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Let's Play Arkham Horror Already!

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  #241  
Old 08-05-2008, 05:04 PM
Brickroad Brickroad is offline
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Quote:
Originally Posted by nunix View Post
Jenny wound up with an accumulated ~$35-40 or so by the end of the game, mostly from Trust Fund.
SPEND THAT MONEY!! One of our stock strategies is to park someone at the Curiosity Shoppe and have them hand out Elder Signs or other powerful weapons.

Quote:
1) Activity. WHAT THE FUCK IS THIS FOR?! Mythos cards occasionally say, "Activity at such-and-such streets".
It means "something special happens at this location if you're here on your Arkham Encounter phase". The event is detailed on the card. Put an Activity Token to signify what's going on.

Quote:
1a) There are only 3 activity tokens. What happens when you get to a 4th?
This is probably pretty rare (if even possible) but just write a "4" on a piece of paper and stick it there.

Quote:
2) When something says to "discard" it, is that to the bottom of its deck, or to a special discard pile? Usually it'll say "to the box" if it's a remove-from-play, but I'm wondering about normal discard (since some just say "discard" and some say "discard to bottom of deck").
Keep in mind that some decks get shuffled every time someone draws from them. "Discard" means to the pile. "To the box" means out of the game.

Quote:
3) Do monsters move during setup? You draw your setup Mythos card, set down gate and monster.. does that monster then move to streets if it's the appropriate symbol/card matchup?
We don't resolve this, because it means someone might have to fight on their very first turn. It probably doesn't make a huge difference in the long haul, though.

Quote:
4) "Streets". If something is on "Downtown Streets" is it on the square that says Downtown Streets specifically? Or any of the streets connected to that box? Does that box count as a move-step location?
"Streets" are the square boxes you can't have encounters in. "Locations" are the circular ones you can. This is very specific, because flying monsters can only attack you in streets, and at least one special monster (the Hound of Thindalafuckyouuptheass) can only get you in locations.

Quote:
5) Stirring. Every(?) boss card has some effect that happens "when it stirs". I could find no reference to this in rules, and it never came up on a card.
This is a general "attack" that is in CONSTANT effect through the entire game. For example, Cthulhu gives everyone a constant minus to their Sanity and Stamina.

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6) An investigator is on a location with a gate. There's a gate surge. Monster appears. You have to fight or evade it on the next movement phase, right?
Right.

Quote:
7) Monsters in the outskirts: do these ever move? If so, how?
These never move and can never be fought. They are an indication of how close you are to moving your Terrot Track up once, and nothing more.

Quote:
8) Undead: what's the significance of this keyword?
Certain items (Cross, Holy Water) do extra damage to undead.

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9) What happens when you run out of gates and you need to open another one? (i.e. everyone has them as trophies, say)
If you need to open a gate or spawn a monster but you can't because those decks are empty, THE ANCIENT ONE AWAKENS IMMEDIATELY. So don't let it happen.

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10) When you spend monsters or gates, do those go to the box, or back to their piles?
Monsters go back in the cup, gate trophies go back in the stack. This is how you avoid awakening the Ancient One, the consequence of your #9.

Quote:
11) If a clue is created during a mythos phase on a location that's occupied, does that investigator automatically get the clue or do they only get it if they chose to not move next turn (thus "ending" movement on that location)
They can either take it immediately or leave it there. Since investigators CAN NOT trade clue tokens, someone with a lot of them (or someone who has no real use for them) might choose to let it sit there so another investigator can put it to better use.

Quote:
EDIT: Bonus zenny question: if there's just two real players, would it make the game easier or harder to play with less investigators? I'm wondering if we're making it more difficult by using two characters each.
We've played everything from 3 to 8 players and they all feel about the same to us. The game does a good job scaling all its variables by the number of players.
  #242  
Old 08-05-2008, 05:27 PM
poetfox poetfox is offline
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HA! Beat you to the answers, Brick. But yours are much more concise. Damn my verbosity!
Quote:
Originally Posted by Brickroad
SPEND THAT MONEY!! One of our stock strategies is to park someone at the Curiosity Shoppe and have them hand out Elder Signs or other powerful weapons.
I totally support this, though. Money is useless until you're buying weapons and such with it, really. (Though, I suppose if you're playing with the Dunwich board, keeping a dollar for the train might be a good plan) Have people with money get what they can for people and then pass it around so everyone can play their role effectively.
  #243  
Old 08-05-2008, 05:28 PM
nunix nunix is offline
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Re: activity: that makes sense, they're just markers. I never removed them when they came up, see. -.- Since you have to leave the environment or rumor cards in play ANYWAY, there wasn't an occassion of forgetting, and I kept expecting to run across a card or rule that said something like, "If you are in an area with activity, something terrible happens."

Re: money: she was too busy keeping up with gate traffic. -.- Stuff happened and I was just never able to get her back to the shop.

Re: locations/movement: hmm, maybe we're playing it wrong, then, I thought I read something in the rules or the LP that said the text boxes don't count as movement. Basically, we'd been playing it that, for example, it's three movement from South Church to Boarding House (one out, one to outside house, one to inside house), but it's really four because you stop at Southside?
  #244  
Old 08-05-2008, 05:31 PM
poetfox poetfox is offline
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It's two movement points to get from the South Church to Ma's Boarding house. One point to move from the church to the streets, and one to move from the streets to Ma's. Note that during my LP, I was under an enviroment that was hindering my movement for awhile, making it cost extra to get into stable locations (which are the locations with green diamonds) so that might have gotten you confused?
  #245  
Old 08-05-2008, 05:42 PM
nunix nunix is offline
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Quote:
Originally Posted by poetfox View Post
It's two movement points to get from the South Church to Ma's Boarding house. One point to move from the church to the streets, and one to move from the streets to Ma's. Note that during my LP, I was under an enviroment that was hindering my movement for awhile, making it cost extra to get into stable locations (which are the locations with green diamonds) so that might have gotten you confused?
Wait.. what? What are all the little streets/lines for, then? Those aren't places? i thought those were the "streets".. we were always fighting in those and things...

Also: one reason we lost this last game was a fucking Dhole got out of one of the gates. Those things are murder. Could not beat the thing.
  #246  
Old 08-05-2008, 05:48 PM
poetfox poetfox is offline
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Quote:
Originally Posted by nunix View Post
Wait.. what? What are all the little streets/lines for, then? Those aren't places? i thought those were the "streets".. we were always fighting in those and things...

Also: one reason we lost this last game was a fucking Dhole got out of one of the gates. Those things are murder. Could not beat the thing.
Heh, those are just lines telling you where you can move to from the spaces you're on. Just connectors. "Streets" are the boxes along the middle of the board. "Uptown," "Downtown," "Riverside" and the like.
La dee da, picture from my let's play...

The box that says "Miskatonic U" is a street space. It is the Miskatonic U streets. If anything refers to the streets for this area, that space is what its talking about. The lines are just nice reminders of where the streets connect to, and that you have to go to the streets before going to another location if you're in one. They aren't spaces themselves.
  #247  
Old 08-05-2008, 05:53 PM
nunix nunix is offline
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Well hell. That'll make getting around town a little easier.
  #248  
Old 10-13-2008, 03:21 AM
spineshark spineshark is offline
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Stiv and I played this (with a couple other people) last night. It was awesome!

We picked Shub-Niggurath, but forgot completely to keep track of the stirring effect. Whoops! We still got our asses kicked though. We didn't completely finish, but we were totally on the verge of letting it wake up, and then we would've been utterly screwed.

In fact, the game would've finished about an hour earlier (if not more) except we sealed a gate at The Witch House early on and we got a ton of Mythos cards that kept trying to open gates there, including 3 or 4 in a row (which also tried to place clues at the Cave, where we had an open gate for most of the game) at one point.

I was Sister Mary, Stiv had Bob Jenkins, and his friends picked Monterey Jack and Dexter Drake. Bob was an ass-kicking machine a lot of the time, but overall we spent a lot of turns running around somewhat aimlessly and at one point we all got sent to the asylum/hospital in roughly one turn. I got slaughtered a lot since I ran around carelessly, assuming that were I to get in any fights I wouldn't have any chance even at full Stamina. I never got any money and was basically defenseless after blowing my Holy Water, only to fail a vicious back-to-back battle early on.

At the end of the game I was in Another Dimension when I got the encounter that closes the gate and gives you a check to find out whether you're Lost In Space And Time or get transported back to Arkham. I failed the check but since I was the Nun I just reappeared in the Church. All right!

At that point though there were too many monsters out on the streets for any of us to get to the two currently open gates (aside from Drake who was in one) and I really didn't even move for the rest of the game.

Seriously though, so much fun, I can't wait to do it again. I'll need to get this myself someday soon, although I don't know if I'll be able to get anyone in my family into it, at least until my younger brother and sister are old enough.
  #249  
Old 12-26-2008, 03:02 PM
DANoWAR DANoWAR is offline
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I just wanted to let you know that I bought Arkham Horror (German version) because of this LP.

As a matter of fact, it was because of the first page, the art and the Lovecraftian theme in general.

YOU WIN!
  #250  
Old 12-26-2008, 07:00 PM
Stiv Stiv is offline
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This thread just won't die, and now that somebody else has resurrected it I feel compelled to mention that my girlfriend bought me almost all of the expansions for Christmas. I estimated that this adds something like another 500 cards, 50 markers, and something like an extra two feet (!!!) to the board.

I'm not playing with them until I actually understand the rules of the game in the first place. Good luck with that!

This game truly is the very definition of ameritrash.
  #251  
Old 12-26-2008, 09:09 PM
Dhroo Dhroo is offline
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I got this for Christmas! Hooray!

I haven't had a chance to play it yet! Booooo!
  #252  
Old 12-26-2008, 09:15 PM
ChefCthulhu ChefCthulhu is offline
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Well what are you waiting for.... set it up and go to town... It can be a ton of fun playing by yourself. Thinking about doing a run myself tomorrow... provided I can keep the cats off my table.
  #253  
Old 12-26-2008, 11:11 PM
Red Hedgehog Red Hedgehog is offline
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Quote:
Originally Posted by Stiv View Post
This game truly is the very definition of ameritrash.
Indeed.
  #254  
Old 12-27-2008, 04:38 AM
Elfir Elfir is offline
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Every time this thread pops back up, I half expect to see someone has started a second LP in the same thread with an expansion or two.
  #255  
Old 12-27-2008, 04:44 AM
ChefCthulhu ChefCthulhu is offline
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Quote:
Originally Posted by Elfir View Post
Every time this thread pops back up, I half expect to see someone has started a second LP in the same thread with an expansion or two.
Don't give me any ideas.... Oh better yet make the ultimate evil game where you make a mythos deck with 100 cards at 30% Base, 20% Dunwich, 20% Kingsport, 15% King in Yellow, and 15% Dark Pharoh where you make only 20% of all the total cards actually helpful mythos...

Then go to town. Do the same with the Encounter cards as well but just randomly pick them.

Could be a lot of fun.... well for the GOO.
  #256  
Old 12-27-2008, 11:09 AM
Sarcasmorator Sarcasmorator is offline
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I have all the expansions and everything is mixed together. I think I may have to go into the mythos, Otherworld and Arkham encounter decks and whittle them down a bit; as they are it seems like they could be unmanageable. There are like 25-30 card in each encounter deck, fer cryin' out loud!

Guys, I like European games, but I LOVE Ameritrash.
  #257  
Old 12-27-2008, 11:30 AM
MCBanjoMike MCBanjoMike is offline
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I'm sorry, Ameritrash? Can someone clarify what that means exactly? I take it it's the opposite of a Eurogame.
  #258  
Old 12-27-2008, 01:23 PM
Stiv Stiv is offline
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Quote:
Originally Posted by MCBanjoMike View Post
I'm sorry, Ameritrash? Can someone clarify what that means exactly? I take it it's the opposite of a Eurogame.
Ameritrash isn't necessarily a derogative term, it just means that a game has way too many components to try and simulate realism to some absolutely unnecessary level. These games almost always have rules that are so complicated nobody can understand them, but are often more fun than they should be.
  #259  
Old 12-27-2008, 03:30 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Stiv View Post
These games almost always have rules that are so complicated nobody can understand them, but are often more fun than they should be.
They're not that hard to understand. They're just tricky to memorize.
  #260  
Old 12-27-2008, 11:59 PM
Mommi Mommi is offline
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I played Agricola last night and it was way too long and wished I was playing Arkham Horror the whole time. It was peeking at me from the shelf behind my opponent.

I mean Arkham Horror is longer by far, but I wouldn't have minded it!
  #261  
Old 12-29-2008, 11:25 AM
Brickroad Brickroad is offline
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Arkham Horror has a lot of rules, but the five-phase structure makes it pretty easy to keep in your head. We do spend a lot of time mining the rulebook to clear up specific situations we fall into, but the general flow of gameplay is simple to keep track of.

Played my first expansion game the other day, my buddy got the Kingsport box for Christmas. The kung-fu girl is my new favorite character forever, usurping Ashcan Pete (who had previously filled the role). Of course, I only discovered her awesomeness after my first three characters got devoured so next time I'll know to use her from the beginning.
  #262  
Old 12-29-2008, 05:46 PM
ravinoff ravinoff is offline
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This thread just made another sale. Used some Christmas moneys today to buy it.
  #263  
Old 12-29-2008, 08:45 PM
Matchstick Matchstick is offline
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Quote:
Originally Posted by Brickroad View Post
Arkham Horror has a lot of rules, but the five-phase structure makes it pretty easy to keep in your head. We do spend a lot of time mining the rulebook to clear up specific situations we fall into, but the general flow of gameplay is simple to keep track of.
I concur that the general flow is not a problem. The issue is that the damn rulebook is such a mess organization-wise that you can't easily find clarification on those niggling points you invariably need to check when you play. That creates an impression that the game is complicated, because it takes so long to find it (if you even do), that the game comes to a screeching halt or you end up making some kind of house ruling that might end up being wrong.
  #264  
Old 12-29-2008, 09:00 PM
Sarcasmorator Sarcasmorator is offline
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BoardGameGeek has some useful rules breakdowns that put things in a more logical order.

The biggest trouble I run into is with the Mythos cards — you do the bottom left first, then the bottom right, then read the effects from the top down. Going out of order isn't always a problem, but it matters in some cases when resolving environment changes, with monster movement and so on.
  #265  
Old 12-30-2008, 09:00 AM
DANoWAR DANoWAR is offline
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Quote:
Originally Posted by Matchstick View Post
I concur that the general flow is not a problem. The issue is that the damn rulebook is such a mess organization-wise that you can't easily find clarification on those niggling points you invariably need to check when you play. That creates an impression that the game is complicated, because it takes so long to find it (if you even do), that the game comes to a screeching halt or you end up making some kind of house ruling that might end up being wrong.
Well, isn't there some place online where the rules are organized in a more logical...

Quote:
Originally Posted by Sarcasmorator View Post
BoardGameGeek has some useful rules breakdowns that put things in a more logical order.
Whoops, problem solved...Or is it?

Are there more places to find rule consolidations?
  #266  
Old 12-30-2008, 09:37 AM
Sarcasmorator Sarcasmorator is offline
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Not that I'm aware of. But they should be up again soon, I think/hope. I've seen them go down like that before.
  #267  
Old 01-05-2009, 09:20 PM
Sarcasmorator Sarcasmorator is offline
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More fun with Strange Eons:



Planning to make the main cast next.

Last edited by Sarcasmorator; 01-05-2009 at 10:35 PM.
  #268  
Old 01-05-2009, 09:31 PM
Merus Merus is offline
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Wait: you have five turns to kill Lavos? That's fucked up right there.
  #269  
Old 01-05-2009, 10:06 PM
Lucas Lucas is offline
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There's other ways to add doom tokens to the counter, isn't there? As I recall from the LP, the doom counter usually goes up.
  #270  
Old 01-05-2009, 10:25 PM
Sarcasmorator Sarcasmorator is offline
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Not in this case. These counters are separate from the ones on the 12-spot track down there. They just serve as a timer. I dunno, maybe I should reword that? Clue tokens, maybe?

And some of these guys can kill you in four turns. I meant for him to attack the turn after the last token is gone, so I'll put up a revision.

EDIT: OK, now he kills you after the investigators' sixth attack (which is what I intended) and it's clue tokens instead of doom tokens to remove the confusion.

Bottom line with this one: Close those gates. It's your only chance to hurt him.

Last edited by Sarcasmorator; 01-05-2009 at 10:39 PM.
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