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Arkham Horror: The Card Game
Otherwise it was a pretty great time. Silas is almost certainly in my top three of investigators right now. His stat spread isn't my favorite, but his ability is so powerful, and he moves so fast with so little card waste. Timeworn Brand was one of my earliest purchases. I am without pluss. Consensus within the community generally seems to be that every weapon pales before it, but I probably only played it once or twice the entire campaign. It was just too expensive, and it was faster just to evade things for the most part.
Also got in three plays of the latest standalone, Murder at the Excelsior Hotel. It's pretty great. One of the community's more prominent members designed it, and it has ten possible finales. Some really cool mechanics regarding innocent characters, but maybe just a touch too many mechanics on the cards and too much text. I'm sure I missed more triggers than normal.
Play of the game? The bounty hunter chucked a Dynamite Blast at three blob bits, and the federal agent ran in with a Flamethrower to finish off the survivors. That left the mother blob with a single hit point, and my waitress managed that by activating a location ability. Of course we could have just tapped that location ability three times to guarantee the victory in the first place, but that would have been too easy.
thegiantbrain wrote: I've been thinking about following my beginners guide with an intro to deckbuilding guide. Would that be a useful thing for people? What would you want to see in it?
I'd like to know if there are important/must have cards in a specific expansion, or if you really can do the campaigns in any order you wish and not be at a disadvantage because you don't have access to cards from a prior campaign that you skipped.
Gary, anything in particular you would like addressed in such an article?
The linked campaign system is also neat without being such a big deal that I would feel like I was missing out on something if I ran just part.
Also played Carnevale for the first time in three years. It’s still fun but definitely feels like an older design. Crazy finish. Mateo was the only member of the three-investigator team to make the final act (a top five all-time Arkham moment for me). He then needed to pass a roughly 50/50 test 12 times to win. Between Ritual Candles, Olive McBride and dumb good luck, he did, including three passes in the final turn before he would have lost. Mateo passed 75% of his pulls on that 50/50 test. Cool.
We escaped for the third mission just before the clock ran out. I messed up the rules because I forgot all doom tokens on table count for the mythos agenda but it probably didn't make a huge difference.
Don’t feel bad if you get blown out by the final scenario. It’s a real jump in difficulty and has a hard chokepoint if you don’t have the cards to deal with it.
Seems like a pretty great product. Newbies can pump up their player card pool immediately, and veterans get a lot of new cards that immediately flesh out some heretofore minor mechanical themes. I’m most looking forward to the big success rogue and failure survivor. Also of note, only two of the five investigators have appeared in Arkham before. The other three are brand new: a Korean boxer, American Indian pilot and trans letter carrier, so there’s that too.