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Arkham Horror LCG announced

beachnik

Man of Action!
Validated User
I seriously doubt they will ever release functional errata like this. They've generally only done it for LOTR LCG to stop broken infinite combos.
Oh I'm sure. They are, I believe, releasing upgrades for the core set stat buffing assets in Return To Night Of The Zealot though, so that might give some of those cards a bit more life.

But my suggestions weren't made with any assumptions that they could happen, but that was the only real way I could see to solve some of those problems.
 

cmcdonald

Registered User
Validated User
Oh I'm sure. They are, I believe, releasing upgrades for the core set stat buffing assets in Return To Night Of The Zealot though, so that might give some of those cards a bit more life.

But my suggestions weren't made with any assumptions that they could happen, but that was the only real way I could see to solve some of those problems.
I believe they will just target the dominant strategies/builds with scenario design. They've already done so with the "fight everything and never evade" strategy in Forgotten Age.
 
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BD Flory

He Who Walks Between the Posts
Moderator
RPGnet Member
So as much as I rag on Higher Education I think that's an example where they sort of went in the right direction, but not far enough. The have 5 or more cards in hand restriction works thematically nicely, and feeds in to what the class is about anyway. Part of the problem with Higher Education is that you want to have a big hand size at all times, there's no advantage to having a smaller hand, and that the bonus you get it too good in terms of bang for buck (IMO). Streetwise and Scrapper, however, are problems because they totally invalidate the existence of the Hard Knocks and Dig Deep, where the only difference is the extra skill you can buff and that Hard Knocks is slightly less efficient.
They're 3 xp cards. They should be better than similar cards for 0xp. See also, all the upgrades that are strictly improved over their 0xp cousins. I don't see anyone complaining that Lucky (2) makes Lucky obsolete.

I think these cards' dominance has been in part a function of a small card pool. I took them less and less as the Carcosa cycle trickled out, and have been doing just as well with other choices. Straight up paying for skill buffs is just the most obvious solution to the game's challenges, not necessarily the best.
 

beachnik

Man of Action!
Validated User
They're 3 xp cards. They should be better than similar cards for 0xp. See also, all the upgrades that are strictly improved over their 0xp cousins. I don't see anyone complaining that Lucky (2) makes Lucky obsolete.

I think these cards' dominance has been in part a function of a small card pool. I took them less and less as the Carcosa cycle trickled out, and have been doing just as well with other choices. Straight up paying for skill buffs is just the most obvious solution to the game's challenges, not necessarily the best.
My issue is not that they are necessarily better, but that they are so much better. A permanent stat buffer like Higher Education is effectively before it is even used worth about 4 actions. 1 to "draw" the card, 2 to get the resources to "play" it, and 1 more to "play" it assuming that they would cost the same as Hyperawareness etc. That's what getting something into play at the start of the game effectively for free gets you. And to then have the uses of that be so much better than than the equivalent versions that you have to draw just sort of... I dunno, rubs me the wrong way.

It is my general opinion that deckbuilding should be a series of choices about what cards you put in, and when there are situations such that not putting in a specific card is a "bad" choice then I kind of think that's a bit of a failure of design. And I do genuinely think that if you are playing a Seeker, and your first 3 points of XP aren't spent on putting Higher Education in your deck then you are probably not playing optimally, and I dislike that it feels obvious that that's the case.

Also my argument against Charon's Obol, not that I'm finding the game particularly easy but if you're at the start of a campaign it is one of those things that it just doesn't make sense to not buy outside of extremely weird corner cases.

Maybe something will come along in a specific campaign to make me rethink this position, but I'd be surprised.
 

Katsue

Young Witch
Validated User
Somehow, Asmodee UK isn't going to get Return to the Night of the Zealot in next week either. They are truly useless.
 

Tyrmatfrage

Registered User
Validated User
So my group just got done with a kickass Dunwich Legacy campaign.

Spoiler: Show

Our group was Jenny Barnes (me), Agnes Baker and Ashcan Pete (and Duke!).

Half the campaign was basically a string of defeats. We decide to go the university first and failed to locate the missing professor, only succeeding in saving the students. At the casino we were one turn too late to escape before the casino fell on us, putting us in trouble with the O'Bannion gang. The people we were supposed to locate AND the person who asked us to find them were all kidnapped, which was an amazing height of failure. At the Museum, the dreaded red tentacle appeared during the fateful investigation check to get the last clue to win the scenario, and so the Necronomicon was lost to us. On the Essex County Express, a cultist with doom appearing on the train car ahead of us caused us to fail the scenario. In the Blood of the Altar scenario, we utterly failed to save anyone and everyone who had been kidnapped was sacrificed. Despite all these depressing defeats, we pressed on, with a mixture of despair and curious morbidity at how much more we could fail. In the following scenario though, we saw our fortunes start to change. We defeated all the Yog-Sothoth Broods, not allowing a single one to escape. We progressed up Sentinel Hill for a dramatic confrontation. Jenny Barnes held off werewolves and cultists as they were trying to reach the top of the hill, while Pete and Duke threw everything they had against Silas Bishop and Agnes desperately searched for a way to close the gateway. In the end, the investigators made the decision to step into the gateway, leaving Jenny to be mentally traumatised for not being able to investigate her sister's disappearance. Despite being Lost in Space and Time, the trio did fairly well in progressing, in part due to Agnes using her ability to take horror to kill the monsters that attacked them. This came back to haunt her though, when she drew the Otherworldly Terror that would do enough mental damage to drive her insane. Agnes threw all her resources into passing the test... only to draw the dreaded red tentacle. With Agnes gone, Pete, Duke and Jenny pressed on, feeling bad about their chances of survival. Lacking their main damage-dealer, they evaded monsters and left them behind at Another Dimension, pushing forward to the Edge of the Universe. They resolved the situation at the Edge of the Universe... only to be sent hurtling back to Another Dimension, where 3 monsters awaited them. By then the investigators were in bad shape, being low in health, sanity, allies and ammunition. Pete realized there was only one thing left to do - he engaged every monster at Another Dimension, and told Jenny to make a run for it. Jenny made a run for the Tear Through Time, even as Pete and Duke made their final stand...

And that was the end of the campaign. Two investigators lost forever outside the realm of existence, while the sole survivor was so wracked by mental trauma (she would start any future scenario with only 1 sanity!) that she had to be retired from adventuring.
 

DrFaust

Roll away the dew.
Validated User
So my group just got done with a kickass Dunwich Legacy campaign.
I do love the emergent narratives that come from this campaign. Even when the overarching plot points are static, the fine details about investigators and the cards they play that make every playthrough unique.
 

DrFaust

Roll away the dew.
Validated User
Last night, my group completed our face-check run of Depths of Yoth and filled out the rest of the night with Where Doom Awaits for our second playthrough of Dunwich Legacy. The differences between how the two played out were shocking.

Even when picking up Depths of Yoth after a month or more, I could feel the desperation in getting to the end. Calvin was running about 4 or 5 horror and damage each, frantically throwing leather coats and "Gee-Ma"—Madame Lebranche—at whatever popped up in his path. Ursula was bouncing off the walls from not being able to satisfy Call of the Wild. The Harbinger showed up and rather than tangle with it, everyone skidded into the final location without an action to spare.

Then we ran Where Doom Awaits in a Dunwich campaign where we'd more or less been crushing it. The prior occasion I did WDA, it killed the campaign because we just couldn't kill cultists faster than they were running up the hill or get the clues to move forward. This time around, Zoey and her sleightning gun had enough spare time to wander off and take out the shoggoth for the extra VP.

I guess that's what happens as the card pool expands and you play a campaign designed alongside the core set, but still, the differences were stark. Zoey's player then suggested maybe it was time to start playing at the hard difficulty. He's probably not wrong, but I think I'd want to see what Return to Dunwich looks like first.
 

Katsue

Young Witch
Validated User
We now know which investigators will be in The Circle Undone:

Diana Stanley (Mystic)
Carolyn Fern (Guardian)
Rita Young (Survivor)
Joe Diamond (Seeker)
Preston Fairmont (Rogue)
Marie Lambeau (bonus Mystic - revealed in a banner ad in Game Trade Magazine)

The campaign appears to be about the Silver Twilight Lodge, ghosts and witches. I'm looking forward to playing it ~8 months from now or whenever.

Some preview articles:

https://www.fantasyflightgames.com/en/news/2018/10/12/the-circle-undone/
https://www.fantasyflightgames.com/en/news/2018/12/11/of-sound-mind-and-body/
https://www.fantasyflightgames.com/en/news/2018/12/21/money-talks/
 
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