Unintentional House Rules

By Walk, in Arkham Horror Second Edition

Walk said:

Alright, I...think I understand. Personally, I think it's needlessly confusing to change the time when you switch first player. Perhaps FFG did it in order to indicate that you were supposed to switch first player before final battle began (although perhaps it would have been easier to just say this). jgt7771: remember that, with Quachil, you never pass the First Player marker until someone gets devoured.

Yeeeeah. I'm not going to play this correctly ;') this time deliberately though.

i..

wait.

what..

yesterday i was casually reading the rules when i realized you don't lose money upon going unconscious/insane?! is this true? have i accidentally mixed in some arrested-effect into this? or have that part of the rules been revised? have we played HARD MODE on insanity all these years?!

Yes, it was always the case that you do not lose money. My condolences.

We thought there was no limit to Rumour cards, which made things interesting when we had a game with 4 rumours ongoing that had us sacrifice spells, one that did money, one that did items, and one that did monsters. That was a helluva game.

We thought that you needed 5 seals to close a game, cause we got stuck on the " 5 clue tokens to seal" thing, thats the only reason I can think of.

I once designed a herald that allowed multiple rumors in play at once. Good fun.

Right, you don't lose money when you're unconscious or insane. I have house ruled it slightly differently, but with Injury and Madness cards available, it rarely matters.

Tibs: Interesting. Is that herald to be found anywhere on the forums? Does it have any defense against Purifying the Town?

Nope, it's nowhere to be found.

I think it went something like:

Zvilpoggua

  • Father of Darkness: Place all Formess Spawn on this sheet. They count as spawn monsters. Whenever Immediately after an Environment (Urban) card is drawn, place a Formless Spawn on the gate depicted. If there is no gate depicted, draw Mythos card until you draw a gate. If a Formless Spawn must be placed and there are none on this sheet, add a doom token.
  • Superstition: The first Mythos card of the game may be a rumor. There may be multiple rumors in play.

I only had the chance to play a partial game with the people who first introduced me to it (and then immediately ran out and got my own copy). I noticed right away two things they had been doing wrong (and probably still are, for all I know)...one reasonable, and one bizarre: first, they thought Harvey's ability reduced spell costs, and second, they apparently didn't realize that Parchments of the Elder Sign are discarded upon use. Needless to say, they were very interested in finding them partido_risa.gif

Heres one we are not proud of, Our whole group thought you could move your sliders on each line the amount of your focus so when we found out the proper way to do it the games became quite a bit more challenging for some of the characters.

Ace Fortune

I originally thought that every time you seal a gate you remove a doom token from the track. I was curious as to why people thought AH was hard until I realized my mistake. Games became a bit more frantic after we figured out we were doing it wrong.

Let's see... I always play with the rule that you can pick up clue tokens in locations at any phase, not just when you end your movement. So if a Arkham Encounters instructs you to go to a location, you pick up the clue there as well. Even though I know that it's somewhat wrong, I feel that it makes perfect thematic sense (If the Historical Society goes bird-watching in the Woods, information should be gathered as well when you tag along with them), gives an incentive to explore locations, and is not particurlarly game-breaking.

Seondly, I always thought (until several months ago) that when you return to Arkham from an OW, you can only seal or close it next turn. I still ponder to this day where that rule ever came from. preocupado.gif