Hey all, I have been playing Arkham Horror for a few months now and recently purchased the Lurker expansion. I am new to this website and still relatively new to this game. Please help me out with a few questions on some of the rulings and mechanics. Thanks in advance!
1. Are spells underpowered? Maybe my group is missing something here, but nobody ever seems to use spells. This is either because the sanity cost is too high to employ safely or a firearm is simply more effective. I find the offensive spells to be particularly weak. I know that certain investigators are geared towards using firearms and others spells, but even when I'm Dexter or the professor I find myself relying on that rifle instead of wither/shriveling. Because of this we tend to avoid the spell deck, and when a spell card is forcibly drawn through an encounter, it is with rolled eyes. Any insight on using spells effectively is welcome.
2. Using the Lurker "Herald variant": when the GOO awakens are the investigators allowed to form Dark Pacts during the "upkeep" phase just before attacking? If so, what is to stop all of the investigators from creating Dark Pacts in order to heal up any missing stamina/sanity to be transferred into power? This to me seems slightly overpowered, but I can't find a rule prohibiting it. On this note, what is to stop an investigator from casting a spell and taking a Soul Pact for a free cast and free sanity to use against the Ancient One? Since no more Reckoning cards can be drawn, there I don't see any drawback to forming Pacts.
3. How do you beat Cthulhu? I've had the terrible misfortune of facing him twice (some may call this lucky D:), both times we didn't leave a dent as his healing factor kept him at 11-12 tokens until we lost. It'd be great if you can share a few scenarios where you defeated him.
Thanks a lot everyone, these are all my questions for now, happy hunting!