What mechanics would you like to see?

By DarkFate, in Arkham Horror: The Card Game

I have been thinking that the traits are being underutilised. We have some many of them but only a few gets any effect. I think it might be interesting to have more thematic decks that focus on some traits like Miskatonic or police. E.g. An expensive card with a good effect that is usually not cost effective but offers a discount for each Miskatonic cards players control, a card that grants a discount to play police cards or a card that can only be played if you control a card with criminal.

What other mechanics would you guys like to see?

I Mostly want more things done with traits influencing the story. The Circle has a few like that, where some resolutions open up with some traits, but I'd like to see some of that even during the scednario. I think I've mentioned it before, but just things like, say, a character called the "Traumatized Soldier", where you have a +2 parley as a veteran. Or Police/Agency investigators having the option to parley with the police instead of being arrested. Or miskatonic characters having a bonus in miskatonic locations. Believers like Zoey or Father Mateo healing a horror upon entering a church.

Maybe too niche to be worth the card space, but it would be really cool.

These are some very cool ideas. I dig it

I would also like to see more enemies that interact differently with different kind of weapons. Maybe some enemies that gain retaliate when they are attacked by Melee weapons or enemies that are immune to Spell or Firearm damage.

Edited by Raahk
added emphasis

That sort of exists, it's just not common. From memory:

Avian Thralls fly, so they get -3 when attacked with ranged or firearm. (Which raises the question why other flying enemies like Rift Seekers or Byakhees don't have that.)

The Thing in the Sarcophagus attacks back if you attack it with a close combat weapon. That's even more brutal than your retaliate suggestion.

And the Poltergeist in Carcosa, which is immune to anything not a spell or relic.

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41 minutes ago, Eldan985 said:

That sort of exists, it's just not common. From memory:

Avian Thralls fly, so they get -3 when attacked with ranged or firearm. (Which raises the question why other flying enemies like Rift Seekers or Byakhees don't have that.)

The Thing in the Sarcophagus attacks back if you attack it with a close combat weapon. That's even more brutal than your retaliate suggestion.

And the Poltergeist in Carcosa, which is immune to anything not a spell or relic.

Yes i know that they exist but for me this kind of enemy is a bit too rare for my taste

I know there's a huge emphasis on the horror aspect of Arkham and Lovecraft, but I'd like to see some more two-fisted pulp settings like the Jungles of South America in TFA. I'm eagerly anticipating a new Expedition set.

8 hours ago, CSerpent said:

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She's my favourite character in Eldritch Horror, they better not mess her up in the LCG!

Edited by Allonym

I'd like to see more investigator transformations like we got in The City of Archives, but in more targeted and sophisticated ways. Possible plot openings for this mechanism include the sort of wizard-possession in HPL's "The Thing on the Doorstep" as well as the brain transplantation at which the Fungi from Yuggoth are proficient. Rougarou is fun, but wouldn't it be even more fun if you had a cycle where infectious lycanthropy could hit you like a combination of poison and Yithian Body? "A Lovecraftian Werewolf in Arkham" -- don't spare the Jenny (Agutter)!

Edited by Carthoris

I'd like to see more investigator "quests". So far we have had the Seeker cards that need identification (which, frankly, ended up far less interesting than they first seemed) and the cards that need to be charged up during a scenario (like the Hawk-Eye Folding Camera), but one of the coolest parts of Arkham Horror 2e and Eldritch Horror are the personal stories - it would be cool to have something along those lines.

I think more could be done with side-scenarios. Linking them to characters would be cool.

I like that they've released a card that goes into the encounter deck - one of my favourite parts of the LOTR LCG, I came up with a bunch of ideas for similar cards a while ago. That should be expanded upon.

I kind of like the idea of a 6th class, similar to how they added an 8th faction halfway through the life of the Call of Cthulhu LCG.

Obviously we totally need a saga-style campaign but that's going beyond mechanics at this point.

I really like the nascent "ammo" sub-theme of Guardian, even if Eat Lead is kind of bad. I'd love to see some more cards along those lines, like an event where you "investigate" by shooting the lock or something.

For that matter, I would like to see more themes and decktypes in general.

I’ve been wondering if traits were underutilized and asked a similar trait question in a different thread last week. It is true that lots of cards use their traits by interacting with different cards and some traits seem to be more flavor text or ignored. More of them are being woven in, but what about some unexpected encounter cards or locations that interact with certain investigator traits? If your investigator is cursed, shouldn’t something happen? Or if you are a criminal, maybe entering even a mundane location like Arkham bank, is harder for you. I have more noticed are coming up more in interludes and resolutions. I do like the idea of investigators growing into themselves. I think that might be why I liked playing Norman. He sort of evolves. But I also like that they aren’t specifically written for only one thing, even if they are thematic to it. Because that is part of the re-playability factor for me. The same scenario can be so different with different investigators.

Edited by Mimi61

Also, not really a mechanic but i hope that this cycle we finally get a powerful spell that uses both arcane slots at the same time

7 hours ago, Raahk said:

Also, not really a mechanic but i hope that this cycle we finally get a powerful spell that uses both arcane slots at the same time

I thought the arcane+hand slot for Enchanted Blade was clever, and I could imagine it extending to things like a splendid talisman (arcane+accessory) or even a ghastly servitor (arcane+ally).

On ‎9‎/‎24‎/‎2019 at 8:11 AM, CSerpent said:

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I was just going to post this.

3 hours ago, Carthoris said:

I thought the arcane+hand slot for Enchanted Blade was clever, and I could imagine it extending to things like a splendid talisman (arcane+accessory) or even a ghastly servitor (arcane+ally).

I had to chuckle at the idea of a card using up an ally and a hand slot. Imagine your ally being so afraid that you have to hold their hand the whole time

3 minutes ago, Raahk said:
3 hours ago, Carthoris said:

I had to chuckle at the idea of a card using up an ally and a hand slot. Imagine your ally being so afraid that you have to hold their hand the whole time

Maybe Mr Pawterson...

I thought of it more like holding their leash.

11 hours ago, Mimi61 said:

Maybe Mr Pawterson...

Cherished Keepsake

(Mister Pawterson)

Uses the hand, ally and relic slots.

Reaction: when you reveal a terror treachery card, exhaust Cherished Keepsake and discard that treachery card instead. You hug Mister Pawterson.

Fast: Give Mister Pawterson to another investigator at your location.

3 sanity.

Edited by Eldan985

I like the idea of giving the players more side quests to put in your deck. That reminds me of LOTR LCG. I also really liked the mechanic in LOTR LCG where an item or ally might come out of the encounter deck, but they would be guarded by an enemy or hidden behind a location that needed to be dealt with first before they could be claimed. Maybe some sort of cycle of Guardian cards that require you to fetch an enemy and attach the card to that enemy. Once you defeat that enemy you can play that attached card in your play area. Also Seeker cards that go down on your current location and you need to investigate the location to play the card. Mystic cards that get shuffled into the encounter deck thus giving you more reason to scry or accelerate encounter draws.

Also I really like the idea of multiple mismatched slot assets like Enchanted Blade and Flamethrower. I do hope we see more of that. Maybe we can get summoned allies that take up an ally and arcane slot. That would be interesting. There is a whole series of summon/bind spells in the Call Of Cthulhu RPG and also the ability to create zombies. I'd be down with playing a Marie deck with a zombie ally to help her with combat.

Also more footwear and a hat slot so we can get some fancy hats in this game.

Edited by phillos

That's quite similar to how weaknesses work. I mean, several weaknesses already are sort of side-quests.

I imagine you could make something similar to Searching for Izzie, but instead of trauma if you fail, you get checkmarks on some quest if you succeed (campaign mode only, obviously.)

Maybe... equiping independant ally? ally and hands slots are overused and there is a lot of bad hand slot/allies that no one would dare play. Maybe if we could get them a weapon and have them wandering of on their own...

Something with a drawback of course. Like an asset that is bond to an ally that give him the permanent trait, does not take the ally slot, can have a weapon attach to it that doesn not take slot, can be exhaust as a quick action to fight with a base strength of 3, or use a weapon action with a base strenght of 3. If it is not in played at the end of a scenario, you take 1 mental trauma.

Seems long and complicated...

Well, other than that, yeah, cards that we play in play and have to claimed them sounds good, the council's coffer is the nearest of some sidequest/claiming mechanism we got. Also, as I've read somewhere before, some location assets, that could be cool but should not be excessive.

There's a lot of possibility still: cards that increase the doom threshold of the agenda, card that add positive token to the chaos bag, etc.

On 9/25/2019 at 4:53 AM, Raahk said:

Also, not really a mechanic but i hope that this cycle we finally get a powerful spell that uses both arcane slots at the same time

My guess is that we won’t see this until Dread Curse of Azathoth comes out. It’s almost always two slotted. Took two hands for instance in Arkham 2e.

Edited by Soakman
11 hours ago, Eldan985 said:

Keepsake

(Mister Pawterson)

Uses the hand, ally and relic slots.

Reaction: when you reveal a terror treachery card, exhaust Cherished Keepsake and discard that treachery card instead. You hug Mister Pawterson.

Fast: Give Mister Pawterson to another investigator at your location.

3 sanity.

Perfect. And if he is given to another investigator, that investigator can choose to transfer one direct horror to him after taking the action to hug him!

I absolutely love the idea of weaknesses that interact with other investgators in a negative way (Except 13th Vision maybe). The new multiplayer only weaknesses are my favourites so far. Every single one of them. Now i want more!

Ooh, another one that I think they could have done more with? Connections.

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Look at this. This makes a ton of sense to me. It's a guy you know, not a guy you drag with you into the forest to stop some cultists. Which makes me immediately wonder why, say, these guys:

03151.png

Charles Ross, Esq.

Are allies and not connections. I think being connections would make a lot of sense for many allies. Does Mister El-Amin there really look like the kind of guy who'd storm sentinel hill with you? Would Madame Labranche accompany you on a jungle expedition?

If you want them to be kill-able, so to speak, perhaps some treacheries should be able to kill connections. (Say, a cultist assassin kills people you know. Something like "Discard a connection asset. If you don't have one, deal two damage to an ally instead. If you don't have that, take two direct damage.")

Connections would have been great if they had been in the core already.

Edited by Eldan985