Gareth Roberts
United Kingdom
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Anyone played against the Miskatonic Kingsport yet?
I was just mixing my decks up and noticed that there is an interesting encounter at the wirelss station:
Spoiler (mouseover to reveal): Pay $5 to turn the coded messages card over (this card is awesome but very unlikely to come into play)
Has anyone found anything else interesting in the new Kingsport encounters?
Some stats for the Kings Port head
Beneficial encounters include 'nothing happens,' the bracketed number represents an encounter that can go either way, I ignore fringe benefits to encounters so if you are delayed and gain an item I ignore the item gain in favour of the delay! Going to dreamlands and picking 2 encounters is good in my book, because I enjoy that sort of thing, I am also a pretty brazen rounder! Ok!
Miskatonic 34 Cards
strange high house beneficial 29 85% health loss delayed 1 3% go back 4 12%
Causeway beneficial 13 (1) 41% health loss 3 9% delayed 4 12% go back 13(1) 41%
wireless beneficial 14 41% health loss 7 21% delayed 4 12% go back 9 26%
regular 14 Cards
strange high house beneficial 11 79% health loss delayed 1 7% go back 2 14%
Causeway beneficial 5 36% health loss 2 14% delayed 2 14% go back 5 36%
wireless beneficial 5 36% health loss 2 14% delayed 2 14% go back 5 36%
So how have things changed?
Well the High house only got better 6% more goodies!
The Causeway got MARGINALLY WORSE, but at least they are mainly delays.
The Wireless Station got SIGNIFICANTLY BETTER. 10% less likely to go back. 2% more likely to be delayed. 7% more likely to come off with a few scratches (woman/man up!) 5% more likely to get a positive result
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If Actions Speak Louder Than Words, Then Actions x2 Speak Louder Than Actions
United States Hutto Texas
One of the Original Twelve
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I actually got that last week. It helped out here and there. I've never seen anything bring Coded Messages into play before that.
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Panda Monster
United States
Illinois
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The card was actually added in Dunwich as a Condition card, which was a set of really nice universally beneficial cards to encourage people to visit the underused locations (the card backings are images of the locations that originally had the encounters to bring them in to play, but Miskatonic added secondary locations to get them out).
Coded Messages - Newspaper --- Players can trade clue tokens Velma's Gratitude - Velma's Diner --- More beneficial encounters at the diner (no money loses, and no money needs to be spent) Rare Book Collection - Library --- May exchange sanity for clue tokens at the Library
Seems like it would be useful, but I've never drawn it in my Dunwich games.
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Joseph Crockett
United States Bridgewater Virginia
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I'm probably wrong on this, since I don't have my copy of the Dunwich Horror rulebook or the game on hand, but wasn't Darke's Blessing the fourth Condition card?
So, Darke's Blessing -- Darkes' Carnival (obv) any player may exhaust this to reroll a skill check (pretty nice if you can get it)
that said, I don't think I've seen one of these enter play to date, and have rarely even had the opportunity.
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Panda Monster
United States
Illinois
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Vertayk wrote: I'm probably wrong on this, since I don't have my copy of the Dunwich Horror rulebook or the game on hand, but wasn't Darke's Blessing the fourth Condition card?
So, Darke's Blessing -- Darkes' Carnival (obv) any player may exhaust this to reroll a skill check (pretty nice if you can get it)
that said, I don't think I've seen one of these enter play to date, and have rarely even had the opportunity.
No, you're right. I left it off the list because it wasn't one of the original's ignored places, but it is still there to make a stable location more interesting.
Did Miskatonic add many more cards for the Conditions?
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They come up a few times. Still far from 'common' though.
One thing that disapointed me with Miskatonic was that the white path on knigsport still isn't worth moving up. I was hoping they'd reduce the amount of 'go back' cards at the first 2 locations and make the potential rewards at the top worth going for. Alas I still don't think it's worth the trek.
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Gareth Roberts
United Kingdom
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Mr Skeletor wrote: They come up a few times. Still far from 'common' though.
One thing that disapointed me with Miskatonic was that the white path on knigsport still isn't worth moving up. I was hoping they'd reduce the amount of 'go back' cards at the first 2 locations and make the potential rewards at the top worth going for. Alas I still don't think it's worth the trek.
Regarding the white path, I have to agree it is still not worth going for unless you happen to have the spell that lets you teleport your friend home once they get to the top (find friend?)
However I do believe that the go back one space encounters have been diluted with beneficial ones to the point that you are much less likely to draw one and much more likely to just take a hit of stamina or even get something good.
Going through the deck in detail... actually all 3 locations offer some seriously interesting rewards for the lucky, there are allies skills and clues on offer in all 3 Kingsport head locations and I believe beneficial encounters now outweigh detrimental (i'll crucnh these numbers for you when I have some time.)
Still 5 turns = probably too many
What I would like to see for Kingsport is a small box expansion I dont know call it 'kingsport unleashed' or something.
One of its features would be to make the strange high house an unstable location. This would give players an incentive to make the climb, it would also make the strange high house more accessible. (gate box, or if another entrance to the dimension popped up on the Arkham main board)
edit I did some analysis
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I've never played Kingsport yet but I've read a lot of complaints that it's a boring map. With all the changes Miskatonic brings to the expansions is this downside remedied at all? Are there more reasons to go there now?
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I haven't gotten he Miskatonic expansion yet, but how about a very simple non-invasive rule for making Kingsport more worth the visit.
Simply, whenever you have to put a new rift progress marker on the rift track, put a Clue token on a Kingsport location indicated by the marker, and ignore the usual Clue placement on the Mythos card.
During turns where you don't put a new progress marker on the track, proceed according to the usual placement rules
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Then again, this may screw up the rift track progress since according to the rules you discard the rift marker once you have an encounter at that location, and if everyone just goes about roaming in Kingsport, rifts may never open.This will also significantly lessen the porbability of two clues or more at a single location in Arkham making it a lot less attractive for clue hunting.
And it's a long way from Kingsport to Arkham for the actual gate closing.
The main problem with the Kingsport board is that there are no unstable locations there, and it feels pretty empty. I've proposed a variant before that links the rift track to gates opening in Kingsport, but it may require more tinkering with the gameplay mechanics
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Anyhow, just put an extra Clue token on a Kingsport location indicated by the rift progress marker each time you have to put a new one on the rift track.
This will at least not upset the distribution of clues in Arkham and make Kingsport more attractive for travel.
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Jim Kiefer
United States Fremont California
It's all about the theme!
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magmaxtic wrote: I haven't gotten he Miskatonic expansion yet, but how about a very simple non-invasive rule for making Kingsport more worth the visit.
Simply, whenever you have to put a new rift progress marker on the rift track, put a Clue token on a Kingsport location indicated by the marker, and ignore the usual Clue placement on the Mythos card.
I actually tried the first part of your rule as my first attempt to fix Kingsport. It still didn't offer much enticement. However taking away the normal clue placement would probably be a net Clue flow loss (since some mythos give two clues, but then rumors give no clues) and might make Kingsport mandatory just for the clues.
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