What's the strategy?

By PearlJamaholic, in Arkham Horror Second Edition

Deek said:

Is there an up-to-date Gate Open Probability/Seal Priority reference that includes Dunwich and Innsmouth?

You can see the spreadsheet I put up at BGG. Look at the column "Gate Appears" in particular.

It doesn't address the various dilution strategies (i.e. it assumes you toss all the Mythos cards in one deck). I'm working on an update (likely out after Lurker is released) that will start to address this.

Avi_dreader said:

Dam said:

I have to say I dive in pretty much as soon as I have 5 Clues (or ES + 1-2 Clues). These days I try to dive someone in on turn 3 at the latest and that has cut down on GOO waking from too many gates I used to get. It was that that leads me to think that if I wait until I get 6-7 Clues (hopefully someone started with 2+ Clues) there will be about 4-5 gates open and given the 3 turns standard to seal, it would put me at risk of too many gates open.

You shouldn't *always* go for 6-7 clues, the first gate's worth going for with only five if that's all you have when its defense is low. I probably should've been clearer earlier. When I said I usually send in investigators with an extra clue or two, I didn't necessarily mean the first gate. That one I usually go for with a character sans backup ;'D still, most of the gates I go for (excluding the first) are with extra clues.

I like to start off with everyone shopping for unique items, because often an elder sign or a King in Yellow pops up (plus other useful stuff). Although sometimes I'll send off a player that starts with high clue tokens to gather a couple extra so they can go for a seal by turn three or four (depending on if there is a gate surge).

Extra clues are useful back-up in OW, unless you draw that one OW that says "Discard a tome or lose all your clues + delayed". I got nailed by that card in the last two games. llorando.gif It's like the game thinks, "Hey that investigator has tons of clues, I'm gonna send him back to square one."

mzonic said:

Avi_dreader said:

Dam said:

I have to say I dive in pretty much as soon as I have 5 Clues (or ES + 1-2 Clues). These days I try to dive someone in on turn 3 at the latest and that has cut down on GOO waking from too many gates I used to get. It was that that leads me to think that if I wait until I get 6-7 Clues (hopefully someone started with 2+ Clues) there will be about 4-5 gates open and given the 3 turns standard to seal, it would put me at risk of too many gates open.

You shouldn't *always* go for 6-7 clues, the first gate's worth going for with only five if that's all you have when its defense is low. I probably should've been clearer earlier. When I said I usually send in investigators with an extra clue or two, I didn't necessarily mean the first gate. That one I usually go for with a character sans backup ;'D still, most of the gates I go for (excluding the first) are with extra clues.

I like to start off with everyone shopping for unique items, because often an elder sign or a King in Yellow pops up (plus other useful stuff). Although sometimes I'll send off a player that starts with high clue tokens to gather a couple extra so they can go for a seal by turn three or four (depending on if there is a gate surge).

Extra clues are useful back-up in OW, unless you draw that one OW that says "Discard a tome or lose all your clues + delayed". I got nailed by that card in the last two games. llorando.gif It's like the game thinks, "Hey that investigator has tons of clues, I'm gonna send him back to square one."

Oh, I know they're useful back-up. I'm just saying you can't always afford to send in back up. It's beneficial to do a little rush at first (when it doesn't backfire).