Initial impressions of Lurker.

By Avi_dreader, in Arkham Horror Second Edition

And KiY in play. gran_risa.gif

Veet said:

And KiY in play. gran_risa.gif

Heh... I was actually thinking of doing that with the herald that allows two heralds :')

Lurker is indeed very helpful against Hastur, but he's kind of devestating against Yog, and pretty harsh with Bokrug as well (one of the Beings of Ib is -1 to close or seal gates. So the Abyss/Ryleh is sitting at a -6 to close. Ouch)

awp832 said:

Lurker is indeed very helpful against Hastur, but he's kind of devestating against Yog, and pretty harsh with Bokrug as well (one of the Beings of Ib is -1 to close or seal gates. So the Abyss/Ryleh is sitting at a -6 to close. Ouch)

::Laughter:: Bokrug. NIce :')

OK my oppinion of lurker needed to be called a guardian has been cemented, I played an Innsmouth-Lurker-King in Yellow game Hastur with both Lurker and KiY heralds. I used only the expansion mythos cards so innsmouth and next act wouldn't suffer dilution. The second mythos card drawn removed all clues from the board and I still managed to use the dark pacts to get a seal win. One investigator was devoured at an inoportune time from a rekoning but still the only way I won was because of the Lurker so yeah he makes an awesome guardian but a crappy herald.

Had two more small games trying out the Lurker expansion with just the base game last night. Just three of us. First game was against Quachll Uttaus and we breezed that one before the Lurker made an impact. Second game against Glaaki seriously did us over. In this game unlike the game I posted about above, we didn't go out of our way to test the pact mechanics, instead making it more organic. My two fellows took both the stamina and sanity pacts and I was forced to take one by a reckoning card (took the ally one). This time they came in very handy but due to desperation. If we had't really needed the sudden boost we might not have bothered. I still thinks it's an interestng mechanic but one that won't see too much use in our games outside of desperation.

Veet said:

OK my oppinion of lurker needed to be called a guardian has been cemented, I played an Innsmouth-Lurker-King in Yellow game Hastur with both Lurker and KiY heralds. I used only the expansion mythos cards so innsmouth and next act wouldn't suffer dilution. The second mythos card drawn removed all clues from the board and I still managed to use the dark pacts to get a seal win. One investigator was devoured at an inoportune time from a rekoning but still the only way I won was because of the Lurker so yeah he makes an awesome guardian but a crappy herald.

I told everyone he's a guardian :'/ but not everyone's listened to me yet.

Just modify him so he's more fun to play (make power only spendable the turn after being obtained), and either remove the madness/injury deck, or modify how it functions (i.e. so it doesn't restore stamina/sanity while taking one, or if you want to be punitive, have investigators take them when getting knocked out, but have them not have *any* mitigating effects, i.e. still lose items and clues). Then players will be far more desperate in calling on the powers of the Lurker, and then... Heh heh heh...

Also, you could just pair him with extremely nasty things like Hastur (while counting final combat as a loss), or Yog-Sothoth.

Actually I was playing that way.

My group has figured out finally that though they can be double edged, the pacts can be worth it. At this point they're trying to figure out how to limit access to them