I think I'm going to double all the costs at the entrance and have a doom added every midnight. That might be good for starters...
Edit: Hooo... I have just had a hell of a game, not really sure if I'd lose it (the doom is only at zero after all, but it's going very badly for me, just got my first investigator devoured. Game started off with Hedge Maze, Public Lavatory, and Curator and two of the early monsters I drew were die locking monsters. They're both still on the cards ;'D I'm sure I could turn this around without the doom track added by time rule... Buuuut... With it? Not so sure. The sad thing though was I still might've made it (despite the start from Hell) if not for unlucky dice ;'D
win percentage
Master Fwiffo said:
dvang said:
spooky86668 said:
Someone needs to go buy Black Goat of the Woods or King in Yellow!
We have and try to use one of the 'big box' expansions when we play (Dunwich, Innsmouth, or Kingsport). We prefer those expansions b/c of the extra PCs and stuff. However, when we want a quick game, or are teaching new players how to play, or lack table space, we just play the base game. It's still fun for us to play.
This lovely game felt too easy for our gaming group too, so we houseruled it in order to make it more challenging (without changing much of the original design):
1) You cannot purchase elder signs
2) If all monster slots are filled, you have to place new monster tokens on adventure cards without monster tokens on them
3) All Hero/item abilities can only be used in their own turn and only for themselves (except the case where it says other on the card)
4) Whenever you fail a task roll you suffer one damage/icon from the adventure cards penalty list (your choice) in addition to any posible terror effect. If you fail to resolve the adventure you suffer all penalties of the adventure card as normal.
Especially #4 made the game much more challenging and is our prime rule modification, as you'll suffer some damage even you resolve the adventure. It gives the game a special twist as there are several adventure cards that only have a doom token penalty on them, so feeble attempts to tackle those may lead to a quick game end...
Avi_dreader said:
Once you get some experience, the base game of AH (no expansion boards) isn't that hard to beat. My wife and I can consistently beat it by permanently sealing 6 locations. We know which locations are the worst/most frequent, and seal those as quickly as possible. Barring some bad luck, we can win at least 9/10, so I can see someone winning 30 times without losing, especially with larger groups that are experienced.
Agreed... The base game once understood is a bad joke. Even with only two investigators. With expansions, an experienced player (or team) of 6 or more can win fairly consistently.
same opinion as you guys. with base game, you can't really loose often if you know what you are doing.
MoM is more challenging, but you cannot play by yourself :-))
Shelfwear said:
4) Whenever you fail a task roll you suffer one damage/icon from the adventure cards penalty list (your choice) in addition to any posible terror effect. If you fail to resolve the adventure you suffer all penalties of the adventure card as normal.
Especially #4 made the game much more challenging and is our prime rule modification, as you'll suffer some damage even you resolve the adventure. It gives the game a special twist as there are several adventure cards that only have a doom token penalty on them, so feeble attempts to tackle those may lead to a quick game end...
Ooo. I really like this idea (and haven't heard it before).