A rapid and inglorious ending...

By The Professor, in Arkham Horror Second Edition

At best, the Investigators could only stave off the power for a little while. Y'Golonac proved more terrifying than those who knew about such things had realized. The young girl, Wendy would never see her family again. Tony would capture his last bounty. Luke would dream in eternal sleep. Finally, Mark thought he had faced horrors in combat. Despite their efforts, and having sealed four of the six required gates, they fell quickly to Y'Golonac's wrath upon his awakening, which happened much too fast...

How did it happen?

This is the first of 16 games, utilizing the Arkham , Dunwich , and Kingsport Boards; The Lurker as the Herald and Hypnos as the Guardian ; four (4) Investigators per game, randomly chosen (each investigator used twice over the course of the 16 games); and all of the elements from AH, CotDP (old and new), DH, KiY (except the Herald ), KH, BGotW, LatT, and MH.

Overall, the game went well for the first 8-9 turns. On turn 10, with five gates open, nine Doom Tokens on the track (out of 12), one sealed location, and four investigators in the second part of each of their respective Other Worlds, I thought we still had a chance. Three of the four Investigators exited and sealed their gates (fortunately, both Luke and Tony had taken Pacts which aided them in having enough "clue" tokens). Then, the Rumor, The Southside Strangler Strikes appeared and Luke ran to Ma's Boarding House to Pass it. Thinking we had stemmed the tide...the next card, another Rumor appeared. This time, there would be no hope...The Rumor The Tattered King added two doom Tokens to the Track, and the open Rift which held a silent vigil over its location moved due to the Rumor, and since it forced the 'circle' dimensional symbol along a white path, another..the last Doom Token was added to the Track, awakening the Great Old One. With two weapons among the entire group (Mark's starting equipment, a Molotov Cocktail and a Flamethrower ), Y'Golonac would spread its wrath across the three New England towns and beyond...

the moral: rumours can be used as shields against nastier rumours. Would you have suffered terribly from letting the strangler roam free for a while? Its always an interesting choice and one of the things that makes Arkham tense and interesting, like Act cards.Did you consider this at the time? It is a very powerful tactic sometimes, especially if you have Arcane Insight.

dj2.0

I couldn't agree more ~ Luke had more than enough clue Tokens...we could have waited...we could have waited...sob sad.gif

dj2.0 said:

the moral: rumours can be used as shields against nastier rumors. Would you have suffered terribly from letting the strangler roam free for a while? Its always an interesting choice and one of the things that makes Arkham tense and interesting, like Act cards.Did you consider this at the time? It is a very powerful tactic sometimes, especially if you have Arcane Insight.

While I understand what is being said here, forgive me if I'm wrong but wouldn't the Professor experienced the same fate in this instance even if he deliberately not passed The Southside Strangler Strikes ?

I was under the impression that when a rumor is already in play and another rumor card is drawn you merely open the new gate indicated, disregarding any other special text. Or in this instance the addition of the 2 doom tokens.

Generally letting a weak rumor stand is usually a good tactic I think especially if it's going to take a long time to come to fruition. In this instance however it's the double doomer from the mythos card that hurt Prof NOT the rumor condition itself.

yes, a gamble that in this case would not have saved the team.

Nameless1,

Very good point ~ we were Doomed, in the truest meaning of the word.

The Professor said:

Nameless1,

Very good point ~ we were Doomed, in the truest meaning of the word.

We're ALL doomed in the long run!

gran_risa.gif