Added: 6 months ago
From: RodneyJSmith
Views: 2,642
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  • The kid really see the situation in his imagination!... XD.

    The only problem i think of this game it´s the easy way to put and retire cultists...But it´s ok the rest.

    Keep the good videos, i see all!

  • the underlying problem with cultists is that they are pansies. Everything else in the game outperforms cultists at both dealing damage and dishing out horror. It seems to me that the keeper is in just as much a position where they need to discover how best to accomplish their objectives every game. This map is super clever because depending on your story the keeper will often do things totally counter productive during their first turns. This to me is the best thing about this game.

  • I'm glad to see that you are getting help form your local gaming shop. It is always nice to see something good happen to someone who genuinely wants to help others.

    Two days ago I was looking into buying a new board game for my friends and I. I came across a cool site, which ranks many games based on all types of factors. I saw this one and was really curious about it.

    Your videos gave me the insight I needed. I bought the game today and have plans to play Friday. Thanks

  • @gasol18 Fantastic. That's what I'm hoping for!

  • I was quite hesitant to buy this game, but upon watching your video series I immediately placed an order and also bought expansion pack as well. I'm super excited to play this game as a keeper and be super awesomely cruel mwahaha!

  • @cainschwartz It's the only way to play :) I want to pick up those expansions too!

  • @cainschwartz I'm going to pick up the expansion ASAP, but they really should also release a REAL expansion pack, with new maps, new creatures and new ways to horrify the players.

  • I was also going to suggest swarming them with cultists. But the Shoggoth plan sounds even more awesome. Don't you also get a Cthonian if you get 4 cultists in the Chapel? Move them en-masse

  • @IronSyndicate Problem is I must spend 1 threat token to move a cultist 2 spaces (and I can only do this once per cultist). So I can't easily move 4 cultists into the room - particularily because I handicapped myself at the start of the game by saying I would only draw 3 threat instead of the nomral 4 I would get (to help compensate the players for not being able to discuss strategies and adjust on the fly as things happen).

  • @RodneyJSmith Once it's a Shoggoth you will only need 1 thread to move a 3 cultist worth creature. Also, he's nice for horror.

  • Also I think drow metal is right bringing out a shoggoth would event hings up nicely. The cultists are kinda push overs as they are.

  • My advice would be to gather as many of the cultists as you can at BOTH of the altars you've got. Don't move them into attack yet just build at least 4 in both locations. This will have a couple of positive effects. For one thing your investigators can't just gang up on one cultist and take it out the way they have been. Second to go after one they'll have to move out of the starting square giving you the chance to move others in.

  • @kmeares1 Perhaps combining this with a plan to convert 1 pack of cultists into a Shoggoth would be useful. Good ideas everybody!

  • @RodneyJSmith Agreed. I'd also suggest holding on bringing the shoggoth out till you see if the party goes for one side or the other. Use the Shoggoth as bait if your lucky you'll get the cthonian out (and btw I beleive they come from under the earth and the dreamlands not from Hell Lovecraft was very much an atheist his monsters are more alien then pretenatural) and catch them between the two monsters.

  • Cool! No rules mistakes on this one, I think.

    Gather some cultists, sacrifice them to Cthulhu and bring the evil Shoggoth into play! They can't win if they can't breath. Kill them all!

    There was one thing that came into my mind. Dying before the objective card is revealed is kinda OP. You leave a hurt and insane body to get a new one just before the grand finale. You can even just go and pick up your items (having more items!). A dead player should be dead forever, no matter what.

  • @drowmetal IT is a potential strTegy I've heard players use. In long-ish games, designers often try to avoid having players get eliminated, because it reduces the fun-factor significantly. If you get killed in the first few turns, it's a downer you you and the other players to have you sitting there unable to play.

    It probably is OP, but on the other hand - some objectives allow the Keeper to win if she kills a certain number of investigators, so players risk losing if they do that often.

  • @RodneyJSmith I say this because one of our players (wich is pretty good at strategy) when they were about to discover clue 1 at one of our games, he intentionally "suicided" by trying and failing evade tests. He had about 2 hitpoints left and got a full HP and Sanity character to fight the final boss. I'm thinking about re-balancing this. Should new investigator's arrive at the mansion they would have no Skill Points and/or starting equipment, or something like that.

  • @drowmetal Suicide by deliberately trying to fail evade checks doesn't necessarily work; the Keeper can choose to waive the damage caused by a failed evade check (page 14 of the rules: "If he fails this test, the Keeper *may* have the monster damage the Investigator..."). If you want to commit suicide, you have to find some other source of damage - such as fire.

  • @garyaduke Holy Sh... I really didn't think about this. And I knew that, just kinda forgot it during the game.

  • Yes, 2nd view...1st post. As per rules a player may pick up dropped items as an explore action and does NOT have to be in the same space as the item. So all good there. You need to have Gloria make a Horror check for the new Cultist that came in the room.(do not forget that she can not have more than 1 piece of equipment)

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