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Old 10-30-2004, 01:51 PM
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RE: hmmm...

Post originally by Conan at 2004-10-30 12:51:59
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Firstly,

The design of the scenarios is such that the haunt only begins when most of the required tiles are already out or only uses tiles that are already on the table.

In the case where the scenario mentions specific tiles, it is already part of the scenario that the explorers have to then run around looking for more rooms while the monsters/traitor chases them or a clock begins to count down.

This is one of the strengths of the game, depending on how well you have already explored the house i.e. placed out tiles, depends on what kinds of strategies come into play once the haunt begins. Some haunts can become mad dashes to find items, tiles, etc.

Remember that it is a boardgame, so the explorers really should be co-operating anyway. There is no reason for them not to - but it can happen. Sometimes a player might think that with his 8 might he can meet the win conditions on his own. This is usually the route to failure - because random events are still in play and (as we had happen in one game) if the explorer draws a card that attacks his weak point, he's out of the game and the other explorers are up the creek without a paddle.

You could make some rules if you wanted, after all the game is totally modular. All you'd need to do is make a new omen card for your game, write up some scenarios based around it where there is more than one traitor.

The closest example I've seen is the ghostly fiddler scenario. There is no traitor at the beginning of the haunt, but as the fiddler plays each explorer slowly becomes more and more likely to become a traitor, until you have only one explorer left running around the house trying to exorcise the ghost while the other five explorers are now madly dancing themselves to death.

It would put it at a midway strategic level. It's hard to compare it to anything because the random factors mean that one scenario can have very basic strategic requirements, while others are much more strategic.

Ultimately, the games appeal - for me - isn't strategy, it's atmosphere. The game has spades of atmosphere and replayability. It plays differently nearly every time - the haunts are varied and fun enough that it is always cool when you unlock a new haunt and get to see what happens next.

I'd probably say it is about as strategic as Risk or Mystery at the Abbey usually. Enough to make the game interesting. But it is primarily a boardgame like Heroquest rather than a strategy boardgame like Axis & Allies.

Conan
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