Task and Missions

By MyNeighbourTrololo, in Arkham Horror Second Edition

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?

Clearly Leo mindcontrolled everyone. He has the psychic powers. The leader! The leader!

Dam said:

Walk said:

JtWT is a win since it says "win" on the card, the other investigators just get they props postmortem gran_risa.gif .

I'm pretty sure you are quoting that out of context ;'D

MyNeighbourTrololo said:

Played alone today.

Drawn Zoey, Norman, Harvey and Vincent.

AO was Hastur.

Zoey drawn 2 elder signs as her random starting possessions sorpresa.gif

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.

That doesn't even make sense to me. How did you manage to only get three seals? You start off with two Elder Signs, a Find Gate, and one investigator with three clue tokens and another with 4. That means you should effectively get a doom track of 15. So what went wrong? Three 3 speed characters? But still...

Im new to this game so no wonder.

Zoey had huge problems with getting out of other worlds. Harvey is the only man who managed to catch a hold of 8 clue tokens to the end of the other world. Norman didn't even had 8 clues throughout the game. When you encounter a monster in another world, who is forcibly has ambush by the encounter card effect and which will send you to the litas if you fail your checks - there is no sense of keeping clues, and they never get to 8 that way.

When it was clear to me that I'm not gonna achieve first two types of victory - I started preparing for the final battle, getting right equipment on right characters and making sure everyone is blessed.

Norman had Feeding the Mind spell, you can't think of better spell when fighting Hastur. Still, it was of no use because Hastur attacked only once.

MyNeighbourTrololo said:

When you encounter a monster in another world, who is forcibly has ambush by the encounter card effect and which will send you to the litas if you fail your checks - there is no sense of keeping clues, and they never get to 8 that way.

LiTaS + Injury -> keep Clues (and stuff), go right back in after a turn. Still faster than spending your Clues and collecting them back at best 2-3 per turn. Only time to worry about LiTaS is late game, Yig or Yog-Sothoth (and even with Yog depends on the investigator, some you want LiTaS demonio.gif ).

Dam said:

LiTaS + Injury -> keep Clues (and stuff), go right back in after a turn. Still faster than spending your Clues and collecting them back at best 2-3 per turn. Only time to worry about LiTaS is late game, Yig or Yog-Sothoth (and even with Yog depends on the investigator, some you want LiTaS demonio.gif ).

Julia said:

[...]

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.

[...]

Thank you Julia. I decided to translate it. So here it is in english ;)

07-TheSpiderTactic-scenario.jpg

all comments welcome (and yes I know that the wording can be improved, please suggest ^^)

Thank you too, Amikezor, it's great to have it in English :-)

MyNeighbourTrololo said:

Im new to this game so no wonder.

Zoey had huge problems with getting out of other worlds. Harvey is the only man who managed to catch a hold of 8 clue tokens to the end of the other world. Norman didn't even had 8 clues throughout the game. When you encounter a monster in another world, who is forcibly has ambush by the encounter card effect and which will send you to the litas if you fail your checks - there is no sense of keeping clues, and they never get to 8 that way.

When it was clear to me that I'm not gonna achieve first two types of victory - I started preparing for the final battle, getting right equipment on right characters and making sure everyone is blessed.

Norman had Feeding the Mind spell, you can't think of better spell when fighting Hastur. Still, it was of no use because Hastur attacked only once.

Do you not have Dunwich Horror (because what you said would make more sense if you can't take madness or injuries).

Aaaand, I just read further. So yeah, makes more sense now.

Hmm... Did you properly supply your investigators with good weapons or evasion spells when sending into Other Worlds? On the one hand... Not owning Dunwich makes holding on to your clues more difficult, on the other hand, fewer potential doom token locations.

I don't know *how to properly supply investigators for the other worlds* because all items come in randomly.

MyNeighbourTrololo said:

I don't know *how to properly supply investigators for the other worlds* because all items come in randomly.

Maximize Luck. Remember that having '1' in one skill isn't that helpful, most of the check are (-1) or worse, so in case drop the '1' stat to '0' in order to boost the related one. If you can, give players entering the OW items as Silver Key, Find Gate, Eye of the Dragon, Gate box or similar stuff.

In addition, remember the meaning of the colour pattern of the OW:

- red: encounters tend to attack your stamina (thus don't send low stamina investigators in an OW marked with Red)
- yellow: encounters tend to attack your sanity
- blue: encounters tend to damage your equipment
- green: encounters tend to do no harm or give small (tiny tiny) bonuses or whatelse

and get Dunwich, or use a proxy for the Injuries and Madnesses deck, since they're the greatest way to avoid losing Clues

Even a stat of 2 leaves me worried in OWs. 3 or better is ideal, tough to get a 3 across the board, but then you just sorta have to have a feel for each OW and what type of checks they call for. Luck high/maxed is always a good idea, barring Celeano where I prefer to keep decent Lore (Sister Mary FTW once again since she can have 3/4 or 4/3 Lore/Luck). If you can take the Sanity hit, Fight should be close to max.

Julia: I have never been able to puzzle out the exact meanings of the colors (I just knew green was the best and assumed red and yellow were the worst because, well, R'lyeh). Thanks for the list.

Be aware that, as Julia says, it's only a tendancy. For the longest time my investigators had the loveliest time in the Abyss, always seeking solace in the darkness and finding so many exits out of that place that it was more like a revolving door. The game must have caught wind of my relaxed caution, for it was only when boasting about my apparent ease with this Other World with my group that the tentacles came for Lola. All the tentacles... The poor dame was practically rent in twain, yeesh.. preocupado.gif

MyNeighbourTrololo said:

I don't know *how to properly supply investigators for the other worlds* because all items come in randomly.

What Julia said, also, try to trade your best encounter and combat items to whichever investigator is going into a gate before going in. In other words, don't just hope a strong monster won't appear.

Dam said:

If you can take the Sanity hit, Fight should be close to max.

I usually play low fight fight will (unless I need the stat for sealing and the character has low focus) but a heavily weapon equipped character.

Walk: you're very welcome :-) The colours implications were clarified a long time ago by Kevin Wilson here, directly on this forum

But as Treguard said, it's a general tendency. But can give you some hints on who send where!

amikezor said:

Julia said:

[...]

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.

[...]

Thank you Julia. I decided to translate it. So here it is in english ;)

07-TheSpiderTactic-scenario.jpg

all comments welcome (and yes I know that the wording can be improved, please suggest ^^)

Interesting... Unfortunately I'm busy and exhausted and not really up for much editorial work anymore ;') especially for something this long. Anyway, it's all comprehensible, and since it's not a standard format it doesn't matter if the wording is as condensed as possible.

Recently I played a game of Arkham, and after the first few rounds one player had 2 unique items that were both missions and they both allowed us to very easily win the whole game. That kind of ruined the game for us so we decided to play without the missions, what do you think of that? One mission he needed to go to a location in Arkham and another mission he had to drop something in the second stage of R'lyeh which had an open gate on the board. Doing either of those ended the game and very prematurely I must add.


Welll… let's say you had a lucky streak. Generally speaking, very few missions offer great rewards, and even those require great sacrifices and some luck. Not so sure with how many expansions you play: once you start using a deck formed with all the Unique Items from all the expansions, Missions become very diluted, so it's even more difficult to find the proper combination able to break a game. My suggestion is: let's give it another try :-) and if you don't feel comfortable with a just drawn Mission, discard that card and draw again (that's what I regularly do when I draw "Joining the Winning Team", for example)


JosephCurwen said:

Recently I played a game of Arkham, and after the first few rounds one player had 2 unique items that were both missions and they both allowed us to very easily win the whole game. That kind of ruined the game for us so we decided to play without the missions, what do you think of that? One mission he needed to go to a location in Arkham and another mission he had to drop something in the second stage of R'lyeh which had an open gate on the board. Doing either of those ended the game and very prematurely I must add.

Are you sure you did it right? Because it's not only one place you have to go to and sacrifice something. It's usually 3 or 4 places, and you have to do them in the right order, starting with the one on top.

I have never completed the "For the Greater Good" mission for example. Even if I had the clues to sacrifice, no gates have been open to the worlds I have to visit…

So well, maybe you where lucky that one time. But I wouldn't recommend taking away the missions from play, because they are not that easy…

Maybe we did the mission wrong, I remember briefly glimpsing at the mission cards that the other player had pulled. Guess we can give it another shot with the missions. Was playing Dunwich Innsmouth and Miskatonic