Hot answers tagged arkham-horror
16
Bob Jenkins is:
Rich! $9 -> Go shopping for Unique Items
Has stuff: 2 common and 2 uniques, hopefully he starts with some good stuff
Well rounded: 4 Sanity and 6 Stamina is a great split. Enough Sanity to allow missing a horror check or two, and enough stamina to get down and dirty.
Reasonably fast - speeds 4 and 5 are not out of the question. Bob can ...
16
3-4 hours is good. 8 is way too long!
Without seeing you play it's hard to say with precision where your time is being spent inefficiently, I do have a couple suggestions though.
Setup efficiently
Setup can be done in 5-10 minutes but can easily drag on for half an hour.
Setting up is a job for several people. The most experienced person should be ...
14
Yes, We've played this way many times and it works quite well for an enjoyable game. I highly recommend it. You don't need to make any adjustment to the rules to do so, just make sure that you keep each character's possessions separate! Also remember that certain game elements are based on the number of characters, not players.
One variation you might ...
13
Page 4 on Arkham Horror FAQ from the Fantasy Flight website:
Q: Does the Strong Mind ability (reduce all Sanity loss
by 1) of the professor, Harvey Walters, apply to the casting of spells?
A: No. The professor’s ability works on losses, not costs.
The same distinction applies to the gangster, Michael
McGlen, and his ability to reduce ...
12
Yes,
This is explicitly allowed in the rule book, p18
To use an elder sign, do the following:
The player removes 1 Sanity and 1 Stamina from his
investigator sheet. This may knock the investigator
unconscious or drive him insane, but the elder sign still
takes effect.
12
Mansions of Madness, Elder Sign, and Arkham Horror are all games whose themes pull from the Cthulhu Mythos.
In Elder Sign and Arkham Horror you play as investigators cooperating in an attmpt to prevent/drive away an Ancient One entering this world, but the mechanics of both games are very different. I'll describe the games generally.
Arkham Horror has you ...
11
Unlike the other phases, only the first player acts in the Mythos Phase (check the first sentence about the Mythos phase in the rulebook page 9)
In your example you'd have 10 turns each before the GOO (Great Old One) awakens. Some caveats:
10 is just a sample number, various GOO's have between 7 and 14 tokens allowed.
Not all Mythos cards open a gate ...
10
I'll list the expansions in the order they were released, and give you some basic information and my experiences with them.
Curse of the Dark Pharaoh - The first expansion, a "small box" expansion that just adds new cards. Out of all of the expansions, this one (currently) adds the smallest amount to the game. It adds a few new mechanics in the Exhibit ...
10
2-4 hours is definitely the standard length for a game. That said, sometimes games run for 6+ hours just due to luck of the draw. The "Big 4" locations in the base set are the Woods, the Unvisited Isle, the Witch House, and Independence Square. Each of these locations has 10 cards in the Mythos deck which open a gate in their location. Concievably, you could ...
9
I've successfully played Arkham Horror several times with non-gamers (and myself being the kind who tends to push others around). My tips:
Think of yourself as the GM. You'll be the one who keeps the game moving, and your primary job is making sure everyone is having fun. As much as possible, give your character the supporting jobs and let them play the ...
8
Yes. Just as there's nothing stopping you from not using your weapons to purposefully fail a combat check against a Nightgaunt to go through a gate, or purposefully failing a sneak check to take combat damage and get sent to the hospital, there's nothing stopping you from casting a spell when there's no chance of you succeeding. The closest thing I can come ...
7
The card specifies area because it could be either a location or a street. I'm pretty sure they already had the 'neighborhood' terminology worked out when the base set came out and they didn't use it here for a reason. The flute's use is basically 'Instead of rolling a combat check against a monster when you normally would, you can use the flute instead.' So ...
7
Well I can tell you my personal experience - I bought it because I knew lots of friends and acquaintances in my past were fairly obsessive about it, and organized an 8-player game one evening with a bunch of beginners. Four or five hours later, we were maybe halfway through the game? One or two of the group had gotten pretty into their characters and ...
7
Really, the most important thing is to have the ability to deal with monsters that are in the way without having significant delays. Whether that is being able to effectively sneak past things or just kill them outright.
If you're trying to jump around to locations to pick up clues to seal, you want to make sure you can get to locations and not have ...
7
People survive, and quite frequently as well. Here's a Google Doc of recorded games that a guy on the FFG forums has been keeping. It's got some pretty interesting statistics on it.
https://docs.google.com/spreadsheet/ccc?key=0AliZyklaTCWzdEszdXpoRVJQNGltTU5wMi1qWEJnQkE#gid=2
As far a good strategies go, it's pretty simple. As you can see from the ...
7
With all due respect to the amount of time you put in making that list, I think you may be asking the wrong question.
First of all, there's generally no fixed order or prioritization which requires a flowchart. You add up all the things that affect the modifier, and addition is commutative. If you have things that let you reroll, they can be used in any ...
6
Per the FAQ:
Q: Who determines where a Hound of Tindalos moves if two investigators are tied in being nearest to the hound?
A: As per the rules governing flying monsters, the hound will go after the investigator with the lower Sneak value. In case of a tie, the first player chooses.
6
You will need:
Set Investigator Ancient One
Arkham Horror 189 179
Curse of the Dark Pharoah 76 90
Dunwich Horror 152 180
The King in Yellow 76 90
Kingsport Horror 112 207
Black Goat of the Woods 90 88
Innsmouth ...
6
Arkham Horror is an interesting game in that it lies partway between a traditional board game and a full-on role-playing experience. The atmosphere of the game and the shared imagination of the players is much more important than in games like Agricola or Ticket to Ride, which are dominated by the rules mechanics. It also takes quite a long time to play.
...
6
With a fair degree of precision, you can control the length. Of course there are always going to be outliers, but on average you can dial it in pretty good.
There are a lot of components in Arkham Horror. The better a system you have for organizing them the better. If you have things ready to go, the game can begin pretty quickly (within 10 minutes). If ...
6
I've done something similar for some of the games of AH that I've been in. Not to the extent of adding theme/flavor into the cards and allowing playing input during encounters though; I only read encounters and mythos cards for them.
To start off, I'd be wary about pulling out all the stops to create an involved role-playing AH experience for a group's ...
6
Just for reference...
For normal gate openings, on Pages 9/10:
The first player draws a monster marker from the cup at random and
places it on the location. If this would bring the number of monsters
over the monster limit, the first player places the monster in the
Outskirts instead (see “Monster Limits and the Outskirts,” page 18)
...
6
Alright. I'll look for an actual reference guide later, but I'll do a summary of the rules, followed by a brief turn summary now. Here goes.
The game is divided up into four phases. Upkeep, Movement, Encounters, and Mythos.
The game starts with a Mythos.
Phases:
Upkeep: Pass first player token. Refresh Exhuasted Cards, use items/spells that get used ...
6
I'm going to assume that since you mentioned the Miskatonic Horror expansion and environments you're using the Act cards from that expansion and not the one originally present in King in Yellow.
For those that don't know the differences between the two: Originally in the King in Yellow expansion, the Acts only advanced when 'The Next Act Begins!' was drawn ...
6
Moving gates cannot move onto Vortexes.
From a post on Fantasy Flight's forum:
Gates can't enter Vortexes. In this situation, the vortex is treated like an open gate, and gates can't move onto gates.
If a gate has to move into a vortex, it just stays in place instead.
I do not believe that the answerer, Tibs, is an official representative of ...
6
This question isn't covered in the Arkham Horror FAQ. The rule book lists two different ways of picking up Clue tokens. The first is when you end your movement in a location that contains a Clue token, or when a Clue token is placed in your location from a Mythos card. I think that if you were moved to a location with a Clue token you could claim it, but it ...
6
Diana Stanley's Dark Insight ability does not override the effects of the Mythos environment in play. If it would override the Mythos card, it would state so.
For example, Akachi's ability states:
Secret Rites - Any Phase: Akachi gains +1 bonus to all skill checks to close or seal a gate. In addition, Akachi may always seal gates, regardless of other ...
5
I've only played once (there were four of us) and it took about 4 hours. I would agree with thesunneversets that you'll likely have a much better experience if you slowly bring in new players. In this game, I was the only n00b and one of the guys had played a ton of times.
This is important because Arkham is a pretty complicated game. Combat with monsters, ...
5
From page 16 of the rulebook
A spell or weapon that gives you a
bonus (even one that says it lasts
until the end of combat) only
continues to give you the bonus while
you devote the required number of
hands to it. You can choose to switch
weapons/spells in later combat rounds,
but as soon as you “release” a spell
or weapon, it stops ...
5
That's just the nature of the beast, from what I have seen.
I was frankly shocked that Arkham Horror got so many votes in that question -- there's no way in this lifetime or the next that my wife, any of her friends, or any of my friends' wives would play that game more than once, partly for the reason you've listed.
I have found that Arkham Horror plays ...
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