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Arkham Horror: The Card Game
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We had a pretty easy time through the beginning to mid of the scenario, getting through the search part of the scenario competently.
We made some bad calls, there's no doubt about it.
I flat out don't think this game is fun if you're looking for a casual experience with prebuilts they supply. I think you need to deckbuild and intimately understand what your deck is trying to do. Overall, it has a much bigger gotcha factor than even Arkham 2nd edition or Eldritch Horror. It especially has a ton of "lose a turn" mechanics which don't literally make you lose a turn but in practice lock you down to do nothing on your turn but deal with whatever the problem is since you're so incredible action limited and even your successful attacks do 1 damage---you only have 3 actions! Nor do I think first plays of scenarios are fun, as they ramp the gotcha up to 11. When you fail in Arkham LCG it is basically by being completely tied up for all of your actions, accomplishing nothing, and having the board fill up with more and more shit you can't deal with. Not in an exciting way. Just in a grinding, shitty way.
I'm glad people like the game and I see so much of what others see in it... but it almost got a Barnes table sweep for us. It has a ton of features I really like, I may still play it by myself for challenge fun with decks I've built, knowing what to expect in the scenarios, but for me I'm not sure it'll get back on the table in a normal way.
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As for the standard decks - they're not great and if the power level for them isn't good for the campaign then it may not be fun. As mezike suggests, I recommend playing a bit fast and loose with the rules. Feel free to swap in a more tuned deck you've found on ArkhamDB if it'll help you keep going; copying someone else's deck is pretty much the same as playing with a precon. Or take a previous suggestion to swap around level 0 cards between scenarios without spending XP to help tune the deck towards what you're missing (like maybe another gun or two for Roland).
Having said that, if embracing a likely failed outcome isn't fun for you, particularly on first playthroughs, then the game may unfortunately continue to frustrate you.
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I was putting the cards of our decks back and getting increasingly annoyed about the base deck only having one copy of some key cards. Tempting to get a new copy of the base before they switch format, it annoys me to have one 44, one vicious blow, one Milan Christopher, etc. I'll almost certainly be playing more even if my spouse doesn't.
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One way I heard the game described recently is that the offense of your investigators is getting clues. Defense is dealing with monsters / encounter cards. Generally clue gathering moves the scenario foreword.
Honestly at this point I would not play again until you have new decks as your current ones are killing your fun with the game. Your decks have to be Wildly inconsistent.
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With only one core they are gold. They have cookies of some of the best cards from core. In your case Gary that’s pure upside.
Next thing to consider is that they are better the smaller your card pool is. I think you have Core, all of dunwitch and maybe circle at this point. For any given class it may double or close to your effective pool for that class. That’s a lot.
Next, the investigations in them rock. Aside from Harvy. And with only 3 seekers he should even be on.
It may just be worth picking up 2. One each for the two classes you plan to play.
Good decks to look at on Arkham do would be the structure series. They may be 2 core. I can’t recall off hand. But they are new player friendly.
I know we all keep harping on it. It I think it will be a bit of a different experience with some decks that work and have consistently.
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As stated in my last post I think you will find greater value in 2 investigator packs than a core. For what it’s worth.
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Then I wouldn't bother with a core. I need to go look at the actual cards in these things.
edit: oh yeah, they do. Not all of them (no 2nd .44) but they have lvl 0 physical training, vicious blow, etc etc for most of those cards. I'm definitely getting these (right now ha).
edit 2: still some annoying oversights, no 2nd leo de luca, milan christopher, several other powerful cards you'd want 2 of that are in a lot of constructed decks. Oh well. This handles a lot of needing 2nd copies of suited basics.
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Limited slots refer to deckbuilding limits, e.g. the Dunwich investigators can include up to five out of class cards from any other class. That’s just the app enforcing the deckbuilding requirements.
Splash cards refer to the out of class cards that contribute towards your limited slots. e.g. If you’re looking at a Mandy deck then that’s specifically about the secondary class you’ve chosen for her. She can only have ten of those so her splash cards will also be limited to ten.
In the app these are listed in situ with the rest of the cards as well as at the bottom for convenience.
Unrelated tips, since you’re playing physically you can input the packs you own into the app so only relevant cards are listed. Once you’re happy with a deck, use the checklist in the deck sidebar while actually constructing it to make things easier. It should cover the most common patterns for sorting your collection.
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I love support characters but find that they don't have a home in 2p, which is the main way I play, but I think you could make Bob Jenkins work in a duo. He seems pretty funny thematically and to play.
www.reddit.com/r/arkhamhorrorlcg/comment...h_cards_revealed_on/
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