Déjà-vu

By Vitus_Prem, in Arkham Horror Second Edition

I just wondered...

Maybe this is just me, but every time I end my move in the Asylum to give away some money to a fellow investigator and suddenly notice that my brain 's not damaged at all and thus I have to draw an encounter card... yeah, well, every single time I have a normal encounter in the asylum, even though I have all expansion cards mixed in, the doctor mistakes me for an inmate and gives me a brainwashing injection.
I never had an other encounter there.

Then, for some kind of reason Mr. Pickman is one of the available allies in 90% of the games. The curious thing is, in almost all of these games he's the one that leaves town first when the terror level rises, no matter how much we shuffle the ally deck before discarding one of them.

Have any of you experienced similiar things that seem to occur constantly in every game?

It seems that just when an investigaor is ready to climb the kingposrt head and be changed, the ancient one awakens or a vicory condition is met.. :(

I roll a d6 and pick that card off the top of the encounter deck. I can't get the same card within 25 more draws, and the order is retained between games, so that the ones I haven't seen in the longest time are most likely to come up. Works great (except that I dropped my red deck all over the place the other night and scrambled its contents. Oh well, lol)

kroen said:

It seems that just when an investigaor is ready to climb the kingposrt head and be changed, the ancient one awakens or a vicory condition is met.. :(

Man, you really want to climb that hill, don't you? When Kingsport first came out, getting Changed was labeled as "a fool's errand." I haven't really seen much to counter that assessment.

You know what could be great? If Strange High House on the mist would've been an unstable location, and there would be one mythos, and no more than one, that opens a gate there. How awesome would that be? Could've added a little surprise to the game.

Vitus_Prem said:

Then, for some kind of reason Mr. Pickman is one of the available allies in 90% of the games. The curious thing is, in almost all of these games he's the one that leaves town first when the terror level rises, no matter how much we shuffle the ally deck before discarding one of them.

Have any of you experienced similiar things that seem to occur constantly in every game?

I'm using the 11 + 11 Ally houserule (having 23 Allies, 1 goes back to the box at the start). Sarah Danforth seems to get the shaft gui%C3%B1o.gif most often (good stretches of 3-4 games in a row aren't uncommon).

My vexation in this game is terrible and almost certainly statistically improbably die rolling. When one of my investigators gets appointed street sweeper, you can bet I'll head out into the Arkham streets loaded for bear and Gug, run up to the first ugly puke I see, roll a whack of dice so big I have to do it in shifts, and then get eaten because I didn't roll even a single success. I'm sure I'm not actually bucking the odds, but it sure seems like I'm jinxed when I wade into combat.

My group always tend to draw that monster with a green border that sucks out 1 stamina of all investigators on a 4-6 roll. (unsure of the name right now). That is always an annoying habit of having as it is quite hard to defeat from the start anyway so most investigators are weakend once things start to get messy....

We had 2 games. In both the myhos card Stranger lost in a Fog (starting player goes directly to strange house on the hill) was drawn and both time Wendy Adams happened to be the starting player. She could not get changed either time.

Then there was teh game where twice I drew david Picards wood's encounter. you know he one of a kind card from CotDP. Natuarlly he was one of the allies we removed from the game. We also play the double ally rule.

On that note we only seem to get special one of a kind cards when we can't use them. ie codded message at a time you have no clue tokens.

In one game Eric Colt popped up in 4 or 5 encounters, even though he already was an ally to one of the investigators! (Hmm, is Eric another form of Nyarly? :) )

allstar64 said:

On that note we only seem to get special one of a kind cards when we can't use them. ie codded message at a time you have no clue tokens.

Svavelvinter said:

My group always tend to draw that monster with a green border that sucks out 1 stamina of all investigators on a 4-6 roll. (unsure of the name right now). That is always an annoying habit of having as it is quite hard to defeat from the start anyway so most investigators are weakend once things start to get messy....

That thar's a Chthonian, yep. Bad for the soil.

Have you seen the Color out of Space from Dunwich? It does the same thing--but with sanity. Oh yeah and it's Physically and Magically immune, with a -3 horror modifier and 4 sanity penalty. You'll pray for Chthonians instead.

Tibs said:

Svavelvinter said:

My group always tend to draw that monster with a green border that sucks out 1 stamina of all investigators on a 4-6 roll. (unsure of the name right now). That is always an annoying habit of having as it is quite hard to defeat from the start anyway so most investigators are weakend once things start to get messy....

That thar's a Chthonian, yep. Bad for the soil.

Have you seen the Color out of Space from Dunwich? It does the same thing--but with sanity. Oh yeah and it's Physically and Magically immune, with a -3 horror modifier and 4 sanity penalty. You'll pray for Chthonians instead.

Dunwich is part of my collection but my group of players are still getting the hang of the original game so we are still only using the Basegame along with Pharaoh and King in Yellow from time to time. We do not want to add another board quite yet but we'll get there... So far we are only using the injury/madness-cards

Sounds like a bad fellow. How are you supposed to beat such a monster? Most of my players havn't realised the potiantial of investigators with a lot of spells and high sanity so creatures that suck out you sanity is bad business all around.

Injury/Madness is a great thing to use, even before playing with Dunwich.

Svavelvinter said:

Sounds like a bad fellow. How are you supposed to beat such a monster? Most of my players havn't realised the potiantial of investigators with a lot of spells and high sanity so creatures that suck out you sanity is bad business all around.

Hmm. My best ways of killing it include any of the following:

  • A character who either has high sanity or a way to lessen sanity loss
  • Clue tokens to force to pass the horror check while my fight is as high as it can go
  • The Red Sign of Shudde M'ell will lower the Color's toughness and remove its Physical Immunity. Put a gun in the other hand and he's a piece of cake.

The best thing the monster has going for it is the +0 combat with just 1 stamina loss, so you can usually afford to fail a couple times before panicking.

By sealing a gate to Another Dimension or one from Another Time.

Or a shotgun, roll dem 6's!

Aeaea said:

Or a shotgun, roll dem 6's!

Ah yes. Shotgun is another good option. Physical Immunity can't do anything about the double-6 bonus.

The other day playing Kingsport got the one card that closes the High House locations then the card that sends the first player their... can you say Shoots and Ladders? happy.gif

Tibs said:

Injury/Madness is a great thing to use, even before playing with Dunwich.

Svavelvinter said:

Sounds like a bad fellow. How are you supposed to beat such a monster? Most of my players havn't realised the potiantial of investigators with a lot of spells and high sanity so creatures that suck out you sanity is bad business all around.

Hmm. My best ways of killing it include any of the following:

  • A character who either has high sanity or a way to lessen sanity loss
  • Clue tokens to force to pass the horror check while my fight is as high as it can go
  • The Red Sign of Shudde M'ell will lower the Color's toughness and remove its Physical Immunity. Put a gun in the other hand and he's a piece of cake.

The best thing the monster has going for it is the +0 combat with just 1 stamina loss, so you can usually afford to fail a couple times before panicking.

You forgot having a shotgun :') it doesn't do damage, but it still gives you the double six bonuses.

Oops. Someone already said that ;'D