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Subject: TVB - 4 Player - Bob Jenkins goes 0-3 rss

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Richard Pardoe
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Sheryl, Carrie, and Dave made it to Rich's house for another evening of game(s). With the general mood not being to explore a newer game, we once again traveled to Arkham to investigate the strange goings on rumoured to be occuring.

Sheryl drew Bob Jenkins, Salesman, a role aptly played by Dave in previous games.
Carrie drew Vincent Lee, Doctor, a new role that had yet to be played.
Dave drew Monterey Jack, Archeologist, a role last played Sheryl in our previous game.
Rich drew, Gloria Goldberg, Author, another new role.

The luck of the draw would see YIG as the ancient one for this game. The game started off with a note of dread as the initial mythos card was the "Terrible Experiment" which saw 2 Mi-Go's, a Warlock, a Chthonian, and an Elder Thing lurking in the streets. Additional monsters would appear if our band did not eliminate these creatures, so the first move saw 3 of the investigators head over to take out the monsters. The only one who did not was Gloria who felt a bit weak against monsters, so popped into Hibb's Diner only to have her pockets picked losing all her cash. Vincent, the doctor, dispatched the Elder Thing and the Warlock. Bob took out the Chthonian. Monterey took out both Mi-Go's and discovered a Gate Box (allowing him to return through any gate from the Other Worlds). So the threat of the Terrible Experiment was eliminated and our band showed itself to be quite capable against monsters. As a result, All was Quiet in Arkham allowing Monterey and Vincent to become blessed.

The initial gates opened on the Unvisited Isle and in the Woods. Trouble was our next few gates opened there also triggering a monster surge each time. By the FAQ rules - the monster surge reveals monsters equal to the number of gates open (2) or the number of players (4) - which ever is greater. As a result, we suddently had multiple monsters sitting on the only 2 open gates leading to the other worlds. These included a couple of cultists (who were really Yig's snake people in disguise, so would advance the doom track if defeated) and a couple of non-moving monsters. It would be tough battle to get to the gates. But Monterey had discovered an Elder Sign also, so it was decided to go for the cultists as the Elder Sign would at least remove a token from the Doom track.

Gloria headed head long at the gate and killed the 2 Cultists and a Ghoul and headed to Celeano. Monterey Jack followed planning to use the Gate Box to appear at the Gate to R'yleh (occupied by stationary monsters) to at least close and seal the gate before facing the monsters on the way out of the Woods. The plan worked and the team started to prepare to close and seal more gates in the more traditional manner - by spending clue tokens.

But then the Mythos Card - "No One Can Help You Now!" was revealed and gates could no longer be sealed - only closed. Therefore, the race was on to close the last 3 gates on the board while the Doom track was at 8. Traveling through the other worlds, Gloria triggers a portal closure early and races to get back to Arkham, but fails (increasing the Doom track to 9 and getting Lost in Time and Space). When another gate opened just after Montery Jack had closed a gate in the same location - the Doom Track advanced to 10 and Yig awoke.

Gloria was devoured as a result of being Lost in Time and Space, leaving three investigators to get 40 hits on Yig before they lost they strength and stamina. The first round of battle was encouraging as 15 hits were scored. The hits continued to come at slow rates as the battle continued for 3 more rounds for a total of 31 hits. After the 4th round - Yig's counter attack finally wore down on Monterey Jack who succumbed. The 5th round saw 6 more hits (a total of 37) but at a cost of Vincent Lee. Bob Jenkins stood alone needing 3 hits against Yig to defeat the Ancient One. The roll scored 1 hit, but Bob could not survive the Yig's attack and Bob was elimianted with just 2 hits needed to defeat Yig. A close battle that ended in failure at the end.

Another playing of Arkham Horror and another game that was unlike any of the other we had played. The initial monsters from the Terrible Experiment and the monster surges made for an uphill battle. Compounding the fact was YIG - while perhaps one of the easier to defeat in combat, YIG is also one of the more easily stirred Ancient One's so one is a bit more likely to encounter the final face-down.

We had treated Yig's Curse at the start of the final battle as a "permanent" curse, but comments on the Geek indicate that it might be like any other curse. Our players could have rolled to remove the curse during the upkeep phase. If this had been done, Bob or Monterey could have scored on 5's as well as 6's possible getting more hits against Yig. (Vincent was blessed when Yig awoke, so the effect of Yig's curse was to remove the blessing.)

There were still some nice artifacts uncovered (Gate Box) that we hadn't seen and that was used to nice effect to avoid monsters at the gates. One of the joys of an experience game like Arkham is NOT reading the cards ahead of time - but trying to win the game by what is given you without knowledge of what might be out there. To that effect, for location events - we had another player read the card. This allowed us to role-play a bit more as one needs to decide what to do without reading ahead to see if good things or bad things might happen.

A good game that was tense and exciting until the end. Certainly throughout the game, it felt like an uphill struggle this time around. We had the "Terrible Experiment" but handled that. We had monster surges, but worked around them. We were close to closing the last three gates on the board, but some bad luck (or was it a bad choice) on Gloria's part the doom track overwhelmed us and YIG awoke. Even then, we nearly defeated the Ancient One. So a long uphill struggle that we nearly pulled off, but in the end did not.

(As for the subtitle in the subject line - we have yet to win a game with Bob Jenkins as a character. But Sheryl did get good use out of Bob this time around, so perhaps the next time we see Bob, we can get the win.)
 
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Pete Mancini
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Nashville
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Great write up. I really enjoyed your style of summarizing the action without too much detail - it told a good story. Its taken me a while to really get used to the rules but I think now I understand them more deeply.

I think a good article to write would be a strategy guide. Something that looks at the characters and the board and discusses particular strategies to follow.

Again, great write up.
--Pete
 
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Brian Hazard
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Plainfield
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RPardoe wrote:
We had treated Yig's Curse at the start of the final battle as a "permanent" curse, but comments on the Geek indicate that it might be like any other curse. Our players could have rolled to remove the curse during the upkeep phase. If this had been done, Bob or Monterey could have scored on 5's as well as 6's possible getting more hits against Yig. (Vincent was blessed when Yig awoke, so the effect of Yig's curse was to remove the blessing.)


I don't think you should have the opportunity to remove the Yig's curse. All of the AOs have really factors that make fighting them difficult, and I think rolling for the curse right at the beginning of the fight defeats the purpose of it. After all, its supposed to be HARD to beat him. Besides, curses are rolled for during the next upkeep after you get them. The rules that that when combat begins with the Ancient One, you get an upkeep. It doesn't say that the AO awakening is one turn, and then the next thing that happens is upkeep for a new turn. It also doesn't say that the AO awakening is part of the last turn, so I really don't think you should roll for Yig's curse. You played it right.
 
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Richard Pardoe
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Quik_Fix wrote:
Besides, curses are rolled for during the next upkeep after you get them. The rules that that when combat begins with the Ancient One, you get an upkeep.


I base my thoughts on the fact that after each Combat Round (investigators attack AO, AO attacks investigators), the investigators get a refresh phase which is treated like an upkeep phase (refresh cards, adjust sliders, etc). The FAQ mentions that this is a full upkeep phase - so I continue to believe that investigator's can roll to remove Yig's Curse.
 
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