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Arkham Horror: The Card Game» Forums » General

Subject: could someone please explain lcg? rss

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Steram Shaw
United Kingdom
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Hi, I love eldritch horror,so I know I like the theme of this. I'm really tempted with this game, my issue is, I've never played a lcg before, so could someone explain in simple terms what it is? I've read things about you have to build your decks etc, does the game teach you how to do that from scratch or does it presume you know how to do it already? also I'm planning on playing this solo, do you have to control 2 players like I do in Eldritch horror and if later, I think my wife will like it, can you start playing it with 2 in future games? any help will be appreciated. thank you.
 
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Mathias Heilmann
Germany
Essen
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Stevieram wrote:
Hi, I love eldritch horror,so I know I like the theme of this. I'm really tempted with this game, my issue is, I've never played a lcg before, so could someone explain in simple terms what it is? I've read things about you have to build your decks etc, does the game teach you how to do that from scratch or does it presume you know how to do it already? also I'm planning on playing this solo, do you have to control 2 players like I do in Eldritch horror and if later, I think my wife will like it, can you start playing it with 2 in future games? any help will be appreciated. thank you.

Heya,
there is some deck building involved, but the game contains standard decks for each of the included investigators that are perfectly fine to begin with. After some games you will know which cards are actually better suited for different uses/scenarios and might want to swap them for another card. Also you can upgrade your deck between scenarios by using experience points. To be honest, the base game doesn't give you a huge variety of cards when it comes to deckbuilding, but that will change with expansions.
I've played the campain 2 times solo now with different investigators (only one investigator played) and it works totally fine. I suspect that it might be easier with two, though because of synergy effects. (You can still adjust the difficulty in other ways if this is true.)
You can totally play with 1 investigator at first and another time with two. You can even change the player count between two scenarios in the same campaign, afaik.
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Steram Shaw
United Kingdom
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Thank you, so it walks you through how to deck build ? as I say, I've never played this type of game before. thanks again
 
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Richard Ashley
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The real fascination of LCGs is how the characters you play develop as the game progresses. They actually 'live'. The same character could succeed or fail at the same quest more than once, and it will have a different effect on that character in the future. This does involve a bit of deck building, but as Mathias explained, it is a simple ongoing process. If you enjoy it - I am sure you will - you might try the rather more involved game of Lord of the Rings. Cheers!
 
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Simon C
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Stevieram wrote:
Thank you, so it walks you through how to deck build ? as I say, I've never played this type of game before. thanks again


The game gives you the rules for deckbuilding (which are quite simple) and some starter decks, but no more explanation about how you might think about deckbuilding. The simple recommendation for that is to play some games, then ask yourself "what cards did I get that I didn't find useful, what things did I feel my deck lacked?" Then find cards that do the latter and replace the former with them.

With one core set I don't think there's much room for deckbuilding outside of the specified decks to start, but you can either get a second core, or some expansions when they're out, and that'll give you choice.

You also update your deck between games within a campaign, involving switching out some cards for others based on experience points. Again the rules explain how to do this, but not necessarily what the thought process is. Just try some builds and see how it goes!
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Steram Shaw
United Kingdom
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Thanks. it's now in a check out basket.
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Phoenix Bird
Antarctica
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You don’t need to know anything about Living Card Games to buy the Core box and have fun.

It functions as any other FFG game except you know that it was designed to be expanded... often!

When you buy an Eldrich Horror expansion you generally put all of the new stuff into your game or not (barring new investigators you may want to dip into).

But with a Living Card Game you can decide on a card by card basis.
There is also a new scenario for you to play each time too. Like a Kinder Egg.

And the game is designed to be experienced as an ongoing, persistent storyline. So when you finish one game you keep the setup of your investigators and then put them into the next game, as opposed to packing it all away and restarting afresh each time you play.

But it’s not like a legacy game where those changes are permanent* You can restart as often as you like or have two or three campaigns on the go at once with different friends.

Again, like any FFG game it tells you how to set it all up and what cards go where to start playing. Then it encourages you to swap out some cards, for next time you play. Maybe you want more guns next adventure, or you could specialise in spellcasting or investigation, possibly grab a handy Elder Sign Amulet.

Think of it like ordering Pizza. FFG gives you a handy menu of set items you can start munching on right away. And you never have to mix it up if you don’t want to. But there is always the option to “Create Your Own.”

Although if you want Double Pepperoni you will need to order a second core set.

Everything you get in the box is fixed and so is each expansion, it’s not random like a Collectable Card game like Magic: the Gathering** so you know what you are getting.

If you don’t like the Core game put it on eBay because the entire world is sold out and someone will buy it from you. Even second hand.

Phoenix





*Except for Iron Man Arkham, but the first rule of Iron Man Arkham...
**(think of Cards against Humanity crossed with football stickers)

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Pauli Vinni
Finland
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In all Lcg the rules dictates how Many cards you can / must have in the deck. They Also say what kind of card you can use and how Many of each individual card player can have in the deck. Sometimes there Are some special rules incolved, like in this game there Are some character based rules what you can and must have in the deck.

Try first premade decks then read the deckbuilding rules and if after that you need advise. Ask in these forums. By then there will be Many tips what to put in your deck.
 
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ParisianDreams
Canada
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https://boardgamegeek.com/thread/1656287/newbie-guide-arkham...
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Dan Gillette
United States
New Richmond
Wisconsin
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Let me walk you through your first deckbuilding with Arkham.

You decide to play solo with Roland Banks. You look at the rulebook and decide to use their suggested starting deck and build your deck accordingly. After the first scenario you are awarded 7 XP for a job well done. You look at Roland and decided that you want to shore up his weak Sanity stat, especially now that you have taken some mental trauma. You look through your cards and see that you can buy an Elder Sign Amulet for 3 xp that will give you and extra four sanity, doubling your sanity! You decide that this is too important for you to have just one of, so you buy both for a total of 6 xp. Next you go looking for something to spend your last point of experience on. You decide that it never hurts to have more ammunition for your sidearms, so you buy one copy of Extra Ammunition to keep your .38 special topped off.

Now that you've decided what new cards you want we have to make room for them in your deck, as Roland has an exactly 30 card deck (plus a few fixed cards, but those aren't customizable). If these cards were a straight upgrade to an existing card (like level 0 Beat Cop to a level 2 Beat Cop) we could just swap them out, but as this isn't the case we have to replace some other cards. You decide that the skill boosters are just a bit too expensive to use and decide to replace both of them. You also don't really need two copies of the Knife, as Roland has much better weapons available, so you remove one of those cards as well.

You have just completed your first Arkham deck building experience. Now it's time to move on to the second scenario and hope you made the right decisions.
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mathew rynich
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Connecticut
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The important thing to start with is that an LCG is a collectible card game in the same genre as Magic The Gathering or Pokemon. The big difference is LCGs are fixed distribution rather than random distribution. You don't buy random packs trying to hunt down rares or pay an arm and a leg for a rare on the secondary market to complete a deck you are excited about playing.

The LCG (Living Card Game) format was developed to service an older, jaded CCG (Collectible Card Game) player who was tired of the hang ups that come with random distribution. They just want to buy expansions and be ensured that they have access to the entire card pool. Thus you have the freedom to deck build with the entire card pool.

LCGs usually have some pre-game deck building or theory crafting assumed. You show up to matches with your custom built deck and either play with people in a co-op LCG (like this game or LOTR) or against people in a tournament for the competitive LCGs (like netrunner).

LCGs have a core set that usually forms the core of the card pool at the beginning of the game. Lately they've been moving to including 1x of each player card in the core card pool. The cap for including the same card in your deck is particular to that game. In this game it's 2x copies of the same card. Thus buying multiples of the core is common to fill out what is termed (a full playset). After the core FFG puts out two varieties of expansion. The expansions all have 2x copies of each card for Arkham Horror so buying multiples is not needed to get a full playset. The types of expansions are deluxe expansions and the packs. Deluxe expansions contain more cards and usually introduce something new to the game like a new faction or mechanic. In Arkham Horror the Card Game you play co-op against a scenario. Each scenario is part of a campaign. The core contains 1 complete campaign. After that each new campaign will consist of a deluxe to start off the campaign and a series of six packs that form the rest of the campaign. Each will include a scenario and player cards to expand the game. Releases are usually monthly so we can expect to see something new for this game each month barring shipping or production hiccups.
 
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Emily Dickinson
United States
Utah
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The one important point I submit in addition to the excellent information in this discussion is that this is very firmly a co-operative game in which it is very explicitly not necessary to get the most points. Playing on Easy gives the full experience of the game, and ending a scenario in what feels like a loss does not mean you did anything wrong or have to rebuild your deck and start over. The game is a story, and the Lovecraftian theme means that getting to an ending in which the world comes to an end does not mean that anything is wrong with the way you played.

Have fun!
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