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Arkham Horror: The Card Game
Jenny is the one I am most interested in trying to see if it works. It’s a little all over the place. But it’s all about events. I plan to buy Chuck Fergus first thing. It’s about exhausting enumerated and shooting them. At least a little.
I have no idea if this deck will work. It I’ll be piloting it so that’s fine.
Do you think I should play it on easy or normal? The decks should have no problem playing at normal. But I want there to be a good experience.
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If they kick ass and are bored you can swap into normal level tile distribution in the second mission.
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Sadly my game day got canceled. So it will wait for another day.
Thanks for the feedback.
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I finished Dunwich, we all died. Tony made some progress on just fighting down the last boss (10/16 damage, he could do five fights a turn with haste and bounties) but we fell short of even that pyrrhic victory. There was one of those absolute groanworthy red draws which was great, both investigators were poised to enter the clue locked location from the stairs after a couple turns of prep... red failure on the first easy will test, location dissolves, thrown back to the beginning.
Overall, cool scenario, was kind of a shame because the deck milling came in hard again in this last one and as you said, eh, it's fine.
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We're heading into the last two scenarios of Circle Undone with Leo Anderson and Preston Fairmont, having bought a Charon's Obol after the (disastrous!) first scenario; it's been a nailbiter, we've completely bombed two of our six scenarios!! In a first, we actually repeated the first scenario because we were so unhappy with my wife's Preston deck, so we rebuilt it and tried again (usually we have a "no retries" rule, stick with the consequences you've earned or consequences don't mean anything!); when we tried again we actually did worse (but we were happier with Preston's deck)
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Your bit about being happier with a deck but still losing resonates with me. I don't mind losing at this game as long as I'm having fun with my deck. It's when I have a real shitty one where I throw up my hands that this game grates on me a little.
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Sentinel Hill is where Zoey and Rex met their grizzly fate in a tense nail-biter of a game. They'd each accumulated a couple of physical and horror traumas by the time they got to the Hill so were on the backfoot before setting off and things only got worse from there.
Early on Zoey pulled her weakness which spawns an enemy at the furthest location from her. She drew one of the backwater folks who put a doom token on the main agenda when they reach the top and - of course - the top of the hill was the location furthest away from her. That caused an advance they weren't yet ready for.
The card that shuffles all the revealed paths and places them back unrevealed came up a lot which really stunted progress and both characters ended up with the dreaded Beyond the Veil attached.
Rex was fairly beat up when he heroically sacrificed himself to allow Zoey to attempt a Hail Mary victory. Unfortunately at the top of the hill the Chaos Bag didn't co-operate on a crucial yet stacked and near foolproof skill test and the slim chance for the win slipped away.
Out of options all she could do was hoof it back down the hill to resign and - hopefully, as I'm not sure what happens - fail forward into the next scenario.
A frantic downhill chase ensued but the forces of evil were too strong and she fell one move-action away from safety when a forced draw caused Beyond the Veil to kick in and shatter both her body and mind.
It was an exciting game and despite the loss a strangely satisfying conclusion to their doomed campaign.
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I really liked the first waking world campaign, I felt it was quite straightforward. In many ways, I think it is a great beginner scenario.
It felt like i had actually learned something about the game with how easy this was, but I did really like the creativity of the creeping mechanic/other bag.
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Otherwise, Blob and Excelsior are my favorites, War is pretty fun but afraid to be too weird, Guardians of the Abyss is brutal, Rougarou and Carnevale are obviously early designs, and Labyrinths is only worth it with eight plus other players. Haven’t played Barkham.
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Gary Sax and I campaign stumbled our way through the Last King. This time it was my turn to draw a bunch of bad encounters that completely hosed my deck from turn 2 and kept us on the backfoot for the entire scenario.
In addition to the Carcosa campaign that I've kicked off with Gary Sax, I picked up my solo Dream Eaters campaign where Tony and Luke went in Search of Kadath.
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Next would be relic hunter and a pair of holy rosary’s to beef the bless bag. Likely replace key ring with rosary. Maybe keepsake as well. As rosary has 2 sanity. It’s just more expensive to recur.
Act of desperation to chuck rifles once they are empty to recur.
This is in line with the deck my friend is running in carcosa now.
I was handling all the bless add as Mary. You won’t miss key ring too much as you are running Wagner and if it’s ever really vital you can favor it. That said sharp vision is a rockstar card.
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