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Arkham Horror - Storm Knight variant

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15 Jun 2009 01:29 #32180 by sydo
Anyone tried and liked this variant? We tried it on saturday against Cthulhu and it was a piece of cake. 4 doom tokens and no adrenaline in the game, it felt unsatisfying and boring. But a lot of people seem to like this variant, where is the fun in it?

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15 Jun 2009 02:43 #32181 by Mr Skeletor
I've tried it, it was OK. Utterly pointless once Dunwitch came out.

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15 Jun 2009 03:39 #32182 by sydo
Mr Skeletor wrote:

I've tried it, it was OK. Utterly pointless once Dunwitch came out.


Thanks, I plan to buy Dunwich or Innsmouth in a few days. Dunwich most likely as it is said to bring the most into the game.

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15 Jun 2009 04:59 #32183 by mads b.
The main idea behind the variant is to make a game that gets harder as you get closer to the finish line and as such it works quite well. It gives you a calm start and gets progressively worse as you seal more gates. However I do believe that it'll sometimes lead to lots of mythos phases in which nothing much happens doom-token wise.

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15 Jun 2009 12:27 #32216 by metalface13
I've always heard people talk about the Stormknight variant, but I've never been able to find the rules.

Link?

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15 Jun 2009 15:20 #32226 by Shellhead
mads b. wrote:

The main idea behind the variant is to make a game that gets harder as you get closer to the finish line and as such it works quite well. It gives you a calm start and gets progressively worse as you seal more gates. However I do believe that it'll sometimes lead to lots of mythos phases in which nothing much happens doom-token wise.


The Innsmouth expansion does a better job of making the game get harder as you seal more gates. The only variant rules that our group uses are several of the optional rules devised by Richard Launius.

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15 Jun 2009 19:47 #32242 by Mr Skeletor
metalface13 wrote:

I've always heard people talk about the Stormknight variant, but I've never been able to find the rules.

Link?


From memory chage the gate opening rules to as follows:

location empty = add a gate + monster (+ doom token?).
location already has gate = add doom token
location sealed = monster surge

It went something like that. You'll have to look at REALLY early threads on the geek to find it.

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16 Jun 2009 00:42 #32254 by sydo
Mr Skeletor wrote:

metalface13 wrote:

I've always heard people talk about the Stormknight variant, but I've never been able to find the rules.

Link?


From memory chage the gate opening rules to as follows:

location empty = add a gate + monster (+ doom token?).
location already has gate = add doom token
location sealed = monster surge

It went something like that. You'll have to look at REALLY early threads on the geek to find it.


location empty = add a gate + monster
location already has gate = add doom token + monster
location sealed = monster surge
the GOO starts with one doom token ( www.boardgamegeek.com/thread/70828 )

I bought Dunwich yesterday so we will play by the standard rules from now.

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16 Jun 2009 00:57 #32255 by Partizan
I remember trying this variant out a few times and I didn't really care for it. Basically, it takes a long game and makes it even longer.

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17 Jun 2009 08:55 #32329 by joebelanger

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