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Holy smokes. We actually won a game of TKiY! How is this possible?! We're terrible. Beyond terrible. We're so terrible that the only explanation I can come up with is that the Great Old One took some form of cosmic pity on us and allowed us to have a taste of victory after so many horrible, horrible beatings.

It went like this. We chose Nyarlathotep, the Crawling Chaos, because we never get to see the masks in play. Unfortunately, that didn't change, because we still didn't see any play, but ah well. I randomly chose Wilson Richards, the handy man from Dunwich Horror (I love this guy -- definitely one of my favorites because of his starting gear), and Harvey Walters (my favorite spell chucker). My girlfriend randomly chose Dexter Drake and Michael McGlen. Not a bad team, really. Two strong spell-casters and two beat-'em-ups. The spells in TKiY really add to the abilities of spell-casting, too, and ended up contributing a great deal to our eventual victory. Arcane Insight FTW!

So, after set-up (we played permanent performance style, so it may have added a little bit of ease to the expansion . . .), I drew a Mythos card and immediately invented our newest house rule - the first Mythos draw mulligan! If the very first Mythos card you draw to start the game off is horrible, you can put it back and draw another. I was not going to put up with drawing "The Next Act Begins!" at the very beginning of the game after taking that long to set the damn thing up. No siree. Nyarlathotep, you're a bitch.

After getting underway, things went better than expected. In fact, too well. So well, in fact, that I have to wonder just how badly the GOO is going to destroy us next game just to show us how it was going easy on us last game. Only a handful of monsters showed up the entire game, and most of it went by with the streets and locations of Arkham Horror free of any real horror. Placing the Warding of the Yellow Sign unique item on Independence Square helped.

Let me sing the praises of Arcane Insight here. Harvey Walters, spell-caster extraordinaire, drew the spell near the start and used it to its utmost abilities. We were able to view the top 3 Mythos cards every time it was cast, and set them in any order. Any order! This helped with planning where and when to go through gates, when to time gate bursts, and when to seal. It removed a lot of that sinking feeling you get playing this game and never knowing what horrible misery the GOO will inflict on you next. Combined with the old professor's Storm of Spirits spell, and Harvey was an indestructible machine of magic spell glory. And people say spell-casting in AH isn't any good. Pfaw!

Anyway, being able to time and see where gates would happen helped us be ready for them, and we won the game via gate closing by turn 11. Nyarlathotep tried one little trick near the end in having a Flying Polyp appear against Wilson Richards and driving him insane, but Dexter followed on his heels and was able to close the last gate without another opening, thanks, again, to Arcane Insight. Did I mention how much I like that spell?

I think my girlfriend and I can count our total number of victories at this game on one hand. Thanks to beating this one quite handily, I think we'll soon be needing two. devil


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Panda Monster
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You don't even need a mulligan, in your case. The v2 FAQ will supposedly state that you discard Mythos cards during setup until you get a non-rumor card that shows a gate. The currently released FAQ states only the rumor mulligan is a real rule, but discarding until you get a gate is part of the same logic, i.e. to have more consistent and less random starting conditions.
 
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it's pronounced "em cee crispy"
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dystopialand wrote:
Let me sing the praises of Arcane Insight here. Harvey Walters, spell-caster extraordinaire, drew the spell near the start and used it to its utmost abilities. We were able to view the top 3 Mythos cards every time it was cast, and set them in any order. Any order! This helped with planning where and when to go through gates, when to time gate bursts, and when to seal. It removed a lot of that sinking feeling you get playing this game and never knowing what horrible misery the GOO will inflict on you next. Combined with the old professor's Storm of Spirits spell, and Harvey was an indestructible machine of magic spell glory. And people say spell-casting in AH isn't any good. Pfaw!

Anyway, being able to time and see where gates would happen helped us be ready for them, and we won the game via gate closing by turn 11. Nyarlathotep tried one little trick near the end in having a Flying Polyp appear against Wilson Richards and driving him insane, but Dexter followed on his heels and was able to close the last gate without another opening, thanks, again, to Arcane Insight. Did I mention how much I like that spell?
Please tell me that you didn't use Harvey's Unique Ability to reduce the cost of casting Arcane Insight to 0. You know you can't do that, right? If you didn't then you did very well indeed. Congratulations!
 
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Matt Sanderson
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mccrispy wrote:
dystopialand wrote:
Let me sing the praises of Arcane Insight here. Harvey Walters, spell-caster extraordinaire, drew the spell near the start and used it to its utmost abilities. We were able to view the top 3 Mythos cards every time it was cast, and set them in any order. Any order! This helped with planning where and when to go through gates, when to time gate bursts, and when to seal. It removed a lot of that sinking feeling you get playing this game and never knowing what horrible misery the GOO will inflict on you next. Combined with the old professor's Storm of Spirits spell, and Harvey was an indestructible machine of magic spell glory. And people say spell-casting in AH isn't any good. Pfaw!

Anyway, being able to time and see where gates would happen helped us be ready for them, and we won the game via gate closing by turn 11. Nyarlathotep tried one little trick near the end in having a Flying Polyp appear against Wilson Richards and driving him insane, but Dexter followed on his heels and was able to close the last gate without another opening, thanks, again, to Arcane Insight. Did I mention how much I like that spell?
Please tell me that you didn't use Harvey's Unique Ability to reduce the cost of casting Arcane Insight to 0. You know you can't do that, right? If you didn't then you did very well indeed. Congratulations!


Yeah, I know cost and loss are two separate things. But he has such high sanity that it didn't matter. We only played 11 turns, so it only needed to be cast about 3 times, I think.
 
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it's pronounced "em cee crispy"
United Kingdom
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dystopialand wrote:
mccrispy wrote:
dystopialand wrote:
Let me sing the praises of Arcane Insight here. Harvey Walters, spell-caster extraordinaire, drew the spell near the start and used it to its utmost abilities. We were able to view the top 3 Mythos cards every time it was cast, and set them in any order. Any order! This helped with planning where and when to go through gates, when to time gate bursts, and when to seal. It removed a lot of that sinking feeling you get playing this game and never knowing what horrible misery the GOO will inflict on you next. Combined with the old professor's Storm of Spirits spell, and Harvey was an indestructible machine of magic spell glory. And people say spell-casting in AH isn't any good. Pfaw!

Anyway, being able to time and see where gates would happen helped us be ready for them, and we won the game via gate closing by turn 11. Nyarlathotep tried one little trick near the end in having a Flying Polyp appear against Wilson Richards and driving him insane, but Dexter followed on his heels and was able to close the last gate without another opening, thanks, again, to Arcane Insight. Did I mention how much I like that spell?
Please tell me that you didn't use Harvey's Unique Ability to reduce the cost of casting Arcane Insight to 0. You know you can't do that, right? If you didn't then you did very well indeed. Congratulations!


Yeah, I know cost and loss are two separate things. But he has such high sanity that it didn't matter. We only played 11 turns, so it only needed to be cast about 3 times, I think.
Awesome! I wondered how many turns it ran for. I guess you only needed to use the spell every couple of turns rather than every turn so you save Sanity that way too. Nice one. Now you just need to have a go in Travelling mode.
 
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Matt Sanderson
Canada
Thornhill
Ontario
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mccrispy wrote:
dystopialand wrote:
mccrispy wrote:
dystopialand wrote:
Let me sing the praises of Arcane Insight here. Harvey Walters, spell-caster extraordinaire, drew the spell near the start and used it to its utmost abilities. We were able to view the top 3 Mythos cards every time it was cast, and set them in any order. Any order! This helped with planning where and when to go through gates, when to time gate bursts, and when to seal. It removed a lot of that sinking feeling you get playing this game and never knowing what horrible misery the GOO will inflict on you next. Combined with the old professor's Storm of Spirits spell, and Harvey was an indestructible machine of magic spell glory. And people say spell-casting in AH isn't any good. Pfaw!

Anyway, being able to time and see where gates would happen helped us be ready for them, and we won the game via gate closing by turn 11. Nyarlathotep tried one little trick near the end in having a Flying Polyp appear against Wilson Richards and driving him insane, but Dexter followed on his heels and was able to close the last gate without another opening, thanks, again, to Arcane Insight. Did I mention how much I like that spell?
Please tell me that you didn't use Harvey's Unique Ability to reduce the cost of casting Arcane Insight to 0. You know you can't do that, right? If you didn't then you did very well indeed. Congratulations!


Yeah, I know cost and loss are two separate things. But he has such high sanity that it didn't matter. We only played 11 turns, so it only needed to be cast about 3 times, I think.
Awesome! I wondered how many turns it ran for. I guess you only needed to use the spell every couple of turns rather than every turn so you save Sanity that way too. Nice one. Now you just need to have a go in Travelling mode.


Already have a couple of times. soblue
 
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