Tips & Strategies (119)

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Tips & Strategies (119)

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4
Rated 25 Games
Amateur Reviewer
25 of 27 gamers found this helpful
“Use plastic stands for monsters & gates”

While the title says it all, I’ll briefly explain why I do this. I may have mentioned in my review that the board can appear busy even before anything is placed on it. Start adding investigators, monsters and gates and it gets downright convoluted. It’s easy to lose track of how many open gates are when they are the same circumference as the locations where they opened. Standing them up in unused plastic stands alleviates a LOT of headaches associated with counting gates (monsters as well), especially when determining if I’m nearing the gate and/or monster limit. For those fortunate enough to have a copy of Eldritch Horror and/or Descent 2nd Edition, extra stands can be used from these games as well.

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4
Critic - Level 2
Strategist
Gamer - Level 4
40 of 44 gamers found this helpful
“If all else fails, gear up!”

When things begin to look bleak in terms of gate closing/sealing, my friends and I usually adopt a new strategy: get as much money, and many weapons as you can! We usually start to do this when the doom track has about 2 or 3 spots left. If you collect the right types of weapons for the current Great Old One, your chances of beating him will be drastically increased. We have won the game this way many times, and it is a lot of fun to imagine yourself putting up an awesome fight against the Great Old One. Also get allies that increase your combat abilities. During the battle, when one investigator is about to die, have him pass all of his items to another investigator that turn before he goes. Following this strategy should insure a greater chance of survival in your game!

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5
Gamer - Level 5
Zealot
Critic - Level 3
Novice Advisor
40 of 44 gamers found this helpful
“Fear green and purple”

Unsure of where to go and what to do? It might be worth stopping at a location for a random encounter…but not in the Merchant District or Rivertown (aside from general store). These districts have very few positive encounters, and numerous terrible ones. The Woods aren’t much better. Choose wisely.

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7
Knight-errant
Cooperative Game Explorer
Amateur Advisor
Gamer - Level 6
32 of 35 gamers found this helpful
“We-go for Mi-gos!”

Be on the lookout for Mi-Gos while playing. These monsters are flying monsters which are not that tough to beat. But instead of getting a monster trophy, you will return the Mi-Go to the box and get a unique item instead. Since monsters are popping up all the time, you can get rid of a monster and get an item all in one go, when normally you would need to take two or three turns and spend some cash to accomplish this task.

And since Elder Signs are unique items, you could get lucky and seal that gate early if you find one.

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7
I'm Completely Obsessed
Book Lover
Canada
Advanced Reviewer
24 of 26 gamers found this helpful
“Think Fast and Stay Flexible (and watch out for Kingsport)”

Especially when playing the fully expanded version of Arkham Horror, it’s important to not get yourself locked into a particular plan on how you will win. With a couple different ways to win (and lose) the game, and with each Ancient One having its own combat abilities and effects on game play, things can change unexpectedly. It’s good to pick one path to victory and try to see it through, don’t get me wrong, but with so many things that can go wrong, sometimes you have to be willing to abandon your efforts to shut down the gates and start gearing up for the inevitable conflict with an ancient horror from beyond this world.

The one strategy that is almost always essential in the games I’ve played, though, is to deploy at least one investigator to Kingsport. Of the three expansion boards, Kingsport is the one that will cause you grief almost every single time. While this investigator won’t be much help with gates, having someone keeping the rift activity under control can be a huge game changer, and Kingsport is nearly always trouble. In all my games, I can only think of maybe 2-3 times where I didn’t need someone in Kingsport, or when I pulled the investigator there out to deal with other areas (and one of those times I lived to regret leaving Kingsport unmonitored… short a life as it ended up being)

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2
Gamer - Level 1
39 of 43 gamers found this helpful
“Be a team player”

You can’t win if you don’t help out your fellow players. Remember you can trade money and/or weapons while exploring the board. Make sure to give that magical weapon to a player who can’t hurt physical immune creatures and vice versa.

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9
Mask of Agamemnon
Paladin
The Gold Heart
Cooperative Game Explorer
37 of 41 gamers found this helpful
“Alternative Scenarios”

Tired of playing with the elders ever?

Here are a few links that officers give players alternative scenarios and stories to be played:
Click here to view >

The League scenarios on the Arkham Horror support page have different rules for some Elders:

Check out the scenarios >

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7
Knight-errant
Cooperative Game Explorer
Amateur Advisor
Gamer - Level 6
28 of 31 gamers found this helpful
“Dilettante Allowance”

If you play the game as Jenny Barnes, you get 1 dollar during your upkeep as part of her investigator advantage. This bonus never goes away. She also starts at the Train Station at the start of the game. This puts her in prime position to go to the Newspaper and try to acquire a Retainer. You might ask why if she is already getting money automatically, that you would try to get more? Simple. You need items.

By getting a retainer, you have a chance to get three dollars each turn. That is quite significant indeed, as most of the powerful items can be quite expensive. With Jenny gaining large amounts of cash, she can go to the Curiosity Shoppe and hunt for items that will help the investigators greatly in their fight against the Ancient One and its minions. Since there is no limit on how many items you can carry, she can hold onto them to use or until she can give them to other investigators.

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7
Knight-errant
Cooperative Game Explorer
Amateur Advisor
Gamer - Level 6
28 of 31 gamers found this helpful
“For Science!”

Kate Winthrop’s special ability can be a lifesaver later on in the game. At the start of the game, it’s hard to predict where a gate will turn up. Moreover, if a certain number of gates are open at the same time, the Ancient One will awaken. However, once gates have started to be sealed, there are only a limited number of places a gate can pop up (not counting the gate burst cards, which are in the expansions). You can place Kate at areas where gates have not come up yet to prevent mythos cards from activating them, which will buy you time.

Also, if a gate has not opened in the Woods yet, it is a good place for her to camp out. There are quite a few cards that spawn a gate in the woods, so it’s playing the odds.

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9
I play blue
Football Fan
USA
Advanced Reviewer
28 of 31 gamers found this helpful
“Follow the phases - deciphering the rules of Arkham”

Newer players tend to focus on the game and not give much weight to the phases. The frequently try to combine Phases 3 and 4 (since they are both encounters) and leave misty boundaries between the rest.

Having answered hundreds of rule questions on BoardGameGeek.com and FFG’s forums, the answer that cuts through most questions is “Follow the Phases.” Make sure you are clearly playing each phase as it was defined and answer that rule question in this context.

Encountering a monster on the board? You only fight them in Phase 2. So if you aren’t in phase 2, you can ignore them. Just had an Arkham Encounter that sent you to Another World, do you have an encounter? Yes, these are separate Phases, so where you are at during any given phase, resolve that phase fully.

This mantra usually answers timing and interaction between players as well. Want to drop off an item to an investigator on an explored gate? Will you get drawn through? If you continue moving off of the gate in Phase 2, then you won’t be drawn through in Phase 3 when gates resolve. If you stop moving, then it goes to turn order. If the other player closes the gate first, you won’t have anything to be drawn through.

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3
BoardGaming.com Beta 1.0 Tester
Zealot
Critic - Level 1
Strategist
49 of 55 gamers found this helpful
“Gate frequency and sealing priority”

Out of the 11 unstable locations in Arkham the Witch House, Independence Square, Unvisited Isle and Woods are the most frequent locations for gates to appear. The Graveyard, Black Cave and The Unnamable are medium frequency. The Science Building, Silver Twilight Lodge, Hibb’s Roadhouse and Historical Society are the least common. If a gate opens on one of the most frequent locations sealing it should be top priority since this will lessen the number of monster surges you’ll encounter while closing it will most likely result in another gate opening there and the addition of another Doom token. Medium frequency gates are also a good choice to seal but closing them to prevent reaching the gate limit is a good strategy. The low frequency locations can pretty much be ignored as getting a surge on those locations is fairly rare.

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7
Knight-errant
Cooperative Game Explorer
Amateur Advisor
Gamer - Level 6
46 of 52 gamers found this helpful
“"I'd like to join you, but..."”

Getting an ally in a game of Arkham Horror can be one of the easiest things in the world to do, and it can also be one of the hardest. An ally is a powerful asset to an investigator, and because of this, the price to get an ally at Ma’s Boarding House is quite high: Either 10 toughness worth of monster trophies, 2 gate trophies, or 1 gate trophy and 5 toughness worth of monster trophies. The good part to this bargain is that you can take any ally you wish; the bad part is that you’re using resources that could be spent on other things instead, or be used to ward off an Ancient One’s attack (depending on your adversary).

The alternative method of getting an ally involves having a random encounter in a location that enables you to get one. The problem is that it is a random occurrence, so you can’t rely on getting an ally this way with any sort of regularity. In addition, certain conditions must be met for you to even have a chance at acquiring the ally.

However…if the chance of getting an ally this way comes up, you don’t want to have the chance to gain the ally fall by the wayside because you didn’t meet the conditions. It’s always good to know what you need to do to get these allies so that you’ll be prepared when the time comes. An investigator can hedge their bet if possible; if they know they are going to visit a certain area, they can adjust their skill sliders beforehand or check to see if they have enough clue tokens or trophies. Here is a breakdown of where each ally can be found and what is needed to gain them as a partner:

WARNING: META-GAME SPOILER ALERT – DON’T READ ON IF YOU WANT TO KEEP THINGS A MYSTERY FOR YOURSELF!

OK, I warned you…

Note: All of these conditions require the Encounter card enabling you to recruit these allies to be drawn and resolved.

Hibb’s Roadhouse – Spend 3 clue tokens to recruit Ryan Dean.
Woods – Succeed at a Speed(-2) check or have the Food common item to recruit Duke.
Graveyard – Spend 5 toughness worth of monster trophies to recruit Richard Upton Pickman.
Black Cave – Succeed at a Luck(-2) check or have the Whiskey common item to recruit Tom “Mountain” Murphy.
The Witch House – Succeed at a Lore(-1) check to recruit Thomas F. Malone.
Silver Twilight Lodge – Succeed at a Fight(-1) check to recruit Ruby Standish
Science Building – Lose 2 Stamina (and have Stamina remaining afterwards) to recruit Sir William Brinton.
Historical Society – Spend 1 gate trophy to recruit Professor Armitage.
Independence Square – Succeed at a Will(-1) check to recruit Anna Kaslow.
Unvisited Isle – Succeed at a Sneak(-1) check to recruit John Legrasse.
The Unnamable – Lose 2 Sanity (and have Sanity remaining afterwards) to recruit Eric Colt.

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7
Knight-errant
Cooperative Game Explorer
Amateur Advisor
Gamer - Level 6
26 of 29 gamers found this helpful
“How much for that Bravery in the window?”

In Arkham Horror, being knocked unconscious or going insane can lose you important items, and certain events or rumors can get ride of allies and those monster/gate trophies you’ve been saving up. But there’s one thing Arkham can’t take away, and that’s skills. If you invest in a skill, it will be yours for the rest of the game (or until your character is devoured, in which case, you just lost everything anyways).

If you start out the game with a character that has a high amount of money, I recommend going to the Admin building to purchase a skill. It’s actually not that hard to pick up items for free during the course of a game, and money can be found at the Newspaper or by becoming the deputy. But an early extra skill will go a long way, especially when you can get the boost in using clue tokens for tests.

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4
USA
I play yellow
32 of 36 gamers found this helpful
“Coop to the Max”

This game is not easy, and can be downright mean at times. You really need to work as a team. Everyone should have a dedicated roll that they focus on. Always have someone focused on closing/sealing portals and someone focused on killing monsters. The more players you have the more people can fill these rolls. If you have 5 or more people it would even be a wise choice to have someone who can make money every round to go around gather up clue tokens and buy items for the other two rolls. Good luck!

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6
I play orange
Miniature Painter
Veteran Grader
Intermediate Reviewer
32 of 36 gamers found this helpful
“Include a communal character as a the "Buffer" and help with game difficulty”

If you’re playing with 3-4 players with multiple expansions, the game’s difficulty can increase and players are spread out more and it can be difficult to deal with the environmental or rumor cards that pop-up and also share items, clues and such in a fast enough pace.

So include an additional character to your team that is managed communally by all the players. Typically include a character who’s skill aides the other characters directly; i.e. the doctor or the psychologist.
If the game’s difficulty is too rough, you can state that this investigator does not add to the number of gates that need to be sealed, but this investigator may not attempt to seal gates, enter gates or have encounters. This investigator may only run around and heal, pick up and pass on clue tokens items, and even help clear the streets of monsters.
This is a nice way to include those investigators that are there to support the other investigators without having one of the players miss out on the other fun because they are being commanded to to less exciting things on behalf of the other investigators.

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3
I play purple
45 of 51 gamers found this helpful
“Up the Atmosphere”

This may seem like an odd tip, but it’s worked great for us. Up the atmosphere! Play some creepy music in the background while you’re playing and keep the lights dimmer than usual (while still being able to play the game). Remind the players now and then that the Ancient One is coming. AH is a game of atmosphere due to its heavy theme and it’s by far one of the best co-op games out there, so have some fun with it.

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6
Finland
I'm Completely Obsessed
Intermediate Reviewer
31 of 35 gamers found this helpful
“Know who you are fighting against”

At the start of the game, look at the Ancient One you are fighting against. Does it wake up pretty quickly (e. g. Yig)? Does it have magical immunity? Does the final battle require lots of clue tokens?

These all are important information for your survival. During the game you might want to start preparing yourself immediately to the final battle. Buy lots of weapons that are effective against the Ancient One (physical/magical/spells). Heal yourself to maximum sanity/stamina. Gather lots of clue tokens if needed, but don’t seal the gates. Often times there’s just not enough time to go for victory by seals, so you have to face the Ancient One in a direct combat. If you are prepared, you have good chance of winning.

As an example, I had a game against Yig. I only had one seal when Good Work Undone came into play and Yig already had 6 doom tokens on it. I just started buying weapons and items that boost luck (you had to make a luck check at the end of every turn against Yig). Even though one of the three investigators died, the others banished Yig easily with shotgun and tommy gun.

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5
Viscount / Viscountess
Novice Reviewer
Junior
BoardGaming.com Beta 1.0 Tester
37 of 42 gamers found this helpful
“Money Money Money!”

Short on cash? Visit “The Newspaper”! Once during a game, I got over $10 from sitting on that spot, and I was playing Jenny Bartlett, so I didn’t even need the cash!

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5
Gamer - Level 5
Zealot
Critic - Level 3
Novice Advisor
37 of 42 gamers found this helpful
“Know when to fold 'em”

There will come a point in many games when the awakening of the ancient one will be all but inevitable. At this point, the best thing you can do is not try to resist it. Don’t waste your clue tokens placing that 3rd elder sign when there are only two empty spaces on the doom track.

Instead, spend your time getting ready for the battle! Get some weapons! Gather clue tokens! Grab allies! The secret to winning the last fight is often knowing when to give up a losing battle.

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3
Gamer - Level 3
43 of 49 gamers found this helpful
“Order of Expansion Purchases - My Suggestions”

Arkham’s expansions don’t require you to purchase them in a certain order (Miskatonic excluded) to enjoy them. Questions about what to get next are a pretty common topic on other boards so, here’s my take:

Curse of the Dark Pharaoh- REVISED If you like the base game and want just a little more, this is a good place to start.

Dunwich Horror- my favorite of the town expansions. Lots of new things to do and options for players.

King In Yellow- another small box. Well themed and put together, also pretty cheap.

Kingsport Horror- lots of people find this one the least of the towns, but I like the exploring bit.

Lurker at the Threshold- Another small box, dark pacts are a great addition.

Innsmouth Horror- the town that hates you the most. Great addition that ramps up the difficulty.

Miskatonic Horror- a big box that expands the expansions. Never say no to more stuff.

Black Goat of the Woods- not really a fan. The Cult is more annoying than anything else. My least fave, but it does have more encounter cards for locations which is always good.

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