I believe he means to include the shudde mell tokens in the pile with the rift tokens for random selection. So that way you may need to visit some base set locations as well and people aren't necessarily confined to Kingsport for rift duty.
Kingsport causing players to jump ship
EvilAmarant7x said:
I believe he means to include the shudde mell tokens in the pile with the rift tokens for random selection. So that way you may need to visit some base set locations as well and people aren't necessarily confined to Kingsport for rift duty.
Ohhh... ? But how would that be random, I still don't get it. You can see which is Arkham and which is Kingsport.
Avi_dreader said:
Ohhh... ? But how would that be random, I still don't get it. You can see which is Arkham and which is Kingsport.
I don't know, maybe, ummm, draw from an opaque bag, like you do with some other tokens that you don't want to see what you're drawing
? If those two tokens are the same size, you shouldn't be able to tell if the token is for KH or AH.
Jake yet again said:
If you have Shudde Melle you can also add the Shudde Melle tokens to the Kingsport mix. Now most of the rifts turn up in KP, but occasionally they turn up in Arkham. this makes the "only deal with KP when it's a threat" a little more bearable.
hey, that reminds me that Dietch designed rift tokens for all stable locations. Let see... here they are:
http://wiki.horreuraarkham.fr/index.php?title=Pions_Failles_Supplémentaires
By the way there are few ways to make Kingsport more exciting. Avi's new herald is one that looks very good (though I have not tested it yet but will for sure
. There are at least two others that I like.
One from Diecth (again :-) with the Tzulscha cult... let see: http://horreuraarkham.fr/stockage/Dietch/VO/Kingsport-Cult.jpg
And a scenario from me: scenario: http://i779.photobucket.com/albums/yy72/amikezor/Arkham/RhapsodyInBlue-scenario.jpg
with herald version: http://i779.photobucket.com/albums/yy72/amikezor/Arkham/FromKingsportWithLove-Herald.jpg
There certainly others but I do not remember them. :-)
hope this helps.
You leave one Investigator there all game? No wonder they get bored ...
Take it in turns! Send one Investigator up for a few turns, then let them come down and send someone else up. Sure, it might be a bit boring up there but it's sometimes boring to play in defence in sport but you make the strategic sacrifice for the team. One person defends for a bit then you can swap around, simple.
We normally do it when one Investigator has closed a gate (or two), or has spent some trophies, they're up to Kingsport and whoever is there comes down. Then a few turns later, switch again, etc.
Dam said:
Ohhh... ? But how would that be random, I still don't get it. You can see which is Arkham and which is Kingsport.
I don't know, maybe, ummm, draw from an opaque bag, like you do with some other tokens that you don't want to see what you're drawing
? If those two tokens are the same size, you shouldn't be able to tell if the token is for KH or AH.
Dam is correct. That's exactly what we do.
I wasn't aware of those French custom mods pages. We could do with something like on the english site.
Jake yet again said:
I wasn't aware of those French custom mods pages. We could do with something like on the english site.
I just started to fill the new Strange Eons webpage with few heralds (to start with). Here it is: http://basement.cgjennings.ca/Content+Guide
the herald section (obviously still under developpment) is: http://basement.cgjennings.ca/Content+Guide%3A+Arkham+Horror+Scenarios%2C+Heralds%2C+Guardians%2C+Institutions&structure=Content+Guide
please go on, add tons of stuff ! :-)
cheers
Dam said:
Avi_dreader said:
Ohhh... ? But how would that be random, I still don't get it. You can see which is Arkham and which is Kingsport.
I don't know, maybe, ummm, draw from an opaque bag, like you do with some other tokens that you don't want to see what you're drawing
? If those two tokens are the same size, you shouldn't be able to tell if the token is for KH or AH.
Noooo! That can't be! That's impossible!!! Oh wait, right. That didn't occur to me.
Stenun said:
You leave one Investigator there all game? No wonder they get bored ...
Take it in turns! Send one Investigator up for a few turns, then let them come down and send someone else up. Sure, it might be a bit boring up there but it's sometimes boring to play in defence in sport but you make the strategic sacrifice for the team. One person defends for a bit then you can swap around, simple.
We normally do it when one Investigator has closed a gate (or two), or has spent some trophies, they're up to Kingsport and whoever is there comes down. Then a few turns later, switch again, etc.
While it's true that strategy can be more effective (and less boring), still, one may be left questioning, why include the boring board in the first place? Particularly if *no one* (or almost no one) in the group enjoys it?
has anyone created any houserules that improve the Kingsport board without relying on a herald (even if it is well done
)?
Einlanzer80 said:
has anyone created any houserules that improve the Kingsport board without relying on a herald (even if it is well done
)?
Well, you could just extract a little bit from my herald that'd make it work fine. Just generate a monster on Strange High House every turn, or perhaps every other turn, or perhaps based on the drawing of a mythos symbol (this will make it so moving through the streets in Kingsport becomes somewhat difficult and players will at least have the occasional pleasure of fighting (or running out of town because they're not strong enough to deal with what's there). I'd suggest using a modified rule for monsters leaving Kingsport though, or else you'll have them bumping against the monster limit. Basically, just skim off the bit about monsters from my herald and make it a permanent effect (that's the idea the herald was originally built around, and it's much simpler, as long as you make it simple).
I.e. one monster appearing in the town each turn will definitely spice things up there. Alternatively, you could make it so that whenever the terror track rises or a doom token is added a monster appears at the Strange High House. That would simplify things.
Avi_dreader said:
I.e. one monster appearing in the town each turn will definitely spice things up there. Alternatively, you could make it so that whenever the terror track rises or a doom token is added a monster appears at the Strange High House. That would simplify things.
Actually, I rather like that. My only other issue is (as others have implied as well) how rift markers appear every turn pretty much without fail - I think that's part of the problem, because it relegates one investigator to just running around to random locations, and it isn't exactly tense or exciting, just lame.
So some combination of creating some actual threat up there through monster attacks, while having some turn breaks from rift markers appearing would do wonders I think.
so, easy (non-herald or other print-out-needing) suggestions to liven up kingsport.
add a monster at Strange High House in the Mist:
a) every time the doom track advances
b) every time the terror track advances
c) every time an investigator enters or exits a gate
d) every time a gate is closed or sealed
e) every time a gate is opened
f) every time a gate opening is prevented (e.g. the IH version)
i'd say go with c), it feels good. obviously, use one of the above, not all of them. or you'll have hell..
also, as a side rule, you could use either the strange high house or the northpoint lighthouse as the "sky zone" to prevent monsters filling the sky in arkham due to this sudden increase in monster population.
Einlanzer80 said:
Actually, I rather like that. My only other issue is (as others have implied as well) how rift markers appear every turn pretty much without fail - I think that's part of the problem, because it relegates one investigator to just running around to random locations, and it isn't exactly tense or exciting, just lame.
if you keep all the tracks at half full (only top or bottom half) then rift markers only appear every other turn (slightly less actually).
Taurmindo said:
so, easy (non-herald or other print-out-needing) suggestions to liven up kingsport.
add a monster at Strange High House in the Mist:
a) every time the doom track advances
b) every time the terror track advances
c) every time an investigator enters or exits a gate
d) every time a gate is closed or sealed
e) every time a gate is opened
f) every time a gate opening is prevented (e.g. the IH version)
i'd say go with c), it feels good. obviously, use one of the above, not all of them. or you'll have hell..
also, as a side rule, you could use either the strange high house or the northpoint lighthouse as the "sky zone" to prevent monsters filling the sky in arkham due to this sudden increase in monster population.
Lighthouse might be a bit more fun for the house rule since you'd be able to have monsters guarding the rift spot :')
Avi_dreader said:
Einlanzer80 said:
Actually, I rather like that. My only other issue is (as others have implied as well) how rift markers appear every turn pretty much without fail - I think that's part of the problem, because it relegates one investigator to just running around to random locations, and it isn't exactly tense or exciting, just lame.
if you keep all the tracks at half full (only top or bottom half) then rift markers only appear every other turn (slightly less actually).
Hm, I guess I'm mis-remembering how it works, I haven't played it in a long time.