Ultimately, I don't share your hatred of Call Ancient One, but I can see where you're coming from. It would be interesting to see FFG turn their attentions to the complaints with the cards. Probably the easiest way to make everyone happy would be just to get rid of it, bur I don't know of any instances of this happening in the past. ("Erratum: The Call Ancient One card should actually read…well, actually, it shouldn't read at all. In fact, it shouldn't exist. If you are playing a game of Arkham Horror with any combination of expansions, or with no expansions, or any permutation thereof, return Call Ancient One to the box.")
Best Arkham Victory Imo
It might see interesting use in scenarios, with a rumor, or with a customized spell deck…for example, it could be altered to serve as a land mine (or, at best, a revised-Messenger-style mixed blessing) for anyone who draws it.
Actually, that gives me a really fun idea: a $0 bad unique Item to discourage Elder Sign farming
No, the boat's in the special item deck. But the Captain of the White Ship can't even ram it into Cthulhu, which I think is a monstrous rules oversight. We should see about getting that fixed first, before any of the Call Ancient One nonsense.
Just finished a TIGHT 8 player game. Abhoth as AO. Cards from all exps were in play, minus KiY play-related mytho cards, Relationships, and Stories. Base game board. No Whispers token.
Game began optimistically with "Everyone roll to get blessed", and from that point on blessings were maintained on "street sweeper" characters and gate closers. We managed to beat the monster limit down every time we got flooded, even bloodying up 2 of Abhoth's punk ass minions.
We lost our first seal to a gate burst and we suffered two "No gates open but add 2 doom tokens" mythos cards, so the doom track was filling up dangerously. By the time we were at Doom 10 (of 11), we had 3 gates open and 3 seals up. And one of the gates was a moving gate. Now, as many players were new to the game, the gravity of this took several explanations to sink in. "If that gate moves, we can't seal it. If another burst breaks a seal, we can't win by seals." A chorus of "Ooohhh"s followed.
We had 1 investigator in an OW already, and 2 ready to gate dive, but two of the gates were occupied by two truly tumescent pillars of monsters. Under normal circumstances, several of these were easy to evade. But the gate-divers had low sneak. So, Mandy Thompson mans up and goes barking mad from guzzling Shub-Niggurath's colostrum in Independence Square (sealed), drawing a frightening mass of monsters to chase off the skeezy gypsies. Too bad we used the Time Bomb earlier on a lone Color Out of Space, because it would've been beautiful to take out a Color, Cthonian, and Lloigor all at once (plus some lesser causes-for-bedwetting).
The investigator that dove into the moving gate got lucky and had an OW encounter that sent him back to Arkham. The mythos card for that turn opened at a sealed location, and DIDN'T move the gate. The next turn saw two seals go up, so we had just one mythos card to sit through: "Strange sightings!" No dooms, everything moves (making that OW card really lucky), monster surge. This let us get our winning seal. And the mythos that would've been drawn that turn? Gate burst that would've un-sealed the Woods.
flamethrower49 said:
No, the boat's in the special item deck. But the Captain of the White Ship can't even ram it into Cthulhu, which I think is a monstrous rules oversight. We should see about getting that fixed first, before any of the Call Ancient One nonsense.
We're gonna need a bigger boat!
Seicheamh said:
Just finished a TIGHT 8 player game. Abhoth as AO. Cards from all exps were in play, minus KiY play-related mytho cards, Relationships, and Stories. Base game board. No Whispers token.
Game began optimistically with "Everyone roll to get blessed", and from that point on blessings were maintained on "street sweeper" characters and gate closers. We managed to beat the monster limit down every time we got flooded, even bloodying up 2 of Abhoth's punk ass minions.
We lost our first seal to a gate burst and we suffered two "No gates open but add 2 doom tokens" mythos cards, so the doom track was filling up dangerously. By the time we were at Doom 10 (of 11), we had 3 gates open and 3 seals up. And one of the gates was a moving gate. Now, as many players were new to the game, the gravity of this took several explanations to sink in. "If that gate moves, we can't seal it. If another burst breaks a seal, we can't win by seals." A chorus of "Ooohhh"s followed.
We had 1 investigator in an OW already, and 2 ready to gate dive, but two of the gates were occupied by two truly tumescent pillars of monsters. Under normal circumstances, several of these were easy to evade. But the gate-divers had low sneak. So, Mandy Thompson mans up and goes barking mad from guzzling Shub-Niggurath's colostrum in Independence Square (sealed), drawing a frightening mass of monsters to chase off the skeezy gypsies. Too bad we used the Time Bomb earlier on a lone Color Out of Space, because it would've been beautiful to take out a Color, Cthonian, and Lloigor all at once (plus some lesser causes-for-bedwetting).
The investigator that dove into the moving gate got lucky and had an OW encounter that sent him back to Arkham. The mythos card for that turn opened at a sealed location, and DIDN'T move the gate. The next turn saw two seals go up, so we had just one mythos card to sit through: "Strange sightings!" No dooms, everything moves (making that OW card really lucky), monster surge. This let us get our winning seal. And the mythos that would've been drawn that turn? Gate burst that would've un-sealed the Woods.
The only thing more fun than coming so close and losing is coming close and winning. Congratulations
Seicheamh said:
OH GOOD LORD! >choke< That phrase alone almost drained MY sanity!