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Arkham Horror: The Card Game
I’d be surprised if they end the Return line. Seems like high profit for a week of work from MJ and Jeremy.
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But I'm not going to worry about it for a long while. They're very usable and I'm glad FFG made an effort.
What would have been amazing is if they'd released the campaigns in the Return To style boxes. A really great storage solution and one that would have paved the way for the Return To content to come out in a blister pack. But I guess that would have meant cannibalizing their own product line and downgrading the swish new campaign books to not be quite so deluxe.
As an aside I kinda wish the Marvel Champions campaign boxes were Return To shaped. These look very cool but the squat square is a really odd shape to stack nicely on the shelf.
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Still going with a huge fight Tony for me and her with Trish so she can both get clues which she prefers and evade easily which avoids her getting pinned in an engage situation.
Have never played two rogues before.
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We ended up running the table on the Arkham mission, beating all the acts with time to spare... still a real good mission in that "go about the town for different stuff" genre they like to return to. Part of our success was that all roads ended at the town hall, so two of the missions required clearing the town hall and had no clue refresh instructions.
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www.fantasyflightgames.com/en/news/2021/...0/red-tide-rising-1/
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Yeah, Father Mateo might be one of the flat out most boring characters. The only thing interesting about him is the blessed deck building options.
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I just don’t like that Wendy has his trait access but inarguably better. Access to Fey and Blasphemous Covenant and the mystic curse suite and an innate curse draw is bonkers too. At least she’s more interesting than her original incarnation.
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I've played a lot of solo Arkham Horror 2nd edition board game, typically using 3 investigators and I am really liking the card game. Card game tells better stories and so much faster to set up and put away!
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Some people like "true solo" but it really puts a tight straitjacket on your options and it makes some cards and investigators unplayable.
Welcome aboard and ask any questions you have, I was you 8 months ago.
Also! Product-wise grab the last of those Dunwich mythos packs when you can as a priority---they are changing the way the products are sold with reprints and you don't want to be caught holding the bag with a half completed campaign when they change to one box with investigators cards and one box with an entire cycle's campaign cards.
pps we talk a fair amount of arkham lcg on my discord if you have rules questions and stuff that need quick answers, I got a lot of advice from the better players here last year. Here's an exploding invite if that sounds interesting: discord.gg/WQPFc5cR
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I think I'll try it double fisted next time.
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I also got my engine going, though my deck is crying for some of the money decisions my spouse made. I shot the 2vp massive hunter enemy in the last level in one turn---walked over two locations, used bruiser to pump sawed off shotgun for 5 damage, then quick shot the enemy with Tony's signature in a quick draw holster. I don't think quick draw holster is actually that good, requires too much setup, but it is a lot of fun.
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I think the Trish suggestion (yours maybe?) was incredible because evade as your 2nd strength feels good as a way to get away from stuff and not just stuck taking attacks of opportunity---which was one of her frustrations with the game.
I also went with a fight/soak monster Tony so I tend to just pull many monsters she receives and prevent that feeling too. The Lonnie/Mementos from the past or future combo is just incredible. It's almost impossible to do enough damage to defeat Tony setup that way since both of those healing powers are instant triggers on items with 3 health/3 horror and 2 health 3 horror respectively.
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