Outskirts Expansion with new Game Mechanics

By ivory_tower, in Fan Creations

I am working on an Expansion for the Outskirts in which Investigators will be able to travel to and kill Monsters. Here is the board and I welcome any takers that would like to write up some encounter cards for this area. Please read the text box on the board for explanation of the new mechanics.

I can't figure out how to make it fit into this window so you will have to click the link to view it.

www.thefourseasonsboutique.com/pictures/outskirts%20expansion/Expansion-1.jpg

Special Rules :

When a Monster is moved to the Outskirts, they are moved to one of the stable locations. They do not move from these. This is to prevent too many monsters in the street locations and overwhelming investigators. Monsters can emerge from the vortex from expansions into the streets though.

Update: Whenever all monsters are cleared from the outskirts because it has reached its limit, place 1 galaxy token on the galaxy track. When the galaxy track is full, remove all tokens and add 1 doom token to the doom track.

Here is a galaxy token

galaxy-token-Front-Side.jpg

very nice work!! couple problems though,

1. It only works for one player, how will other players feel about the deputy having a whole board for himself?

2. Terror track shouldnt go down, one of kevins rules for his game!

otherwise love the locations and the clue token mechanic, and the vortex's!!

Yeah I guess you're right, I should make it for anyone. I will do that. So do you think it is not too powerful to kill 10 monsters to remove 1 doom token, in the outskirts?

not too powerful, it could be 10 shoggoths!! lol plus that is a lot of time to kill 10 monsters, 1 doom token almost seems weak. make it 10 toughness worth of monsters!

errrr, maybe 15 toughness on second thought!

you should be able to get to the outskirts by train or other movement like police car or migo braincase

I didn't want to make it cost money just to leave town to kill monsters. It seemed too limiting. But, how about 5 monsters to remove 1 doom?

it just seems to me that 5 is to little and 10 to much that is why i went with toughness, 5 cultists is a lot different then 5 shoggoths!

Ok, 15 toughness would be more even. I could make it a special ability at one of the locations rather than have the clue token track.

good idea, plus all the other boards have a "clock" so that you have to go there or some bad things will happen, if you dont have a clock then your board may go ignored!! so ditch the clue track and put a clock in there! maybe something like put 3 zombies on the board if they are ever in the same location put a doom token on doom track, if a zombie is defeated put in back on the board, or have something that ends the monster limit if unchecked.

I updated the board, check out the new location. The incentive for visiting the board would be to

1: fight monsters to prohibit the terror level from increasing if the outskirts limit is reached.

2: fight monsters to trade them in at the church for the removal of 1 doom token.

even better, just one problem now!! lol old house is way overpowered! this can be balanced by some hard core encounters there though. ( plug for me, have you seen my new challenge thread ivorytower?)

No, I will check it out. Should it be 1 stamina or 1 sanity? I didn't want to copy the innsmouth ability, maybe I can think of something else.

how about something new like pay 1 gate trophy and 5 toughness worth of monsters to discard a madness?

you know how hpl had a lot of stories of underground horrors? i wish someone would make a board of the underground tunnels and chambers of arkham? how cool would that be?

I like the sound of that.... I am driven to create, so if nobody has taken up the underground yet, I'll do it after the outskirts.

some ideas: a clock to keep the horrors down. if not they all burst into arkham, and make the underground work with specific monsters like cthonians or zombies. u could even make the board one straight line of locations and have the board reduce movement points! i think it would be really cool to have a dunwich horror like mechanic, keeping down a killer monster before it breaks into arkham! so many ideas with this i love the concept! if you make it i will def play it!

having monsters chase you though the tunnels would be so cool. also the dh like monster: instead of adding doom tokens like dh have him appear in arkham and hunt down the investigators!

The program puts the last thing placed on top. So if you don't want the movement lines to lay on top of the locations (and you do not), you can cut the locations out and then paste them back in. That pushes it to the top layer and you're done.

Stop trying to end the movement lines before they hit a location, just run them in deep and cut and paste the locations to overlay the movement line.

-Frank

what happened to the link to the board? not working

I updated the board so you can access it now, added a new mechanic. Cool, thanks for the tips Frank.

also, what is the best way to print this off? does it print off in sheets?

if you need more help with custom stuff or the "terror from the depths" underground exp let me know!

i have limited resources so i just print on reg paper.

pittplayer said:

if you need more help with custom stuff or the "terror from the depths" underground exp let me know!

Sure, I could use some help with the Encounter cards. That is the most tedious part I would say. If you want, post some encounters and I'll incorporate them into the expansion.

What I meant for the print, does it automatically chop up the board to separate sheets, so you would have to align them after?

i dont think so just make sure you are only printing the board not the whole page