Some tips needed for my 1st play

By Baudejas, in Arkham Horror Second Edition

Hello, so i've bought myself Arkham Horror (2nd edition). From my boardgaming experience i know the first play is gonna take 2 (sometimes 3 or more) times longer then my 2nd or 3rd. Bcauze of simply not knowing the rules and mostly on every step browsing rulebook, searching what do i do. So since i still havent found 7-8 hrs of sparetime ima leave it for sunday.

Before i start, i want to ask a question: We're gonna play 2 of us (me and my GF). With 1 investigator each. What houserules should we pick, so its possible to win and enjoy :) ? Also, I've read a review where it says bcause of really bad random encounters (thats how its called i guess), its not worth going to explore or doing adventure stuff, is there any way to change it?

If you think there's already similar threads or i should read smth, please leave me a link. Thx in advance! :)

Baudejas said:

Hello, so i've bought myself Arkham Horror (2nd edition). From my boardgaming experience i know the first play is gonna take 2 (sometimes 3 or more) times longer then my 2nd or 3rd. Bcauze of simply not knowing the rules and mostly on every step browsing rulebook, searching what do i do. So since i still havent found 7-8 hrs of sparetime ima leave it for sunday.

Before i start, i want to ask a question: We're gonna play 2 of us (me and my GF). With 1 investigator each. What houserules should we pick, so its possible to win and enjoy :) ? Also, I've read a review where it says bcause of really bad random encounters (thats how its called i guess), its not worth going to explore or doing adventure stuff, is there any way to change it?

If you think there's already similar threads or i should read smth, please leave me a link. Thx in advance! :)

::Shrug:: you don't need to win a game of Arkham Horror to enjoy it. I don't think you should be using house rules so early into your Arkham Horror career. I would suggest two things though, to make the game a little more manageable your first time: one, play vs. Azathoth, he has the largest doom track, little effect on the game, and if he wakes up, you're dead anyways, so you won't have to worry about final battle in a game that's likely to be somewhat long anyways, two, pick your characters (instead of drawing them randomly), technically there's no rule against this :') but it's better if you draw random characters (because that way you will get to enjoy the strengths and weaknessess of various characters rather than just having one or two you like— or who are grossly overpowered). In a way, it is far more fun when the town is overrun and your characters devoured by monsters. I suspect you didn't come into this game as a Lovecraft reader :')

As for random encounters, it's true that certain locations are considerably more risky than others. Some locations are usually beneficial, some more-or-less neutral, and of course, all of them have specialized encounters. I will say that I can think of two locations on the basic board that I almost never visit for encounters.

OK, so i pick Azathoth so we can play longer and get to know the game more :)

But what i meant about encounter was, this is a quote from a review:

"Well, for one thing, I began to realize that when you draw a random encounter, there is a 50-65% chance that something bad will happen. Not might happen. Will. Your skills, equipment, and ability to make intelligent decisions are all basically forfeit when you draw an encounter card, because odds are you'll be worse off than before (and if something good happens, you'll rarely feel like you can take any credit for it). Certainly, this plays a big factor in the appreciable 'plans-gone-terribly-awry' effect I described above. But here's the problem: as an experienced player, you begin to realize that perhaps the most intelligent decision to make in Arkham Horror is not to have an encounter unless your reward is guaranteed before you draw the card. And the game lets you do this (see strategy description below).

A lot of potential role-playing is lost once you realize that there isn't point in going for a walk in the woods if you're a photographer, robbing the bank if you're a gangster, going to the boarding house if you're the salesman, etc. You can think up these decisions ad infinitum and none of them will make sense given the way the game works. The random encounter cards don't know you're an author or a magician or a psychologist. And more importantly, they don't give you room to behave as if YOU know. If you're not the role-playing type, but instead are simply curious, a time or two through the game will teach you that, no, you don't actually want to know what will happen if you go hang out at the Library. Curiosity kills the cat in this game, and the cat doesn't have a say in the matter."

Now that sucks! I like exploring... Is there any way to change the things written above??? (or maybe its not that bad?)

Baudejas said:

OK, so i pick Azathoth so we can play longer and get to know the game more :)

But what i meant about encounter was, this is a quote from a review:

"Well, for one thing, I began to realize that when you draw a random encounter, there is a 50-65% chance that something bad will happen. Not might happen. Will. Your skills, equipment, and ability to make intelligent decisions are all basically forfeit when you draw an encounter card, because odds are you'll be worse off than before (and if something good happens, you'll rarely feel like you can take any credit for it). Certainly, this plays a big factor in the appreciable 'plans-gone-terribly-awry' effect I described above. But here's the problem: as an experienced player, you begin to realize that perhaps the most intelligent decision to make in Arkham Horror is not to have an encounter unless your reward is guaranteed before you draw the card. And the game lets you do this (see strategy description below).

A lot of potential role-playing is lost once you realize that there isn't point in going for a walk in the woods if you're a photographer, robbing the bank if you're a gangster, going to the boarding house if you're the salesman, etc. You can think up these decisions ad infinitum and none of them will make sense given the way the game works. The random encounter cards don't know you're an author or a magician or a psychologist. And more importantly, they don't give you room to behave as if YOU know. If you're not the role-playing type, but instead are simply curious, a time or two through the game will teach you that, no, you don't actually want to know what will happen if you go hang out at the Library. Curiosity kills the cat in this game, and the cat doesn't have a say in the matter."

Now that sucks! I like exploring... Is there any way to change the things written above??? (or maybe its not that bad?)

::Sigh:: this isn't a role playing game. I realize many of the people who like these sorts of games also like role playing, but it is *not* a role playing game. Granted, one could play in character, or even mod. the game to make it more amenible to roleplaying, but that was not the intent with which it was designed.

As for the odds on random encounters, again, it depends on the location. Typically one should attempt to minimize random encounters (except at a few locations that are usually benevolent) unless there is something you want to get at a location. This game *will* punish exploration :') and yes, as an experienced player— I never do (I already know more-or-less what to expect at locations— where to go for certain things and where to avoid, sometimes I review the cards outside of the game— I view it as a strategy game after all, however many players prefer to not look at cards outside of the game— this would force more in game exploration, like it or not, but try not to explore *too* much, or you are liable to wake up one day, wishing that you hadn't procrastinated so much, while hanging from a tentacle). One hint though, the skills that are likely to be of benefit to you in different locations vary in frequency depending on which location you are visiting, but generally speaking, which do you think would be more likely to be of benefit, Lore or Luck? :') Have fun!

P.S. The Photographer is actually the best character for exploring because he can choose out of two encounter draws (so sending him to the woods actually isn't that bad an idea). Ah, the early games of Arkham Horror, I remember those well, travelling the town, dying miserably ;')

But isnt there any way to change it? Even if the game wasnt supposed to be exploration-like... Maybe some expansions would help with that one? (adding more cool random encounter cards than bad?) Im thinking, maybe i should bring the game back now, cuz its still sealed. Bcauze im kind of thinking its not what i wanted and it sux... :/

I know when I started playing Arkham (admittedly with 5 people not 2) I took the game's advice and played against Yig, the opposite end of the Ancient One spectrum from Azathoth. While Avi is of course correct in saying that Azathoth gives you quite a while to live, Yig is the easiest to take on in the Final Battle, which in my opinion makes him a better first-time Ancient One because the victory by sealing gates is pretty tough with two people. True, you have a little more to worry about as the game nears the end ("am I ready to max out my Speed so Yig doesn't kill me as fast?"), but if you're buying Arkham in the hopes of playing it more than once (and if you've been reading reviews) you'll quickly get used to the sorts of things the game expects you to keep track of.

That said, it's going to depend on your tastes. I'm totally with Avi when he says that there's a lot of fun to be had in watching the whole town go to hell, and you along with it. Arkham may not be an RPG, but it's a very flavorful game nonetheless, and IMO it's worth letting it knock you around once or twice before you start figuring out the best ways to beat the mythos.

Baudejas said:

But isnt there any way to change it? Even if the game wasnt supposed to be exploration-like... Maybe some expansions would help with that one? (adding more cool random encounter cards than bad?) Im thinking, maybe i should bring the game back now, cuz its still sealed. Bcauze im kind of thinking its not what i wanted and it sux... :/

::Shrug:: no one is forcing you to play it any way, but it's not a role-playing game, and if you want to make it into a role-playing game, you're going to have to customize it. Yeah, you can wander around town, but it will effect your win loss ratio. In Kingsport Horror a Herald called Hypnos was added who gives considerable incentive to exploration (although he makes the game much too easy in my eyes). I've heard of players using custom rules that allow investigators to move around the first few turns without any mythos cards being drawn (allowing exploration with minimal penalty). Personally, I play by the rulebook, but that doesn't mean you have to. I assume you've already read the rules, if you have, you know about clue tokens. From a strategic point of view, the point of the game is to seek clue tokens so that you can win or arm up so you can win [although many players look down on this strategy] (not just wander around in various locations). Visiting locations is more of a side effect :')

As for roleplaying, on two occasions I've acted out character speech and behavior with other players, but I haven't let that influence my game strategy. It was taken for granted that the characters were somewhat familiar with the town, and had some idea of what was going on there. I've heard of other players deciding whether or not to make skill checks without knowing what the consequences of success or failure might be. Again, not by the rules, not to my taste, but something that can be done.

I think Arkham Horror is RPG-like because:

  1. There is a character with variable ability in 3 sets of skills which can be controled by the player
  2. Items, weapons and spells can be gained, lost or used according to a player's inclination to create the character-type they like
  3. As the game progresses, a narrative will form that combines the character's backstory, the encounters in the game and the mythos cards drawn. This is not a part of the game but something that emerges from it-- if you want it too.
  4. If you want to increase the RPG quality, I would read encounter cards out loud for a player but stop at when they are presented a choice (Do you take the book? Do you accept the ride? Do you fight the creature?). Let then make the appropreate roll and then read the outcome. Also elaborate on bland encounters, add words and read some Lovecraft to get the feel

I used to play various RPG (AD&D, Shadowrun, Mechwarrior, TMNT ect.) this is the closest, I think, a board game will get to an RPG with it out becomeing vary laborous (and trust me AH is tough to learn but there is a system). I have also had very good success getting many differnt people (non-role playing friends, girlfriends and friends who are girls and WoW-addicts) to love this game.

First and formost, play a couple of games alone or with the GF to get all the rules down. You will make mistakes and forget to do things.

Baudejas said:

"Well, for one thing, I began to realize that when you draw a random encounter, there is a 50-65% chance that something bad will happen. Not might happen. Will. Your skills, equipment, and ability to make intelligent decisions are all basically forfeit when you draw an encounter card, because odds are you'll be worse off than before (and if something good happens, you'll rarely feel like you can take any credit for it). Certainly, this plays a big factor in the appreciable 'plans-gone-terribly-awry' effect I described above. But here's the problem: as an experienced player, you begin to realize that perhaps the most intelligent decision to make in Arkham Horror is not to have an encounter unless your reward is guaranteed before you draw the card. And the game lets you do this (see strategy description below).

A lot of potential role-playing is lost once you realize that there isn't point in going for a walk in the woods if you're a photographer, robbing the bank if you're a gangster, going to the boarding house if you're the salesman, etc. You can think up these decisions ad infinitum and none of them will make sense given the way the game works. The random encounter cards don't know you're an author or a magician or a psychologist. And more importantly, they don't give you room to behave as if YOU know. If you're not the role-playing type, but instead are simply curious, a time or two through the game will teach you that, no, you don't actually want to know what will happen if you go hang out at the Library. Curiosity kills the cat in this game, and the cat doesn't have a say in the matter."

Now that sucks! I like exploring... Is there any way to change the things written above??? (or maybe its not that bad?)

I believe his stats are off. Overall there's about a 1/3rd chance of benefit, no effect and bad effect. Some particular locations are worse and better than that. There is no location where its all bad or all good. In encounters, luck is the most used skill and Lore is second (a distant second).

Use Darrell. He always gets two chances at a location. Kate prevents the worst effect--a gate and monster. Try to keep your luck and/or sneak up when you have an encounter. Don't take unnecessary chances if you have an "If.." encounter. The motorcycle guy is also great. Good sneak, good speed, comes with a weapon and whiskey. Pay a $1 in the highly unstable locations which might be closer to the reviewers stats.

mageith said:

The motorcycle guy is also great. Good sneak, good speed, comes with a weapon and whiskey. Pay a $1 in the highly unstable locations which might be closer to the reviewers stats.

Kurt Cultingly: I need you to clean up some dead bodies on Wizard's Hill.

Wilson Richards: Sure, I can do that. A little outdoor labor will do me good.

Kurt Cultingly: What's your going rate?

Wilson Richards: A dollar.

Baudejas said:

But isnt there any way to change it? Even if the game wasnt supposed to be exploration-like... Maybe some expansions would help with that one? (adding more cool random encounter cards than bad?) Im thinking, maybe i should bring the game back now, cuz its still sealed. Bcauze im kind of thinking its not what i wanted and it sux... :/

You could look at the Arkham Inquiries variant. It gives the investigators more of a reason to explore the town. It's free and available at http://sites.google.com/site/arkhaminquiries/

Also, some people draw encounter cards even when using a location's special encounter, such as the hospital. This adds a lot of atmosphere to the game, since the locations with special encounters tend to be the locations that are visited most frequently. However, the encounter cards at those locations tend to be mostly positive, which can make the game too easy. So if you draw encounter cards all the time, you might want to get a sense of when an encounter card replaces a location's special encounter (or vice versa), or when the investigator must choose between the encounter card and the special encounter.

I also second bioball's suggestion of having another player read your encounter card to you.

First of all, Baudejas, you have to try to relax. You're second-guessing yourself into a tailspin based on the opinions of grognards who have been playing this game for at least a couple of years (myself included). We are all pretty set in our playing styles, most of us believing that "our way" is the "right way"...and none of us are going to do you any good before you even play the game once YOUR way. Seriously, man, IGNORE that review until you've played a game, or you're going to drive yourself insane.

So just go play the game Sunday. Try to follow the rulebook as best you can. Have a pad to write questions for all of us later. Post-It your Rulebook when you answer a question yourself so you know where you found it.

Avi_dreader and I have very different playing styles, and my "cult" role-plays the hell out of this game. I know the theme is supposed to be horror and hopelessness, but my Arkham Horror is a PARTY game. By all means, in your first game...EXPLORE!!! FORGET about "winning". Arkham Horror TRANSCENDS basic "winning" and "losing". (To be fair, though, Avi_dreader's success rate exceeds mine by whole dimensions.) I remember my losses much more than my victories because it is just so much FUN to lose. (Primarily because I'm not losing to a gloating opponent...I'm losing to the game itself.) And if you REALLY "want" to like this game...play it more than once, with different Ancient Ones and Investigators, until you've nailed the rules. And THEN decide if winning is that important.

I hate to leave you with just a bunch of armchair philosophy, but that's all I had when I started playing two years ago, and now I LOVE this game more than any game I have EVER played. (And I got diced, roasted, and splashed with gravy my first game!)

Welcome to the Carnival. Have fun!!! gran_risa.gif

To get back to the OPs question, one easy way the help new players is just to add a little extra money to start. Like $5 more per character. It will give them a chance to do a little more shopping for good stuff. And don't force them to buy at the store if they don't like the items.

Hi!

As other have said, its not a roleplaying game, its a board game. I do agree with you that things happen so quickly, you cannot really enjoy investigating (excuse the pun) the game itself. I do not think that makes the game suck though. If you are looking for a roleplaying experience you will be dissapointed in the game, but its not what you are looking for.

That being said, I saw on BGG that one player oly allows gates to open every other turn. Will this effect the flow of the game (as to how it should flow according to the rules), of course, but it would allow for exploration if that is your thing.

Peace

Roger

rdw5150 said:

Hi!

As other have said, its not a roleplaying game, its a board game. I do agree with you that things happen so quickly, you cannot really enjoy investigating (excuse the pun) the game itself. I do not think that makes the game suck though. If you are looking for a roleplaying experience you will be dissapointed in the game, but its not what you are looking for.

That being said, I saw on BGG that one player oly allows gates to open every other turn. Will this effect the flow of the game (as to how it should flow according to the rules), of course, but it would allow for exploration if that is your thing.

Peace

Roger

If you're really into exploration, the first expansion you should get is Kingsport Horror because you have to explore its locations to keep the rifts from filling up and because you can use Hypnos as a herald to encourage exploration... And... Make the game... Easier? ::Gag::

@jgt7771

I think you're insane, but that's okay, insanity complements Arkham Horror nicely :')

Lovecraft parties ::sigh:: one of my complaints about this game is actually that it's too social ;'D even when playing solitaire (as I normally do), I dislike controlling multiple investigators (it seems unlovecraftian to me). I'm looking forward to having a bit of spare time in which I can try a one investigator game under the adjusted rule that you only draw a mythos card every other turn (or every third turn if that turns out to be *too* near impossible with Dunwich and Kingsport).

In addition to what Avi said, if you want to encourage exploration you should get Dunwich. The tasks and missions get investigators to go to a lot of stable locations to receive payoffs.

Tibs said:

In addition to what Avi said, if you want to encourage exploration you should get Dunwich. The tasks and missions get investigators to go to a lot of stable locations to receive payoffs.

Not to belabor the point, but the Tasks mechanic is handled much more comprehensively in the Arkham Inquiries fan-created expansion than in Dunwich Horror. (And no I didn't make it.)

Thanks for the replys guys, i guess ill just do as jgt7771 proposed :) And if i find i dont like some part particullary, i'll think of smth to change that :) Once again i didnt quite understand wtf is that "Arkham Inquiries" and does it need me to own Dunwich Horror expansion or just simple plain Arkham?

Baudejas said:

Thanks for the replys guys, i guess ill just do as jgt7771 proposed :) And if i find i dont like some part particullary, i'll think of smth to change that :) Once again i didnt quite understand wtf is that "Arkham Inquiries" and does it need me to own Dunwich Horror expansion or just simple plain Arkham?

The URL for Arkham Inquiries is: http://sites.google.com/site/arkhaminquiries/

It can be played with any of the expansions or none of them. The downside is that you need to print the cards yourself. I just printed them onto card stock (sort of like the cards in the original version of Kill Doctor Lucky).

Printing is not a problem at all, as i've got like 40 A4 sheets of 250 g/m2 (the thickest cardon a printer can take, at least thats what i've been told at the bookshop). The problem is, that i can see just 5 blocks of cards at that link u gave but where's the backs of those cards or are they supposed to be 1 side printed only? Also what actual benefits this "addon" gives? Like more rpg-exploration to the game?

The cards are double sided. See the comments under View/Download Cards for how to print them. I personally just use one side, since I adapted them in Strange Eons to fit my own preferences. As for the benefits of the variant, the general concept is described in the Design Notes. I like it because it encourages exploration of the town. It gives the investigators reasons to visit locations like the River Docks and Velma's Diner, which otherwise see very little action. Also, many of the expansions have cards that are rarely seen, like "Coded Messages" in Dunwich Horror. Arkham Inquiries offers a means to make use of those cards. Each task has two payoffs that you can choose from. One payoff only uses cards from the base set, while the other uses cards from one or more expansions.

By the way, Strange Eons is an application for creating custom cards for Arkham Horror. It's available at: http://www.sfu.ca/~cjenning/eons/

Hey, it's a fun game without the roleplaying. The writers are clever, and the encounters are fun.

Seriously, learn to play the rules as written before starting with "House Rules." Beating the game is challenging - and working with your SO to do so is fun. If, after playing a couple of times, you'd rather play "The Game of Life" (tm Hasbro) with the board, there are a few house rulse out there that allow more exploration. I really think that kind of defeats the game intent, though.

Absolutely - start with just the base game. After you get the hang of it, if you want variation, there are plenty of options.

OK, I've played Arkham Horror (AH) as i was planning to. Here's a short story how it all went:

Sunday, about 16.00 we opened the box, took everything out, prepared the board, picked our investigators and didnt actually understand what to do :D my GF was like "Whats the point to do? What are the green magnifying glasses for? Why shoudl i take them? Why should i go there or there?" The point is i didnt have a slightest clue what to answer :D But after scrolling the rules once again, i found whats for what and so on. Anyway, we've managed to play for like 2-3 hours and we were like 4 turns ahead, cuz every time smth happens i didnt know what to do and where to look for and so on. And anyway the game looked so **** big, so much of everything that it rly got me confused...

Next day i somehow managed to talk my GF to give AH another try (probably helped that thing i told "i will play this **** AH, if u dont join me, i'll do it alone and u'll still have to watch the game). This time everything was pretty smooth (we made like 10 turns) it all ended up by me, reading rules for half an hour trying to solve another "what do i do now, when this happened?". What is worst i failed to to find the answer, so I'd like to get em from u guys.

You may think, im stupid not to understand smth (dont know, maybe). But with other games, like Carcassone, Warcraft it all went quite smoothly and AH seems a really complicated game with lots of rules and exeptions and other stuff...

So my questions:

1. I stand at Independence squaire, took a Clue there, did random encounter and at 5th (mythos phase) a gate opens there, a monster spawns. What do i do? Do i fight it asap, do i wait for my movement turn and do it then?

2. I closed City of Great Race (or smth like that) gate and there was another such gate on the board. So i took (as a trophy) the 1 that i got back through, but what do i do with the other? Do i just flip it over, or remove it to gate reserve? Also can i seal gate later, if i dont have 5 clue tokens at that moment? Also if i seal gate to City of Great Race, that means its not possible to access that "other world" anymore, or the gate just cant appear at that place?

3. What do i do if i see that i cant defeat some monster? As i understood, evading goes much like fighting (instead of trying to hit the monster i try to evade it). But still everytime i fail to run away from him, i lose sanity and then stamina, right?

4. I didnt understand how and when do i use spells, would some1 explain that please? Also if i meet a monster that's resistant to physical damage, the only option is to try evading him, right? (if i dont have any spells)

5. My GF picked some quite nice women-investigator (who's name i dont recall now) and it was smth like she gets 1$ every new turn, is that right? Also about random and known investigator's starting items, i just take how its written and use the best items i get, putting the ones i cant or dont want to use at that moment, or do i have to put smth back that i cant use?

6. Are skills permanent? And can i have like 4 or so different skills? (like +1 will, +1 lore etc.) What if i get the same skill/item/spell i got, where can i sell it? and for the price that's written on it or no?

7. Do i put doom token on the ancient one's numbers everytime a gate opens? If so then the game ends too fast id say, cuz every new turn a new gate opens, so its like 12-14 turns a game lasts? Thats a bit too soon, keeping in mind that there's so much of everything left unused...

And i cant remember other unclear glitches atm...