Tag Info

Hot answers tagged

26

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 ...


25

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 ...


23

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 ...


21

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 ...


18

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.


18

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 ...


16

That is correct. With the exception of the Final Battle, all combat is one-on-one. Investigators cannot team up against monsters, and multiple monsters in a single location do not team up against an investigator.


14

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 ...


14

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 ...


14

Roll as many dice as you need to (nine, in your case). The relevant bit in the rules, I suppose, is: When making a skill check, a player always rolls a number of dice equal to his investigator’s value in the appropriate skill. There's also an example, under Weapon and Skill Limits, saying: ... He then accounts for the Star Spawn’s combat rating ...


14

No, you can't do that. Short version: the Ancient One devours you as soon as you're reduced to 0, so by the time the Injury/Madness tries to change how you recover after your're reduced to 0, you're already gone. In combat with the Ancient One, you're devoured if you're reduced to zero Stamina/Sanity: Any investigator reduced to 0 Sanity or Stamina by ...


13

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 ...


13

If the gate the second investigator came through (or another gate to the same world) is open when they try to return, then they would return as normal to whichever gate they choose. However, if there are no open gates to that Other World, then the investigator would be lost in time and space. For reference, this is on page 8 of the Arkham Horror rulebook, ...


12

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 ...


12

Basically, if you pass through the same location as someone else, you can give up or receive items from them. As long as it's not combat, there are no timing requirements. This is described on page 23 of the rulebook. The rules for trading items are quite generous: Investigators have the ability to trade Common Items, Unique Items, Spells, and Money, ...


11

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 ...


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 ...


9

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 ...


9

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) ...


9

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 ...


9

Spells (and other items) will usually have some casting phase or timing defined on the card that states when they're allowed to be used. http://www.arkhamhorrorwiki.com/Find_Gate Find Gate has Movement: on it, so you can only cast Find Gate during the Movement phase. So if you were drawn through a gate due to an Arkham Encounter that said some thing like ...


9

This is clarified/fixed in the FAQ in the Dunwich Horror rules: Battling the Ancient One Q: In combat with Ancient Ones, do investigators get a full Upkeep Phase, or is the Upkeep Phase limited in some way during the final battle? A: Investigators get a full Upkeep phase. So yes, you roll for blessings and curses. I can only assume they ...


8

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 ...


8

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 ...


8

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 ...


8

You always apply whatever toughness modifiers are in effect when you exchange the trophy, the trophy's worth when you gained it is irrelevant. To refer to your examples, a Fire Vampire killed before a Heat Wave, and exchanged during a Heat Wave is worth +1 toughness, while a Fire Vampire killed during a Heat Wave and exchanged after the Heat Wave has ended ...


8

I think the "Gate and a monster" effect still needs to follow the basic rules on placing a gate. This means if you are at a location with an Elder Sign, the gate doesn't open, and if you are at a location with an open gate, then a monster surge happens. So, you are on a location with an open gate, and you have explored it. A gate opens in your location. ...


7

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. ...


7

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.


7

A couple of these I'm pulling straight from Richard Launius' House Rules (My favorite of which is Rule #12) If you want an easier time of it: Drawing a Mythos card every other turn is the way I've done it. It allows the players to wander around Arkham and have encounters they normally wouldn't take the time out to have. You can also make traveling through ...



Only top voted, non community-wiki answers of a minimum length are eligible