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Arkham Horror isn’t always about stopping the evil one it’s also about creating the wildest and craziest story for your character that you can. You can have them fighting evil monsters as they slowly lose their minds, joining secret societies and exploring alternate dimensions.
Also don’t forget to have fun with the character you’re playing. Ham it up and play your character as you see them doing it, even if it isn’t necessarily the most strategic move. Though do be aware of who you are playing with and try not to annoy other players with pointless reckless actions.
If some one leaves the game, leave their body in their last location to be looted. Or if a monster goes there you get a +1 to sneak past it if you let it feast on the absent character’s carcass (you can’t loot them then).
The rules of Arkham Horror state that for each Encounter Phase, players go through their individual Encounters, then shuffle up the Encounter decks that were used, so that each turn, there is an equal chance of getting any of the Encounter cards from that Encounter pile.
Depending upon our mood at the time, my friends and I will sometimes put the no-shuffle house rule into play. Encounter cards that are used are put at the bottom of that Encounter deck face-up, so that we will know when all of the Encounter cards have been used. Only when all of the Encounter cards of a specific deck are used do we reshuffle the pile. This method ensures that you won’t get the same encounter twice in a row (which can happen in the original method) and that you know from prior experience which cards remain to be played.
This method is just a slight bit unfair (you can tell whether a retainer card is left to be drawn from the Newspaper, for example), but it does make the game go faster. It is less unfair if you throw in expansion decks, however.
An interesting variant to be seized is put to the group who want to get a little more excitement in this game (as if he was not already enough) is to put a Herald, one Guardian and one Institution simultaneously in the same game.
The game features more dynamic and makes you have more factors to chase throughout the game.
Of course if you think that’s too easy, you can put 2 and Herald with a Guardian and / or Institution.
We deal out two random cards for each investigator being played and then choose which one of the two that we like best compared to all the others we’re playing. While this no doubt somewhat improves the odds of winning, it also gives us the opportunity to select a balanced or unbalanced (brawn vs magic) team and still adds some randomness — and opportunities to be surprised with unexpected pairings.
Make sure the players coordinate their character choices so as to have a wide range of abilities, try to avoid having multiple people with very similar characters.
Arkham, while A LOT of fun, can bog down in all of its complexity and rules very fast when everyone is learning to play. The first couple times out, we stalled the game out looking for minutia in the rulebook. It’s very advisable to have an Arkham Horror veteran in the group to lead the players and keep the game going. Better yet, when starting, have each player play a solo game on his/her own time. By playing through once, by yourself, you will hit all the small snags and questions, and be better prepared to play as a team. Arkham can be a lot of fun; it can also be a bit of a learning curve since there is so much going on in the game. Be prepared.
And leave the expansions for later when everyone has got the rules down. The basic game is more than complex enough.
Since Nyarlathotep is pretty much a wimp all around we’ve changed his abilities a little. All Mask monsters are set aside and any time a monster surge occurs a Mask monster is placed on the gate where the surge originated. Also any time a Mask monster is killed raise the Terror Level by one. If a monster surge occurs and there are no Mask monsters to put on the board add a Doom token to the Doom Track. Lastly Mask monsters don’t count against the Monster Limit and never go to the Outskirts.
For those of you new to gaming in Lovecraft country, characters who use brawn over brains usually end up as casualties in games like Call of Cthulhu and Arkham Horror. You’re more likely to find success playing the librarians and eggheads than the soldier of fortune types in this game (contrary to common sense). If you’re just starting, try playing a professor archetype; you’ll stand a greater chance of surviving.
Don’t expect to win or even play correctly. Play your first couple of games solo or with one other player. There are a lot of rules and steps to remember, and most people won’t have fun with the game if nobody has played before. Playing solo allows you to grasp a handle on the rules, the board, and general play so that you can help everybody else have a rewarding experience.
Found this interesting looking site that has plenty of houserules and some game setups that, among other things, should give you a better feel of which Ancient One you’re up against throughout the game.
Find it all at: http://arkhaminvestigations.barkingdoginteractive.com/
Carolyn Fern and Vincent Lee provide an interesting synergy when paired together. The psychologist can heal Sanity loss, while the doctor can heal Stamina loss. The problem is that since they have to be in the same room with another investigator to use their ability on someone else, most of the time they will be using their ability on themselves or letting it go to waste.
If playing a game with both Carolyn and Vincent in play, something interesting happens when you group the two together. This pairing means that as a group, these two can take risks that might otherwise handicap an individual investigator; Vincent can rely on Carolyn to heal Sanity damage caused by encounters or lost Horror checks, and Carolyn can rely on Vincent to heal combat damage or sanity loss through encounters. They can also act as a piggyback duo to help out an investigator who is close to being driven insane or knocked unconscious, though generally you want to have investigators active with different activities.
With these two teamed together, you have some pretty open options. Vincent Lee can utilize spells to round out attacks, and Carolyn can take more of an active combat roll without worrying too much about being able to survive. Neither are tanks, but they can do a lot more once they get properly geared up.
While technically against the rules, minutes are shaves off each turn if people just move their figures simultaneously. Players note aloud if there are any obstacles in their path (Daisy Walker exclaims about a zombie on her way to the library), and preceding players can shove them out of the way (through combat or brains, of course!).
It’s a nice way to just speed things up a little.
Provided the players don’t mind, you can save the significant space the Arkham Encounters cards take up by putting them on the street that connects their corresponding locations. This also makes it easier to find the appropriate card when the encounters phase rolls around.
If you want to “up” the success chances with encounters, skill checks, combat, etc…get “blessed” as quickly as possible. Instead of having to roll a 5 or 6 for success (33% success chance), you are allowed to roll a 4, 5, or 6 (50% success chance). This immensely increases the odds for overall success when a single die-throw is required. This is especially important when clue tokens are at a premium.
My group likes to have an “overkill” aspect to the game. If a monster has a toughness of 2+ and you role successes equal to double the toughness, you just scored a red mist. You could either bring restore you sanity to its max (the reason behind this is that you now see the monsters as less of a threat since you defeated it so easily) or you can do a luck -1 check. If you pass the luck check, you draw an unique item, otherwise you draw a common item.
For fans of the books follows an Investigator Sheet of a very famous character: Calvin Write.
Enjoy it! Click here >
Remember that unstable (red) locations have encounters that can possibly give you an ally! This can be a great way to get an ally without having to spend a fortune in gate or monster tropies!
After a number of Arkham Horror games, and a number of defeats, a valuable lesson has come to the surface.
Players have a habit of all just running around and collecting single clues for the first few turns of the game. This can actually be a very slow process that may not net your team anything in the end.
Instead, have one player start collecting clues to save up to at least 6 (Yes, 6 instead of 5, to have a back up), so that player can close a gate and put down an Elder sign.
Have a second player that starts with a weapon go and start to close gates starting on turn 1. They may not be closed permanently, but it is best not to let the gates build up.
One other person should be given the responsibility of purchasing items and preparing for the longer portion of the game to come. Get a Bank Loan if need be. Just make sure to get set up to do some serious fighting and dealing with nasty Rumors before they get out of hand.
Any monsters on a location with a gate that is closed get sucked through the closing gate. This makes the game a bit easier but is a good rule for new players.