Veet said:
That may not work. Some people lost all their sanity and drew the printerphobia card.
Veet said:
That may not work. Some people lost all their sanity and drew the printerphobia card.
Avi_dreader said:
Veet said:
That may not work. Some people lost all their sanity and drew the printerphobia card.
I've had the opposite response. "It's an intriguing idea, but I can't try it unless it's printed on a herald card"
Great feedback everyone. I truly appreciate it. Should be ordering these sometime in the next few days.
electronicham said:
Great feedback everyone. I truly appreciate it. Should be ordering these sometime in the next few days.
Ahem. The advice wasn't free by the way, I'll email you my address and you can send me a consultation fee check for a hundred thousand dollars. Just be thankful I'm not charging my regular fee, a kajgillion dollars.
A hundred thousand Dagonbux? 
Check will be in the mail ASAP
electronicham said:
A hundred thousand Dagonbux? 
Check will be in the mail ASAP
Avi only recognizes fish as currency. Mail him fish.
Tibs said:
electronicham said:
A hundred thousand Dagonbux? 
Check will be in the mail ASAP
Avi only recognizes fish as currency. Mail him fish.
Fish heads with George Washington's green face printed on them!
Avi_dreader said:
mi-go hunter said:
Veet said:
Cons: the herald actually removes challenge from the game.... but on the bright side it makes the best guardian of them all.
You couldn't have stated that more perfectly. However, a few houserules should set him straight:
1) You cannot spend power tokens when dark pacts are exhausted.
2) Sanity and stamina damage from reckoning cards cannot be negated by power tokens.
3) Power tokens cannot be used during final battle.
However, even with those rules, in one game we managed to seal 4 gates all thanks to his gift of power.
I think these rules are essential to making him a herald, but if you want to fix the last problem, and make him into a *real* herald, have him raise the number of seals required for victory to 8 (and perhaps increase the Ancient One combat modifier by -3). I'm thinking about having that as my permanent Lurker houserule.
The two extra gates will make it so there's a much higher temptation to use the pacts, but at the same time, it'll also raise the bar of clues needed to win the game, so it won't be nearly as easy to exploit the pacts for an easy win.
I would have preferred three extra gates, but it won't work with the 10 doom ancient ones.
So if you use these rules against Yig, and at any point in the game you draw a double doom mythos card, then I guess a sealing victory is pretty much off the table. I suppose you might get lucky and a double gate mythos card, but even then you'd have to seal just about every open gate on the board.
Playing an Elder Sign would also buy you that breathing room, but yeah, it does seem a little excessive, what with gate bursts and the doom token Reckoning cards and all.
avec said:
Avi_dreader said:
mi-go hunter said:
Veet said:
Cons: the herald actually removes challenge from the game.... but on the bright side it makes the best guardian of them all.
You couldn't have stated that more perfectly. However, a few houserules should set him straight:
1) You cannot spend power tokens when dark pacts are exhausted.
2) Sanity and stamina damage from reckoning cards cannot be negated by power tokens.
3) Power tokens cannot be used during final battle.
However, even with those rules, in one game we managed to seal 4 gates all thanks to his gift of power.
I think these rules are essential to making him a herald, but if you want to fix the last problem, and make him into a *real* herald, have him raise the number of seals required for victory to 8 (and perhaps increase the Ancient One combat modifier by -3). I'm thinking about having that as my permanent Lurker houserule.
The two extra gates will make it so there's a much higher temptation to use the pacts, but at the same time, it'll also raise the bar of clues needed to win the game, so it won't be nearly as easy to exploit the pacts for an easy win.
I would have preferred three extra gates, but it won't work with the 10 doom ancient ones.
So if you use these rules against Yig, and at any point in the game you draw a double doom mythos card, then I guess a sealing victory is pretty much off the table. I suppose you might get lucky and a double gate mythos card, but even then you'd have to seal just about every open gate on the board.
These rules could be problematic with Yig, Rhan Tegoth, or Zhar (in the sense that drawing a double doom card would spoil the game). You should probably just agree to redraw double doom mythos against ten doom AOs with this variant. Problem solved.
Avi_dreader said:
These rules could be problematic with Yig, Rhan Tegoth, or Zhar (in the sense that drawing a double doom card would spoil the game). You should probably just agree to redraw double doom mythos against ten doom AOs with this variant. Problem solved.
What about considering double doom mythos as single one? If you redraw these cards, you'll have a lucky day with no Mistrust or similar cards in play
Julia said:
Avi_dreader said:
These rules could be problematic with Yig, Rhan Tegoth, or Zhar (in the sense that drawing a double doom card would spoil the game). You should probably just agree to redraw double doom mythos against ten doom AOs with this variant. Problem solved.
What about considering double doom mythos as single one? If you redraw these cards, you'll have a lucky day with no Mistrust or similar cards in play
;'D Okay, that'll work. But to counterbalance the benefit from not having a gate open, maybe raise the terror level by one as well.