Beginner scenario (spoilers)

By Matrim, in Arkham Horror: The Card Game

Not that most of you wont have played the starter by now but just in case.

Anyway I completed this tonight for the first time and it was a total blast. one investigator went mad but the other two survived with the Fed missing going mad on the Results (one extra madness) by 1 point...close. I particularly liked the frenzy at the end with ghouls approaching from all angles and (potentially) forcing the agenda to roll over. It was unexpected and gave us no end of trouble and really ramped up the tension.

Couple of things I suspect we did wrong (probably more than a couple but these were the ones we noticed)

If you do a test like 'Grasping Hands' and you draw the auto-fail card then how much do you lose by (with regards to the 'for each point you fail take one damage')

Next if you have a hunter monster that moves from one location to your location in its turn I presume it engages imediately but does it also attack immediately (or does the attack occur the next round)

Thanks all!

Glad to hear you enjoyed it! So, questions;

If you draw the auto fail token, your skill level counts as 0, so if the test was against a difficulty of 3, you'd count as failing it by 3, unless you had some way of reducing the difficulty of the test. I can't think of anything that does that apart from Flashlight at the moment, and the new Seeker card for spotting weaknesses in monsters ready for the next attack (can't remember the exact name of the top of my head), so you'd almost always count as failing by the level of difficulty.

Hunters move at the beginning of the enemy phase, prior to enemies attacking. So, unless they have the Aloof keyword, they will move, engage you, then fight you all in the same enemy phase. If they're Aloof (which is none of the enemies in the core set) they would just move to your location and hang around until you engaged them.

Hope that helps!

cheers, on balance playing those correctly would have pushed us over the edge. So we were probably lucky we were wrong. I am thinking about showing my nephew the game so might have another try using different investigators..

Yep, difficulty of a test can never fall below zero and effective skill level can never be below zero. But you do always take all modifiers into account and than adjust it up to zero if necessary. So if your base skill is 4 and you get a -8 token but can apply something that gives you +2, you still end up with an effective skill of zero.

And to answer the follow-up question, even if the difficulty is zero, the auto-fail token still means a failure.

K next scenario complete and I was impressed at how different it felt to the first. We only managed to 'get' 4 of the cultists (and this is after a reset after we lost on round 2 before noticing we had the game card on hard/expert) but still felt the urgency especially with doom tokens popping everywhere and all the cultists seemingly arriving every location as far from us as possible. To be honest without using the location that allowed us to search for Lita we would have been smashed a lot earlier.

Anyway as always some questions assailed us. We assumed that if you have two single handed weapons then you can only use one for a specific attack. Other questions were

- when paying the clue cost for an action can you supply the clues from two investigators at different locations (some things say you have to be in a group so obviously not them)
- can you transfer resources (or clues) between investigators.
- presumably you can only transfer damage to allys you own and you could not provide some to a willing 3rd party investigator/ally
-if not engaged (and the other investigator is engaged) then you can presumably carry out any actions you want
-does using clues count as an action , we presumed not

Thanks as always for getting us onto the right path...

4 cultists is not "only", it is quite good.

Yes, you cannot use two weapons in a single attack.

If the action allows the investigators to spend clues as a group without any further conditions, then yes, the investigators don't have to be in the same lcoation.

No transferring, unless a card allows you to do so, like Teamwork.

You're right about assigning of the damage/horror. Also as above, there is an exception in the form of Brother Xavier.

Only being engaged restricts you, if you are not engaged, you can do any action available.

Using clues depends on the effect. If it is an arrow like on a weapon card, then it does cost an action (actually, it costs one action per arrow, so two arrows action costs you two actions). The little flash symbol means that it does not cost you an action, but it has to be used during a player action window (unless the card instructs you otherwise).

In particular, spending clues to flip the Cultist deck does cost an action, as there's an arrow on the Act card that lets you do it.

That said, the default assumption (ie, when the Act card has no Objective text) is that you spend the clues as a Free Triggered ability.

Final scenario done and disaster did strike. We managed to get to act 3 but getting the clues to run the test to move the act was too hard especially when we managed to get about extra doom cards repeateadly in the encounter deck over the two turns we had to try and push it. Then the big cuthulu nasty arrived and though we managed to get it down to 5 health it was not enough with both our characters failing. This time the nasties won, now to plan for the next campaign!

Another couple of questions. I presume we can use core set investrigators in the Dunwich campaign? My son has picked Trashcan and I am trying to find another who complements him and may use a core set peep (except Roland and Agnes who died hideously....and insistutionalised Wendy).

Another question is that at one point the scenario had us search the collection for a madness weakness and include in the deck. We could not find a weakness that said madness so guessed they just meant basic weakness and we had missed a line in the rule book saying the basic weaknesses are madness weaknesses. Is this correct??

Thanks for the help all...

You can use any player cards in any campaign (with normal restrictions, of course), they are not limited to the campaign they came in.

Madness weakness refers to a weakness with the madness trait (hence it is written in bold and italic). So paranoia, chronophobia, psychosis, hypochondria and amnesia are valid cards.

Edited by klaymen_sk
4 hours ago, Matrim said:

My son has picked Trashcan

I can understand that he's not everyone's first pick, but that is no reason to be mean... :(

I dont have a problem with Pete and my son likes his dog. I have settled for the reporter in the end and hav built up using a lot of evade actions as we are somewhat limited in offensive capability...

2 hours ago, Matrim said:

I dont have a problem with Pete and my son likes his dog. I have settled for the reporter in the end and hav built up using a lot of evade actions as we are somewhat limited in offensive capability...

I think he was getting at the fact you called him 'trash'can rather than 'ash'can! ?

woops, I acually thought he was called that...

:rolleyes:

As an example, the traits will be listed under where it says "basic weakness"

ahc01-paranoia.png

On 5/27/2017 at 4:42 PM, Matrim said:

Final scenario done and disaster did strike. We managed to get to act 3 but getting the clues to run the test to move the act was too hard especially when we managed to get about extra doom cards repeateadly in the encounter deck over the two turns we had to try and push it. Then the big cuthulu nasty arrived and though we managed to get it down to 5 health it was not enough with both our characters failing. This time the nasties won, now to plan for the next campaign!

I had the same experience my first time out(along with most of my subsequent play-throughs).

My first time we only got two cultists in Midnight Masks. So when the remaining four popped up at the entrance to the ritual site, Roland was there and I as Wendy was a location away. So they piled on Roland which allowed Wendy to slip through to the ritual site. They killed Roland off really quickly, but only one was a Hunter. Luckily as Wendy I was able to continually evade him and got successful check after successful check and was able to totally prevent the ritual from going off in the first place.

On ‎5‎/‎28‎/‎2017 at 9:05 AM, Samea said:

I can understand that he's not everyone's first pick, but that is no reason to be mean... :(

My friends and I gave him that nickname in the boardgame, since none of us liked his max 3 Speed. Just too hard for him to actually get around the town doing useful things.

Next stupid question. Dunwich horror investigators say cards from A plus up to 5 level 0 cards from any other class.

Does this mean 5 seperate card types with 2 permitted of each or 5 total cards?? I think it means the second but want to rule out the first. Cheers all!

5 cards means exactly what it says - 5 cards.

As in, five cards total. So, if you give Zoey three Mystic cards and two Seeker cards, all her other cards must be Guardian or Neutral.