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Eldritch Horror MEGATHREAD
- southernman
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Gary Sax wrote: ^the first expansion provides a bunch of extra investigation encounter cards for the base game GOOs and adds two mystery cards for each base game GOO.
Ah - that probably explains why the AOOs in my small expansions have more Research cards ! Have to look harder for Forsaken Lore.
Also definitely re: getting to other boards with few players. Not likely to happen. Traveling is pretty costly/difficult in this game relative to AH.
Doing the Arkham expansion boards is fun and easy with the Arkham movement mechanic.
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Of the two you got, Southernman, which do you prefer? Which one had Focus?
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- southernman
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Gary Sax wrote: With just forsaken lore I'm pretty happy with the game. I figure if I play it like 10+ more times I might go for another expansion... but probably just a small box? Any of the big boxes good? Which ones? Upthread I think people had mixed feelings on them besides beefing up the key decks with variety.
Of the two you got, Southernman, which do you prefer? Which one had Focus?
Strange Remnants had the focus - they are both about the same except Strange Remnants has an Adventure mechanic plus a new encounter deck for its AOO while Signs of Carcosa has Impairment tokens (opposite to Improvement)., both have Prelude cards (changes the initial setup). We have only played the base AOOs so far but probably would say Strange Remnants .
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That said, there is WAY too much shit in EH that delays you or otherwise prevents you from acting or performing actions---the same or worse than AH. It's a bit infuriating. It makes me want to do 2 investigators each but I must admit I like the game speed and manageability of two investigators.
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- SuperflyPete
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My conditions are all sorted alphabetically, but I made a deck with one copy of all of them specifically as a randomizer deck. If you wanted to be "thematic" you could tune it for mostly bad or all bad.
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A beef I am having in the game is that travel is hard... which I really like in principle because it makes the parts of the board very distinct and travel quite strategic.
But it's like the way the game rolls is that gates open all over the board constantly make travel choices not strategic but almost pointless. Almost every game I've had has 4-5 monsters stacking up at about 8 gates all over the world by the end (all losses but 1). But on the other hand, there was no real time that I could have run around closing those gates and killing those monsters to do better---you have to solve mysteries and get clues! Moreover, gate encounters are HARD, requiring two successful tests and often a clue expenditure on top of that. Moreover, another gate is likely to open next mythos so what's the point? Killing monsters is largely pointless too, its only utility is to get to the gates underneath them and since you'll be buried in a wave of monsters shortly regardless of what you do there isn't much point in trimming them down or anything.
Part of this could be a 2 player problem, so I may be backing down from my previous "2 player setup is totally viable!" position. I think it's viable on some level to win, but it's not very... diverse? You're just going to have to let every gate open and blitz at mysteries and just enough clues to solve those mysteries and rumors, you'll never have enough actions to do any sort of gate or monster management.
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- southernman
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- southernman
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Gary Sax wrote: ^Yeah, I'd love to hear any advice you have. I just played another 2 player game (solo) with the monster creating guy and just got completely buried. I even managed to get a completely world beating monster hunter in Lily Chen (6 strength, badass sword) but she just couldn't move around fast enough to do anything.
Well (remember I'm just six games in but we are winning now) here's how I see it:
1. Concentrate on what makes you win -> Completing 3 Mysteries before Doom hits zero (so two things to do there, complete mysteries and stop Doom progressing too fast)
2. Watch out for what makes you loose and adjust 1 when necessary -> Insta-lose Mythos cards, Doom moving too fast, Mythos cards being used up.
3. Buff your investigator when possible.
4. Work together (one of the reasons why I lost with my non-co-op euro group). Last game one guy was teleporting us around taking sanity hits, later I stayed Lead Investigator and take some hits and then when not Lead Investigator took more hits to prevent the Lead getting conditions as he was important to finish a mystery.
5. Don't roll crap
But it's an unforgiving luck game and it is not hard to have your investigator screwed badly from a poor dice roll or just from a card - there is one Mythos card that basically defeats an investigator (removes all strength and doesn't allow you to prevent it).
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Thanks for the tips, I need to think harder about my priorities during a given game. The closing gates/solving mysteries dichotomy is hard to get right, especially with 2 investigators.
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- southernman
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Poor dice being more destructive than Arkham but with less clues around is the likely reason they introduced the Focus action in the expansions, you bloody need those re-roll tokens ! If you don't have the expansions with them just grab a handful of your good old pennies and introduce the Focus action to your game.
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And to finish off a crushing day we were smashed in Space Hulk: Death Angel as well.
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