Miskatonic Horror

By Spirit Juggler, in Arkham Horror Second Edition

mageith said:

Hypnos with whom I've played frequently, isn't really a game winner, by a long stretch. He's a distraction. (Take a turn to get that extra clue rather than enter a gate, for example or he entices you to waste Clues in combat to save your measly life.) You still have to use a turn to pick up the Clue (and there's almost always only one in a particular location). I've seen plenty of Hypnotic clues wasted at the end of the game. But since Hypnos does give you options that you didn't have before, he's helpful. Turns might even be the most precious commodity in the game, even moreso than Clues.

I agree with your analysis. At the end of the game, turns are often more valuable than clues. The clues Hypnos adds to Stable locations are most valauble, can't be crushed by gates. The Hypnos cards will probably refer to locations at Dunwich (9 cards), Kingsport (12 cards) and Innsmouth (8 cards) If you add the various streets, there's even more possibilities. An excuse to visit Sentinel Hill for reasons other than defeating the Dunwich Horror would be a nice touch.

mageith said:

I doubt that the Black Goat of the Woods herald can be saved by adding more of the same cult encounter cards. I've experimented with giving every player a membership card and they avoid the Cult Encounters like the plague (they are.). There's no there, there. If these cards are replacement cards, then maybe.

First, they need to make the Cult encounters a **** sight more attractive than they currently are. Allow me to be devoured to remove a Doom token from the track, or sacrifice all my sanity and one monster trophy to close all gates with that monster's symbol. Force me to sacrifcie a weapon to gain Clues equal to half it's combat rating. Heal me to maximum but all other Investigators lose one Sanity and one Stamina.The encounters can still be brutal, but their payoffs should be far more powerful - just like the Inner Sanctum. Give me a strong incentive to join the cult.

Secondly, make the Cult easier to join. Maybe an encounter with a "recruiting officer" at Cold Spring Glen could result in my gaining C1000 membership (or Silver Twilight, if you are not using that expansion.

mageith said:

The Institutions might be a interesting if they create a theme, such as Gangsters/Professors against the Mythos! The Sheldon Gang membership is NOT very useful as it sits. I've given it to every player several times in the past as an experiment and as soon at the first investigator is arrested (1 out of six chance), it's not used again by anyone. Too dangerous. And its only useful when you happen to be out in the street anyway. Going out into the streets to use it is a waste IMO.

You can end on the streets by fighting monsters - which is not a waste of time. Bear in mind that $3 = not arrested, so for rich characters like Jenny, Sheldon gives you a reason not to waste time shopping. Also some characters can't be arrested: Mark Harrigan and Tommy Muldoon spring to mind, whereas George Barnaby makes tangling city hall in papaerwork even easier.

I dunno about you guys, but I spend a decent amount of my turns in the streets (not a majority of course). Every one you spend that isn't to get rid of a rumor is a wasted encounter. I was excited to get the Sheldon Gang encounters, but I've yet to actually receive one...I may make a houserule that requires a gate trophy or 5 toughness of monsters instead of an encounter (or in addition to an encounter, since the woods is a rough place!). I also want to do the same thing with Cult encounters, paying the cost after you have an encounter at one of the 3 cult locations. That would make them more prevalent, even if the cards aren't always appealing!

mageith said:

As to Blights, why can't the allies go insane? That's 34 potential Blight cards right there.

My guess is that the extra blights will correspond to characters you can run into in encounters on the other boards, like Harney Jones from Dunwich or Walter Gilman from Innsmouth. (hmm... insane Deep Ones. Scary.)

I've only played with Hypnos once so far, but I found him really helpful. For one thing, the extra clues give players an excuse to visit stable locations they rarely explore. I also have yet to have anyone gain a Sheldon Gang membership. Anything that makes rarely used cards like that get a bit more mileage sounds good to me.

Jake yet again said:

You can end on the streets by fighting monsters - which is not a waste of time. Bear in mind that $3 = not arrested, so for rich characters like Jenny, Sheldon gives you a reason not to waste time shopping. Also some characters can't be arrested: Mark Harrigan and Tommy Muldoon spring to mind, whereas George Barnaby makes tangling city hall in papaerwork even easier.

Going out into the streets to use the SGM is a waste, IMO. Killing monsters in the streets often is a waste of time, too. I evade whenever I can. Of course, there are certain exceptions.

"$3=not arrested"? 1=Arrested 2-3 Nothing 4 = $2, 5= Common and 6=Unique. The average take is worth $2 not counting being arrested which costs you a turn and half your money. Of course, there are exceptions but my mind bends at the though of a lawyer actually doing dirty work with his hands and the cop being the one who can be the gang member too (and I'm been from Chicago,too) :)

mageith said:

Going out into the streets to use the SGM is a waste, IMO. Killing monsters in the streets often is a waste of time, too. I evade whenever I can. Of course, there are certain exceptions.

Killing monsters means the streets are clear and you can move faster. It also keeps the Terror Track low. Deliberately going out into the streets to use SGM is probably wasteful, but killing monsters, and then using SGM isn't so bad.

mageith said:

"$3=not arrested"? 1=Arrested 2-3 Nothing 4 = $2, 5= Common and 6=Unique. The average take is worth $2 not counting being arrested which costs you a turn and half your money.

The institution allows you pay $3 to avoid arrest. $2 is nice, but the Common and the Unique are the real prizes, often worth $3 or more.

Brine said:

A look at the new Injury/Madness cards:

http://www.fantasyflightgames.com/edge_news.asp?eidn=2016

at first i thought the new cards were kinda lame...not realizing that the injury card was a duplicate of a madness and vice versa... that actually is pretty neat then...as I know a few people who always draw 1 of each madness/injury on their first insane/unconsciousness as they feel safe doing so...not so anymore mwahaha...

Wow...those are nasty...REAL nasty...

So if I draw Superstitious twice am I Devoured? Or is there only one Superstitious in the deck. My guess is the latter.

Jake yet again said:

So if I draw Superstitious twice am I Devoured? Or is there only one Superstitious in the deck. My guess is the latter.

My guess would be that each current madness and injury type will get a single new card that counts as it as well, thereby making three cards for each injury and madness. Done any other way certain injuries and madness cards would be far riskier to have than others.

Well now these are cool, the potential for real venom is in the injury madness deck with these cards, this will make being fragged much harder to call.

But I am starting to wonder about what this 'new type of expansion' thing means, and how it might detract from the interest in Miskatonic Horror if im right. Note that there are base game Mythos cards, but what if these are just that, and are just more for the mix of those in the base game. This would leave the way open for other expansions for DH mythos cards, (Whately Horror? etc) ...and the appeal of MH as a blender expansion (which seems to be its biggest draw) would then drop a lot.

Alternatively, they might have some mythos cards with gates opening in otherboard locations within each expansion, say 3 or 4, allowing you to add more boards the more expansions that are released (yes, i just coined the phrase 'otherboards')

Jake yet again said:

So if I draw Superstitious twice am I Devoured? Or is there only one Superstitious in the deck. My guess is the latter.

If you drew Superstitious twice i would assume you would be devoured (since you have 2 of the same madness card)

Technically You could say you have two copies of "Jinxed" either way you'd be devoured.

I'm hoping that there is at LEAST two of each new Injury/Madness, I like idea of these new cards being just as frequent as the old ones.

I suspect there will only be one each of the new cards, otherwise they should also include the standard: "If you ever gain another (XXXX) card, you are devoured." Of course, the rules could clarify that any duplicate Injury/Madness will equal a devouring, but I think that seems unlikely and inconsistent with the previous injury/madness cards, which could cause confusion.

I was hoping for more of a preview, but I do like that idea a lot, and it seems to be an indication that this expansion will include some clever variety for the game and the expansion material in particular.

So then it is a reasonable guess that there are going to be 12 new Injury cards and 12 new Madness cards.

dj2.0 said:

Well now these are cool, the potential for real venom is in the injury madness deck with these cards, this will make being fragged much harder to call.

But I am starting to wonder about what this 'new type of expansion' thing means, and how it might detract from the interest in Miskatonic Horror if im right. Note that there are base game Mythos cards, but what if these are just that, and are just more for the mix of those in the base game. This would leave the way open for other expansions for DH mythos cards, (Whately Horror? etc) ...and the appeal of MH as a blender expansion (which seems to be its biggest draw) would then a lot.

Alternatively, they might have some mythos cards with gates opening in otherboard locations within each expansion, say 3 or 4, allowing you to add more boards the more expansions that are released (yes, i just coined the phrase 'otherboards')

There are other things for expansions that could be very nice. Monsters, ancient ones, investigators, alternate personal stories, more epic battle cards and sinister plots, purchaseable things, heralds, and of course just a tiny number of highly thematic and game impacting cards would also be appreciated. And guardians. I guess ;')

Scenarios could also be quite interesting if they were well crafted.

Avi_dreader said:

There are other things for expansions that could be very nice. Monsters, ancient ones, investigators, alternate personal stories, more epic battle cards and sinister plots, purchaseable things, heralds, and of course just a tiny number of highly thematic and game impacting cards would also be appreciated. And guardians. I guess ;')

Scenarios could also be quite interesting if they were well crafted.

Yeah, all of the above seem to be on the table now. I am happy about that of course but Im just wondering how many of these new box types people will need to buy before they can serve as an anti dilution to themes. Hopefully, MH will address this desire, but I have doubts.

dj2.0 said:

Im just wondering how many of these new box types people will need to buy before they can serve as an anti dilution to themes. Hopefully, MH will address this desire, but I have doubts.

Probably the theme will always be stronger with just 1 expansion, but for people (including me) who like to play with all expansions MH should at least reduce some of the more significant dilution problems - new/more Act cards amongst other things.

The new Act cards actually really intrigue me. King in Yellow is probably my favorite expansion thematically, but the act cards don't really DO anything... except "note the passage of time." It would be nice if each act card also served as sort of its own environment card, conditions getting worse and worse as each act progresses. Also, I always really wanted the Tattered King to be a special monster that moved around the board and kind of caused havoc.

HyeJinx1984 said:

The new Act cards actually really intrigue me. King in Yellow is probably my favorite expansion thematically, but the act cards don't really DO anything... except "note the passage of time." It would be nice if each act card also served as sort of its own environment card, conditions getting worse and worse as each act progresses. Also, I always really wanted the Tattered King to be a special monster that moved around the board and kind of caused havoc.

It would be really easy to make a set up for a herald to be used with the King in Yellow that would A) alter how the acts work and B) put in one of the monsters as a proxy for The King in Yellow. Go to it! :')

Avi_dreader said:

HyeJinx1984 said:

The new Act cards actually really intrigue me. King in Yellow is probably my favorite expansion thematically, but the act cards don't really DO anything... except "note the passage of time." It would be nice if each act card also served as sort of its own environment card, conditions getting worse and worse as each act progresses. Also, I always really wanted the Tattered King to be a special monster that moved around the board and kind of caused havoc.

It would be really easy to make a set up for a herald to be used with the King in Yellow that would A) alter how the acts work and B) put in one of the monsters as a proxy for The King in Yellow. Go to it! :')

*Whines* but I want FF to do it... it's THEIR job...

HyeJinx1984 said:

Avi_dreader said:

HyeJinx1984 said:

The new Act cards actually really intrigue me. King in Yellow is probably my favorite expansion thematically, but the act cards don't really DO anything... except "note the passage of time." It would be nice if each act card also served as sort of its own environment card, conditions getting worse and worse as each act progresses. Also, I always really wanted the Tattered King to be a special monster that moved around the board and kind of caused havoc.

It would be really easy to make a set up for a herald to be used with the King in Yellow that would A) alter how the acts work and B) put in one of the monsters as a proxy for The King in Yellow. Go to it! :')

*Whines* but I want FF to do it... it's THEIR job...

You know, when I was very young, Santa Claus told me that if you whine loud enough and hard enough, your wishes will come true ;')

Oh boy, that sentence could sound horrible taken out of context.

[FYI, my fellow forumites, I'm not being rude to a scarce poster, I know him IRL, he won't take it the wrong way, I think. Unless he's the sort of person who secretly cries inside.]

But yeaaaah, not going to happen. Probably.

NIce to dream though.

We also thought they wouldn't make investigator miniatures, twice , and they proved us wrong.

We also thought they wouldn't make an "expansion" expansion, and lookie here.

Tibs said:

We also thought they wouldn't make investigator miniatures, twice , and they proved us wrong.

We also thought they wouldn't make an "expansion" expansion, and lookie here.

Wait, who is "we"?

;') But to be fair, maybe they will. Avatars of the Elder Gods would definitely make for an interesting purchase :'D

How long have you had Descent (I never noticed it before)?

I don't have Descent, but I'm part of a campaign.

I can't believe Doom got killed completely. It's as if FFG never made it.

Tibs said:

I don't have Descent, but I'm part of a campaign.

I can't believe Doom got killed completely. It's as if FFG never made it.

Uh.

The Gamessassin strikes again!