So, I just had a conversation in the Fan Creations thread that's really more about a game variant, so it doesn't quite belong there. Basically what I wanted to know is if A) people wanted to make any suggestions B) people had suggestions for how to handle it beyond the base game and C) if people had any feedback (which is really a subpoint of point A, but, I like sets of threes, even if they're artificial).
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romfox said:
My wife and I have been thinking about playing a game were a person is the game/ancient one, playing against the investigators. Has any one ever did this? Are there any rules about doing this?
Our ideas are.
The player being the ancient one/game would
1. Draw the mythos card.
2. Place a gate any where on the board he wants.
3. Place a clue tolken on the board, any where his choosing.
4. The mythos card would act normal, other than those two items.
5. Maybe once a turn control one monster on the board.
6. Maybe control all of the mosters movements each round.
What do you think?
Thanks for the feed back
Avi_dreader said:
I think that'd actually work pretty well if you only had the base game. It'd be highly problematic if you were playing expansion boards for a number of reasons I won't get into here. I've been playing this game for a really long time, so let me make some suggestions how to make it work.
1. I think controlling *all* the monsters that move each round is a good idea (i.e. deciding if they move along the black arrows or the white arrows— that way you could form mobs— but at the same time, your monster movement will still be somewhat constrained, just ignore whether their movement is white or black).
2. Additionally, you can move one monster with its movement type (i.e. move a flyer like a flier, green border with special movement constraints, a red monster twice) as you would move an investigator (i.e. not following lines, and potentially into locations), regardless of whether its movement was shown.
3. Placing the gate is also a pretty good idea (although I'm a little worried that you'll flood the gate limit in eight turns simply by too much control, and players will have no respite). I think unless you're doing like eight players against one game master, you should make the gate placement control be die based (i.e. roll a die, on a 4-6 you may choose where to put the gate). Do not allow for the gate to be redirected onto an unstable location that already has an investigator on it (except maybe in a 7-8 player game).
4. You can't control clue tokens— otherwise you can just shove them all into spots where there are already gates (clues don't appear on gates). What you might want to do is let the Ancient One player roll a die, and on a 1-2 destroy the clue token that would have appeared. Or you can allow for a certain monster, or a certain monster movement pattern (crescents let's say— it doesn't even have to be fixed, you can change it game by game to alter difficulty level) to remove clue tokens whenever it lands on them.
5. You can give the Ancient One player some additional powers, perhaps being able to draw three monsters and choose one, and send them to any location on the board a certain number of times a game (perhaps three times over the course of the game). And to be able to make "A Monster Appears" (same one out of three or one out of two draw) perhaps once a turn on investigators in Other Worlds on a die roll of one. You could also allow for a once per game instant devouring power. Where you just get to point a finger and someone dies (and needs to be replaced). That seems like the sort of power an Ancient One would have :'D (you could also make it dependent on a successful die roll if you think that's too brutal— but really I want the Ancient One to be able to kill Mandy if she ever rears up, and to prevent the development of a superfighter).
6. For final battle, you could give the Ancient One a little extra firepower by allowing either a random selection, or a choosing of specific monsters or monster types (you can choose to make it thematic, or monster symbol driven, or undead, or masks, or whatever, or mechanically driven— i.e. by the player controlling the Ancient One's skill level relative to the other players) that he forces the first player, or all investigators to confront either one or multiple monsters once, or once per round (I leave it to you to decide if they are evadable). In addition to the Ancient One's normal attack of course.
7. Winning by closing gates. You can now win if there is only one gate left open (but remember, investigators must have gate trophies equal to the number of players— before the player count is reduced by extra expansion boards, or you can ignore this last clause if you want).
:') Unfortunately this will only work with the base game. Once you add in more unstable locations and more difficult monsters, I'd need to rethink this (and it'd be somewhat harder for me).
Anyways, I hope you find this new game variant helpful :'D I'm actually kindof envious that you'll get to try it (I'm unwilling to separate all my game components, or track down friends), so it'll probably be a long time before I give it a shot.
Mmmm... This won't matter for the Base Game, but if a Gate Burst is drawn, it can't be moved. Mmmm... And you can't reposition gates onto Elder Signs either (that really only matters with Innsmouth).
Also, optional ways of dealing with excess monster surges are mentioned later in this thread (I'd recommend just not allowing gate control during the first mythos card, and the mythos card of the first turn).