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Tips & Strategies (6)
Tips & Strategies (6)
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When facing Glaaki keeping the Terror level in check becomes VERY important. Every time an ally is returned to the box a Servant of Glaaki comes into play robbing the investigators of clues, items etc. and if all five Servants of Glaaki are on the board and you need to place another one Glaaki wakes up.
First ignore your usual sealing priority! If a frequent gate opens waiting for someone to have enough clue tokens to seal is risky. While the gate remains open the chances of a monster surge are quite high which can lead to a rapid increase in Terror. If no one has enough tokens to seal just send someone in to close it while the other investigators go about gathering clues and the Gate tokens from closed gates can be used to get more clues from the Science Building.
Second leave lower frequency gates open until they can be sealed. The low frequency gates are the best places to seal since getting a monster surge from one of them is unlikely so leaving it open generally won’t affect the Terror level.
Third have a dedicated monster hunter. Get him geared and let him loose on all the nasties on the board. Keeping the monsters from going to the outskirts and eventually increasing the Terror level will make winning much easier. Use the monster trophies to get Deputized ASAP as being able to go to any location makes your task much simpler.
If everything goes to **** and it becomes apparent Glaaki will wake up soon still work to keep the Terror level down before it wakes as that will give you more time during Final Combat.
A simple house rule I immediately put into effect with this expansion:
When sanity/stamina is reduced to 0, investigator -must- draw from the appropriate madness/injury deck rather than choose to discard half of his items.
Justification:
First off, Arkham is a theme game and I believe the madness/injury cards make a great deal of sense for playing in the Cthulhu universe. You’ll certainly see them if you play the Call of Cthulhu RPG. Honestly I (almost) enjoy pulling a madness card because they are generally interesting and give the character flavor. For example, a favorite is “Drug Addiction: Must pay one dollar every upkeep or receive 0 focus.” Clever.
Secondly, being able to choose to discard half your items I believe is a cheap “out.” Have zero items? Have more-or-less useless items? Often (I’m not saying always, but often) I wouldn’t blink at losing half-round-down my items. Plus, it just doesn’t make sense. What I dropped them on my way to the hospital?
A gate opened and monsters are out on the street? Don’t panic!
Seriously, you’re not in that much trouble. In order for the Dunwich horror to awaken, you need a black, red, or purple monster to show up (yellow never move and green generally don’t move onto the street), then it needs to get the right movement combination to move into a portal, and then it needs to happen two more times in order for the Dunwich Horror to awaken.
All in all, it’s not likely to happen quickly. I’m not saying you shouldn’t keep up with it if a gate opens up there, but you don’t need to panic and focus on that exclusively. Just send up a person to kill some monsters and close gates. That’ll do.
While going head to head with the Dunwich Horror in combat can be a grueling and often fruitless undertaking three quite easy ways to lay the big guy out are Bind Monster, Blue Watcher of the Pyramid and Flute of the Outer Gods. While Bind Monster requires you to pass a spell check equal to the Horror’s toughness (with a +4 bonus) both the Blue Watcher and the Flute are guaranteed wins.
Professor Rice adds a clue token to each unstable location without a gate so getting him when there are few or no gates open can make things much easier for the investigators. If you’re low on clues and have enough trophies to get him at Ma’s he is well worth the cost.
This expansion includes task and mission cards which require you to spend turns on a few spaces for a reward. The rewards are not at all worth the turns it takes to complete them so they are a pain to draw from the unique items deck. Simply remove these cards for a much more enjoyable experience with this expansion.