i will try to come up with some encounter cards for you, maybe tomorrow i will have some for u, and i will try to think of some more ideas for underground exp, if you had a board for that i could make a bunch of en cards for you tomorrow, since i already have ideas for that one! good job on the outskirts board the best outskirts board i have seen!
Outskirts Expansion with new Game Mechanics
pittplayer said:
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 had the same idea a while ago.
I was working on a fan expansion called The Burrowers Beneath , which was all about nests of Cthonians and other underground creatures. There would have been a 'Scientific Items' deck including loads of seismology stuff, and 'tremor' markers which moved around Arkham and caused random events and monster spawning. I never got very far with it. I turned some of the ideas into stand-alone cards, like those 'supermonster' heralds I posted.
my idea for underground horror is the player has to go down a series of tunnels and sac 2 allies at the end or a terrible monster breaks through the graveyard and hunts down the investigators, he would be around dunwich horror strength maybe a tad weaker so u got more then a 5% chance of killing it lol i was thinking about incorperating the bgotw cards by only allowing a cult member entrance to the underground and the more time he spends down there the more corruption cards he gets!
dont like the scientific idea, want more occult less scifi. i do like the story u are referencing though. i was thinking more The Festival and the Charles Dexter Ward story.
Hello-
I put in a fair amount of time on an underground expansion, "Dwellers Beneath." I eventually put it aside as the board became a rambling leviathan, and it was brutally tough.
The general idea was far far beneath Arkham lays the Abyss, The Elder Temple, and the Rite. One entered the underground regions by finding one or two secret locations that lead into the sewers and then into tunnels beneath the sewers. From here were passageways down or outward that led to catacombs, smuggler's tunnels and out to Kingsport, Pickman's studio, slaver pens, necromancer pits, underground rivers, volcanic tunnels, chasms, breeding hives, and down and down one went. Between each location were passageways and each passageway had a random token that might reveal a cave-in, ambush, gas bubble, etc.. Also, an investigator could try and search out dangerous short cuts.
All the while the investigator(s) was going down creatures would be stirring in the Abyss, Cultits performing arcane rituals, and the powers of the Ancient One expanding into our world through the Elder Temple.
There was plenty of color, terror, and a tremondous sense of weight and isolation, but in the end the under regions proved too dangerous, and after all this makes sense, for try to be a one man terminator of the Lovecraftian terrors that crawl beneath the world, and not die within a few game turns.
Still I would love for some element to be introduced into Arkham Horror that captured the dread of the underworld. I had been hoping that Innsmouth would have included the underground minings, warrens, tunnels, sea corridors, but alas it was not to be.
i really thought Kingsport would be like The Festival and be about the underground terrors! imagine my disapointment!! Rifts?? wtf?
everyone is interested in this then lets do it!! i dont have strange aeons (crap comp!) but i have a ton of ideas if someone wants to bang a board out!
This needs its own thread now, rather than continuing to clog up the Outskirts Board thread.
Hi, the images used are superb and I like the idea. However printing new decks for the locations is a drag - although satisfying; personally I would not print it. (I did the Golden Scarab in its entirety and am delighted with the result, but the work involved means I shall not do a similar project again.)
My suggestion is to use existing decks: Road Out of Town - Woods, Abandoned Factory - Marsh Refinery, Old House - 7th House On Left etc.
makken123
Ha, that's funny you should mention using current locations as proxy. I have been doing that while testing out the outskirts board and I will probably keep doing it that way for now. Until I get the encounters made that is. Or I might help the other guys with the Underground Expansion, direct my energy there.
Hi, using your (Ivory Tower) ideas, I've come up with my own Outskirts board:
http://i640.photobucket.com/albums/uu127/makken123/-1.jpg
I have done away with encounters altogether and tried to condense the concept to carrot and stick: carrot, removing doom tokens; stick, vortex causing additional monsters. The terror level rules otherwise remain the same.
i really like your board IvoryTower!! lets continue the work on it!!
makken123 said:
Hi, using your (Ivory Tower) ideas, I've come up with my own Outskirts board:
http://i640.photobucket.com/albums/uu127/makken123/-1.jpg
I have done away with encounters altogether and tried to condense the concept to carrot and stick: carrot, removing doom tokens; stick, vortex causing additional monsters. The terror level rules otherwise remain the same.
I like your idea of jumping on the train. I played 3 games with the outskirts board, and also the innsmouth expansion. There was too much going on (with 3 investigators) I was never able to make it to the outskirts at all.
ivory_tower said:
makken123 said:
Hi, using your (Ivory Tower) ideas, I've come up with my own Outskirts board:
http://i640.photobucket.com/albums/uu127/makken123/-1.jpg
I have done away with encounters altogether and tried to condense the concept to carrot and stick: carrot, removing doom tokens; stick, vortex causing additional monsters. The terror level rules otherwise remain the same.
I like your idea of jumping on the train. I played 3 games with the outskirts board, and also the innsmouth expansion. There was too much going on (with 3 investigators) I was never able to make it to the outskirts at all.
Hi, if you want to use the idea, do so.
I think to add expansions one needs as many investigators as one can handle! I played every expansion and 8 investigators, all laid out on my bedroom carpet; only with 8 investigators could I visit the locations I wanted to. The game took me three days, (pausing whenever I felt like it), it was great fun; and I banished Quachil Uttaus, too.
With a big nod to ivory_tower and makken123, I've taken both of their ideas for an Outskirts board and sort of combined them, while adding a few other things. I also wanted to try out the board editor in Strange Eons, so this was a nice opportunity to learn how to use that. I really liked ivory_tower's original idea, which included some monster movement and some nice location abilities, but that would require a lot of encounter card creation, which nobody seems to have done. makken123 condensed that idea and made a board that just included a few locations without any need for encounter cards. I liked both of those approaches, so I made a board that includes several locations but also encounters that are fixed. I think the basic idea is simple but it allows for some playing around as well... I tried to include some different elements within the Outskirts, so you could possibly gain Clues, items, money and health while you're there (some means of gaining an Ally would probably be good, too).
I didn't really like the idea of hitting the Outskirts monster limit and suddenly all of the monsters there disappearing, so I think the vortex exit raising the Terror Track might work... although the rate at which that gets hit could fluctuate greatly; you might get a few monsters moving into there at the same time and boom, there goes the terror track.
The Outskirts Cleanup thing on the side was added on at the end (I can't resist filling empty space!), so there's probably a more thematic way that could function than the "3 in a row" thing, but I think something like that would be good to give another incentive for cleaning out the monsters there (along with the incentives of being able to remove a Doom token with 15 toughness of trophies and to prevent monsters from moving into the vortex).
Anyway, I hope to be able to test this with a solo game tonight or tomorrow, but in the meantime, please let me know if you have any suggestions.
Here's a link to the board, which includes all additional rules:
http://www.boardgamegeek.com/image/625368