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Subject: Gateway into Eldritch Horror rss

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My game group are very new to modern board gaming and I want to give them the best chance to like/feel comfortable with this game. What's a similar but more gateway friendly game or games, besides Elder Sign, to ease them into the mechanics of Eldritch?

Or is the game simple enough not to need a lead in?

GAMES THEY'VE PLAYED: Forbidden Desert, King of New York, Ticket to Ride and then mostly party games.
 
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Andrei Koenig
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Pandemic?
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Rob Little
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I think the game mechanically is simple enough that they don't need a gateway. You might want to solo play thru once or twice before introducing it to them so you can get a firm grip on the rules before guiding them thru their first game, but otherwise its pretty easy. The rules are downloadable from FFG's site, and while the core rules are a 16 page document, half of that has more to do with setup than actually play.
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Matthew Sigal
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Maybe Elder Sign?
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Artem Safarov
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Agree with Rob - doesn't need an intro.
In my experience complexity is never an issue in EH. Length and dependence on dice are a different story.
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Cameron McKenzie
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It's mechanically simple because you don't have to understand many of the details before you start playing.
You explain that you win by solving three mysteries that are drawn at random.
You explain the turn structure (actions, encounter, mythos). You explain the types of actions.
With acquire asset, you explain tests.
With encounter phase, you explain that you have to fight ALL monsters and if they are none left you can encounter a token or location on the board (you can give them an idea of what to expect when they are planning their first turn).
With mythos phase, explain that doom will advance when omen matches gates, new gates and monsters could appear, and other bad stuff sometimes.

That's all you have to know to start (well, ONE person needs to know more but that's it)

You can explain concepts like defeated investigators, double sided cards, reckoning, epic mlnsters, etc, when it becomes relevant.
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Ryan M
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kladan wrote:
Agree with Rob - doesn't need an intro.
In my experience complexity is never an issue in EH. Length and dependence on dice are a different story.


I agree with this. The game is simple enough for people to figure out the basics and how to play. The bigger issue will be the play time.
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So when you guys were starting out, what was your progression like into longer games?

Did you just sort of jump in or did you and your gaming group ease into longer games?
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Amos Boris
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Just be prepared to lose the first few times until they get familiar with the game.
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Artem Safarov
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Robinson Crusoe served as a bit of a buffer for me between the shorter games and something like Eldritch Horror.
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Cameron McKenzie
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You have played many different games in the range of 60 minutes... But do you regularly play games like this back to back? Do you get together and spend a whole day playing various games? If so, maybe people will be receptive to EH.

You could also try throwing some informational video into a social media post and see who is interested in the game.

I used to make the mistake of buying a game, bringing to game night, and trying to get people to play. Now I always post stuff about a game, with something like "I'm thinking of getting this" and seeing what others think. Then I know that people at game night are already expecting the game and are ready to play and I don't have to put the pressure on... Or I know to not even bother.
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Jon McVety
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kladan wrote:
Robinson Crusoe served as a bit of a buffer for me between the shorter games and something like Eldritch Horror.


You found RC to be shorter than Eldritch Horror?

I've only played the latter but heard good things about RC.
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Brian
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MrSleep wrote:
kladan wrote:
Robinson Crusoe served as a bit of a buffer for me between the shorter games and something like Eldritch Horror.


You found RC to be shorter than Eldritch Horror?

I've only played the latter but heard good things about RC.

I find Robinson Crusoe to be slightly shorter. It might also depend on player count. YMMV.
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Cameron McKenzie
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RC isn't such a long game if you know what you are doing, but the first play can be really slow if you are learning the game, and the rulebook is just dreadful...
 
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Artem Safarov
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RC for me lasts ~1.5-2 hours. EH - ~2-3 hours, sometimes more.
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Play to one Mystery, and focus on how to defeat that Mystery. I think the Azathoth Mysteries that boil down to "Gather Clue tokens, you idiots" work well. goo

Mechanics for EH are easy to pick up. The overall strategy and tactics, and how the cards work, maybe not so much. You need to nudge them away from distractions, and explain the cards, so they don't fall into the newbie trap of "Oh, I don't know what to do, so I'll go do something that kills me. I just died, I hate this game". However, if they've beaten Forbidden Desert, they at least know the concept of opportunity cost (and dying).

Also, review the Investigators before play. Pre-select the easiest ones, avoiding those with equipment. Get rid of small cards that are too complicated. The Focus rule from Mountains of Madness might be helpful.
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Nicola Zee
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Sam and Max wrote:
Play to one Mystery, and focus on how to defeat that Mystery. I think the Azathoth Mysteries that boil down to "Gather Clue tokens, you idiots" work well. goo

Mechanics for EH are easy to pick up. The overall strategy and tactics, and how the cards work, maybe not so much. You need to nudge them away from distractions, and explain the cards, so they don't fall into the newbie trap of "Oh, I don't know what to do, so I'll go do something that kills me. I just died, I hate this game". However, if they've beaten Forbidden Desert, they at least know the concept of opportunity cost (and dying).

Also, review the Investigators before play. Pre-select the easiest ones, avoiding those with equipment. Get rid of small cards that are too complicated. The Focus rule from Mountains of Madness might be helpful.

All the advice above is good. In addition to the new Focus Tokens, include the character Charlie. Together they make the game easier. Also, if you play Charlie, you'll have more time to focus on the mechanics such as the reckonings. Download a cheatsheet from BGG to held keep track of the order of reckonings. Stress the importance of travel tickets and ideally having one spare.

Finally, explain to players they should try to boost their characters early on but after about 3 or 4 turns switch to focusing on the mysteries. In one of our first games, one player spent most of the game in Sydney boosting strength and gaining weapons - but never got around to fighting a monster. This rolls would have been great - if he had ever got around to doing anything useful.
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If they played Forgotten Desert they already know all the mechanics of the game. The game LOOK complicated but it's not. It's Pandemic with story telling and dices. Just tell them it's like Forgotten Desert, everybody have powers and you have 2 actions every turn kinda like Pandemic and Forgotten Desert and you should be fine.
After one or two turn they should understand the whole game.
 
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Ken
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Haha, I just posted in the Robinson Crusoe: Adventure on the Cursed Island forum.

In my limited experience I noticed that people who knew H.P. Lovecraft loved this game immediately. But those who didn't just played and lacked anything they could relate to for fun. It was more of going though the mechanics without the gotcha.

Now... that's not to say that gamers won't take to this quickly but thematic games often need the theme to mean something to the individual for best enjoyment.

 
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