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7 Posts

Arkham Horror» Forums » Sessions

Subject: An intro game - Harvey and Michael vs Yig rss

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Mathieu Martin
United States
Hilliard
Ohio
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My first full game: Harvey and Michael vs Yig

Having purchased the game about a week ago, this was more of a "test" round for me to attempt to iron out my rules questions and get a better feel for the general flow of the game before giving it a more serious try (and in preparation for explaining to others). The first two games I started never got finished and are barely even worth mentioning (note: the wife is not a fan of this game). Still, this is all part of the learning process so I figured I should mention that here.

Before you say it, I know that having these two investigators (as opposed to two generalists like Bob and Mandy) with an unseasoned player such as myself is a bit like jumping into Yig's jaws headfirst. I am one of those strange birds that likes to rush in headlong, make lots of mistakes, and bang on something until it breaks. I learn more faster that way.

The game started off well enough with Michael dashing about Arkham and gunning down everything in his path, and Harvey puttering around gathering clues in preparation to head into otherworlds. The terror track made it all the way to 6 with Harvey closing two gates, sealing a third and even Michael managed to close one. Then "A Terrible Experiment" came out and sent both inspectors to the hospital and asylum respectively. Eventually the number of new gate openings (plus dead cultists) ended up waking Yig.

Sadly, Michael's last trip to the sanitarium cost him his beloved Tommy Gun and pus a serious dent in his life expectancy. Poor Harvey and Michael only managed to get Yig about half way down the doom track before to succumbing to their wounds.

Overall, it was a good game for a teaching session and a first attempt. Without turning this into a review, I have to say this game does have a LOT of minutia to keep track of and it could easily turn off a less dedicated player. I'm truly thankful to the peeps on here who have answered my rules questions with a minimum of snark

Till next game!
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Jason Sherlock
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Once you get the Dunwich expansion, you will have the option of taking an injury or madness card rather than losing half of your stuff. The effects of the card may be better or worse than losing the Tommy gun.
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Jason Sherlock
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By the way, why did you choose to lose your Tommy Gun? As far as I understand the rules, the half your stuff lost is chosen by you, not at random. You should have been able to keep that very powerful card.
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Mathieu Martin
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Hilliard
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I didn't have anything else to get rid of!

... Oh wait. Half rounded down *headsmacks*
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Austin Fleming
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I think I read on a faq that if you only have one item, you would still have to lose it. Makes the weapons that say "Only lose if you choose to" more useful, at least...
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it's pronounced "em cee crispy"
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Basingstoke
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anoirtrou wrote:
I think I read on a faq that if you only have one item, you would still have to lose it. Makes the weapons that say "Only lose if you choose to" more useful, at least...
Half rounded down is exactly that. So with one item, you keep it. The way I think of it is that when the medics arrive to scrape you off the walls, your single precious item is clutched firmly in your death-like grip. Sometimes I think the rule should make you discard down to a minimum - some Investigators must walk around with wheelbarrows for the gear they are toting.

[edit to correct a typo that was bugging me]
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  • Last edited Sat Mar 17, 2012 9:54 pm (Total Number of Edits: 1)
  • Posted Sat Feb 18, 2012 11:37 am
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A Goldman


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mccrispy wrote:
Sometimes I think the rule should make you discard down to a minimum - some Investigators much walk around with wheelbarrows for the gear they are toting.


For items, I can see the argument, but I still dislike losing any spells at all ... maybe should only lose spells for sanity loss, but not if wounded?
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