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Yeah, Situation 3 was kinda implicit, the problem was Situation 2, as you see, so, a rewording is really welcome :-)
Clearly, you have to design one investigator to force gates to stay in their place / return to nstable locations. Plus, this adds a lot of interesting points: you can use investigators to have gates moving to more interesting locations. for instance, in an Atlach game, it could be good moving a gate from the Witch House to the Twilight Lodge so that an eventual seal is prevented from bursting
Actually, it's good to see that this thing that started as a joke, has become a Herald that's fun to play with :-)
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
Custom Arkham Horror material / Arkham Horror Fan Creation League Scenarios
Here's the revised Pacman Horror. I rephrased the last sentence of the "Power Pellets" rules. Hopefully, the rules are clearer in this new version. I also changed the "Game Over" rules. If there are three clue tokens on the herald sheet, the investigators instantly lose the game instead of awakening the Ancient One. I think this is more thematic. For the gameplay, this doesn't change much, as it is highly unlikely that three of your investigators will be devoured by a stalking gate.

Medium resolution --- High resolution
Additional clarifications about the rules:
- Only investigators with an elder sign or sufficient clue tokens are immune to being devoured by a stalking gate. Power tokens or monster trophies (for William Yorick) do not count.
- A stalking gate in a street area is immediately returned to an unstable location when an investigator who matches the above description enters that street area. Return the gate to an unstable location according to the rules before fighting or evading monsters. The investigator is not required to end his movement in that street area in order to return the gate to an unstable location, and may thus return several stalking gates to their unstable locations in a single turn.
- In general, ties are broken by the first player. For instance, if a stalking gate can retreat into several unstable locations, you are free to choose which one.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Julia said:
Yeah, Situation 3 was kinda implicit, the problem was Situation 2, as you see, so, a rewording is really welcome :-)
Clearly, you have to design one investigator to force gates to stay in their place / return to nstable locations. Plus, this adds a lot of interesting points: you can use investigators to have gates moving to more interesting locations. for instance, in an Atlach game, it could be good moving a gate from the Witch House to the Twilight Lodge so that an eventual seal is prevented from bursting
Actually, it's good to see that this thing that started as a joke, has become a Herald that's fun to play with :-)
Done!
Nice, I didn't even think of that. Maybe this herald can be used in other ways I also didn't think of.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
My group were disappointed by the default difficulty of Kingsport Horror so i designed this Herald:

| Page 105 of 105 (1564 messages) | « First page... 102 103 104 105 |