|The Ancient Ones Rise from the Sea at Innsmouth
The Second Preview for Arkham Horror: Innsmouth Horror Expansion
|Arkham Horror | Published 23 April 2009|
I met also that which had been her grandmother. For eighty thousand years Pth'thya-l'yi had lived in Y'ha-nthlei, and thither she had gone back after Obed Marsh was dead. Y'ha-nthlei was not destroyed when the upper-earth men shot death into the sea. It was hurt, but not destroyed. The Deep Ones could never be destroyed, even though the palaeogean magic of the forgotten Old Ones might sometimes check them. For the present they would rest; but some day, if they remembered, they would rise again for the tribute Great Cthulhu craved. It would be a city greater than Innsmouth next time. They had planned to spread, and had brought up that which would help them, but now they must wait once more. For bringing the upper-earth men's death I must do a penance, but that would not be heavy. This was the dream in which I saw a shoggoth for the first time, and the sight set me awake in a frenzy of screaming. That morning the mirror definitely told me I had acquired the Innsmouth look.
So far I have not shot myself as my uncle Douglas did. I bought an automatic and almost took the step, but certain dreams deterred me. The tense extremes of horror are lessening, and I feel queerly drawn toward the unknown sea-deeps instead of fearing them. I hear and do strange things in sleep, and awake with a kind of exaltation instead of terror. I do not believe I need to wait for the full change as most have waited. If I did, my father would probably shut me up in a sanitarium as my poor little cousin is shut up. Stupendous and unheard-of splendors await me below, and I shall seek them soon. Ia-R'lyehl Cihuiha flgagnl id Ia!
Once more we return to the haunted town of Innsmouth, this time to stare into the face of true madness. Ancient and evil, beings far beyond our comprehension are awaiting release into our dimension. The Innsmouth Horror expansion comes jam packed with them, featuring eight new Ancient Ones to terrify and destroy this quiet town by the sea.
The names have been scrawled in legend and evil tomes throughout history. Chaugnar Faugn, Bokrug, Nyogtha... each name capable of destroying the mind of the unready. Featuring new powers, and new ways to devour investigators, these are the toughest Ancient Ones to ever grace the game.
Click on the image to the left for a larger version.
Rhan-Tegoth is a wicked foe. The -4 in combat isn’t too bad, and physical immunity can be overcome. Gnoph-Keh are bad enough, and with Nightmarish 1 are even worse, but aren’t super common. The first danger is in his Insatiable Hunger ability. Every time a Cultist is drawn from the cup, it is placed on his sheet. Then the terror level goes up one, and a doom token is added to his doom track, and a replacement monster is drawn instead. Nasty! Once battle starts, Rhan-Tegoth gains two extra doom tokens for each Cultist on his sheet. As if that wasn’t enough, his attack targets the investigator with the highest Stamina, sorry Michael, Mark, Monterey and Morgan (Tony, I had to keep up with the M theme). Roll dice equal to your Stamina, for every success you roll you get to keep one Stamina, for each failure you must score an extra success in order to defeat him!
The stories of Arkham have been covered, and now the Ancient Ones have reared. Much is to come, do you possess the mental strength to press on?
To check out the first preview of Arkham Horror: Innsmouth Horror, follow this link to "Story Time."
Arkham Horror is a boardgame of mystery and madness set in Arkham, Massachusetts in the 1920's. Players investigate the strange happenings about the town and race to prevent ancient evil from surfacing. Playable with 1-8 players.
Today is Israel's Independence Day, so I think we deserve another spoiler. Please? You will make my (and all of ours) day.
No no no. Every stamina he drains requires 1 more success to defeat, just like it says, not to remove eah doom token. So, with 4 investigators, for exapmple, you need 44 success to defeat him, right? so let's say he drains 8 stamina. that means that you now need 50 successes. It's easy to keep track: every stamina he drains you place its token on his sheet. Then you play normally. Once you remove all of his doom tokens you now need to remove the stamina tokens, on a success-to-stamina ratio.
Confused I roll against him and suffer (for example) two failures. Does this add a +2 to EVERY doom token I want to remove thereafter (which is then subsequently increased by more rolled failures every round)? Or does it just last through the turn and is then reset the next time Rhan attacks?
ahh i've just realised the main problem that even my reasoning can't overcome, and thats when mike or leo are on their last point of stamina. they'll never loose it.
mmm.... problems, well the game is at the printers now so don't print it, change it !...too late?
or create another non board expansion maybe something around senarios and put a free errata'd version in it
or print correct versions and allow game owners to send in the broken AO for a new free errata'd version (Decipher did that with one of their star wars cards that had been printed wrong)
here is my thoughts on this.
firstly the investigators are picked before the AO is picked and revealed. so unless you play with Leo and Mcglen every game then it's a remote chance. however you may be playing a scenario where this Ao is known from the outset or simply deciding to use him in the next game. this brings me on to point two
secondly i think logically the special ability of those investigators is used against a total of losses per action per source. so the AO 's attack is one action from one source no matter how many dice are rolled and failed it's simply one attack. if anything the investigator card should be clarified read all stamina losses from one source are reduced by one point.
consider a single bee attacking someone, the sting itself is like one stamina loss and its easy to ignore. just go and get a plaster. however a whole hive of bees stinging someone in a single attack is a different matter and could kill the damage here is not so easy to ignore.
if you adopt this approach then every turn there may be a different character with a high current stamina (current at the time of the AO attack) in this case the AO isn't broken and the investigator ability isn't broken either.
this is how i always play Mike and leo,
Another thought: while the card does say "1 stamina for each loss", what if the reduction is made against the total number of losses? So if McGlen loses three times, then he can reduce it to just a loss of two stamina. That way he does get a benefit from his ability, but not as great a benefit as if it were (reduce 1 stamina loss three times) = (no loss).
I like him.... Now why don't we get a few fixes for the weak but better known (at least in Lovecraftian stories) AOs.
News from the horizon:
"You can't reduce or lessen [Rhan-Tegoth's] stamina loss by any means"
Sorry Mikey. Hope you like being a puddle!
or each investigator must make a X+1 check where X is their current stamina.
I guess one fix would just to remove "current" and replace it with "starting". That way all the high stamina people have to roll 6-7 dice everytime. They would quickly be killed (even with damge reducing abilities) then it would cycle down to the next set of investigators with 4-5 stamina and then finally 3. Since only one person would be attacked each round this still leaves plenty of time for people to rack up 44+ successes although not much time.
Kevin, please address the McGlen/Leo problem that Kroen brings up! Is there going to be a special exception in the rulebook, or do these Investigators indeed break the AO?
Yes, but you have to agree than an Ancient One that can never kill two investigators if Epic Battle variant isn't used is a really bad design. Sorry, Kevin, unless there's something in the rulebook about it? In that case we would like to know.