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When we are taking the area cards, we pass it to our next friend so they can read out loud to provide a nice atmosphere for every other player and whatever happens in the card they`ll just know what happens if the investigator pass/not pass the skill check depending on its skill check result. We use to read everything out loud and slowly to make things even more interesting too.
Often players says that four player game is too simple. There is very simple solution. Play as there are five players – draw two monsters when gate appears, change monster limits.
Or use any other rules mentioned here like face-down gates for example.
Then 4-player games could be really thrilling!
When going into random encounters, you’re going to need Luck far more than you’ll need Lore. Keep Luck as high as you can, and only pump up the Lore when you know you’re going to need it that turn.
…don’t worry! There are a lot of rules. You won’t remember them all the first time you play. Keep the rule book handy, download a turn sequence flow chart, and have fun. When you get done read through the rules again. Trust me, it will make more sense the more you play!
In the general rules, it is stated that clue tokens can be used to roll addition dice for skill checks. This excludes using clue tokens for rolls on anything else, such as blessing/curse checks, retainer checks, bank loans, and certain mythos events. For those rolls, you only get one chance, and that’s it.
The extended clue token house rule simply allows a clue token to be used to roll a die in these circumstances; one clue token for one roll of the die, but it must be done one at a time (no spending multiple clue tokens to select the result you want). Be warned: this rule will make blessing and curses much easier to deal with, so it can alter the difficult of the game significantly.
Since my group doesn’t feel that the investigators are quite as well as informed as the game makes them, we put new gates on the board face-down to be revealed only when someone goes into them.
In games that I host, we usually pull out all of the Rumor mythos cards and play without them (especially in small games). I find they are more of a distraction from the story than an interesting challenge and they make the game less fun.
Gaffa at rpg.net has written a good rundown of the characters in the base set. A good place to look if you want a quick summary of their pros and cons: link.
While having physical weapons is good there are a lot of physically immune monsters but relatively few magically immune ones. This makes shopping at the Curiositie Shoppe generally a better idea than the General Store.
Draw a card from the location deck even if you use the location special ability. It feels like more is happening to your investigator(s) every turn.
My group and I are always looking to up the difficulty on Arkham Horror, especially when playing the base game. I noticed that the game has 20 doom tokens. The longest doom track possible is 14 and the rules state that you have to seal 6 gates to win. Now, you can never have a full doom track and 6 sealed gates at the same time, so you always have one extra doom token. So I thought: why not make it a house rule to have 7 sealed gates to win, instead of 6? Sure enough, it makes the game a bit more difficult, and we never run out of tokens (Once we won with 7 sealed gates and 13 on the doom track).
I have never fully understood why the vast majority of skill checks come with penalties. For me they range from annoying to “are you fricking kidding me!?!” A house rule I haven’t tried yet but will on my next play-through is to ignore all penalties (and bonuses) on skill checks. Not on monsters and gates, mind you; for some reason it makes sense to me for there to be penalties with monster and gate skill checks. As for Arkham, Other World and spells, etc., go for it! I’ll report back after a play-through with this house rule to see if it made the game too easy (though I doubt it will).
This is a silly house rule, but sometimes it’s the silly little things in life that make it worth living, no?
This House Rule adds a minor additional punishment for a player having his character Devoured, and adds a Drinking Game Component to the game. Simply put: Any character who is devoured (and thus will force said player to create a new character), the owner of said player must take a Shot of liquor… oh but not just any shot. The key is to find the most odd/foul/noxious beverages that can be found for dirt cheap in an ABC Store (We’ve used Pickle Juice Vodka) and just have it sitting in a corner… waiting… taunting. The horror… the horror!
This Rule adds an additional “Uumph!” to already cruel fate of having your character devoured, and it can be an excellent in the expansions, when you add in Madness and Injury Cards- as a character can survive onwards, but the Devoured’s Draught punishment is still in play- so should a player keep sustaining Madness cards, they’re actually going to be affecting their own real time sanity as well!
*This rule also helps to add a small appeal for the Social/Casual Gamer who might be more willing to try this game out as well!
In case anyone didn’t already know, Fantasy Flight Games has an app to make Arkham Horror easier and quicker.
A large number of players complain about very long games. But the problem occurs when players are sealing gates. Then Mythos Card are still bouncing from Elder Sign seals. It is why nothing speciall happen, and game could be boring. Better choice is to only close gates conserve clue tokens for fight with Ancient One, and from the beginning of the game prepare for Final Battle, which is very interesting with Epic Battle Cards from Kingsport Expansion.
Por ser um jogo cooperativo, muitas pessoas esquecem de delegar funções umas às outras no jogo. Uma dica importante é definir ou nomear alguns jogadores-chave:
– O matador de monstros;
– O mago do grupo; e
– O cara do dinheiro.
Muito útil é logo que começa o jogo é delegar estas funções, pois estes três jogadores-chave é que vão controlar um pouco a procriação incansável de monstros no tabuleiro e ajudar os demais jogadores do grupo.
Assim você consegue “passear” pela cidade recolhendo clue tokens, explorandar portais e ativar funções especiais de algumas localidades sem se preocupar muito com os monstros e a falta de dinehiro.
Uma dica importante no jogo é: Sempre que um portal (ou mais de um portal ao mesmo tempo, dependendo da expansão com a qual estiver jogando) abrir, tenha um jogador disponível e pré-disposto a entrar no portal.
Muitos jogadores ficam acovardados ao querer explorar um portal (principalmente se está com pouca vitalidade e sanidade), mas às vezes ao entrar em portais você pode ter a sorte de pegar uma carta que lhe dê dinheiro, itens únicos, magia ou itens comuns… ou até mesmo passar sem acontecer nada no local.
Já ocorreu em um jogo em que eu jogava de um jogador passar totalmente ileso 2 vezes (sim duas vezes) pelo reino do Abismo (!!!). Sim, foi uma baita sorte mas aconteceu, isso sem ele fazer sequer uma única rolagem de dados.
Para quem não conhece aqui vai uma sugestão de banda para tocar enquanto jogar Arkham Horror:
Nox Arcana
Se não conhece a banda, hora de conhecer, pois realmente dá um calafrio danado escutar as músicas deles em determinadas partes do jogo, principalmente quando o grupo ou algum jogador se dá mal, heheh…
That is all.