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Cthulhu Wars» Forums » General

Subject: Recommended First Expansions to Incorporate rss

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Michael Sweazey
United States
Powder Springs
Georgia
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Has anyone thought of, or does Sandy & Company have any suggestions for which expansions to incorporate into the base game first? I have some game days coming up, and a few people have played the base game once, a couple have played it twice, and I have played it thrice.

Now that I have this huge pile of goodness, I would love to add a bit, but I still want the game accessible to newer players. Also, that way I can bring a couple more boxes instead of all of it (though the bragging rights would make it tempting).

Thanks,
Michael
 
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Adam Starks
United States
Austin
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1) High Priests - These really expand your options, and should be included in every game you play (even with newcomers)

2) Faction Expansions - If you only have 3-4 players for your introduction game, stick with the base factions, as they're the most tame. However, if you have a couple experienced players, or are playing with 5, then any of the expansion factions are fine.

3) Map Expansions - If people are comfortable with all the factions you'll be using, then you can look into breaking out a Map Expansion. However, this should not be done for someone's first game.

4) Azathoth - If players are comfortable with both the factions and the map they're playing on, the Azathoth Expansion as a whole is pretty great, because of the mix of Monsters and GOO, and the neutral Spellbooks.

5) Once all of the above is covered, then you can start introducing the rest of the Indie GOOs and Monsters. One pack at a time works fine (i.e. Indie Pack 1 and Surface Dreamland Monsters, then Indie Pack 2 and Underworld Dreamland Monsters).

With all that in mind, there's a huge difference between steps 3 and 4. The Indie material opens up some truly ridiculous combos, and should be viewed as almost "End-Game" material: amazing, but only for players that more or less know all the rules and abilities, and are therefore able to at least kind of realize the implications of the new features.
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Jim Black
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Moraine
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Agree with Adam. Sounds like a good blueprint.
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Gerrit G.
Germany
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This is the order in which I plan to introduce the expansions:

1) Faction Expansions - I wouldn't really see these as "expansions", but rather as a part of the basic game. They are simply more factions to choose from. Maybe don't use Opener, Windwalker and Sleeper in the first two or three games with a new group, but for everyone who has played a few times, these are natural parts of the game. And you can't even play 5+ player games without using at least one of them.

2) Independent Monsters - These seem rather easy to integrate. Sure, they open up some combos with specific factions, but the general rules for them and each monster's special rules are rather easy to understand. (This includes the monsters from the Azathoth expansion, btw.)

3) Independent Great Old Ones - These are a bit more complex and some of them have the pontential to warp the game quite a bit. Therefore, I would introduce them after the independent monsters. (This includes Azathoth, btw.)

4) Map Expansions - These seem like quite the leap. Not only does the completely new layout of the areas force players to discover new ways to expand and to move, the new maps also come with new rules that alter the gameplay quite a bit. For the first game or two on a new map, I wouldn't use any type of independent unit, to make it easier to get accustomed to the map specific rules.

?) High Priests - One of the very few expansions that I do not have. So, for now, I am not going to play with them. I guess these should be the first actual expansion that people try (after new factions but before new maps and independent units). I hear that these are must-haves, but they just sound weird to me and it feels as if they would warp the game in a weird way. Which was the main reason why I didn't order them with the first kickstarter.

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Mark Chaplin
United Kingdom
Nottingham
Ice-choked tower, Mondavia, Nanglangka.
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High Priests: I agree that these are a must.

Elder gods: my advice is to only include a small random handful - even for experienced players. They take up table space, and can cause AP problems if you field too many.

Independent monsters: always include these after your first few games - they're a player favourite, and can allow you to specialise your faction.



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Gerrit G.
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Yugblad wrote:
Elder gods: my advice is to only include a small random handful - even for experienced players. They take up table space, and can cause AP problems if you field too many.

I agree and I should have made this clear in my post above: I would not use all independent GOOs at once in a single game. (And the same goes for the independent monsters, too.) Since they come with their own stat cards, I would just shuffle those up and randomly draw a number of cards equal to the number of players and then use only those independents in that game. (Someone else suggested players minus one for GOOs and players plus one for monsters.)

Quote:
Independent monsters: always include these after your first few games - they're a player favourite, and can allow you to specialise your faction.

This is why I've listed them as pretty much the first real expension to try out. I really like what they add to the table and they aren't that complicated to use, either.
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