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Arkham Horror, Round 2...Ow! Ow! Ow! MY SPLEEN!!

Posted 2nd October 2008 at 06:30 PM by The_Warlock (What The Warlock Thinks...)
Updated 6th October 2008 at 05:51 PM by The_Warlock
Boy oh boy, were we playing some of the phases and rules wrong.

This is the problem with playing the game with someone teaching you the rules without having a chance to really read the rules yourself.

You take what they are saying on faith.

And we were getting FUBAR'd by Ancient Ones left and right for it.

I have since re-read the rules, and those of us addicted to AH have played a round or two each in single player to make sure we caught all the little If/Then rules paragraphs in the back of the instructions.

We all feel much better about the game, and I made a phase cheatsheet so that in the future, the horrors from beyond space and time have the bone gnawing advantages they are supposed to, without us pouring gravy and giblets on ourselves first.

PS: In retribution, we slapped down Yig in a followup round. Hard.

The cheat sheet should now be attached.
Attached Files
File Type: pdf AH_CheatSheet.pdf (35.7 KB, 353 views)
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Arkham Horror...booyah!

Posted 22nd September 2008 at 02:29 AM by The_Warlock (What The Warlock Thinks...)
This board game rocks.

From FFG, I was worried that it would suffer from the complexity and time drag issues that Twilight Imperium and some of their Big Box games can suffer from.

No. It's great. Co-op play versus monsters controlled by a rules, cards & dice system. Lovecraftian/Mythos flavor and rules which flow well in play (though some sections in the manual can be a little on the stereo manual side).

If you like co-op board games with a moderate level of complexity, give it a shot. The production values are excellent. If you ever played FFG's CoC CCG, there is a large proportion of re-used art - however, it's great art, and it's good to see it being used in a quality game.

Drawback - it ain't cheap, and neither are the expansions. But I will say, this one feels worth it.
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