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Reply: Arkham Horror:: Sessions:: Re: The Show Must Go On Scenario (King in Yellow / Hastur / Tattered King)

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by Wolfpack48

Yeah, the clue requirement was tough. I am liking our house rule for pooling clues for seals; I think it actually worked well in this game, even though we couldn't pull off the seal win. Hopefully, it's not too abusive, and keeps to the spirit of the Mythos.

Wow, I like that variant Hastur -- I bet he makes for a reasonable game time, too. I'm glad we did this run against the original though, too -- whew.

Thread: Arkham Horror:: Variants:: Some More House Rules (RP Focused)

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by ZombieDragoon

So I'm trying to put together some rules to make AH more RP based (reasoning: personal opinion, AH makes for a poor strategy game, but a great 'Roleplaying board game'), but without a big alteration of the mechanics other than spot rule changes. Some have been play tested, some have not, either way would love some feedback from players who have experience. I'm not sure how original these rules are, but here goes.

1. Roleplay the Cards
This is the big one. Instead of a player reading the cards for their encounter (or worse, mumbling them quickly, and throwing up a die roll before moving on), the card is read to them by the 1st player (the 1st players card is read by the 2nd player, and of course it rotates every turn. Instead of reading it verbatim, the reader 'builds a scene' embellishing as they see fit, describing colorful details of the location, injecting general weirdness into any other world encounter, or anything that comes to mind. If someone talks to the character, the reader talks as that character, making up whatever they think that person would say, and the player in the encounter responds as their character would.
If there's an option/choice the reader presents that choice, and the player picks based on what his character might do (the reader may add hints about the repercussions if he feels it necessary), and the reader describes the result. If an item is given, he'll draw it out and describe what is being given. If a clue token is given, the reader may describe what that 'clue' is in any way they deem appropriate.
If there are no option, the reader just describes the result in as much detail or length as they wish and then tells them game result after.
This applies for all encounter cards, and typically takes about 1 minute per card (though it can go longer). Worth nothing, no rules are changed, the mechanical effects of the card still happen exactly as stated.
Reasoning: I don't know if I'm the only one, but hearing someone describe some in depth their version of grizzly beast from the dreamlands will always be more fun then having someone read 'You are bitten by a beast, lose 2 stamina,' in monotone before making the adjustment and moving on.
I've already playtested with my friends, and we are never going back. It's that much better (for us.)

1a. (More optional) Roleplay everything
A little more complicated. The idea is, whoever is the first player (or just 1 designated player) describes in detail everything that happens on the board. As in, if you are fighting the monster, the 1st player describes the battle (and the fighting player might describe his part) as well as what the result looks like after it's over.
The 1st player also describes the Mythos cards, as if he were the narrator describing some other part in the city (like a scene in a film that takes place away from the main characters), same for Ancient One attacks, blight cards, ect.
Notes: In full makes the game feel like a board game AND a shared experience horror story. Can really build atmosphere. These descriptions can end up be mood setting and genuinely scary/atmospheric. They can also be ridiculous or terrible, which would typically just make it funny. Regardless the game was way more creepy and funny, and a better time overall.

2. Investigator Team Up
The idea is that if two investigators wish, they may travel together as a team. In doing so they move the speed of the slowest investigator, and can share vehicles. As many investigators can do this together as they want (though they can only share as many vehicles as would make sense).
If two investigators are at the same spot for an encounter (Arkham or other world), the investigators draw two encounters and do them in sequence. If a roll is required, both investigators may try, and if either succeeds it counts as a success (though the reward can only go to one winner). If they both fail, they both pay the penalty of failure. If they win an item or money is one they must decide who gets it (or split it.)
If a penalty/reward would seem to go to only one player, the reader may roll to see what investigator that would be (or alternatively, the investigators can make luck roles). Generally the reader will decide how this would best be applied.
When multiple investigators would fight monsters, each must make the sanity roll. If they wish to evade, each player may make the roll, and if any succeed it counts a success for all. If they wish to fight, they all roll separately, and if any player succeeds then they all are victorious. If none do, they all take damage. An investigator may wish to take the damage for another investigator, but only stamina damage. Who ever defeats the monster may keep the monster trophy (highest roll if multiple successes.)
If players must spend clue tokens to accomplish a task (as in closing a gate) they may spend them together.
With rule 1, players are encouraged to interact/roleplay with each other during encounters.
Players may break up from the group at any time.
Notes: This is just another way to add roleplay, and a social dynamic to the game. I would think that what is gained by higher chances to succeed in things, is countered by the chances to all lose, and covering less ground.

Other Minor Houserules:
1. 'Setting the Stage': Have an encounter before the mythos card is drawn. Try to make these as roleplay/character introduction as possible.
Notes: Don't need to explain this.

2. 'Tougher Ancient Ones': The Ancient One starts combat with an additional 'HP' equal to the doom track time 2 plus the number of open gates times 3.
Notes: Just to take away that strategy of ramping up for the ancient one and not getting stuff done in Arkham. And if the Ancient One does appear, it won't feel like you wasted valuable resources getting that stuff done.

3. 'Scarier Ancient Ones': Each player must succeed on Will check when the Ancient One appears (at - the number of open gates). Or lose half their items, and get a madness card.
Notes: Seeing an Ancient One should be traumatic. Also see rule 2.

4. 'Hidden Gates': Gates start face down. They are turned up when any player approaches one or, alternatively, spends a 2 clue tokens while in the street area next to it during the movement phase. 'Moving gates' or any other gate features don't happen until the gate is moved face up.
Notes: Makes things a bit more thematic and interesting.

5. 'Monsters Sucked In By Gates': Any monster standing at a gate location when it is closed is sucked in as well and returned to the cup.
Notes: Just makes sense.

6. 'Other World Clue Tokens': An investigator may choose to spend an additional turn in another world, if they choose to do so they may gain 1 clue token and make a lore/luck roll, failure means they lose 1 sanity. The modifier for this roll starts at -0 and decreases by 1 each turn in the other world. This happens in addition to any encounters drawn during that turn.
Notes: More reason to go to the other world, instead of just being pass through on the way to sealing a gate. More players will enter gates w/o just making sure they have all the clues they need there before entering.

7. 'Gate Crash': Should a two Rifts/Gates collide it is a gate crash. The doom track goes up by 4, all locations in the area become closed permanently, and the street location there becomes an open gate permanently (counting against the players and producing monsters for monster surges).
Notes: I just think this would be awesome.

And that's it. Please let me know what you think and make suggestions. (Or suggest other house rules that would work with these or be used instead). Thanks in advance.

Thread: Arkham Horror:: Rules:: Joe diamond hunches ability plus fight skill card

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by cosmas

Hope someone can help me to reconfirm our gameplay just now . Joe diamond using his hunches ability plus having a fight skill card . Is it right to say that when he discards a clue token for combat he gets four dices in total ?

Reply: Arkham Horror:: Rules:: Re: Joe diamond hunches ability plus fight skill card

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by Cimmerz

Spending one clue token adds one die to a skill check roll.

Joe Diamond's hunch says "Joe rolls one extra bonus die when he spends a Clue token to add to a roll", so that makes two dice for Joe when he spends a clue token.

The Fight skill says "When you spend a Clue token to add to any Fight check, add one extra bonus die", so that would be one more bonus die on top of the previous two, for a total of three dice per clue token spent.

Reply: Arkham Horror:: Rules:: Re: Joe diamond hunches ability plus fight skill card

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by cosmas

Thank you very very much for the clarification Christophor . I Guess my son and I did not actually killed the AO and win the game so easily then... LOL. We'll have a go at it tomorrow . Thanks again .

Reply: Arkham Horror:: Variants:: Re: Some More Arkham Horror House Rules (RP Focused)

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by The Professor

I've played with 1. and 5. over the years before adopting my own House Rules, as I play almost exclusively 4-player games...in a solo fashion.

Reply: Arkham Horror:: Variants:: Re: New Mini Expansion - The Horror at Red Hook

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by shawnhakl

I have uploaded a couple of items that missed that first version - an new ancient one and a new herald.






Many players want more of a story line so I tried to introduce a mini quest element with the Hellish Plot cards. Essentially these are little vignettes associated with the doom track progression. By mixing the easy (Red) and the hard (Black) cards, you can control the pace a little more.

If an investigator is at location that contains a Hellish Plot, they may elect to resolve the Task on the card in lieu of a location encounter during the Arkham Encounters phase

If successful, the investigator may take the Hellish Plot as a trophy, removing it and it’s effects from play

If failed, there is no effect and the task may be re attempted in future rounds

i will update .eon files shortly

Reply: Arkham Horror:: Variants:: Re: Some Really 'Out There' Arkham Horror House Rules (RP Focused)

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by matejmoravek

This seems like really thick experience run! Very good:devil:. I would be afraid of very long games, but that might not be necessarily a problem, more personal taste. We use the rules 4. and 5. and they work really well. Also, to keep everyone interested, it is always anyone else reading the encounter cards (or offering the items at the shop), but the one encountering them. Not too much roleplaying with colorful scenery depictions, but still keeping it alive.

Thread: Arkham Horror:: Rules:: Harvey Waters + Heal: unkillable?

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by muthrali

Hail all!

Yesterday we played a game. Ancient One was Yiggs. His attack is that you need to make a speed check which gets harder the more rounds you face him. You are also cursed, so only sixes are scored. If you fail you lose one stamine and 1 sanity.

One of us was Harvey Waters. Harvey has a character thing that decreases all lost sanity by 1. That means that when it comes to battling Yiggs, he can not go insane as he wont lose sanity. He can only die from the -1 stamina. However, this Harvey player had the spell Heal. It ment he had 7 dice to throw, normally getting him 1 or 2 stamina, statistically never letting him go to zero stamina and therefore only a very low chance of getting killed by yigs?

We know that with his 9 damage dice he also has a low chance to throw 3 sixes, but as Yigs doesn't heal and Harvey does, we got the feeling that a Harvey with heal would be able to solo Yigs, given enough time?

As it was our 1st/2nd game of Arkham, we are not sure we interpreted this right. Would someone shed some light in the darkness on this one? Thanks!

Reply: Arkham Horror:: Rules:: Re: Harvey Waters + Heal: unkillable?

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by Radulla

Harvey's special power "Strong Mind" reduces all sanity losses by one. It does NOT reduce costs.

The sanity spent on a Heal spell is not prevented, since it is a cost, not a loss. The Heal spell will give Harvey some extra rounds, but eventually, he will not have the sanity to run it anymore.

Now, if Harvey possessed the tome "Seven Cryptical Books of Hsan" (from the Dunwich Horror expansion), he could exhaust it instead of spending the sanity and keep healing indefinitely. As long as he has a reusable weapon, he will probably defeat Yig (who is one of the weaker AO's).

However, bad die rolls could still cause him to lose.

The Epic Final Battle cards from the Kingsport expansion don't allow an indefinite amount of time for battle, and raise the possibility of second Curse, causing an Investigator to be devoured.

Generally, my group considers a Final Combat "win" to be only a tie, and many others do the same. Some AO's are just too easy to defeat for a satisfying game (while others are impossible, or nearly so). The game plays better if you try to win by sealing gates; "gearing up" for final battle can lead to a very long and boring game, especially with just the base game.


Welcome to the madness! :goo:

Reply: Arkham Horror:: Rules:: Re: Harvey Waters + Heal: unkillable?

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by Tadpoleface

Harvey s ability is only active when it is a sanity 'lose' not a 'cost' (see FAQ) as the heal spell is a cost he will still spend 1 sanity each round he uses it so you still have a limit to how long you have to defeat yig

Reply: Arkham Horror:: Rules:: Re: Harvey Waters + Heal: unkillable?

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by Cimmerz

The Heal spell has a Sanity cost of 1, so when casting it, regardless of what was rolled, the caster would lose 1 Sanity, and thus eventually go insane if continuing to cast it unless they had a source of restoring the Sanity.

Harvey's ability reduces Sanity loss by 1, but casting a spell is not Sanity loss, it's a Sanity Cost. The difference between cost and loss is significant. Therefore, in this instance, Harvey would eventually go insane from casting the spell (1 Sanity cost), even if he is reducing Yigg's Sanity damage (Sanity loss) by 1 and effectively negating the Sanity damage.

Reply: Arkham Horror:: Rules:: Re: Harvey Waters + Heal: unkillable?

Reply: Arkham Horror:: Rules:: Re: Harvey Waters + Heal: unkillable?

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by Krawhitham

muthrali wrote:

Ah! That sounds logical :)


It isn't really logical. The rulebook does not go out of its way to explain that there are costs and losses. It is far more 'logical' to assume that a loss would also be a cost.

Its a clunky game with stupid stupid rules. But for some reason I love it.

Session: Arkham Horror:: First play

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by muthrali

My name is Joe Diamond. And I need your help, buddy. Last week I experienced the craziest thing, and I need you to hear me out, before I start to lose it.

About a week ago, I took what seemed to be an easy job. But somewhere things went wrong, and people died. I met up with friends of mine, Sister Mary, Carolyn Fern and Vincent Lee. We went into town, when something seemed amiss. In the eastern parts of Arkham foul....things.... appeared from gates. We went to take a look. Some of us were attacked from the skies, and to make things worse maniacs and those damn cultistlunatics kept trying to steal our stuff during the nights. Don't get me started on these cultists, with their constant yelling about dark powers and apocalypses. I've met them before, stomped some of them, chased some of them but i usually try to just avoid them. However, last week they seemd to be more agressive and they even roamed the streets openly diruing the day. I had to kill 2 or 3, but when they died, I got a feeling something was there, something in the dark, getting more angry with each death and getting more closely.

In the areas with the most strange appearances, I soon discovered a gatelike, shiny hole. I dared to enter it, only to find me in a place far, far away, where I met the craziest things. I managed to get my senses straight, and found some clues. Seems like something is trying to get to this world , to Arkham. It also seems that this something is no good. Nope, no good at all.

I managed to find my way back to Arkham, and destroy the gate. While I was away, the doctor had been busy curing wounds. Sister Mary was investigating "Men in Black" and Carolyn got word of troubles at Brawlers Inn. Brawlers Inn always had some trouble, with all the sellswords there getting drunk and testing their strengths against them, but lately every night 1 of them seemed to disappear, only to be found dead in an ally, a car or under a bridge.

After that, things got ugly fast. Sister Mary's corpse was found at the Men in Black site. The men in Black were however defeated by Harvey Walters, who seemed to be investigating that spot on his own, and he decided to team up with us. Carolyn managed to expose the serial killers, and i managed to get deputized by the sheriff, having troubles to convince that lazy toad until I dropped the severed head of some zombie like things on his desk. He threw me a gun quicker than a bullet could fly.

More reports of gates got in, and we all divided ourselves to close them, meeting the strangest worlds, but getting out of them unharmed. Well, physically unharmed i mean...

But yesterday, in the deep of the night, we heard a terrible scream, not with our ears but in our minds. Some terror, Yigs, appeared in Arkham. Buildings seemed to fade, and we all appeared in some Void. I tell you, i have never ever seen something like this. But my daddy always told me, that there's no thing no bullet can't solve. The four of us fought the terror, who was fast and deadly, but after hours of battling we managed to banish the thing back to were it came from. The portals in Arkham closed, and the next day, all seemed normal. All, but us. I can't help but think that Yigs didn't die, and that he will be back someday.

So I need you to get ready, partner.

Reply: Arkham Horror:: Sessions:: Re: First play

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by The Professor

Joe,

"I understand what you're saying...here, let me pour you a drink. I've been hearing some strange sounds and seeing some pretty peculiar things around this city. You've got my help...what's your plan?"


muthrali,

It seems as though you're enjoying this highly thematic game. I can't in good faith call myself a board gamer...I do play-test and develop military war games, and there have been a host of games which have hit the table in the past, but generally, I play, with any frequency, only the following games: Arkham Horror, Elder Sign, City of Iron (by Ryan Laukert), and The War: Europe 1939-1945. Of those, I play Arkham Horror more than the others combined. Glad you're enjoying the insanity of it all.

Cheers,
Joe

Thread: Arkham Horror:: General:: Arkham Horror and fighting monsters

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by Eden73

Hi, all. I am new to BGG and have a few questions regarding fighting monsters and losing stamina and sanity.
When you fight monsters, do you have to fight the horror part first and if you lose do you not get to fight the monster? (I have played this game a total of 3 times solo and can't find anything about the horror.part in the rulebook).
Also, if you lose sanity and/or stamina your character is "dead" and you have to pick another to start or do you go to the hospital to gain them back?
I apologize for the questions but I hope to get help to make my game more.enjoyable.
Thanks.

Reply: Arkham Horror:: General:: Re: Arkham Horror and fighting monsters

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by scottsboard

Hi Eden, if you fail to evade a monster then you do a horror check,if you fail it inflicts sanity damage,then you fight and if you lose then suffer health damage, if you are at zero sanity or health then you lose half your items and clues and go to either the asylum or hospital,and on your next turn heal 1 of either sanity or health depending where you are,you can also pay to fully heal. Hope this helps.:)

Scott

Reply: Arkham Horror:: General:: Re: Arkham Horror and fighting monsters

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by mccrispy

You make a Horror Check first, then if you haven't gone Insane as a result, you make the Combat check(s) until one or the other of you is defeated. Page 14 of the rulebook covers Horror Checks, page 15 covers Combat Checks.

The event that causes you to select a replacement Investigator is when your Investigator is Devoured. Simply going Insane or Unconscious doesn't do it - you just go to the appropriate medical institution. This is covered in page 16 of the rulebook.

Reply: Arkham Horror:: General:: Re: Arkham Horror and fighting monsters

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by Eden73

Thanks, Scott. This game was a lot harder to learn than I thought it would be! But it's a lot of fun!!
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