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Tibs said:
Dam said:
"Cursed Relics" is pretty much the only card that really needs EI.
Don't forget everyone's favorite environment card, Clothing Drive!
Heh... You know, the mummies do have +1 evadibility, it's actually pretty fun trying to dash through the streets while dodging them :'D
Also, re: exhibit sissification
::Shrug:: I don't think it would be *too* unfair to allow people to draw exhibit items on a roll of one instead of a unique item (when instructed to draw unique items outside of shopping scenarios). That would make the exhibit deck slightly more used (and frankly, I'm annoyed how little it's seen these days with all expansions mixed together, so I'm considering adding this as a house rule) but still fairly rare and hence, not guaranteed salvation even against something like clothing drive or cursed relics.
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
I have never played with all of the expantions at once because those that I play with do not want to because they think it will take to long. Could anyone inform me as to how long a game like this lasts? Our usual is about 3 to four hours with four to eight players with one board expantion.
sertaff said:
Using the King in Yellow herald can speed up gameplay if you opt to place the yellow signs on the doom track. But you'll not always want to do this. I think, if you're happy to let the game end with final combat, you can accelerate the game easier when using more expansions.
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Give the Library the special ability: Warehouse Storage: Instead of having an encounter at the Library, you may choose to pay $4 to draw one Exhibit Item.
Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
sertaff said:
I have never played with all of the expantions at once because those that I play with do not want to because they think it will take to long. Could anyone inform me as to how long a game like this lasts? Our usual is about 3 to four hours with four to eight players with one board expantion.
As long as you keep up on maintaining the effects of all the boards (rifts, dunwich horror), it does not take much longer than the base game at all. A lot of the expansions serve to make the AO awaken faster, which would make the game shorter.
"Ashcan" Pete will take that off your hands when you're done with it.
Charlie Kane would befriend a strangled cat if given the chance.
Finn Edwards has very deep pockets.
Hank Samson does not care that you've mastered time travel.
Lily Chen can punch a hue.
Lola Hayes is the world's best Egyptologist.
Mark Harrigan is very good at hedge mazes.
Michael McGlen has never experienced an earthquake.
Minh Thi Phan makes group hugs empowering.
Patrice Hathaway plays songs you can't get out of your head.
Tommy Muldoon is most qualified to be deputy, yet for some reason nobody want him to be.
Tony Morgan sells meat out of the back of his van.
Ursula Downs can shop at an empty store.
Wendy Adams always wins at hide and seek.
William Yorick has a Bachelor's in Cryptozoology—no wonder he can't find work.
Wilson Richards will paint over anything for a dollar.
Zoey Samaras can torch a fire vampire.
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