EON files + difficulty question

By Veross, in Arkham Horror Second Edition

Hello!

2 questions:

1. Are there Strange Eons (.eon files) availalble for existing Arkham Horror releases? For example cards from base AH in .eon format? So you can print them if you lost or damaged originals?

2. I found AH very easy above 5 players, do you use any system (or maybe I am missing something) to make game more challenging? Above 5 players there is no problem to kill all monsters in 2 rounds and you always have someone spare to close gates…

Cheers!

I doubt the .eon files contain copies of the existing investigators as this would make it too easier for you to make your own copies of AH without paying FFG for the privielge. Sure you could argue that you can do this now - presuming you had Strange eons and enough patience - but I suspect FFG might have something to say if you disemminated their work for free on a wide scale.

FFG customer support is normally pretty good. If you've only got a few damaged cards, try dropping them an email. Can't promise anything, but it's worth a shot.

To make the game more difficult, play with one of the difficulty cards or with a herald (there are plenty in the fan creation forums). Also try adding a second monster per gate with 5 or more players. Adding another board may increase the difficulty level too.

Jake yet again said:

Also try adding a second monster per gate with 5 or more players.

You should be definitely be doing that anyway, it's in the rulebook!

Veross: just check you're tracking the gate limit, monster limit and outskirts limit correctly… they all change based on the number of players, and they have a large effect. It's all on the back of the main rulebook.If you are already doing all those things right, then congratulations, you may just be good at the game! Try all the different Ancient Ones; some of them are more dangerous to particular playing styles than to others.

Or do what I do: have friends who are idiots, so that even placing a single Elder Sign is like trying to get cats to walk in a row.

thecorinthian said:

Veross: just check you're tracking the gate limit, monster limit and outskirts limit correctly… they all change based on the number of players, and they have a large effect. It's all on the back of the main rulebook.If you are already doing all those things right, then congratulations, you may just be good at the game!

This. With 7-8, for example, you need to have someone going through the gates quite early (because the limit is only 5) which means they may not have time to get 5 clues. I find with 4 players we can at least aim to try and seal every gate we close, whereas with 8 you don't have that luxury.

1. Expansions. The Base game is fun and slightly challenging, but I find a decent group will dominate every single game without much problem. Adding one or two expansions helps a lot.

2. House Rules. Here are some of mine. Never flip a monster chit over unless you are entering combat with the monster. If there are other effects on the monster or it is green with special movement rules, there are exceptions, but the general idea is to make monsters more dangerous by not knowing their combat abilities. Also, keeping gate tokens face down until someone goes through them adds a bit of mystery and difficulty to things as well.

3. Random character Draws. If you're not already doing it, draw random characters, or give everyone a few sheets and they have to pick from a limited supply. If you are all picking your favorites, the game gets far easier.