New Player with an Expansion Inquiry: Location Cards

By jscott991, in Arkham Horror Second Edition

I got Dunwich from a local store for quite cheap (surprising) and used it over the weekend. Well, we used the new investigators, the location cards, and whatever else could be used without the board.

Doubling the location cards was a nice touch, but I still think they are going to repeat. You end up visiting the same locations over and over because of how clue tokens are parsed out. I think you probably need 28-35 location cards per area (instead of 14) to compensate for this problem. I still have no idea why the base game only includes 7 per location. It almost seems negligent.

I really want the personal story cards in Innsmouth, but I have zero interest in the rest of that expansion. It's a shame they don't sell those cards separately at least for the base game investigators.

Pace yourself, and work your way up. Get each expansion, one at a time. The three big-box expansions are must-haves, and Lurker is pretty much a necessity. If you're looking to get as many as 35 cards per location, you'll need to get almost every expansion.

If you want to use the personal stories before getting Innsmouth, you can copy them from here. But Innsmouth's AOs, monsters, and investigators are definitely worth getting.

jscott991 said:

I really want the personal story cards in Innsmouth, but I have zero interest in the rest of that expansion. It's a shame they don't sell those cards separately at least for the base game investigators.

Heh... Innsmouth is amazingly fun. I think that's a big mistake. Loads of new Ancient Ones, Investigators, and a great board. Some good new monsters too.

Yea, Innsmouth is a blast through and through. And it adds some of the most interesting encounters(in Arkham and Other Worlds).

zealot12 said:

Yea, Innsmouth is a blast through and through. And it adds some of the most interesting encounters(in Arkham and Other Worlds).

Yeah, I think "interesting" is a great way to describe Innsmouth. Though, I once heard it called a "variable meat grinder for investigators." I like that a little better ^_^

jscott991 said:

Doubling the location cards was a nice touch, but I still think they are going to repeat. You end up visiting the same locations over and over because of how clue tokens are parsed out. I think you probably need 28-35 location cards per area (instead of 14) to compensate for this problem. I still have no idea why the base game only includes 7 per location. It almost seems negligent.

What is your group doing staying at locations so much? The object is to try and prevent AO's from awakening. So get through those gates and close them, or even better seal them.

Innsmouth13 said:

jscott991 said:

Doubling the location cards was a nice touch, but I still think they are going to repeat. You end up visiting the same locations over and over because of how clue tokens are parsed out. I think you probably need 28-35 location cards per area (instead of 14) to compensate for this problem. I still have no idea why the base game only includes 7 per location. It almost seems negligent.

What is your group doing staying at locations so much? The object is to try and prevent AO's from awakening. So get through those gates and close them, or even better seal them.

Many people confuse this game with an RPG :'/

jscott991 said:

I got Dunwich from a local store for quite cheap (surprising) and used it over the weekend. Well, we used the new investigators, the location cards, and whatever else could be used without the board.

Doubling the location cards was a nice touch, but I still think they are going to repeat. You end up visiting the same locations over and over because of how clue tokens are parsed out. I think you probably need 28-35 location cards per area (instead of 14) to compensate for this problem. I still have no idea why the base game only includes 7 per location. It almost seems negligent.

I really want the personal story cards in Innsmouth, but I have zero interest in the rest of that expansion. It's a shame they don't sell those cards separately at least for the base game investigators.



I think you are too picky. I played Arkham since release. Back before Dark Pharaoh 7 encounters had to suffice and they did. Each time you are at a location you are told to shuffle the 7 cards and then draw. You shouldn't be at the same location for multiple turns because you are supposed to be collecting clues. By the way you do know clue tokens are removed from the board if a gate is open at a location? If you are just killing the AO in final battle then you are not 100% completing the game...its like beating a game on easy mode. Try hanging around locations with Azanoth as the AO and you will quickly learn a lesson about delaying.

You state Innsmouth is not interesting to you. Funny that you state this because the AOs in that expansion are designed to stop players from sitting around town. Quachil Uttaus and Ghatanothoa are nasty the longer you delay. Innsmouth streets are not safe either and keep the investigators moving. Seriously quit being picky. It is rude to say the creator (Mr. Wilson) held back content because you play the game on easy mode. Two plays is not enough to voice a statement like yours.

Next you will complain about there not being enough AOs or Investigators, since they will get old EVENTUALLY.

Hello,

I just bought Arkham Horror and I think it a lot of fun to play. I am therefore looking for the expansions. Our local shop says that Dunwich horror is being reprinted. Could anybody confirm that, please?

Thanks

Hanss

hanss said:

Hello,

I just bought Arkham Horror and I think it a lot of fun to play. I am therefore looking for the expansions. Our local shop says that Dunwich horror is being reprinted. Could anybody confirm that, please?

Thanks

Hanss

/nod

I'd like to know as well. I sent an email to FFG customer service asking just that. Lets hope they reply soon. :)

EcnoTheNeato said:

Yeah, I think "interesting" is a great way to describe Innsmouth. Though, I once heard it called a "variable meat grinder for investigators." I like that a little better ^_^

  • Dunwich has more locations where gates can open
  • Dunwich has more gate bursts

Both factors work to increase the likelihood of the AO awakening because too many gates are open. And since the Innsmouth AOs are all very hard to beat in Final Combat (unless you've been preparing for it for a long time rather than trying to win by sealing/closing gates) that pretty much equates a loss.

Regarding (Arkham) encounters:

A good way to increase the 'attractiveness' of having encounters (in safe locations) is to use the Hypnos guardian. The additional clue markers and the possibility of drawing an additional encounter card make it very worthwhile.

jhaelen said:

EcnoTheNeato said:

Yeah, I think "interesting" is a great way to describe Innsmouth. Though, I once heard it called a "variable meat grinder for investigators." I like that a little better ^_^

I've recently been playing a lot of games using the Innsmouth Ancient Ones and different expansions. As it turned out the games using the Dunwich expansion were more difficult than the ones using Innsmouth. Imho, the two main reasons were

  • Dunwich has more locations where gates can open
  • Dunwich has more gate bursts

Both factors work to increase the likelihood of the AO awakening because too many gates are open. And since the Innsmouth AOs are all very hard to beat in Final Combat (unless you've been preparing for it for a long time rather than trying to win by sealing/closing gates) that pretty much equates a loss.

Posts like this are why I love these forums. I don't necessarily agree with you (Devil Reef is an extremely dangerous location), but I appreciate the analysis you put into it.

Exactly. Dunwich may have 5 unstable locations to Innsmouth's 4, but there are 33 Mythos cards that open gates in Innsmouth, compared to only 25 for Dunwich. And I'm pretty sure that three of Dunwich's unstable locations only have 2 cards that open gates there. Innsmouth only has one such location. Not to mention, the Deep One track is more detrimental than the Dunwich Horror track, even if it is twice as long.