Losing streak broken!

By Flamethrower50, in Arkham Horror Second Edition

Mandy, Harvey and Akachi finished off Chaugnar Faugn today, with much help from three completed personal stories. I may or may not have taken Chaugnar's slumber ability into account every time... but that's what he gets for having such a fiddly one.

Innsmouth was a minefield by the time the game was over, with a seal in each neighborhood. With Inner Beast and Eureka!, Harvey was an absolute tank, carrying a Ruby of Ry'leh to give him the move to dodge through Innsmouth and call the Feds, and using a single Shriveling to take on all comers. Akachi was dancing through gates, using Revelation of Script and Storm of Spirits. Mandy had good luck in her encounters, and of course offered her usual sterling support.

Akachi picked up Arcane Insight to give us an edge, and passed it off to Harvey. Of course, since he was the Innsmouth Sentinel and had already read all the tomes that came his way, he only had one die. Cursed in his last encounter at the Esoteric Order, I was surprised when he threw a six, allowing me to arrange a new environment (changed from the one that makes you have to have 7 seals to win) and two gate deflections to pass Mandy's story, throwing the last seal. Doom was at 11, terror at 4, and the outskirts threatened overflow from the impending surge, bringing failure of Mandy's mission. Nobody had any clues, and only Mandy, the worst fighter, had an ally. It was very close.

I'll go back to losing now, I'm sure, but it had been too long.

Now I'm knee deep in another game, where William, Agnes and Zoey have to take on Cthugha and his Terrible Experiment. It's a tough set, but it's do or die now.

Congratulations! You didn't even have to wimp out and use 4 investigators.

I hate Arcane Insight so much.

It seemed to be wonderful at first- but soon we noticed it makes the game *so* easy!

Now we rule it to just allow you to draw the 1st next Mythos card, read it and decide whether putting it back on either the top or the bottom of the deck.

Tell you what: works nice now ;)

I only succesfully used Arcane Insight twice the whole game, and I'm not entirely sure that it changed the order either time. Various circumstances conspired to make it difficult, and two turns I wasted a lot of resources trying to get it off, and it didn't happen. If you ask me, the spell was more hurtful than helpful. It just allowed me to see my victory coming, which is why I mentioned it.

Really, just as often when I cast it, it allows me to watch my impending doom slowly. It only helps you if you're doing well anyway. Or, sigh, if you have Kate.

It seems to me as if your variant would be amazingly helpful. Get rid of double-doom, gate bursts, or whatever you don't like entirely, as opposed to the third turn from now, where you have to try to keep casting the spell with no guarantee of success (usually).