Headline: Daisy Walker throws book at Nyarlathotep!

By Foxburr, in Arkham Horror Second Edition

I just got the Daisy Walker set-up I've dreamed of, and it was sublime.

She began with Ruby of R'yleh (add three movement points), and Bob Jenkins started with the Necromonicon (exhaust and spend two sanity and two movement points to make a Lore (-2) check. Success, draw a spell). First turn, Daisy joined Bob at the General Store to take the Necromonicon and shop. I'm not making this up...she picked the Magnifying Glass (+2 lore checks to tomes)!

Daisy jacks her lore skill to 5 and draws a spell EVERY TURN except when she makes her way through the Other World. At the end of the game she has 15 spells, three of which are Shriveling. She would have had 16, but she used and discarded Bind Monster.

When reading the Necromonicon, she loses no movement or sanity and erases its -2 lore modifier because of the Magnifying Glass. No holing up in the Asylum reading the Necromonicon for Daisy. As she adds spells, she is moving around the board like normal, having encounters and being generally helpful. In fact, she steamrolls anything in her way (did I mention she started with one +1 Will Skill and used Forced Learning and drew the other +1 Will?), easily passing Horror Checks and rolling up 14 dice one one occasion, against a Crawling one, for whom she had the misfortune of rolling a 5 for his combat modifier. No problem. Dead meat.

She also had Arcane Insight and passed it twice at the end of the game, pushing back a gate burst on the Witch House so Rex Murphy could seal the final gate, which was at the Science Building.

Daisy, I owe you. I will be playing Arkham Horror for a long time to come trying to relive this one!

No, Daisy is not broken or over-powered, no enfadado.gif !

All the more reason never to buy KH.

(Nervous Laugh)

I am forever going to be afraid of librarians.... AHHHHHH!!!

Dam said:

All the more reason never to buy KH.

if you dislike one investigator (or 2... i am looking at you: martial artist) just leave them out... the final battle cards are a great addition !

moekel said:

if you dislike one investigator (or 2... i am looking at you: martial artist) just leave them out... the final battle cards are a great addition !

Actually, I feel like only 1 of the 8 investigators is about the same level as AH + DH ones, 7 of 8 are over-powered/way better, Daisy being just plain horrible. Town map full of stable locations bostezo.gif . Dunwich already came with Gate Bursts (as did Black Goat), so those are covered. All that leaves is 4 GOO and Epic Battle cards for €40, pass.

Daisy was a random draw, as were the other two investigators (Rex Murphy and Bob Jenkins). All items and skills were randomly drawn, as well. For Daisy, it was just a perfect storm of abilities, skills, unique items and common items. One that I may never see again.

It was fun, too. It's been a long time since we won by sealing gates. Almost all our games seem to go to the Final Battle, especially since we worked those two-doom-token Mythos cards and the Yellow King Mythos cards into the Mythos deck. Some of these Final battles were extraordinarily discouraging (Cthulhu devouring as like a piece of popcorn). I get that will and should happen. It was just nice to hand the game its ass for once, instead of having it handed to us.

Lily Chen and Daisy Walker, like Mandy Thompson, are officially-sanctioned investigators. If you draw investigators randomly, as our group does, it is nice to have the opportunity to pull one of them to somewhat balance what might otherwise be a definite loser (did I mention we also randomly draw GOO's and heralds, if we are playing one?). If you choose Lily, Daisy and Mandy for a game, that would be a different situation, and one that probably would not interest me.

I guess what I'm saying is that, in Arkham, most often you die by the random draw. Therefore, it is good on the rare occasions when you live by the random draw.

Foxburr said:

It was fun, too. It's been a long time since we won by sealing gates. Almost all our games seem to go to the Final Battle, especially since we worked those two-doom-token Mythos cards and the Yellow King Mythos cards into the Mythos deck. Some of these Final battles were extraordinarily discouraging (Cthulhu devouring as like a piece of popcorn). I get that will and should happen. It was just nice to hand the game its ass for once, instead of having it handed to us.

Weird, I've had double-doomer in the Mythos deck for the last 42 games (since adding DP), never hampered my seal wins. Actually, in many cases I prefer a double-doomer, one less gate to worry about, esp. with Dunwich GOO waking from "too many gates open" was the most common reason for Final Combat decision.

Foxburr said:

Lily Chen and Daisy Walker, like Mandy Thompson, are officially-sanctioned investigators. If you draw investigators randomly, as our group does, it is nice to have the opportunity to pull one of them to somewhat balance what might otherwise be a definite loser (did I mention we also randomly draw GOO's and heralds, if we are playing one?). If you choose Lily, Daisy and Mandy for a game, that would be a different situation, and one that probably would not interest me.

Daisy, even as a random draw, is just too much. Not only can she dig out any spell (so better than Dexter, who totally sucks) BUT she can also read Tomes way longer than even Harvey enfadado.gif . Oh yeah, and her skill totals come to 16, while 15 is the norm (not 100% on that one).

We'll just have to agree to disagree. AH has so many components to it that I can only assume almost all players prune it to their liking. Eliminate investigators or GOO's--that's cool. My guess is that when I draw Daisy again, I will not see her go into full-on beserker mode. This was an interesting scenario that seemed worthy of reporting. It was fun, too.

And I will add that not infrequently I've been surprised by how a particular investigator will rise as a result of a unique combination of common items, unique items, skills, allies, and spells. It may not be as obvious or as overpowering as the scenario I described with Daisy, but strong, nonetheless. Likewise, a investigator described as "broken," can fall because of lousy random draws. The previous time I played Daisy, she had something like Wrestle as a starting Skill and no tomes were drawn the entire game. What a dud.

Dam said:

No, Daisy is not broken or over-powered, no enfadado.gif !

All the more reason never to buy KH.

Yeesh. Just random draw. I've pulled Daisy like twice, and she isn't always the goddess of death (assuming you don't troll for the necronomicon, which I always do when I get her ;'D (first I deck search for alchemy) Then I try to get three Voices of Ra ;'D Librarian POWER!

Foxburr said:

We'll just have to agree to disagree. AH has so many components to it that I can only assume almost all players prune it to their liking. Eliminate investigators or GOO's--that's cool. My guess is that when I draw Daisy again, I will not see her go into full-on beserker mode. This was an interesting scenario that seemed worthy of reporting. It was fun, too.

And I will add that not infrequently I've been surprised by how a particular investigator will rise as a result of a unique combination of common items, unique items, skills, allies, and spells. It may not be as obvious or as overpowering as the scenario I described with Daisy, but strong, nonetheless. Likewise, a investigator described as "broken," can fall because of lousy random draws. The previous time I played Daisy, she had something like Wrestle as a starting Skill and no tomes were drawn the entire game. What a dud.

:'D you're not playing Daisy right. Search for alchemy. Then try again :'D

Avi_dreader, Daisy thanks you for the love!