Hey all!
A group of friends and I have started playing the Arkham Horror base game recently and feel like we may be playing incorrectly. We've played only a few games but it seems too easy, which makes us think we may be overlooking something. At first glance, the game seemed kinda hard, actually. And to be honest, our first two playthroughs were played SUPER wrong haha. We were drawing Mythos on every turn but only one player could play per turn. So in a game of 4, we had 4 gates down per rotation. Suffice to say, it was very difficult. So much of the game made no sense to us as to why it even existed with 4 gates per turn coming out. We would get to the boss stage pretty quickly, got close to beating him both times (1hp) but still questioned why it was so difficult.
Now, we've gone through the rules and looked up some clarifications and have found the game to be too easy. We never get to the boss stage. Accordingly, we think we are doing wrong. I'll preface by saying we aren't huge board gamers, only heavily getting into Catan and Carcassonne. But in terms of video games, we are "hardcore" gamers. Min-max, power game, etc. So that's the approach we take. We played a Cthulhu game tonight (random investigators) with 5 people and it ran about 3.5-4 hours. I'm not sure how long that should take. We feel it could be running long because we plan our whole turn in the upkeep just to remove misplays.
Anyways, here's how we play and some rules we feel we may have misunderstood that could be helping us make the game too easy.
Every turn the first player marker (I'll call player 1) is passed to the next person, clockwise.
Upkeep starts for everyone (upkeep text triggers and we set Focus, which we can only adjust by our total focus combined, not per stat).
Starting with Player 1, we make our moves. Speed determines how far you can get, one adjacent stop per point.
If you there is a monster in your way, combat starts.
COMBAT
Horror check is first. You need to pass a Will check before you sneak or fight. If you fail the Will check, you take your sanity damage and that's it. If you pass your sneak check, you can keep moving. If you don't, the monster hits you and then combat starts. You don't get to sneak again. Only fight.
Fight check. Only pass if you roll enough successes to match the toughness. Fail, you just take the damage and then it's the next persons turn.
ARKHAM ENCOUNTERS- when everyone has moved and combat has been completed, we move to this starting with Player 1.
If the player is in the outer world, he doesn't draw anything.
If the player is standing on a gate with no explored token, he gets pulled through (moved here this turn).
Each player draws an encounter for their spot in Arkham. If a monster is drawn on your encounter card, you have to fight it immediately. If a gate is drawn, you get sucked in and delayed.
OTHER WORLD ENCOUNTERS- if you travel here you end up getting 2 encounters per gate, unless delayed.
Same as Arkham, draws starting with Player 1. Monster spawns, you gotta fight it right away. If you don't kill it and just sneak it, it stays in the outer world.
When you get out, you don't have to fight the monster standing on the gate.
You can close the gate by passing a Lore or Fight check.
If you fail, you can try next turn.
If you succeed and dont have 5 clue tokens to seal, you can wait there until they either spawn on you order a card generates them for you, and then seal. If you leave, you lose your ability to seal.
Mythos card- First is gate spawn with monster on it, if there is a gate there you get monster surge instead of the gate and the monster.
Then clue drop.
Then text.
Then monster movement.
If a monster moves to you, you need to fight it immediately.
So the things we need confirmation on would be as follows:
Can you trade at ANY time other than mid combat? Like... mid movement. Right before horror checks, etc. We abuse this like crazy.
How does landing on a space with multiple monsters work? Do we horror check all of them before fight/sneak starts?
Is there a downside other than items/clue token loss when you go insane or go to the hospital? No delay or anything? Seems like a free teleport at times.
Do you not have to fight a monster occupying your same space unless you or it tries to move? And in that case, is your only options fight or sneak (since movement stops when combat starts)?
Spells are terrible, right? Except I guess the one that gets you out of outer world. If that's even a spell.
The skill cards (+1 stats) are always active, right? The text below is just an additional benefit?
In exactly what instances do you horror check vs. monsters?
Our general strategy has been focus on Unique Items to try and draw elder signs. Collect 5 tokens and hit a gate unless there are too many on the board. Ignore all the other shops unless we get the inner sanctum membership. Eventually someone will emerge as the designated fighter due to items/stats. Burn tokens instead of losing rolls that cost us sanity/stamina. If we have more than 5, we burn them for beneficial things too. We've been known to burn the whole bunch at times. As such, we haven't lost a single investigator.
It's pretty late and I'm exhausted, so I apologize if this is incoherent. Just wanted to get things down after a fresh play session to make sure I don't forget. I might have actually forgotten some things too. I probably did.
Any help is appreciated!