Base+Dunwich

By Brednul, in Arkham Horror Second Edition

Hello,

I own base game and Dunwich, but I've not played yet AH.

For my first game is it good to take the investigator cards, the location cards, Investigators and the injuries/madness cards from Dunwich and play without the Dunwich board?

Only the injuries/madness rules from Dunwich.

Is it worth it or is it better to play only the base game?

Thanks

Edited by Brednul

You can add certainly add Arkham encounters and Injuries and Madnesses, leaving out Dunwich board. You'll add variety to the game (encounters) and strategy depth (Injuries & Madnesses). I'd not suggest you to add the Dunwich small cards (Unique Items and so on): they tend to add variety, but also dilute the Elder Signs in the deck, and if you are to learn the game, then having some ES available easily could help you controlling the game better.

For the first game, go with Azathoth as Ancient One (no impact on the game, long doom track so you have plenty of time for errors) and... have fun! Arkham is an incredible universe, once you're in, you never leave :)

Thanks!

I Will only throw in the injuries/madness from Dunwich and play only with the base game for m'y first time.

I have One more question : I have the opportunity to play this week-end but only a game with 3 players. Is it a good game with 3 players or should I wait to play with more player?

Thanks

Heh, it's a good game with one player, it's a fantastic game with 2 or more. You definitely don't need to wait for a lot of people to enjoy the experience. One thing I will say, and this is just something I do for fun to enjoy the roleplaying aspect:

When someone is having an encounter, let someone else read the Encounter card, be it Otherworld or Arkham. Let them read it to themselves and then read it out loud for the Investigator having the encounter but if there is a choice like:

"IIf you decide to examine the painting then this will happen. If you don't, then nothing happens'.

Don't tell the receiving Investigator what the results are--just the possible choices. That way, it gives the players a bit more trepidation in making choices and thus, a little bit more excitment.

Number of players and number of investigators are often different. A good Arkham experience with only the base board in play should be granted by playing 3 or 4 investigators (so that there is a good chance you could score a victory by sealing gates; if you play 1 or 2 investigators only, it's very likely that you finish up in Final Battle, and, long story short, it's not always that fun)

As for the RPG aspect of the game... well, some see AH to be strategic, others to be more RPGish, it's entirely up to you. I'll never have someone else's reading my encounters (especially since I solo the game most of times :-P ), mostly because it could be an important tacticatl choice knowing what happens if you dare to do something, but Faust is right when he says having someone else reading the stuff for you add some RPG spice to the game

XD I usually play solo too so yeah,I don't get to do it often, but my Keeper instincts kick in while I play with my few other friends that play! XD