Dagon looks sick, deep one uprising is reveled, its seems ok i just wish there was a deep one coming to get your behind mechanic that flooded innsmouth with deep ones
new innsmouth spoiler!!
Deep Ones Rising: That's NEAT. Feels bigger than Kingsport, since it's probably dangerous to just leave one Investigator in Innsmouth to work the track. Devoured by the Innsmouth Look, running out of Clues...unlike Kingsport, the players are gonna have to tag-team this one to keep it down. Unless the DOR track doesn't activate as well as expected. (Looks like Atlach-Nacha breaks Innsmouth.)
Dagon: AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
I feel cleansed. I know Dagon's geared for Cthulhu...but Dagon and Yibb-Tstll are going to HURT.
jgt7771 said:
(Looks like Atlach-Nacha breaks Innsmouth.)
Not exactly, there are still the Vorices to trigger the track. A-N is a big enough problem without the extra umph from the Rising track.
Upon reading the preview, my reaction was one of disappointment. Why? First, it seems excessive to me to have to place a Deep One Uprising token when a gate fails to open. One of the few good things which can happen to you in Arkham now becomes at least partially a bad thing. It's also thematically disappointing that the raid on Innsmouth, instead of virtually destroying the town, can instead happen again and again. It's a let-down that we won't get to face Dagon as a Spawn monster, and probably won't get to face Hydra either. Finally, the fact that we got a preview instead of the rules today means that, at BEST, Innsmouth will only be released the week AFTER this coming week.
i think it would be interesting if when the deep one uprising track was full Dagon was unleashed into Innsmouth and everytime he moves put a doom token on the doom track. Seems like this would make an interesting custom herald......
pittplayer said:
i think it would be interesting if when the deep one uprising track was full Dagon was unleashed into Innsmouth and everytime he moves put a doom token on the doom track. Seems like this would make an interesting custom herald......
Sounds like you've just made an excellent house rule! I'll have to remember this one..
we just need a Dagon monster.
Solan said:
Upon reading the preview, my reaction was one of disappointment.
Yeah, no kidding. The Deep One Uprising track is basically a combination of the rifts and the Dunwich Horror, which is fine; it's just a shame that the effect it has if you fail is so dull. All it does is awaken the AO. A great big special monster appearing would be much more fun, and I think what we were really hoping for was a huge wave of Deep Ones appearing all over town.
Dagon confirms to my worst fears: it's a special buff for Cthulhu and for the Innsmouth board, and does bugger-all else of any interest. If you use it without the Innsmouth town, and without Cthulhu, what is it? Basically, it takes away a few clue tokens and adds a few doom tokens per game.
I am underwhelmed. Starting to get a bad feeling about this expansion. On the other hand, we've only see a small fraction of the cards, and new AOs and Investigators are always welcome.
the corinthian:
1. Dagon says he can only be used with the innmouth board. i am fine with that, why make everything generic? we have like ten thousand cards for AH at this point. Dagon gives flavor to innsmouth.
2. Dagon spawn monster ( like the dunwich horror) and deepones overflowing in innsmouth yes yes yes!! deep one track that awakens AO nonono!!! yawn!! come on FF!!!! wasen't this a no brainer?????
they should have made the innsmouth exp the player made one!!! you know we wouldnt have screwed it up!
pittplayer said:
1. Dagon says he can only be used with the innmouth board. i am fine with that, why make everything generic? we have like ten thousand cards for AH at this point. Dagon gives flavor to innsmouth.
The weird thing is: there's no reason you can't use it with only the base game board, it just wouldn't do as much. I've got no problem with game content that only works with certain game boards, but even the effect on the Innsmouth board is fairly weak. Or at least, fairly dull.
Although I shouldn't pre-judge it, really; a lot of these cards end up affecting the game in surprising ways. I used to think Abhoth and Glaaki were rubbish too.
fairly weak? i suggest you read it again if you dont go to innsmouth and keep spending clue tokens the AO is going to waken in as fast as turn 6 if it is lucky!!!
I like the Deep One Uprising mechanic. Its like the Dunwich Horror mechanic, but better because its more likely to occur and isn't as subject to expansion dilution. I'll admit that I am a bit disappointed with its outcome (awakening the AO) but I still think its good enough. The Raid mechanic is cool too. I think it provides for more freedom, since unlike Kingsport you don't have to go to a specific location, but any location within that neighborhood, thats nice. So in the end I guess I like the mechanic.
Dagon is nice. He has just the impact on the game I would like. Hes rather similar to the Dunwich Horror Herald in function, perhaps a bit easier. My favorite part of the Dagon hearld is the artwork.
Its nice stuff. Not spectacular, but nice.
Also, the Dagon herald seems to imply that there will be more monsters with a + dimensional symbol. I imagine at least the Deep Ones will.
yeah but when the dunwich horror hits the board its EPIC!!!! i know FF is trying to come up with new mechanics but the dunwich horror is nearly flawless!! i want to fight dagon!!!!!
thecorinthian said:
Although I shouldn't pre-judge it, really; a lot of these cards end up affecting the game in surprising ways. I used to think Abhoth and Glaaki were rubbish too.
*gives look of disbelief*And exactly what illegal substance were you ingesting when you thought that?
I like the new info and look forward to the expansion. I think the comment that if the players created it they wouldn't screw it up was unintentionally funny.
If you don't like the Uprising/Raid rule then leave the deep ones out of the cup. If the uprising occurs put all of them on the board at the same time and adjust the terror track accordingly, or just move it 1 or 2 if you want.
If you want a Dagon figure copy the picture off the spoiler, print it out on paperboard, cut it to fit on a character stand, and use the Dunwich Horror cards and rules. Do the same with Hydra. Heck, let them move aquatically to Kingsport and have some fun there.
Imagine old Dunny, Dagon and Hydra one in each expansion town raising havoc, it would be like Cloverfield, but cool.
Wouldn't it be cool if there actually was a Dagon monster in addition to the Herald? As has been pointed out, we haven't seen everything yet. I'm excited, like the different aspects this adds to the game, and can't wait to try it out.
so does dagon + glaaki = regeneration during final combat?
First, I like the fact that the Deep Ones Uprising track triggers on the last good thing left to us. It proves that in Arkham, nothing is safe. It is a little sad that the track just wakes up the Ancient One, but I don't think I'd really like it if it was just a repeat of the Dunwich Horror. The Dunwich Horror, for his part, intends to wake up the Ancient One anyway, and that really only happens with the Herald in play. Defeating the Dunwich Horror is epic. Otherwise, he... wakes up the Ancient One. Which is what almost everything in this game leads to anyway.
Triggering the Ancient One with this track requires ignoring Innsmouth or plenty of "luck" on the part of the investigators. At least gates aren't opening while the track is rising. Also, while overrunning the town with Deep Ones is admittedly what we want, what would it accomplish? How would you place them, and what incentive would you have to kill them? I would imagine they tried this out in many ways, before settling on this for a reason. You are free, of course, to do what you like.
Dagon is a tad disappointing anyway. Advancing the Uprising track and that first ability is okay. It baffles me that they give those other abilities to the Heralds of Ancient Ones that you aren't going to beat in Final Combat anyway. Good luck fighting Yog-Sothoth or Cthulhu under normal conditions - they don't need a herald to make them tougher. I could be misjudging his impact on the game, though.
The comment that the fans couldn't screw up this expansion is laughable. If we were creating this game, there wouldn't be any fans left. We'd all rip each other's throats out over what Bob's personal story should be, or something like that.
Finally, Glaaki and Dagon do not form a tag team of pain. I believe the original rules for Heralds (with King in Yellow) state that they are discarded when the Ancient One awakens. That's why Glaaki and the King in Yellow aren't an outright nightmare, either.
Are we seeing the full tracks for both Feds and Deep Ones, 6 spaces? Not counting monsters to vortices, how likely is the DOR track of getting full in your opinion? 6 blows on Elder Signs, if Kate isn't in a game. Gate Bursts don't add a DOR token, right? Shame that double-doomers don't add one either
. Of course, there probably will be Mythos cards that have you add DOR token(s) to the track I'd think, maybe encounters as well.
I'd rather play the Spanish version of Innsmouth, based off of my gut instinct.
I can see I'll be doing both of these rather quickly. The Fed Track is going to be available only once. When the Deep One Track is filled the Deep One Monsters (I'll make monsters if they aren't provided in number) will be spread between aquatic locations. If they move the Terror Track goes up by one. If it is at ten then add a Doom Token. The end result will eventually be the same as Fantasy Flights rather colorless A.O. awakening, but I am going to have my zombie invasion from the sea, with the investigators fighting tooth and fin.
*spoilers for various Lovecraft stories follow*
Having the Deep One track cause the Ancient One to awaken is appropriate thematically. The Deep Ones are after all hoping to wake up Cthulhu, and all their work in Innsmouth is designed to bring about that goal. The Deep One track represents the progress of that endeavor.
The desire to reproduce the hordes of Deep Ones seen in "Shadows Over Innsmouth" is understandable, but in the story that happens every night. It's not a big deal that would require a huge game mechanic. Most likely, several of the Innsmouth encounter cards will have investigators running afoul of Deep Ones at night. (Furthermore, the Deep Ones weren't even trying to kill the protagonist -- they were trying to welcome him home! The protagonist didn't realize his heritage at that point, so he ran away screaming. That whole story is essentially a single encounter during an Arkham Encounters phase -- not the crux of the entire game.)
Contrast this with "The Dunwich Horror," where the revealing of the title monster was a singular event and the product of a long-term plan by the Whateleys. Therefore, the Dunwich track in the game culminates in the appearance of the monster. The monster in turn was created to help bring Yog-Sothoth back into the world, which is why that track adds doom tokens and what not.
Remember, Arkham Horror is a game centered around preventing the Ancient One from taking over the world. So each new rules system should serve that on a macro level. The plots of various stories and Mythos lore tend to appear in Encounter cards, Allies, and other fairly transitory cards. I'm glad Kevin Wilson gets it, or else Arkham would end up being three or four games pasted together rather incoherently.
Dam said:
Are we seeing the full tracks for both Feds and Deep Ones, 6 spaces? Not counting monsters to vortices, how likely is the DOR track of getting full in your opinion? 6 blows on Elder Signs, if Kate isn't in a game. Gate Bursts don't add a DOR token, right? Shame that double-doomers don't add one either
. Of course, there probably will be Mythos cards that have you add DOR token(s) to the track I'd think, maybe encounters as well.
In an earlier preview, we learned that drawing the wrong card from the Innsmouth Look deck adds a token to the Deep Ones track, as well as turning your investigator into a Deep One....
Kobold Curry Chef said:
*spoilers for various Lovecraft stories follow*
Having the Deep One track cause the Ancient One to awaken is appropriate thematically. The Deep Ones are after all hoping to wake up Cthulhu, and all their work in Innsmouth is designed to bring about that goal. The Deep One track represents the progress of that endeavor.
The desire to reproduce the hordes of Deep Ones seen in "Shadows Over Innsmouth" is understandable, but in the story that happens every night. It's not a big deal that would require a huge game mechanic. Most likely, several of the Innsmouth encounter cards will have investigators running afoul of Deep Ones at night. (Furthermore, the Deep Ones weren't even trying to kill the protagonist -- they were trying to welcome him home! The protagonist didn't realize his heritage at that point, so he ran away screaming. That whole story is essentially a single encounter during an Arkham Encounters phase -- not the crux of the entire game.)
Contrast this with "The Dunwich Horror," where the revealing of the title monster was a singular event and the product of a long-term plan by the Whateleys. Therefore, the Dunwich track in the game culminates in the appearance of the monster. The monster in turn was created to help bring Yog-Sothoth back into the world, which is why that track adds doom tokens and what not.
Remember, Arkham Horror is a game centered around preventing the Ancient One from taking over the world. So each new rules system should serve that on a macro level. The plots of various stories and Mythos lore tend to appear in Encounter cards, Allies, and other fairly transitory cards. I'm glad Kevin Wilson gets it, or else Arkham would end up being three or four games pasted together rather incoherently.
I should add that I'm certain that we'll have quite a few Deep One monsters to beat up, and they'll pop up in various ways, including Mythos cards, Innsmouth Encounter cards, and other ways. You can't have Innsmouth without Deep Ones on the board in some fashion.