The Cycle of Eternity

By PGCaedus87, in General Discussion

I'm kinda excited about hearing about this game variant. From the article, it's going to be a 16 player variant, possibly using both the MoM side board and the UtP side board together. We have little information on it so far, and I'm not able to attend the Arkham Nights celebration, but here are my thoughts on what it would entail.

-Starting with two prelude cards, one adds the Antarctica side board and the second prelude adds the Eygpt side board.

-Two ancient ones are chosen that don't correspond with the side boards. Like Cthulhu or Yig.

-There would be two teams of 8. The first group would focus on the mysteries for the first ancient one and the second group would focus on the other ancient one.

-All investigators could trade items and clues like normal, that way they could adequately defeat both AO's.

-The doom track would start at the top of track (20) and mythos deck would have an extra phase.

-Investigators would not be allowed to choose a new personality once killed. Therefore still keeping it challenging.

These are just some of my thoughts on what the Cycle of Eternity variant would have. I'm anxious to hear what you all think this new variant will be like and ways you would preform your own. These are what I would do if I were to try it out.

This game is totally amazing and I have all the expansions so far. Just got strange remnants the month it came out and I'm looking forward to finally trying it out for Halloween this year.

What do you guys think the new 16 player variant would be like and how would you do your own cycle of eternity.

You can't have two Preludes in play, but you can have 1 AO triggering one side board, and 1 Prelude triggering the other one. So, no need to special rules to play with two sides.

As of current rules right now with eight people you can only have one prelude card. But they will be playing with double the max players. I'm merely thinking that it will be like two games running together on one board. One group of eight plays with an ancient one and a prelude card, and the other group of eight runs another AO and prelude card. Two games going on at the same time on the same board but they can all interact with each other. Very intricate and would be epic to see. Maybe once the expansion comes out, I'll put my own cycle of eternity into play and put on YouTube for everyone to check out and analyze.

I got your point. I just pointed out that playing both sideboards is already possible according to the actual rules. No need to have special scenario rules to do so.

Then, as for the economy of the game is concerned, there will certainly be some tweaks and turns that'd be interesting to know. Arkham Horror's scenario "Through the Barricades" (another 16-investigator scenario) was a disaster, imho, with a horrible internal balance. I'm confident the Eldritch Horror one will be better.

I've never played arkham horror, but I've been curious as I've been playing EH since it first came out and have been loving it. I don't know if I'll buy it, maybe find someone who has and join a game of theirs. I've just recently started incorporating "house rules" into some of my EH games. Like the whole rest action, if you already are full of health or sanity, you can take two of the other if able to. You are still only getting two tokens, just getting two of the same if one is already full. I try not to make any game breaking rules. Still like the feeling of just barely making it and like we are still urgently needing to pass tests.

On the lines of this new variant here some of the house rules I have and other variants my friends and use when playing and they are very interesting.

Eldritch Horror House Rules

1.) During a rest action, an investigator may heal one health or one sanity extra if the other is full. (Two tokens)

2.) During the encounter phase on a wilderness space, if an investigator passed the final test of the encounter, he/she may spend 2 clues, a focus and 1 health to attain a random artifact from the deck.

3.) If an investigator has a blessed condition, they may re-roll any 1's that are rolled once per test.

4.) The charter flight asset can be passed from one investigator to the next instead of discarding it, by testing influence and spending a clue.

5.) During an acquire assets action, an investigator may add the number of ally cards they have to their influence dice roll up to a maximum of 3.

6.) The delivery flight asset may also be passed around by investigators by spending a travel ticket according to the recipient of the asset being sent.

Eldritch Horror Game Variants

Variant I: Beneficial Meeting

--Investigators may start with the first asset at the top of the deck, and gain one clue along with their starting assets. But must be delayed their first action phase.

Variant II: Otherworldly Power

--At the beginning of the game, investigators decide as a whole to spawn another gate and resolve a monster surge, then gain one random artifact each from the deck and lose one health and sanity and gain one madness condition.

Variant III: Tales of Doom

--At the beginning of the game, investigators may choose to start with one easy and one hard rumor mythos card. If they choose to start with the two rumors, they may each gain one item from the reserve and any spell from the deck.

Variant IV: Spectral Travels

--Whenever an investigator closes a gate, they may spend 1 health and 1 sanity to teleport from their space to the furthest gate on the board or to another gate of the same alignment.

Variant V: The Rift Opens.

--At the beginning of the game, investigators may add their observation skills together and then divide that number but two rounding down. They may then spawn that many clues on the board and then spawn the Mi-Go monster on a random space, then resolve a gate spawn and monster surge.

Please let me know what you all think of these and feel free to share ideas or your own house rules and variants.

That's what is great about this gaming community. Everyone comes together to share ideas, brain storm new ones, and help each other out.