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Arkham Horror: The Card Game» Forums » General

Subject: More players = harder or easier? A poll! rss

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Scott Hill
United Kingdom
Cambridge
Cambridgeshire
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Poll
Does playing with more players make the game easier or harder?
Easier
Harder
      89 answers
Poll created by Scorpion0x17
 
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Christian Kløve
Denmark
Hillerød
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The man in black fled across the desert, and the gunslinger followed
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I answered 'Easier', but I think the correct answer is 'It depends'.
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Scourn1
United States
Pittsburgh
Pennsylvania
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The sweet spot seems to be 2-3.

4 Was pretty bad as a lot was going on. 5 Was nearly impossible. So while the game scales well, it seems to get harder the more people you add
 
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Dee
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After answering I realised that I wasn't sure I fully understood the premise -- is it specifically regarding players, as in plural of human beings, or is it just multiple investigators, so including solo play?

I voted easier assuming the latter (I think 'more consistent' would be how I'd couch that perspective), but if multiple brains have to be involved, I think that both adds a wrinkle (in that you lose full control over proceedings) and adds a boost (in that several brains can be on the lookout for the one combination play that gets you past an obstacle).
 
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Bloody Cactus
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Taking the short narrow view, I voted harder, if you say take the first core quest, BigBad is # * 5hp. With one character you can have one with the best fisting stat... you add a second character, now BigBad has 10hp and you have 1 good Fist character and one middling to mediocre... you add a 3rd character, that's 15hp and now you have 2 middling attack characters. Your party attack damage does not scale as high as the enemies hit points are scaling. Your still only capable of delivering N damage a round, before mythos phase, before other monsters spawn on top of you * number of players etc.

Im not convinced the whole Player Number * X scales well when your card pool is so limited.

Taking the long view, it will work out fine, once you have worked out the puzzle in the quest you can build accordingly and have enough cards to mitigate things.

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mathew rynich
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Connecticut
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Honestly I think this game scales reasonably well. Now I think you need to build your deck differently for a large player count game. I believe the Skills for example are more useful because you have more opportunity to use them and people are always asking for assistance. Since more cards are flying out of your hand to assist each other I also feel like extra card draw is more valuable. Many cards that seem like corner case cards like Cunning Distraction or Barricade become much more useful in higher player count games. I find in lower player count games my hand is frequently full. Also in multiplayer you get the extra complexity of should we split up or stay together. Should an investigator push on in the scenario or go to assist another investigator in trouble. Whether the investigators should stick together or spread out is not a blanket policy in my experience.

Since I do think larger player count games take more planning and coordination I went with harder.
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David Boeren
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Marietta
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Depends on the scenario.
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Rosen Crantz
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Atlanta
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I did vote "easier," but I've really been playing standard as I learn how to use the different investigators and what all of the cards are. Eventually, I'll play again on hard mode.
 
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Jonatan Rueløkke
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Voted easier.

With 2-4 i see it as approximately the same. But it is in my opinion hardest with 1. If you get stuck noone can save you, and its harder to think that 2-4 investigators would get stuck in the same round than one investigator.
 
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Jim Black
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Moraine
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I voted harder, mainly because the more treachery cards you draw, the more trouble you get into (especially in Scenario 2 where doom tokens can ramp up amazingly fast.)
 
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Cameron McKenzie
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The decks matter more than the player count, I think.

A Roland or Skids deck made to solo will have an easy time if it.

A Roland/Daisy/Agnes trio with each deck focusing on the character's strengths will have an easy time of it.

If we're talking starter decks, I think it's easier with more people.
 
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The game scales pretty well, and it's just cool to have a big team because I feel it lets you be more creative in deckbuilding (if you have the cards), buy the one thing that bothered me was just blowing through the encounter deck several times since it does not scale. To me the game is pretty clearly best with two, good 1-3, and I would not play it with 4 because it just gets too long.
 
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David Jensen

League City
Texas
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I think this is easy to call.

With more people you can add more boosts to skill checks. Simply walk together and dominate.

The game does not currently scale well with more players because there is no need to split up.

It would be a different story if Spawn x monsters per player at x locations. But that's not the case.

I'm okay with all this. The card pool expands & the CORE set scenario is basic intro to game.
 
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Danny Frahm
Australia
Brisbane
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Hard with 1 investigator. Easiest with 2. When it's 3 and 4 players someone at the table is going to suck making it harder
 
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Cameron McKenzie
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notyetsuperman wrote:
I think this is easy to call.

With more people you can add more boosts to skill checks. Simply walk together and dominate.

The game does not currently scale well with more players because there is no need to split up.

It would be a different story if Spawn x monsters per player at x locations. But that's not the case.

I'm okay with all this. The card pool expands & the CORE set scenario is basic intro to game.


Four times as many cards to throw at the tests, but you are generally making four times as many tests due to monsters or treacheries, or having to find four times as many clues.

Splitting up can be more efficient too. If you split up to cover (for example) the Attic and the Cellar separately, you avoid the extra moves and the damage from having to visit both individually.
 
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Ian Lim
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Iloilo
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i vote harder.

the more players the more "forgot the name"(treachery card that adds doom token)and also more cultist will come for more doom tokens. so you need to go faster if you want to win.
 
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Dee
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You have more actions available as a pool to deal with those cultists from the encounter deck though. A cultist enemy drawn from the encounter deck (and the Mysterious Chanting treachery) always enters proceedings arm in arm with three subsequent investigator actions (curious Agnes aside).

I think the Ancient Omens card argument is perfectly legit as an accelerated 'timer' problem, though I consider it a natural balance to offset the benefits that come from increasing numbers of investigators on the board, namely being able to more consistently assist other skill checks (goals are accomplished faster as there are less failed checks) and the crowd control efficiency that comes from helpfully engaging or evading enemies out from your buddies' threat areas.
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