LOL. True, no need for apologize. Point is that almost no-one of the "old ones" is still active in the forum (but Tibs, who passes sporadically by and tries to help as he can); once this board was filled of people with a really great knowledge of the game that were always watching over the board, helping. Nowadays, the only remaining here are me and Joe. Leaving an interesting debate open, or a plea for help with rules and stuff unanswered for too much time really bugs me (I tend to forget that being all grown-ups, we technically have all a life, lol).
Anyhoo, case closed, I won't be apologizing with you ever again
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This. Dunwich and Innsmouth have similar mechanisms behind, vortices making bad stuff happen during the game. Dunwich is the less scary: you could actually want the Dunwich Horror to wake up, it's just a hypertough Mi-Go giving you an automatic Elder Sign when defeated. It's a little bit risky, but if you stockpile items and clues on one investigator, it could be worth the investment.
Innsmouth is crazy difficult, but because of how the board is designed: unaccessible spaces, martial law, incredibly horrible Mythos (Close-mouthed anyone? Unpleasant Surprise at the wrong moment?), but the idea is the same: a track that is progressively filled during the game, and that you can clear under certain conditions. Still, you can control it: avoid sealing high-freq gates very early in the game (also because they tend to burst more often), be ready to send someone to Devil Reef when needed, coordinate the closing / sealing of the final gates. Unless you have a DOR accelerator in play (Dagon + Hydra for instance), you often win.
Kingsport works differently. There are three tracks working together and you can be forced to face all of them filling up at the same time. There's the need for you to have investigators going there and have a series of encounters when it could be too late (monsters roaming the streets and so on). The entity of danger varies from game to game and it's dependant on the frequency of the movement patterns of monsters, regardless of the Mythos deck composition (if you play all-in without Miskatonic, you can have Dunwich being the boring wastes for the amount of actions you see there), so, it's a real actual threat and it's entirely up to you to find the proper balance in when to do something without losing time / energies / forces.
I think it just requires time and patience to be seen; other boards may be more fascinating because they apparently are more difficult
I understand about the forums, and I've seen examples of your post count. I know you do this because you love the game and want to help. I'm just saying it isn't necessary to rush to answer to me quickly, though I do greatly appreciate it. I mean, I don't have a life, but maybe you do.
It's great to see your passion for the game. From what I've seen, you've been a mentor and ambassador for Arkham Horror for a long time. Maybe some of us newcomers can start helping out as we get more comfortable with the game -- not that anyone could ever replace you. Still though, it's a wonderful testament to how awesome this game is. Ten years old, and it is STILL being reprinted.
It seems more and more to me that advanced Arkham play is all about finding that razor's edge of balance between gathering clues/sealing gates and dealing with all of the other catastrophes that come up. Ideally, you want to give the latter just the minimal amount of attention so that you don't lose -- living on the edge and flirting with disaster, if need be.
This is fantastic information. My brain is soaking this up.