Plaining a massive game at my FLGS

By Wolfen Fenrison, in Arkham Horror Second Edition

This is gonna be a the biggest game of Arkham Horror I've ever played.

  • 10+ Players.
  • All expansions are gonna be used.
  • 1 AO & Herald per board as follows; Nyarlathotep / Dark Pharaoh in Arkham, Yog-sothoth / Dunwitch Horror in Dunwitch, Shub-niggurath / Black Goat of the Woods in Kingsport, Cthulhu / Dagon and/or Hydra in Innsmouth.
  • Effects unique to each board that add doom counters only do so for the AO related to that specific board.
  • Mythos cards that add doom counters do so for all AOs.
  • Victory is all gates closed or all AOs defeated.
  • Nodes will be the Guardian.

Thoughts?

Wolfen Fenrison said:

This is gonna be a the biggest game of Arkham Horror I've ever played.

  • 10+ Players.
  • All expansions are gonna be used.
  • 1 AO & Herald per board as follows; Nyarlathotep / Dark Pharaoh in Arkham, Yog-sothoth / Dunwitch Horror in Dunwitch, Shub-niggurath / Black Goat of the Woods in Kingsport, Cthulhu / Dagon and/or Hydra in Innsmouth.
  • Effects unique to each board that add doom counters only do so for the AO related to that specific board.
  • Mythos cards that add doom counters do so for all AOs.
  • Victory is all gates closed or all AOs defeated.
  • Nodes will be the Guardian.

Thoughts?

The idea of having different AOs for different boards is one I've never heard before. Interesting. I'm not entirely sure how it's supposed to work. The heralds and ancient ones only effect their associated boards? Their triggers only occur if something happens in their respective towns? I'm already seeing issues for Black Goat in Kingsport in that case...

With that many investigators, I'd consider not replacing the devoured. Or having devoured investigators have to sit out for two or three turns before they can come back in the game.

I'd consider playing fast and loose with the movement phase order, perhaps even allowing players to move simultaneously (let timing issues work in their favor) unless someone is on a space with a monster, then you'd need to calculate who can legitimately try to rescue (or not, if you want to keep it simple). And bring extra dice.

Are you going to be using different mythos decks for each of the boards? It seems like this sort of variant might require a bit of thought, be a lot of fun, but I"m not going to be the one to design it since I hate playing with more that 3 people. You may only want to use mythos cards from Arkham Horror, Dunwich, and Innsmouth so the gates aren't too diluted.

If you're concerned that Kingsport will be too slow, there's an interesting variant that just popped up in the fan creation forum, where basically whenever there is a gate burst that does not cause a monster surge or break a seal, you draw a rift token and place another gate there (without adding a doom token to the doom track). Or you can make that gate's appearance dependent on a die roll.

Playing Black Goat as one of the heralds may also mess up the monster cup...

If you give boards separate mythos decks, you could make it so that doom tokens from the card draws only go to the AOs on their related boards, and make it so that only one or two of the decks trigger monster movement.