Hello all,
New player here. Girlfriend got me the basic Arkham Horror game for Christmas, and we've since played 1 1/2 times -- the half to familiarize ourselves with the basic rules, and then a full game with three other friends. We put up a valiant fight, and none of us were driven insane or knocked unconscious during the game, but ultimately we couldn't halt the advance of the doom track and YOG-SOTHOTH devoured us one by one. A very Lovecraftian ending.
I absolutely love the game. I think all of the elements are incredible: the artwork, the atmosphere, the vast range of encounters, how closely the material reflects the mythos, etc. I'm never going to read all of the cards and spoil the fun; I'm waiting until I encounter each one.
But admittedly it does seem quite difficult. I'm not one of those players who demands to win each time -- it's the experience of playing that's paramount. But we all lead busy lives, and it's not all that often that I get to draw together a group of friends to play. When I do, I want to present them with a fairly strong chance of winning. The game is fun by itself, but if you constantly set aside 3-4 hours with little to no hope of success, I imagine it will be difficult for me to interest the same group of friends in playing frequently.
I put together a flow chart that I'll post with my next comment. Based on the info I learned from it, I have a few assumptions, and I want you to tell me what you think -- especially whether I missed any important aspects of gameplay that could heighten our chances. (I've read the suggested house rules, and though I'm likely to adopt a few, most of them don't seem focused on easing the difficulty of play.)
My main assumption is that you essentially have to throw an investigator at a gate each turn, beginning with the very first turn, if you have any hope of keeping down the maximum number of gates before the Ancient One automatically awakens.
Even when you do so, the number of gates open each turn will automatically be three. So you're essentially banking on luck -- the mythos card not opening a new gate either because there's already a gate in that spot (though this does cause a monster surge), or because there's an Elder Sign there.
Are there any other tactical aspects I'm missing? Techniques that could reduce our reliance on the randomness of the mythos deck? In our first game, an investigator had a card that allowed her to return to her Arkham Gate at once, as well as an Elder Sign. This saved a couple turns, but there are only 4 Elder Signs in the deck.
I've also identified one Ancient One who seems a bit easier to take on than the rest, Azathoth. True, the world's just plain over when he arrives, but until then you have 14 doom track spaces. Plus, he doesn't seem to have any of the nastier permanent abilities that other Ancient Ones have. I think we'll go after him next.


We're a strange family, but I hope you'll feel at home ::smiling::
Good catch Old Man. That's exactly what I meant.