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Arkham Horror Location Preview


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22 replies to this topic

#1
DarthMonkey

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https://www.fantasyf...atch-your-step/

 

The Learn to Play and Rules PDFs are available as well!

 

https://images-cdn.f...to_play_web.pdf

 

https://images-cdn.f...ference_web.pdf


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#2
mnBroncos

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yes the important part is rules are up!



#3
ShadowcatX2000

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Ooooohhhhhh Mulligan..

#4
Tobogan

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I find the Grim rule a little bit clunky.

 

Also:

 

If a player attempts to choose a new investigator and there are no investigators remaining in the pool, the players have lost and the campaign ends.

 

Let's see if the campaign limits the pool of investigators someway or the more you buy, the better chance to complete the campaign xD (can I say "the better chance"?).

 

The rules hypes me more than any preview.



#5
alpha5099

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Interesting to see that AH has different rules for a mulligan than every other LCG.

 

Also like that Weaknesses won't be part of your opening hand. Does a good job of counteracting the frustration I've had in LotR where you end up with a devastating Treachery drawn right away.

 

ETA:

 

" Pay attention to such narrative passages, both in the Campaign Guide and in card flavor text, as important details may be revealed that inform or add context for decisions made later in the scenario. "

 

Cool!



#6
alduc

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I like the mulligan rule. Combined with a 30-cards deck, it makes it possible to start the game on a more consistent basis.
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#7
Tragic

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Yay! Rules!!



#8
gramyotron

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I am just terrified that monsters apply their damage without test :/

This is going to be brutal game.



#9
alpha5099

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A minor point, but the biggest surprise for me from the rules: we still don't have official names for the special Chaos Token symbols. Three of them are fairly straightforward -- a skull, a cultist, and an Elder Thing -- but I'm still not clear on what that fourth one is. I think it's supposed to be a broken tablet, but I was hoping there might be an official name.

 

ETA: I wonder if having both an Elder Thing and an Elder Sign chaos token might eventually cause some minor confusion.



#10
Libor

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Shame, it seems that the chaos bag is not a part of the game.Of course I can use anything but a small bag with elder sign really could be part of the core set :(

 

Ok, let s dive deeper into the rules, I´m only on page 2, but this really strikes me as a small surprise...


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#11
Tobogan

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Pulling from a top hat sound funny.

 

I also think that enemies hitting without a test is really hardcore, but evading is also tapping them quite easily, also massive monsters get tapped with a single evasion (but may they be unevadable?). I hope the investigator also have some tools to one-shot monsters.


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#12
ShadowcatX2000

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The mythos is supposed to be hardcore. Otherwise it would be Cthulhu Friendship is Magic.

#13
DarthMonkey

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One possibility re the chaos bag:

 

http://www.cthulhudi...hulhu-dice-bag/



#14
Tobogan

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Also the one given at Arkham Nights, were the majority of the population cannot go.


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#15
dboeren

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Evading may be easy for some investigators, but it costs you one of your three actions for the turn.  And then if you don't want that monster to re-engage you, you'll need to spend one more action moving away.  i.e. - it's 2/3rds of your turn to escape assuming you pass the evade test the first time.  Get TWO monsters on you and you're at significant risk of being trapped, having to come up with another plan, or being dependent on some special card to get you out of your jam.



#16
Ironswimsuit

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Reference cards count as player cards in the core? This game is already dying.


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#17
Tobogan

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Reference cards count as player cards in the core? This game is already dying.

That doesn't upset me as much as ending with 8 copies of 5 or 6 cards.

 

Evading may be easy for some investigators, but it costs you one of your three actions for the turn.  And then if you don't want that monster to re-engage you, you'll need to spend one more action moving away.  i.e. - it's 2/3rds of your turn to escape assuming you pass the evade test the first time.  Get TWO monsters on you and you're at significant risk of being trapped, having to come up with another plan, or being dependent on some special card to get you out of your jam.

The other option is trying to kill them, let's see how may actions does it take, with chances to fail.

 

We only can speculate about how hard is the game right now.


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#18
Ironswimsuit

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There are table talk rules. This game will never die.


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#19
PaxCecilia

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It's been discussed in a few different forums, but some people will be glad to see the section "Standalone Mode" in the Rules Reference Guide published in this article. It gives you rules for doing a 1-off scenarios and how to handle experience cards accordingly.



#20
alpha5099

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It's been discussed in a few different forums, but some people will be glad to see the section "Standalone Mode" in the Rules Reference Guide published in this article. It gives you rules for doing a 1-off scenarios and how to handle experience cards accordingly.

 

Yeah, I really liked that sliding scale of XP, with each bracket adding another basic weakness. It's a nice system.

 

I do think the set-up for the Standalone--"read through the previous scenarios in the campaign and make all those decisions. Then you may start."--is a clunky, but probably necessary. And a good sign of how strong the narrative throughlines will be from encounter to encounter.


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