Tips before adding Dunwich Horror?

By gjam, in Arkham Horror Second Edition

Hey folks :)

Ok so, I've basically only played the core game despite owning all the expansions for the better part of a year (wanted to make sure I had the base game down). Now that I can win about half the time, and have beaten all but one of the AOs (YIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIG!!!!) , I figure its about time to add the expansions in. I figure I'll add them in the order they were released (unless someone has thoughts on a different order?), so that means Dunwich is up first. I only tried playing it once, but I hardly understood the base game then.

Does anyone have any tips before I try it out? Things to avoid, common mistakes, strategies, or just what kind of headaches to expect? Any advice would be super appreciated.

Edited by gjam

Curse of the Dark Pharaoh was technically released first, even though the Revised edition was released far later.

Give that one a go first. Its difficulty increase is far less than Dunwich.

When you do get Dunwich, don't play with fewer than 4 investigators. The added gate locations make a huge difference.

Ahh ok, didn't know that about Dark Pharaoh. I'll try that one first. Yeah gate management looks like a pain in the balls in Dunwich - or I guess all the "extra board" expansions. I remember the one time I tried it out, I was like "wait...wait...you mean I have to run between both boards?!" *facepalm*

LOL. You could consider adding Injuries and Madnesses coming with Dunwich starting now, even if you're giving DP a go first. Injuries & Madnesses are vital for the balance of the game, and should really have been included in the core set.

In any case, good luck and enjoy the expanding Arkham universe!

Also, try to understand why you were not able to beat Yig. It could be bad luck, or it could mean a final tuning on core game strategy is needed (if there's one guy you can always lose against is Yig)

Yeah, I'm not sure why I haven't had any luck against Yig yet. Might just be bad luck. I mean I think I've only gone up against him 4 or 5 times...but I probably should have won at least one of them. I originally thought he'd be one of the easier ones to beat. It could just be that I take too long to get gates closed, and his short doom track and the cultist accelerator are just too unforgiving. But you would think that with the short doom track and his low attack rating he'd be easier than average to beat in combat. It's that curse...that's done me in every time I've gone into the final battle with him. Maybe I just get unlucky with rolls, but I never seem to be able to shake the curses off my investigators, and good luck piling up successes that way. Anyone have any tips for Yig? Or is it just bad luck so far.

Back to the original topic though, I guess I'll add DP first - It probably doesn't matter much, but I like the idea of playing the expansions in the order they came out. I'll think about adding Injuries & Madness too, I wouldn't have thought they made such a big difference.

Oh, I just had a thought about beating Yig actually...Since curses cancel out blessings, and vice versa, what if I just made it a point to bless my investigators a turn or 2 before it was clear the final battle was coming? Wouldn't his curse just be negated then? At least that would make for a fair fight.

Oh, I just had a thought about beating Yig actually...Since curses cancel out blessings, and vice versa, what if I just made it a point to bless my investigators a turn or 2 before it was clear the final battle was coming? Wouldn't his curse just be negated then? At least that would make for a fair fight.

Yeah, that's the correct strategy. If the snake is about to wake up, just have all your investigators going for Blessings. The initial curse will remove the Blessings, and then it's a cakewalk

Back to the original topic though, I guess I'll add DP first - It probably doesn't matter much, but I like the idea of playing the expansions in the order they came out. I'll think about adding Injuries & Madness too, I wouldn't have thought they made such a big difference.

The great thing about injuries and madnesses is that you gain one instead of losing items & clues when knocked unconscious / sent insane. In this way, you manage your resources at best. They are not vital with core set only, but they always help keeping the game a lot shorter. Then, clearly, it's up to you :)

Ahhh that's right, I remember reading that in the rulebook. Thanks for the tip :)