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Weekly Trash - Arkham Horror
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That said, I've been curiously intimidated in trying out this game---perhaps it is the sheer number of bits and cards, but it seems almost impossible to grasp reading through the rules (at least for me).
This is the interesting thing with the game I've found. There really is two different learning curves going on with the game. For someone just casually playing the game it really isn't that tough to grasp. The mechanics are pretty simple...But that said the person learning the game to teach others has an entirelly different curve to learn.
Like you mention the game is daunting - My roommate was watching me run four players solo and I was urging him to take control of one for a few turns but his response was "Fuck no...Look at this there are one, two, three...fifteen different decks of cards infront of you!"
I told him "No...you just have to move around, flip a card and do what it says and I'll walk you through what is happening, but you don't need to know everything like I do...You'll have fun". He just turned back on the Wii and left it at that.
The rule book is confusing...One of my worst game induced headaches was after I read it for the first time, but once the game is going it does start to make sense. The flowchard from Skelator is very, very, very useful though and alomst a must when learning the game.
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Spells are fun. I like the spellcasters - Drake and the Psychologist. The one spell which lets you exit gates in one turn is pretty good. I do agree though that the game is easier if you choose characters, as you'll hardly play those which aren't that good.3. Spells suck. Whatever. I hate the fact that some people complain that the game isn't "hard enough" yet still tend to pick power characters, stick to "hot spots" and avoid spell casters. I prefer Mandy to be missing, shotguns kept to a minimum and I adore the Great Drake! Spells are tough going I agree...but I like that magic exists at all in this world, and it should be hard.
Oh, and we finally lost a game. I learned my lesson: Never enter a gate with only one health point left.
One more note: Read the frigging flavor text!!!
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- southernman
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Agree that it is easy to play when you get into it, but some people have to know all the different permutations of the rules in every phase so you don't miss anything.
I need to play it a few more times before I can make any sensible opinion on it - but initially, due to the Doom track 'counter' mechanism, there does seem to be a choice of whether; you attempt closing/sealing gates, you fight the monsters for fun and points for buying shit and for points at the end, you just rush around getting stuff for the final battle .... and even the basic choice in the game of whether you are playing to win any way you can and thus want to try closing/sealing gates or if you want to have fun by being able to fight the Old One at the end.
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- metalface13
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You play through different scenarios and report your results or something.
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I haven't been able to play it officially (as in reporting my results), but have played both games so far and they are good fun indeed! Recommend you print them out and include as yet another wrinkle in the "expansion" choices for how you play the game.
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- ChristopherMD
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Not to be too much of a components whiner, the cards are a little flimsy. I'm just wondering if anyone who's played a bunch of times has had problems with them wearing out too quick or if they're sturdier than they seem.
The card stock is fine. If you are shuffling the neighborhood encounter decks after every draw, stop it. Just discard to the bottom of the deck each time, and only shuffle the decks before starting a new game. That will save considerable wear and tear on the cards. Also, discourage players from manhandling the cards. Some people seem to subconsciously mangle cards, bending them as far as they can while reading them.
If you want to see what really flimsy card stock is like, check out Innsmouth Escape from Twilight Creations. Those cards significantly more fragile than the ones in Arkham Horror.
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- Mr Skeletor
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The card stock is fine. If you are shuffling the neighborhood encounter decks after every draw, stop it. Just discard to the bottom of the deck each time, and only shuffle the decks before starting a new game.
Doesn't that encourage card counting locations though? Under the 'reshuffle' rule I'm never garenteed to get a retainer at the newspaper no matter how long I sit there, with your discard rule if I sit there I will get one.
Personally I find the cards really stong. All mine still look new.
Has anyone won a game against the Kingsport Horror GOOs? I was looking at them last night and they seem a bit rigged.
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Doesn't that encourage card counting locations though? Under the 'reshuffle' rule I'm never garenteed to get a retainer at the newspaper no matter how long I sit there, with your discard rule if I sit there I will get one.
Personally I find the cards really stong. All mine still look new.
Has anyone won a game against the Kingsport Horror GOOs? I was looking at them last night and they seem a bit rigged.
It might be a problem with the original set, but really, the pace of the game strongly discourages this "card counting." If somebody camps out at the Newspaper location for more than a couple of turns, they are neglecting more important things like monsters, gates and the Doom Factor. Once you start adding expansions, of which every single one adds roughly a half dozen encounters to every Arkham location, card counting would become pretty pointless. Likewise, one of our regular players used to camp out at the Curiosity Shoppe searching for Elder Signs. That was questionable strategy with the base set and has become absolutely foolish once all the expansions are added to the game.
And yeah, the card stock is good. I've played my set at least 60 or 70 times now, with no sign of wear on the cards. The Arkham board, on the other hand, is showing a little bit of wear, with a little bit of bubbling of the surface near the seams.
We've just battled each of the new GOOs once each so far, and we have won 3 out of 4 games, though every game was very close. The trick is that you need to be playing all of the new stuff, including a Guardian, to balance out how tough the new GOOs can get. The new characters are particularly strong.
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- ChristopherMD
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Two investigators can be really tough. Couple of bad roles, or a Dhole and you are just FUBAR. When my friend and I play, we go two each. When soloing, I play three. How long did it take you? I think my first game (2 players, 2 investigators) was 4 hours or so. I can set up, play, and tear down a 3-player game in about 2:30 now. It'd go faster if I had more dice.Finally got to play this. We did a two-player game with one investigator each (Joe Diamond and Carolyn Fern). My friend had played once before and knew the general idea of things, but Mr Skeletor's flowchart was awesomely helpful throughout the game. We were figuring it as a learning game for several turns before dying, but we ended up playing through and sealing six gates for the win. With some good and bad luck along the way. I liked the game a lot and expect it will see many more plays. Of course we read the cards to the other person (same way I play Runebound), which makes it more fun.
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