i think we should keep a dedicated thread to any one who has bought the new expansion and wants to talk about it so we dont ruin any surprises for people who have not had the chance to buy it. I think we should keep this thread up for like 1-2 weeks. Do you guys agree? You know Innsmouth is coming soon!
innsmouth spoilers!
Pre-ordered it yesterday.. I'm in...
is it available yet? any one buy it?
Finally it is coming ![]()
In my opinion Shadow over Innsmouth is one of the best Lovecraft Stories !!! So let´s start spoiling ...
pittplayer said:
is it available yet? any one buy it?
My local store said it should be in stock by Thursday or Friday, and I'm in Canada - it usually takes things longer to get here. Will begin spoiling as soon as I have a copy in my hands!
I am excited for you guys, it is nice that you have something new to enjoy for Arkham. I can't wait to get spoiled on the new stuff as well. I know a lot of people have been saying they hope this is the last of Arkham, I hope its not...I will keep buying quality content as long as they're willing to dream it up and print it.
I just want to know what I need to add to the stats page.
- Investigators' names
- Ancient Ones' names (these are in the book)
- Names of the heralds (I have these)
- Names of the Rumors
- Option for a 10-investigator game
- New AO awaken condition: "Deep One Uprising track filled"
- Anything else?
I don't want to add any of these things until I know all of them.
Yeah I want to use your tracking program but unfortunately since I mentioned it I havent been able to get a single game in !!!
Tonight perhaps.
Tibs said:
I just want to know what I need to add to the stats page.
- Investigators' names
- Ancient Ones' names (these are in the book)
- Names of the heralds (I have these)
- Names of the Rumors
- Option for a 10-investigator game
- New AO awaken condition: "Deep One Uprising track filled"
- Anything else?
I don't want to add any of these things until I know all of them.
Yes! You need to add IH under the Expansions section, and under Special Events you DEFINITELY need to add "An Investigator succumbed to the Innsmouth Look". You might also want to add something about whether Personal Stories were used or not, and how many were passed or failed.
Whoops! I know you said that before. Yes, an "Innsmouth Look" checkbox will definitely be added.
As for the Personal Stories, I'm not sure I'd like to add another field to the form. It would be like adding a field to say how many Injuries and Madnesses were acquired.
Now that I think of it, I may add a checkbox for an investigator who was devoured from a duplicate Injury or Madness.
Tibs said:
Now that I think of it, I may add a checkbox for an investigator who was devoured from a duplicate Injury or Madness.
We actually had that happen recently...you should add it. It rarely happens...but when it does...
my game store says they are getting Innsmouth friday!!
based on what we know what do you all think of innsmouth?
1. Best AO's ever!!
2. Hope that the investigators we havent seen are better then the one we have.
3. Dagon is alright, hope Hydra is better.
4.Board looks way cool, but why no outer worlds?? For the HUGE deep one track? come on!! Kingsport had the rifts and still had room for OW's.
5. No items? personal story cards better be really cool!
Alright, I'll throw some meat out there for the wolves to devour. Here are some spoilers for Innsmouth that Shellhead mentioned over at Fortress: Ameritrash:
1. One of the new characters is "The Astronomer" and he starts the game with a Find Gate spell.
2. Cthuga: Like Ithaqua, you ignore weather environments. If you move more than 3 spaces, you lose one stamina due to extreme heat. During the final battle, after you use a weapon, discard it. For Cthuga's attack, each investigator loses a 1D6 worth of clues, sanity, or stamina.
3. Another character is Agnes, the waitress. She is kind of like a reincarnated sorcerer.
4. Tommy, the cop: He really, really wants to be a hero and is willing to die a hero.
5. Hank, the farmhand: He potentially loses time and clues looking for his Pa. But he's so dim, that he doesn't know he's supposed to be afraid of monsters. Only if you lose a combat check, will you then roll for sanity loss. Also, he starts the game with 5 sanity, 6 stamina, and food.
6. Innsmouth jail is a VERY bad place to go. You can actually get devoured in there.
Have fun.
Partizan said:
Alright, I'll throw some meat out there for the wolves to devour. Here are some spoilers for Innsmouth that Shellhead mentioned over at Fortress: Ameritrash:
1. One of the new characters is "The Astronomer" and he starts the game with a Find Gate spell.
2. Cthuga: Like Ithaqua, you ignore weather environments. If you move more than 3 spaces, you lose one stamina due to extreme heat. During the final battle, after you use a weapon, discard it. For Cthuga's attack, each investigator loses a 1D6 worth of clues, sanity, or stamina.
3. Another character is Agnes, the waitress. She is kind of like a reincarnated sorcerer.
4. Tommy, the cop: He really, really wants to be a hero and is willing to die a hero.
5. Hank, the farmhand: He potentially loses time and clues looking for his Pa. But he's so dim, that he doesn't know he's supposed to be afraid of monsters. Only if you lose a combat check, will you then roll for sanity loss. Also, he starts the game with 5 sanity, 6 stamina, and food.
6. Innsmouth jail is a VERY bad place to go. You can actually get devoured in there.
Have fun.
Thank you very much! But could you please provide a link to where these things are said? I went over the Fortress website and I couldn't find this section anywhere.
Partizan said:
5. Hank, the farmhand: He potentially loses time and clues looking for his Pa. But he's so dim, that he doesn't know he's supposed to be afraid of monsters. Only if you lose a combat check, will you then roll for sanity loss. Also, he starts the game with 5 sanity, 6 stamina, and food.
Odd. Thelric had created a farmer character with the strange imbalance of 5 sanity and 6 stamina.
Never mind, I found it. Here's the whole text:
So Thaadd brought over her copy of Innsmouth Horror and we played two five-player games today, using just the base set plus Innsmouth, for a more fishy flavor. It was plenty of fun. Running down the new stuff using the numbering system of the previews:
1. Story Time: The story cards are cool. In addition to the story on the back of your character sheet, there is a brief new development on your first story card, in italics. On the flip side is a pass/fail condition, much like in Android, or in Arkham Horror terms, it's kind of like your own personal Rumor card. With some characters, the pass result is a nice prize, like gaining a new ally or maybe some clue tokens. For other characters, it's more like leveling up in an rpg. And for other characters it's a heroic sacrifice. The fail results are comparable to a Madness, Injury or Corruption card in impact, a permanent drawback.
Either way the pass/fail conditions and results are personalized for each character, and also thematic. In game effects, chasing after your personal story result may handicap your early game play, but will pay off in the latter part of the game. Ignoring your personal story leaves you free to focus on dealing with gates and monsters, but will cost you later on. I wonder how much we will like Personal Story cards after a number of plays? Maybe it will feel constraining to always face the same pass/fail each time you play that character, or maybe it will be fun to be forced to use different strategies based on which character you are playing. Maybe both, and I suppose players could eventually pair up investigators with random story cards, just for variety.
2. The Ancient Ones Rise from the Sea at Innsmouth: The new Ancient Ones are even tougher than ever. The first game, we were up against Chaugnar Faughn (spelling?). His cultists are Tcho-tchos, but we never drew any from the cup that game. While he slumbers, there is a -1 penalty on all skill checks if you are carrying an Elder Sign or even in the same neighborhood as an Elder Sign token, like on a sealed gate. In final battle, he has a nasty attack causing each investigator to lose an ally or three clue tokens, or be devoured.
The second game, we battled Cthuga. As with Ithaqua, you ignore weather environments. If you move more than 3 spaces in a turn, you lost one stamina due to the extreme heat. In final battle, he is unbelievably nasty... if you attack with a weapon, you discard that weapon after that attack. For his attack, each investigator loses 1d6 clues, Stamina or Sanity. or is devoured.
3. Monstrous Awakenings: I still don't know what the deal is with Bokrug and the Beings of Ib, since we didn't battle him today. But the Innsmouth Look is scary. Certain encounters in Innsmouth will require you to draw a certain number of Innsmouth Look cards, all at once. You draw them, read them aloud and suffer any effects. Some are harmless, but at least one causes you to be devoured (actually turned into a Deep One... you replace your investigator token with a Deep One, and then start over with a new investigator.
4. Fresh Faces: Thanks to multiple devourings, we got to play with most of the new investigators in our two games. One memorable character was Agnes the waitress, who is apparently a reincarnated sorceror. (In one of our games, she ended up as a Deputy, but I think that the police just liked her coffee that much that they made her an honorary deputy.) In the first game, I played Zoey the (violent) chef, who is apparently visually based on Zoe the art director at Fantasy Flight, according to Thaadd. Zoey the chef is a brooding brute with a delicate and pretty face. She is also one helluva a monster slayer, motivated by her strong religious beliefs. After getting ahold of a crowbar and a pistol, I easily whacked seven monsters that game, though constantly teetering on the edge of madness.
Another cool guy was Tommy the cop. He really, really wants to be a hero, and is perfectly willing to die a hero, according to his story card. The ex-con is neat. He gets an odd die-rolling bonus, but can't get a bank loan or become deputy. There are a couple of nice support characters that work well with a team effort, kind of like the Expedition Leader from the Dunwich set.
The second game, I played Hank the farmhand, who is now one of my all-time favorite characters. He potentially wastes a lot of time and clue tokens looking for his Pa at first, but he is a relentless killing machine. See, Hank is actually so dim that he doesn't lose sanity right away from seeing a monster. Only after failing a combat check does he have to roll for sanity loss. With his strong Fight track, plus the shotgun and Fight skill that I drew, he piled up a lot of kills. Also, he starts with a Sanity of 5 and a Stamina of 6, plus a Food card.
5. The Tide is Rising: the Deep Ones Rising track is great. It's easy to work with compared to those fiddly Kingsport rift tokens. It's very similar to the Dunwich Horror track, only twice as long but more likely to go off, but the players can work against it. Every time a gate is thwarted from appearing (usually because of an Elder Sign token at that location due to a successful seal), you add a token to the Deep Ones Rising track. And every time a monster jumps into a vortex space in Innsmouth (identical in nature to the vortex spaces in Dunwich), you add a token to that Deep Ones Rising track. If it fills up with all six tokens, go to Final Battle with the Ancient One.
To clear out that Deep Ones Rising track before it fills up, you can discard clue tokens in Innsmouth locations during the upkeep phase, placing those clue tokens on the Federal Raid track. When all six spaces on the Federal Raid track fill up, you remove all those clue tokens and also remove all tokens on the Deep Ones Rising track, to indicate that the Feds just raided Innsmouth. The tricky part is that you can only discard up to two tokens to fill the two Fed Raid spaces that match the color of that Innsmouth neighborhood that you are. To fill up all six spaces, two clue tokens will need to be discarded in each of three neighborhoods in Innsmouth.
Speaking of Innsmouth, once the Doom Track is at least half full, Innsmouth enacts martial law. From then on, investigators must make Evade roles in Innsmouth, modified by their current location there, or else be arrested. And jail in Innsmouth is a very bad place to go, because sometimes they feed people to monsters there. You can literally get encounters there where you are Devoured. There is a location next to the jail where other investigators can go to try to break you out of jail.
Ultimately, our two games were a little too easy. We won with old-school tactics by sealing six gates, with the game getting distinctly easier after that third sealed gate. Both games, characters got devoured, but we won both games by sealing six gates instead of going to final battle. But that was just the base set + Innsmouth. I'm certain that this would be very challenging if we were playing all the boards, or even just adding in Dunwich. Also, by not even playing the small expansions, we missed out on numerous gate busters or extra doom token-type Mythos cards. All in all, Innsmouth is a very good expansion for Arkham Horror, not quite essential like Dunwich, but still very, very good.
Shellhead
There are six spaces on the Deep Ones Rising track, compared to just three spaces on the Dunwich Horror track. But the only way that the Dunwich Horror track could increase was when a monster jumped into a vortex space in Dunwich. Innsmouth has the same potential, but two of the three vortex spaces are immediately adjacent to unstable locations where gates can open up. Both of those unstable locations are more difficult to access, costing $1 to get to Innsmouth plus $2 to take out a boat, so those gates are harder to close, giving monsters from those gates a better chance of jumping into a vortex before investigators can stop them.
Also, the Deep One Rising track increases by one each time a gate tries to open but is blocked by a seal. So if your group has managed to seal a few gates, the Deep One Rising track is more likely to see movement, which can cause an otherwise winning game to stall out as investigators are drawn to Innsmouth to place clue tokens to bring down a federal raid.
The Dunwich Horror is bad of course, but his actual impact is intermittent, occasionally adding one to the Doom Track. Rifts are a little worse, because an active rift can occasionally increase the Doom Track and also pumps out more monsters, and eventually there can be three Rifts in action. The Deep Ones Rising track is worse, because it leads directly to final battle with the Ancient One.
In summary, I would say that the Deep Ones Rising track is somewhat more threatening than either the Dunwich Horror or Rifts. It's usually a manageable threat, but drains away clue tokens in the effort. Oh, and of course trips to Innsmouth become more scary after martial law happens at mid-game.
huh, you got a copy what? if this is a stupid question sorry but i didnt read the whole post ( virgin innsmouth eyes) dont want it spoiled.
it says on the status page it is in stores!
But my local games shops don't have it yet...tomorrow maybe...
*Impatient*
It's officially "in stock" in FFG's shop. Quantities and everything.
Nice Got it. I've been looking over the new characters, personal stories and AO.
The New characters are pretty cool. Many are similar to/incorperate ideas from characters that people custom created. Non of them seem to be as game destroying as either Daisy or Fine were when they were added.
As for the AO most are at Dunwhich/Kinsport Difficulty which is good. Haven't Had a chance to play so I can't say any more.
I also really like the personal stories. I'm a little dissapointed by the fact that most PASS give monetary or item benifits. I was kinda hoping there would be more abbility modifying benifits but overal they did a great job with many of the characters (If you play with them you'll no longer need to home rule sister Mary). The only person I feel got truly shafted (and the one thing so far I'm annoyed about with this expansion) with his personal story is (Minor Spoilers) Mark Harrigan. He was more or less the only character that I thought needed some improvement who didn't get it. His pass condition is very hard to do with almost no benifit. He needs to claim a R'lyeh gate before being knocked unconcious and he gets +1 max Sanity. While failing has virtually no noticable decriment I really thought he should have been rewarded more. I mean (another minor spoiler) 2 characters gain one of Daisy's abilities (yeah that one) when they pass and if the reasearcher passes hers then shame shame on you if you lose.
If I could Make one change to this expansion it would be to give Marka better personal story reward. If I could make 2 changes the other change would be to give Amanda Sharpe a better reward. While Failing her mission is possible it's not very likely but I would have thought her reward would make getting skills easier for her. Unfortunatly it doesn't
Overal A very good expansion. I'm very pleased with it.
I went to my local game store today and they said they were supposed to have it in today, but it wasn't or it was delayed for whatever reason. I am just going to die in anticipation.
From BGG
"I was lucky enough to pick up the last copy of Innsmouth from my game shop this evening. Before I sat down to play until the weehours of the morning, I thought I'd share a few interesting tidbits and invite others to do the same:
SPOILERS TO FOLLOW.
All of the Mythos cards that open gates open them in Innsmouth. Gates to Y'ha-Nthlei are rare, but the cards they appear on are extremely nasty--and they're not Rumors.
The new Other World cards are specific to individual worlds. They're more involved than other encounters, and most offer an either/or choice for the player
Patrice, the Violinist Kevin mentioned as a personal favorite, is phenomenal. She may allow other investigators to spend her clues! And she gains a clue when a gate opens! And she gains another 5 at 9 Doom! Better than Wendy and Daisy? We also have an astronomer who starts with Find Gate and a secretary who starts with 2 clues plus The King in Yellow.
Quachil Uttaus is Physically and Magically Immune, kills all allies when he awakens, and devours the first player as his attack. While he slumbers, he locks the first player unless she spends clues and forces her to keep drawing Dust cards (which get progressively worse across three decks) until she's devoured. Very, very cool. Nyogtha just has a good old -8 and attacks investigators with his Spawn monster Tendril when "a monster appears!" in an encounter. (Naturally this Tendril can devour you.)
My girl Sister Mary, subject of so much derision, is now on a mission from God. Her Personal Story's Fail condition blesses her with no downside, and its Pass Blesses her, prevents her from being Cursed and allows her to reroll a die during the Upkeep phase, practically guaranteeing that she'll be Blessed forever. Plus it's easy to do. Personal stories are varied and look great at first glance. It's wonderful that all investigators are, in a sense, new now, and even better that they're more fleshed out.
And oh yeah: there are plenty of Deep Ones, Deep One hybrids, and other fishy folk to look out for.
If anyone has a quick-to-answer question or two, I'd be happy to answer late tonight or tomorrow morning.
Oh, and if Rex thought he had it bad before, he's really going to have a bad day when he meets Ghatanothoa.
Hmmmm I need to add something to my previous statement. (minor spoilers)
I was complaining before about how Mark got kinda shafted with his personal stroy quest. What I didn't notice is that he got MAJOR BEEFAGE (yes it is a word) in terms of Insmouth roles. The chance of being arrested in Insamouth is several times greater than in Arkham and the penalties are even harsher. So much so that Mark's "One Man Army" is a top teir skill if Insamouth is in. Heck so is Wendy's "Blessed be the Child". I still think his personal story mission should have been better but Insamouth wasn't as bad to him as I orrignially thought.