you have 5 evade, and you are attacking with evade. you are also doing 4 damage. but Double or Nothing puts the test at 8?
Yeah, base damage is 1, +2 for Backstab, +1 for Lita (vs. Monster), then Double or Nothing lets you resolve the effects of the successful test twice. Then yeah pump a bunch of money into Hard Knocks to beat the 8-difficulty Evade test to land the Backstab.
Two core sets and one each of the expansions will give you a full playset of cards, as long as you don't each want to run the same class (which probably isn't a good idea anyways). This should be sufficient for two players, but moving up to three and four players, you'll probably think about getting a third core, at the very least.Ok, you have my interest... Supposing that I'm buying for two people to play, roughly what sort of cost am I looking at to buy into the game and make any deck with enough cards to support both players.
LCG expansions always contain a full playset of player cards in all of their expansions. The reason that core sets do not work this way is a matter of efficiency. FFG wants to give the most variety and content at a certain price point. If the core set had two of each player card, that would drastically increase the number of cards in each set and turn a $40 box into a $60-70 purchase, which would be off-putting for a lot of people.How many of the expansion boxes does one need? I have two core sets, but haven't purchased any of the expansion content yet.
There are a plethora of decks posted on ArkhamDB that use some/all of the expansion cards, and also two core sets.are there any recommended decks that use all the cards released till now? Not just the starter suggested decks?
holy crap!?!?!?! Too engrained in Destiny!! I didn't realize that you can do free actions unlimited!!!
The instruction book recommends Roland/Wendy for your first play through