Circuitous Trail questions/ideas

By Burgie1996, in Arkham Horror: The Card Game

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I would like to know what people’s thoughts are on this. Particularly in regards to he compass idea? They’ve explained the new explore mechanic but nothing has been mentioned about the potential for needing certain items to advance. I’d like to hear your thoughts...

My first thought is that there might be a heading on the campaign log labeled Supplies. But it appears 'supplies' are investigator specific. Nice catch. I don't know.

Their might be scenario specific slot (like a backpack) in which you keep supplies (scenario specific assets), like a compass.

It'll be explained in the Campaign booklet.

22 minutes ago, Khudzlin said:

It'll be explained in the Campaign booklet.

I know it will tell us in the campaign log.

This page is for peoples ideas and theories about it prior to the release.

I rather hope they aren't normal deck cards. Just finding them in a deck would be a pain. And they'd take valuable slots. And you'd probably not want them in most other adventures. After all, we saw that the first and second mythos packs are set in cities. So, this has to be something scenario-specific.

17 hours ago, Soakman said:

My first thought is that there might be a heading on the campaign log labeled Supplies. But it appears 'supplies' are investigator specific. Nice catch. I don't know.

You can have have campaign log areas that are investigator specific, like trauma, xp and eared story assets/weaknesses. I think this is most likely.

Alternately they can be cards that you do not shuffle into your deck, either you choose them and put in your backpack card at the start of a scenario or earn them via effects while you play.

I think the 1st is more likely as it uses the word "check" which is usually only used to refer to the campaign log.

45 minutes ago, Jobu said:

You can have have campaign log areas that are investigator specific, like trauma, xp and eared story assets/weaknesses. I think this is most likely.

Alternately they can be cards that you do not shuffle into your deck, either you choose them and put in your backpack card at the start of a scenario or earn them via effects while you play.

I think the 1st is more likely as it uses the word "check" which is usually only used to refer to the campaign log.

Good point. I'm not sure about how I feel about keeping track of a long list of supplies if that's the case. There's no chance it's another token type is it? I wonder if it has anything to do with the (supply) charges on some cards. Unlikely, but it's kind of weird to use a word that is already being used for something else very specific. See Emergency Cache (3).

https://arkhamdb.com/card/03239

Edited by Soakman

I didn't even think about the double-use of the word supplies. That might get a bit confusing at times.

As long as we're in the weeds on this, "compass" is not capitalized, as card titles usually are, so not assets. And it says "your" supplies, which usually means the active investigator, but it then says any investigator at your location, so you're actually looking at everyone's supplies.

My guess is a list of items in the campaign log with checkboxes under each investigator's section.

There's another card visible in the Forgotten Age article with "check your supplies" showing, but you can't see what the supply is.

Edited by CSerpent

I recently played the Dunwich Legacy and there was a part when you had to record that you’d “had a drink” or that you’d “cheated” so potentially something like that??

Sounds like the compass is going to be a story asset. Especially if the location is calling for one.

I think it will probably be an area in the campaign log where you can mark the supplies. Perhaps the players have to decide what they want to bring to the expedition by spending their starting resources.

It could also be an act progression thing. Act 1B "blah blah blah. In your campaign notes, remember that you found a compass," etc.

On 4/11/2018 at 12:08 AM, Turtlefan2082 said:

Sounds like the compass is going to be a story asset.

1 hour ago, Turtlefan2082 said:

Act 1B "blah blah blah. In your campaign notes, remember that you found a compass," etc.

Except it doesn't use the normal format for either of those. If the compass were an Asset, it would read "If an investigator at your location controls the Compass." If it were a phrase to remember, it would read "If an investigator at your location has 'taken the compass.'"

Either way, it's scenario specific that impacts the campaign. It's not a player card, unless it's a story asset. We won't know for sure until we get our hands on the box, whenever that will happen.

We can certainly say that it's per investigator, though, not per group. Could mean that you get a list of supplies at the beginning, and have to divide them up with the group, so that you could end up with the person having the compass being at the wrong end of the map.

Actually, you know what would be cool? Give the players a risk-reward mechanic. You can choose to either start with more generic supplies, or spend them to buy expedition equipment. Then players can argue whether they can handle this without a compass, or ropes, or extra food and instead start the game with 7 supplies instead of 5 or something.

Well, who would have thought. It's in today's preview.

Just like in D&D, always take the rope.

4 minutes ago, cheapmate said:

Just like in D&D, always take the rope.

And the ten-foot pole.

Not the medicine, though. You have a cleric for that.

26 minutes ago, Eldan985 said:

Not the medicine, though. You have a cleric for that.

Beside Carolyn, who would be a cleric out of all who is available?

3 minutes ago, Turtlefan2082 said:

Beside Carolyn, who would be a cleric out of all who is available?

I think he was referring to D&D not AH.

2 hours ago, Eldan985 said:

Well, who would have thought. It's in today's preview.

It's Ichtaca from the preview who confuses me. If you use the ability and succeed, it says you convince her you're not an enemy and place a clue on her. But she doesn't become aloof or go away, as far as I can tell, so it looks like she's still engaged with you and would attack. As of now, I don't see the point of that ability - unless of course the scenario rules cover her specifically, and maybe define what 'convince her you're not an enemy' means.

Yeah, it may be part of the scenario, saying something like "If Ichtaca is convinced you are not the enemy (or defeated), advance." Or, "If Ichtaca has any clues on her, advance."