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Brian Mc Cabe
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I wanted to put together a little list to illustrate how much more difficult the game has become and record my win/lost records against each expansion the first time out, with a personal observation or two.

I'm going to attempt to include Ancient One, Mythos phases, gate bursts (the single-most added-to element of this newest, all-inclusive expansion), monster surges, terror-level increases and doom track level, open gates and seals, after subtracting gate bursts. The increase in the number of double-doomers is also of significance. Additional Strange Sightings also add to the number of monster surges.

When I received the game, I had already played six of eight versus Kingsport, so I'll start with Dunwich and work around to Kingsport last, excluding the first two games.

DUNWICH HORROR Record: 3-4-1 (tainted)

Nyogtha
Twenty Mythos phases, six monster surges, one gate burst, terror two.
The final tally was Doom 9, Open Gates 5, Seals 7. Four of the seven seals were in Dunwich. It doesn't look like there were any monsters drawn into vortices. 1-0

Y'Golonac
Seven open gates in nine Mythos phases. Only two seals, no gate bursts, two monster surges and a terror of one. One seal in Dunwich, the other in Arkham. No contest. The investigators whittled Y'Golonac down by eight of twelve doom tokens, but succumbed. 1-1

Hastur
Twenty-eight Mythos phases, eight monster surges, two gate bursts, three seals, terror five, one seal in Dunwich, four bounces.

Seven open gates. Final tally 9 doom, 7 gates, 3 seals. Final Battle was no contest, with a -5 for Hastur. The two gate bursts turned a close game (five seals) into a rout. Before MH, the longer games favored the investigators. With the addition of more gate bursts, this has changed the complexion of the game considerably.

I don't usually close, but with so many gates opening so quickly, I closed three, only to have all three re-open, including two on the very next turn, pulling the investigator right back into an OW (George twice).

Chaugner
Eighteen Mythos, four monster surges, no gate bursts, seal victory, terror eight, including two on the last Mythos Headline Gossip Runs Wild. Dunwich Horror awakened on turn 17, so had no affect. The lack of gate bursts made all the difference. All seals in Arkham. 2-2

Atlach Nacha

Thirteen Mythos, only one monster surge, no gate bursts, no terror-level increases. Not only was the doom track filled (including a double-doomer Mythos), but, even with a +1 to gate openings, there were eight open gates. All three seals in Arkham.
No Final Battle. 2-3

Bokrug[/iu]

Twenty-three Mythos, eight monster surges and four bounces, a double-doomer, but no bursts, terror [u]eleven
. Dunwich Horror awoke and on Mythos 22b . . . failed to awaken Bokrug. On this turn, Nightmare Pool Rumour failed, and three more Mythos were drawn and resolved, which resulted in the twelfth doom token being added on Mythos twenty-three, awakening Bokrug. With five seals, all in Arkham, and only three open gates, that failed Rumour was huge. I would have had those three more turns to seal that last gate.

No Final Battle. Another long game that went to the AO, rather than the investigators; although, gate bursts weren't the determining factor. 2-4

Shudde M'ell

Twenty-seven Mythos, six monster surges, three gate bursts, five bounces, terror five. With her Sprained Ankle, Amada failed to evade a Flying Polyp. Her subsequent Panic Attack enable the Flying Polyp to devour her. (New MH combo).

With three gate bursts, I was surprised to see this recorded as a win, with two late seals. I do keep a running tally, but added a seal after subtracting for the gate burst. Mistakes were made. Three gate bursts require nine seals, a near impossibility. MH proves its difficulty once again with the added bursts. Two seals in Dunwich, four in Arkham. 2-4-1 (tainted)

Nyarlathotep

Twenty Mythos, five monster surges, one gate burst, one bounce. Dunwich Horror awoke yet again. Nyarlathtep awakened as a result of a full doom track, with six open gates and five seals.

MH has made the push-overs much tougher. This game ended in a Final Battle Draw, despite Agnes having been devoured at the start with no clues. Three investigators took him out in only six rounds. 3-4-1

Even with the tainted victory, my record was about the same as usual with Dunwich. Two or three wins in eight is about right.

INNSMOUTH 3-5

Yibb

Doom track at seven in the first five turns, with two double doomers, an investigator being pulled in an OW during Arkham Encounters phase and a seal with an Elder Sign. Twelve Mythos phases, only one monster surge, with two bounces and no bursts. Yibb awoke as a result of a full doom track, with six open gates and only two seals, both in Arkham.

Three of the four investigators were devoured during Final Battle, but Yibb requires a die roll against Focus and Wilson survived with his four.
Increase in double doomers was instrumental in this game, awakening Yibb quickly with a +4. 1-0 (FB)

Yig

Sixteen Mythos, two monster surges, two bounces, no bursts, terror two.
Despite Marie passing her personal story and removing two doom tokens with her Witch Blood ability and the use of two Elder Signs, the count at one time was six doom, six open gates and four seals. A third Elder Sign and Rex sealing Science Building defeated Yig. Sixteen was about average before MH. Marie and the Elder Signs were the difference in this one, without doubt. It never bothered me before, and with the addition of MH, even less so. 2-0

Cthugha

Thirteen Mythos, two monster surges, Deep One Rising track four, one bounce, only one seal, with seven open gates. No contest, no Final Battle. 2-1

Glaaki

Seventeen Mythos, four monster surges, one bounce, one gate burst, terror two, Deep One Rising track at four. Seven open gates, the seventh during Arkham Encounters phase, to awaken Glaaki. On round six, with the terror level at eight, Glaaki is defeated. 3-1 (FB)

Yog

Twelve Mythos, two monster surges, one gate burst, two bounces. Yog awakens as result of the Deep One Rising track reaching six. Doom of six, with four open gates and four seals at the time of awakening. Very close, with Silas sacrificing himself on what turned out to be the penultimate turn, having replaced a devoured Mandy (LinT&S against Yog) Innsmouth was the deciding factor. No Final Battle 3-2

Zhar

My ultimate nemesis. Only eleven Mythos with a doom track of eleven.
Four monster surges, including once rolling doubles after a gate opening.
Three of the four monster surges resulted in a doom token being added as a result of the Relentless Doom urban environment. As I said, my ultimate nemesis. It's always something with this guy, who is unbeatable in Final Battle. Diana devoured, having been LinT&S at the time of awakening. Six open gates, only two seals. 3-3

Ghatanothoa

Ten Mythos, four monster surges, one Deep One Rising Track, one terror, seven gates, no seals. By Turn 7, there were twenty monsters, including a bundle as a result of an Innsmouth Invasion.

No contest. Four rounds of Final Battle, removing three of thirteen doom tokens. 3-4

Cthulhu

Another short game, at twelve Mythos, a double doomer on the first Mythos phase. Cthulhu awakened at six open gates, seven doom and three seals, all in Innsmouth. Despite a -6, the investigators got halfway there, 7/13, but fell short. 3-5 (Two FB draws)

This series started off very encouraging, but collapsed with four straight loses. Short games, as before, and extra long games now favor the AO. Moderate games, maybe 16-20, seem more attuned for the investigators. Also, it's become more difficult to get that sealing victory.

KING IN YELLOW 5-3

Quachil Uttas
Six Mythos, one monster surge, terror one (Doyle Jeffries - riots). Quachil Uttas does not track down and devour anyone. Minh did manage to blow off her hand when she cut the fuse on a stick of dynamite too short (0-11 on the dice). Luke closed Black Cave, was pulled back in immediately and closed it again. The Next Act Begins and Strange Sightings bogged Quachil down.

Mark sealed Historical Society between Luke's adventures and when Pete followed up those Strange Sightings with a seal of Unvisited Isle, it was all over, a rare win with gates in possession equalling number of investigators and no gates open. 1-0

Shub
Nine Mythos, three double doomers, four open gates and nothing else, including Final Battle 1-1

Rhan
Fifteen Mythos, three monster surges, five bounces. The bounces told the story. Disturbing the Dead did add one doom token of the nine on the track, but also prevented The Great Ritual. Only one open gate at game's end, with one Elder Sign used. A rare investigator walk-over, against another nemesis whom I rarely defeat. 2-1

Tsathogua
Twenty-eight Mythos, five monster surges, five bounces, terror three -- Miriam, Dr. Mintz and Father Michael), three double doomers, one gate burst, which prevented the sealing win. Only four open gates, with five seals. Last Mythos was the third double doomer. Only three of thirteen doom tokens removed. 2-2

Abhoth
Twenty-seven Mythos, seven monster surges, nine bounces, terror ten, no gate bursts. Doom of ten, four open gates and a win by sealing. None of the last seven Mythos cards opened a new gate, with four bounces, the terror level increasing to ten on the last turn. Another nemesis beaten, mostly as a result of keeping his Children under wraps.
The Dean was never drawn, and six seals was enough. 3-2

Azathoth

Thirty-one Mythos. Four unstable locations never opened, eleven monster surges, eleven bounces, defeated forty-five monsters, spending sixteen, one gate burst, terror two. Ten doom and only one open gate at the end, a sealing victory. A long doom track negated the new dangers of a long game. 4-2

Eihort
Fifteen Mythos, two monster surges, no bursts, four bounces, two double doomers. Seven doom tokens, none open at end, an easy sealing win. Harvey exploited Illuminated Manuscripts to stay flush with clues. 5-2

Ithaqua

Another twenty-five Mythos phases, monster surges eleven, bounces two, terror eleven, including The Dean and his tearing away of an Elder Sign token, one double doomer. The eleventh terror token awoke Ithaqua.
Seven of eleven removed tokens wasn't enough. 5-3

The longer games with MH result in more monster surges and an increased terror level. The longer games increase the chances of double-doom tokens, gate bursts and that all-important eleventh terror increase.

With the small-box expansions, the won/lost record is similar; but the games are much more hotly contested, with games swinging in favor of the AO that otherwise would have been investigator victories.

CURSE OF THE DARK PHARAOH (3-5)
(Don't have the Revised Edition, but using Ancient Whispers)
Azathoth

Eighteen Mythos, four monster surges, four bounces, one double doomer. Ten doom, three open gates and a seal victory. To Conquer Death rumour did not trigger (Turn sixteen of eighteen) and prevented Profane Relics Seized from being contested. 1-0

Rhan
Eleven Mythos, four monster surges, five open gates, with two seals, three terror. Since the doom track was at nineteen, according to my notes, there were four cultists drawn in eleven turns, the reason I mentioned earlier that Rhan is a major nemesis. The investigators whittled away twelve of them, but Mike hitting once with eight dice four times (4-32) didn't aid the cause. 1-1

Ghatanothoa
Seventeen Mythos, five monster surges, including four in a row between turns five and eight, two bounces and a gate burst. Seven gates, doom of eight, with only two seals. With two cursed investigators and a -1 to every investigators' hit total, there was no Final Battle. 1-2

Y'Golonac
Seventeen Mythos, four monster surges, five bounces, terror one. At one time, there were six on the doom track, with six open gates. Marie having lost her personal story as a result of her inability to read Tomes in an attempt to gain spells, rather than spend money fixed the goat's horns firmly to the top of her head.

Three seals in three turns, made a game out of it. Two more in the next three made it appear to be a sure thing. No One Can Help You Now prevented Marie from vindicating herself, for two turns. All is forgiven, until the next time, Marie. 2-2

Hastur
Twenty-four Mythos, plus four after failure of The Great Ritual, monster surges nine, double doom two, bounces six, terror level seven and two gate bursts. The second gate burst opened the seventh gate, leaving only one seal. At a minus seven and Wilson LinT&S at the time of awakening, there was no Final Battle. 2-3

Cthugha

Fifteen Mythos, three monster surges; the fifth bounce allowed Mandy to auto seal the sixth gate, with a doom track of six and one open gate after the last seal. The last three Mythos were bounces. 3-3

Bokrug
Fifteen Mythos, three monster surges, two bounces. Disturbing The Dead, monster surges and Family Found Butchered led to a terror level of seven. Mandy failed her personal story and with a doom of eight, six open gates and only three seals, Cthugha prevailed. 3-4

Chaugnar
Fourteen Mythos, monster surges two, two double doomers, including the last turn, one doom token as a result of Stars Are Right and two bounces. Very close game, with five seals. 3-5

This expansion has had the biggest swing of fortune with MH. CDP used to be at least five wins.

BLACK GOAT OF THE WOODS (1-7)
Yog

Twenty-one Mythos, plus eleven more after the failure of The Great Ritual on Turn 11. Thanks to that failure there were seventeen monster surges, resulting in eleven terror increases. The final terror increase caused Yog's awakening. With no gate trophies and only three seals, there was no Final Battle. Two investigators were LinT&S during the course of the game, plus the four who could not fight, garnered Yog six devourings for the game; although, not a record (seven).
0-1

Yig

Eight Mythos. Three investigators were Lost in Time and Space, including both Finn and Luke on Turn 3, after Luke, as usual was delayed once. The third LinT&S resulted from Rash of Missing Persons on Turn 8, devouring Vince. His absence was sorely felt, as the others were two hits short and failed to save the world. 0-2

Cthulhu
Sixteen Mythos, four monster surges, two bounces and terror of two. Disturbing The Dead did not fail and prevented The Terrible Experiment from being launched. With no gate bursts and no double doomers, Cthulhu was over matched. Six doom, two open gates. 1-2

Zhar

Nine Mythos, two monster surges, terror three. Seven open gates in nine Mythos, including rolling doubles and the second Mythos opening another gate. On Turn 3, Sister Mary lost her blessing, attacked the Dark Young anyway, cast Dread Curse and then proceeded to fail to eliminate the monster, going 1-10 with four fours. One seal and a doom of eight. 1-3

Quachil Uttas

Fifteen Mythos, three monster surges, three bounces, two double doomers.
Roland is tracked down and turned to dust. George Barnaby then joins the investigation and vows to join his beloved Maria . . . I mean avenge her death.

When Quachil Uttas awakens as a result of a full doom track, four open gates and only two seals, George is Lost in Time and Space and, indeed, joins Maria. 1-4

Yibb
Thirty-five Mythos, ten monster surges, terror of ten, nine bounces, one gate burst and one double doomer. The burst, JIm falling into bleak despair, causing him to leap blindly into the yawning darkness (LinT&S) and Wendy failing to seal on Turn 34 allowed Yibb to awaken on Turn 35 and devour us all. Jim's presence was as a result of Charlie drawing his second Vessel of the Mythos. Harvey was a hex-monster killer and had the Corruption to prove it. He became a non-factor as a result. 1-5

Shudde M'ell

Fourteen Mythos, one monster surge, terror one, bounce one. Three gate bursts in fourteen turns spelled the awakening of Shudde. Velma's Diner destroyed. With bursts, who needs earthquakes. One doom token short of destroying Shudde M'ell. No game, excellent battle, until I realized I hadn't been halving Ursula's and Tony's physical weapons and had to make up for it late by rolling fewer dice. 1-6

Tsathoggua

Twenty-four Mythos, eight terror, three bounces, three terror, one Gate Burst. Tsatthoggua awakens with a full doom track, five open gates and four seals. The gate burst rolled back what had been a very close game.
The investigators only diminished Tsatthoggua's power by a third before the final one fell by the wayside. 1-7

Black Goat of the Woods is still my favorite. I'm probably under .500; but 1-7 is the worst I've done. Another expansion made more difficult by MH.

I have noticed while compiling this post that the terror level is much more of a factor. It's always a factor with BG because of the extra monster; but it's increased the level in the other expansions, as well.

LURKER ON THE THRESHOLD 5-2-1 (Tainted)

Shub-Niggarath
Fifteen Mythos, only two monster surges and one bounce; but, two double doomers. With the doom track at eleven (one short of awakening Shub), three open gates and five seals, Marie (in an OW) was attacked by a ghost. Failing her first attack, she would have been knocked out and Lost in Time and Space, when I allocated her stamina loss to her partner Bob. She came out of the OW and sealed the final gate. Oops! The partners must be in the same location, which they were not. Tainted win.
0-0-1

Eihort
Fourteen Mythos, two monster surges and a terror level of two. With Marie using her Witch Blood ability twice, the doom/gate/seal stats were at 5/6/1. The seventh gate opened, but the investigators were up to the task of defeating Eihort in Final Battle, surviving his Brood. 1-0-1

Glaaki
Nineteen Mythos, monster surges five, terror two, bounces two, gate burst one and an Elder Sign. The Servants of Glaaki were kept under control, which is essential with this AO. Marie used her Witch Blood ability twice again, but was later devoured (Reckoning: The Legacy of Madness).
Eight doom, four open gates, six seals. 2-0-1

Abhoth
Sixteen Mythos, five monster surges, terror of four, two bounces and a gate burst. Both movable gates got in the way and had to be closed to clear the way. With a doom of eight and only one seal, the seventh gate opened. The Final Battle was an insurmountable obstacle and the investigators fell. 2-1-1

Ithaqua

Seventeen Mythos, monster surges three and one gate burst. The fifth bounce enable Mandy to seal the sixth gate and close out Ithaqua at eight doom and two open gates. A double doomer rather than the bounce would have written a different chapter for this game 3-1-1

Nyarlathotep

Twenty-six Mythos, six monster surges (three Strange Sightings, terror two, five bounces (Mandy, seal #4, not for the win), two gate bursts and a x2 doom. Reckoning The Legacy of Blood devoured Zoey, Mandy and William together, replaced by Silas, Rita and Mark.

With the doom/gate/seal tracks at 7/2/5, the second gate burst before Silas could acquire the necessary resources to sacrifice himself. When he was pulled into an OW, the opportunity was lost. The double doomer awakened Nyarlathotep. Without clues Silas and Carolyn were devoured. Mark and Rita had weaponry and used them to good effect; but, not good enough. 3-2-1

Atlach Nacha

Thirteen Mythos, two monster surges and two gate bursts. I play Atlach differently. The final tally was a doom track of nine, adding doom tokens to a gate burst, but continuing to count the burst as a seal. There were three open gates, six seals, eight seals/closures and the investigators had four gates in possession.

In future, I'm going to have to count red gate burst Mythos cards as a normal burst. I tried a straight eight seals, but found that's almost impossible. Six seals, eight total of seals and closures (usually two closures) and four in possession, preventing wholesale trading for clues, strikes a good balance solo. I'm about .500 using that variant. 4-2-1

Nyogtha

Twenty-three Mythos, six monster surges, six bounces, one gate burst and one doom x2. The investigators kept up with the gate openings with seals and closing one movable gate. Doom nine, gates open one, seals six. 5-2-1

The record is about the same; although, that taint should probably have been an awakening and Final Battle. The plus is that there were a lot more close games, and those double doomers and gate bursts are dangerous with this expansion, too.

KINGSPORT HORROR (3-5)

Hastur [Ghroth]

Fifteen Mythos, five monster surges (all between turns nine and fourteen, four terror, one bounce, one x2 doom, one Mystic (six = one doom). Seven gates, ten doom, one seal. Ten of thirteen doom taken away in Final Battle. No contest. 0-1

Yog [Tulzcha]
Twelve Mythos, four monster surges and a terror of seven. The weight of eons crushes Trish and Yog devours her as she is Lost in Time and Space.
Yog awakens with the seventh open gate. The only gate trophy had been exchanged for information and there is no Final Battle. 0-2

Cthulhu [Ghroth]
Nineteen Mythos, monster surges five, bounces three and terror five.
A very close game. The last Mythos was a bounce, with the count at eight doom, five gates and five seals. 1-2

Zhar [Tulzcha]
Twenty-three Mythos, five monster surges, terror of eight, two bounces and two gate bursts. Southside Strangler Strikes Rumour fails, Darrell and Rita losing one to their maximum stamina and Luke and Minh one to their maximum sanity. Doom track filled, with six gates and three seals.
The gate bursts turned a close game into an easy win for Zhar.

Minh Lost in Time and Space upon awakening and there were no physical weapons. 1-3

Azathoth [Ghroth]
Twenty-four Mythos, eight monster surges, terror of eight, one bounce, two x2 doom and one Mystic roll of a six (+1 doom). Full doom track three open gates with four seals. Auto loss.

A close game. Gloria failed to eliminate a ghost with seven dice and had to use all of her accumulated knowledge to defeat it, negating a possible seal. 1-4

Nyarlathotep [Tulzcha]

Twenty-six Mythos, eleven monster surges, three bounces, terror of two and two gate bursts of the four seals. The Mask monsters came out in droves. I pulled them all at one time or another except The Beast. Environments and gate symbols allowed me to get rid of a couple so that I could move around a little bit.

Seven open gates, with a doom of eight and two seals. Amanda kept her blessing for five rounds and was instrumental in defeating Nyarlathotep in Final Battle. 2-4

Nyogtha [Ghroth]
Fifteen Mythos, six monster surges (including five in the first seven Mythos), five terror, two x2 and two bounces. The first four Mythos opened a gate at Indy Square, with another Indy Square sandwiched between two Witch House. This spelled the doom of Nyogtha, as investigators collected clues and entered gates as they became available and as the monsters at Indy Square and Witch House moved about and separated for piece-meal destruction and clearing of the two gates. Eight doom, none open and four in possession. 3-4

Y'Golonac [Tulzcha]

Twenty-three Mythos, twelve monster surges, with a terror of nine and one doom x2. A cultist entered a location with an Elder Sign Token and a dhole guarding the gate, ripping the seal away. There were six gates open at the end of ten Mythos phases; yet, the game lasted twenty-three phases as a result of all of the monster surges. Ten doom, seven open gates and three seals.

Miskatonic Horror really makes you feel the pinch of having one investigator doing rift duty. My Kingsport record is usually closer to five plus wins in the eight games.

Over-all record with the seven expansions: 23-31-2. The monster surges and terror increases can be attributed to the increased number of gates at the big four. Gate bursts have become particularly brutal. It's almost a waste to seal the big four, because it's almost a forgone conclusion that they're going to open again.

The double-doom token Mythos cards and the double-gate openings (although, those were a little harder to pinpoint in my scribblings) further the difficulty of the game overall.

My record in this first go-around with each expansion is somewhat deceiving, in that my die-rolling was atrocious. I only mentioned a couple of instances; but, at two and three dice, my success rate was almost non-existent, and I consistently failed four-, five- and six-die checks.

The walk-overs wouldn't have changed; but, a few of those five seal games would have gone the other way.

Thanks for reading, if you actually made it this far, and I hope it gave a little insight to those on the fence about purchasing Miskatonic Horror, which I highly recommend. I also highly recommend rolling a lot better than I have been over the past thirty or forty games.

Brian















































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  • Posted Sat Oct 22, 2011 11:32 pm
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it's pronounced "em cee crispy"
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Thanks Brian, any chance you could tabulate your results for easier parsing? And what is that huge blank section at the end? Weird!

Your findings echo my own with MH - though you've played way more games with it than I have, how the heck do you find the time? I believe that MH has breathed new life into the game, not that it had got "stale", but it has changed the dynamic significantly so that it almost plays like a "heroic level" variant. Awesome.

I found your comments about the big four Gates and the way that Gate Bursts have changed the dynamics of the game from Sealing the Big Four with the Small Four Sealed when clues are available, Closed to manage Gate numbers, but otherwise ignored. Now it looks like the approach is to do the reverse! But there's a big difference with reversing the approach: Monster Surges! Man, the streets are awash with Monsters! In games with 6+ Investigators the increased Monster count is going to push up Terror Levels - something that heretofore has never caused us a problem.

For me, Miskatonic Horror is one of the best-value expansions that I have purchased.
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apatheticexecutioner wrote:
My record in this first go-around with each expansion is somewhat deceiving, in that my die-rolling was atrocious. I only mentioned a couple of instances; but, at two and three dice, my success rate was almost non-existent, and I consistently failed four-, five- and six-die checks... I also highly recommend rolling a lot better than I have been over the past thirty or forty games.

Nice to see some things haven't changed since our last face-to-face game. whistle
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Brian Mc Cabe
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mccrispy wrote:
Thanks Brian, any chance you could tabulate your results for easier parsing? And what is that huge blank section at the end? Weird!

Your findings echo my own with MH - though you've played way more games with it than I have, how the heck do you find the time? I believe that MH has breathed new life into the game, not that it had got "stale", but it has changed the dynamic significantly so that it almost plays like a "heroic level" variant. Awesome.

I found your comments about the big four Gates and the way that Gate Bursts have changed the dynamics of the game from Sealing the Big Four with the Small Four Sealed when clues are available, Closed to manage Gate numbers, but otherwise ignored. Now it looks like the approach is to do the reverse! But there's a big difference with reversing the approach: Monster Surges! Man, the streets are awash with Monsters! In games with 6+ Investigators the increased Monster count is going to push up Terror Levels - something that heretofore has never caused us a problem.

For me, Miskatonic Horror is one of the best-value expansions that I have purchased.


The monster surges and corresponding terror-level increases are the biggest differences. A lot of that has to do with the weapons draw; but, investigators getting knocked out four times a game, because they can't kill any of them even with a good weapon, certainly doesn't help.

The games have been a little odd. Either there are tons of surges, with no new open gates so that everything is blocked or six gates open in six turns, to it's a mad scramble for that one seal or close.

I was mildly surprised that I was so close to a .500 record. It seemed that I was getting pounded every game. I must be having more success in Final Battle than I thought.

I don't know what that space is. I went to the library at the local university, and it may have something to do with their computers.

How would you like me to break it down to make it an easier read?

I don't use any of the double-expansion cards and haven't tried the institutions and am still immensely gratified that I got more than my money's worth.

Brian
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Jade Youngblood
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How many investigators were all these games played with?
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championstyle wrote:
How many investigators were all these games played with?


Four, using a random-number generator for both the AO and the investigators.

Brian
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