What can you say about them?
I don't have the expansion with them, but I checked them at the AHWIKI and some of them seem ridiculous. Where the hell would you take 4 allies to sacrifice?
What can you say about them?
I don't have the expansion with them, but I checked them at the AHWIKI and some of them seem ridiculous. Where the hell would you take 4 allies to sacrifice?
MyNeighbourTrololo said:
What can you say about them?
I don't have the expansion with them, but I checked them at the AHWIKI and some of them seem ridiculous. Where the hell would you take 4 allies to sacrifice?
Some of them are great (mineralogy report), some of them are not. Some of them are very easy to accomplish, some others are just good objects to sacrifice when asked to discard something. But some of them allow you a very thematic game, if you accept to design Scenarios or similar stuff. Amikezor designed a *great* Scenario that can only be won by accomplishing certaing missions.
It's just the way you play the game, I think. As for me, I go for them only when playing a League and I want to score some extra points. But they're fun.
IIRC, Avec plays with a special rules allowing you to go somewhere and buy specifically Missions and Tasks, which can add flavour to your games.
Some others play that if you draw one Mission / Task as starting equipment, you discard it and draw again. Use them the way you feel (after getting DH, obviously)
It would be logical in most of cases if tasks and missions are available to take at their last-to-visit printed locations instead of encounter(paying the listed price for missions).
MyNeighbourTrololo said:
Where? Four spaces listed on the card
!
Why? To win, duh
.
It happened when I was playing yesterday
"Wilson Richards: One Man, One Motorcycle, One Mission.. to Die!"
Shame he got swallowed by a moon beast instead hurr
Dam said:
Where? Four spaces listed on the card
!
Why? To win, duh
.
We never had a person having more than 2 allies throughout the game, and having 2 allies at once was a huge rarity.
Some people start with allies, some can obtain allies as part of their Personal Story (Jenny reunites with her sister, Hank finds his Pa etc).. Certainly puts a dark bent on things when you're sacrificing your own kin
Personally I have no problems with the mission, but the bigger problem is that it's incredibly difficult to prevent an investigator from enacting this if they do go traitor.. I suppose judicious use of Call Friend may upset their plans but PvP was never the original intention.
If someone in your group seriously considers pulling off this mission then you might as well throw your hands up in defeat- you lose either through their success, or by effectively being down a player for the game. AH certainly isn't a quick game, so it takes a certain level of cojones or spite to while away the hours playing the traitor card. Don't expect to be very popular as a result!
Treguard said:
Some people start with allies, some can obtain allies as part of their Personal Story (Jenny reunites with her sister, Hank finds his Pa etc).. Certainly puts a dark bent on things when you're sacrificing your own kin
Very true. Not to mention that Missions and Tasks were out when the game had only two expansions, so a lot less encounters. If you play core game + DH and stop, and you have Darrell with you, it's not that impossible for him to gather a couple of Allies in the first Mythos. Four is a lot, but it's not so insane to achieve. I had games with people finishing with three, so if I went shopping for the fourth one, I'd get it
Julia said: Very true. Not to mention that Missions and Tasks were out when the game had only two expansions, so a lot less encounters. If you play core game + DH and stop, and you have Darrell with you, it's not that impossible for him to gather a couple of Allies in the first Mythos. Four is a lot, but it's not so insane to achieve. I had games with people finishing with three, so if I went shopping for the fourth one, I'd get it
Achieving 4 allies is only half of the road. The second half is getting with em to the required places safe and not losing them due to diffrent events.
And not being devoured yourself ofcourse.
Had someone won the game by this mission in your experience?
God I hate this forum quote system. Why not just
MyNeighbourTrololo said:
Achieving 4 allies is only half of the road. The second half is getting with em to the required places safe and not losing them due to diffrent events.
MNL, my post was to answer your "how can I get 4 allies?", and that's all. As I told you, success in this missions can be a pain in the ass to achieve, and it heavily depends on how long your games last. My games usually last 11-12 turns and that's it. 15-16 if I have a kinda meh party. So, no time for this. But if your games last 22 to 24 turns, you should have a lenty of time for this. It also depends on the numebr of investigators you play: if you play only 3 investigators, you'll have more enocunters with each investigator, thus the odds of getting more allies with the same character increase.
Finally, against some AOs, having this mission can be a good way out: I had some Atlach games lasting for a whole eternity, thus if I had that mission, I could have easily won by finishing it
Just power through some gates and get some at Ma's Boarding House.
11-12? You achieve sealing/closing victory that fast?
How many people are playing? 8?
One of our prev games against Az+KiY lasted over 30 turns.
MyNeighbourTrololo said:
Dam said:
Where? Four spaces listed on the card
!
Why? To win, duh
.
I meant, where the hell you obtain them from for this purpose?
We never had a person having more than 2 allies throughout the game, and having 2 allies at once was a huge rarity.
Pete can do it very easily with Dhole chants. Extremely easy for him actually. Guess we all know which side *he's* on ;'D Misanthropic homeless man.
MyNeighbourTrololo said:
11-12? You achieve sealing/closing victory that fast?
How many people are playing? 8?
One of our prev games against Az+KiY lasted over 30 turns.
MyNeighbourTrololo said:
I've completed Join the Winning Team in a solo game with 4 investigators. Leo Anderson starts with 1 Ally, got another on his first turn at STL. On that same turn, Dhol Chants was shopped at the Curiositie Shoppe and later traded to Leo. I think he got the fourth at Ma's, can't recall TBH.
MyNeighbourTrololo said:
11-12? You achieve sealing/closing victory that fast?
How many people are playing? 8?
One of our prev games against Az+KiY lasted over 30 turns.
Sometimes faster, sometimes slower. My best in a "normal game" is a victory by sealing gates in 7 turns, scored against Ybb'tsll and Father Dagon. IIRC, I won when Ybb had only two doomers.
I had a victory by closing gates in 6 turns, but in Avi's League using custom material, so I don't think it can be considered "official" (but if you like to give it a try, follow the link in my signature and read Scenario 05)
I generally play 5 investigators. Six in some cases (all boards in play). And as Avi pointed out, I play alone, or in two, sometimes. I know perfectly what I'm doing, and I tend to move the investigators as an orchestra, and focus on sealing.
During the 33 games played during 2011, I played 20 or more turns only on 4 occasions, two of them being sessions for the French League and I kept playing for the score even if I could have won quite earlier. The other two were scored recently, playing only AH and MH, so less locations to gather clues and less gates on the board (tons of bouncing on ES and monster surges, so a lot of turns wasted waiting for a gate to enter)
Avi_dreader said:
The only way 8 investigator teams can lose is by not knowing what they're doing ;') which is frequent with eight players, but, in solitaire, if you know what you're doing and are controlling eight players, you might as well just tell the game to forfeit.
Yep. That's the point, Avi perfectly hit it. If you play solitaire, it's another music
So, technically, you're playing with ton of investigators alone?
How's your score in multiplayer sessions?
MyNeighbourTrololo said:
So, technically, you're playing with ton of investigators alone?
How's your score in multiplayer sessions?
I play very rarely with more than another person by my side (and when playing in two, I know rather well how the other person plays, since he's the one who introduced me to boardgames). And generally, when palying with others, I tend to give advices on how to play, but don't force others to play according to my strategy, so it happens I lose some games and the score usually isn't that high
Julia said:
I play very rarely with more than another person by my side (and when playing in two, I know rather well how the other person plays, since he's the one who introduced me to boardgames). And generally, when palying with others, I tend to give advices on how to play, but don't force others to play according to my strategy, so it happens I lose some games and the score usually isn't that high
It's so hard to find other players in your homeplace?
MyNeighbourTrololo said:
It's so hard to find other players in your homeplace?
Not that easy, not that difficult, the main issue is me: I don't care about having a bunch of players who are not my friends to play with. I like playing with people who already are my friends. Being time a major issue, I try to spend the few spare hours with friends. If they want, we can play (but usually something lighter, like Catan, or something completely different, like A Game of Thrones), if don't, nevermind. But I like a lot playing Arkham solitaire. For some time in my life I played chess solitaire, so... Arkham is more fun, under a certain point of view :-)
Well, 95% of my players are my friends, which is strange. And the only board games I have is Mansions of Madness and Arkham Horror. So, not so much choice we have here
And we having a few sessions per week, usually during weekend when no one is at work and has a free time to spend, sometimes in working days at evening with smaller group.
You must be a more busy person, than me.
Dam: Um, not to try to discredit your win, but wouldn't it be extremely unlikely for a human player to be so gullible as to give Leo the Chants?
Walk said:
Dam: Um, not to try to discredit your win, but wouldn't it be extremely unlikely for a human player to be so gullible as to give Leo the Chants?
Not only did Kate trade Leo Chants, Bob also bought and traded JtWT to him as well (normally never buy Missions). On top of that the other three investigators were there to keep paths to the JtWT locations open of monsters so Leo could make the transitions without hassles.
But if you were playing Leo in a game with that setup and I was one of the other players, if you were serious about going for JtWT and had a very good chance of completing it, like in this instance, I would help you accomplish it. JtWT is a win since it says "win" on the card, the other investigators just get they props postmortem
.
Played alone today.
Drawn Zoey, Norman, Harvey and Vincent.
AO was Hastur.
Zoey drawn 2 elder signs as her random starting possessions
But 8 clue sealing price took it tall - I managed to seal only 3 locations, and in the end Hastur awoken.
Though, terror level through the entire game was at 0 and investigators were very fortunate about their items, so Hastur got ravaged in 2 turns, having chance to attack only once.