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Arkham Horror - Storm Knight variant
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- Mr Skeletor
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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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- metalface13
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Link?
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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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- Mr Skeletor
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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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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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