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Arkham Horror: The Card Game» Forums » Rules

Subject: Arcane initiate question rss

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Immortal
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Card description

Forced – After Arcane Initiate enters play: Place 1 doom on it.
[Free] Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.



Place one doom on it.....ok.......then? what the doom actually do?
 
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Richard A. Edwards
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nightwishpower wrote:
Card description

Forced – After Arcane Initiate enters play: Place 1 doom on it.
[Free] Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.



Place one doom on it.....ok.......then? what the doom actually do?


During the Mythos Phase, you check the "doom threshold" to see if the Agenda (evil plot!) advances:
"Compare the total number of doom in play (on the current agenda and on each other card in play) with the doom threshold of the current agenda. If the value of doom in play equals or exceeds the doom threshold of the current agenda, the agenda deck advances.

So having an Arcane Initiate is helpful (to be able to search for spells) but dangerous (the added Doom token counts toward advancing the Agenda!)
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this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?
 
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steven riola

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You do regain health and sanity but if you've gained a mental or physical trauma, you start with a loss of 1.
Example you died due to sanity loss, you read scenario to see what happens next. And you mark 1 mental trauma. At the start of scenario 2 596 start with 1 horror.
 
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J. Chris Miller
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nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


This is why it annoys me that FFG said that this game will be "true solo".

The game isn't designed to be played with 1 investigator. Each class has strengths and weaknesses, and they're meant to be played as a team.

There's nothing wrong with the Mystic class, it just takes a bit more finesse than say Guardian which is more about brute force. Mystic is certainly more of a support and direct damage class though, and their abilities come at a price.
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coyotemoon722 wrote:
nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


This is why it annoys me that FFG said that this game will be "true solo".

The game isn't designed to be played with 1 investigator. Each class has strengths and weaknesses, and they're meant to be played as a team.


Well...obviously. I'm pretty sure they meant there are mechanics in place to play the game "true-solo", as in you don't need to house rule it or use more than one character as a solo gamer. You can simply use a single deck and go through the game.

It's probably difficult as all hell and they already made it clear in an interview that the game was balanced around 2-4 investigators. But if you really wanted to do true solo play, the game allows you to do that. I don't see why you can fault them for stating that.
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Richard A. Edwards
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coyotemoon722 wrote:
nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


This is why it annoys me that FFG said that this game will be "true solo".

The game isn't designed to be played with 1 investigator. Each class has strengths and weaknesses, and they're meant to be played as a team.

After playing about two dozen games, many of them solo, I complete disagree with you.

The game is designed to be played with 1 investigator or with up to 4. It is great as a "true solo" game.

While each class has its strengths and weaknesses, having two classes to build from, plus neutrals, allow each investigator to buff is weaker areas. And different classes simply have different ways to deal with similar issues.

I prefer playing solo because, as you correctly surmise, playing with more players allows you to specialize. This makes the game more prone to the alpha gamer problem since with specialists there is usually a best solution to maximize based on a specialist.

I find playing a generalist more fun.

As to "maximizing" your game play, there is no "winning" or "losing" in this game.

Each scenario has various resolutions as well as potential campaign affecting effects that can be triggered by various outcomes. Did you kill an enemy or will it follow you into the next scenario? Did you make a choice that gains you another weakness that adds to your deck? Did you resign in time to avoid defeat so you don't get trauma? Did you decide to stay in the fight and get defeated (gaining long term trauma) but allow a fellow investigator to then advance the Act for a positive outcome?

If you're looking for a power deck builder that you can tweak until you "win" a scenario, this is not the game for you. Go back to LotR LCG.

If you want to play an investigator through a very thematic story-driven scenario with differing outcomes that build an entire campaign as your investigator develops, then you'll find this to be a very RPG-like card game.
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Simon C
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nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


Note that there's a way to cheat the Arcane Initiate downside! If you only play it on the turn before you're going to hit the Act's Doom threshold anyway, it gets counted up, the Act turns (as it would have done anyway) and then ALL Doom counters are removed from play.

Sure, doesn't answer the overall question of viability of the Mystic class (especially if you were to take a Mystic character solo) but there may be similar ways to manipulate the disadvantages of their other cards to help them be more powerful than you expect
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Aaron Yoder
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nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


Your allies can soak damage and horror, however, so you can kill off your ally after you've used it. Or, perhaps more charitably, play another ally (since you can only have one ally in play, forcing a discard). Then you lose the doom. Problem solved!

If you lose all your health/sanity, then you'll take Trauma, which is essentially 1 damage of that type at the start of each Scenario. Otherwise, it heals. And there are healing cards, yes, though Horror is a lot harder to clear.
 
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Aaron Yoder
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LeonardQuirm wrote:
nightwishpower wrote:
this class seems bad to me add doom, lose a lot of horror overall and I find their spells not that strong overall. Do you know if we regain health and sanity between scenario at least?


Note that there's a way to cheat the Arcane Initiate downside! If you only play it on the turn before you're going to hit the Act's Doom threshold anyway, it gets counted up, the Act turns (as it would have done anyway) and then ALL Doom counters are removed from play.



According to "Act Deck & Agenda Deck", you remove all tokens from the card to be Advanced, not all cards in play.
 
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Scott Dockery
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Act and Agenda Deck wrote:
Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove all doom from each card in play.
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David Boeren
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Can't be that hard to get your Arcane Initiate killed.
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Aaron Yoder
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rsdockery wrote:
Act and Agenda Deck wrote:
Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove all doom from each card in play.


lol I just needed to read one sentence further, apparently.
 
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Spoiler (click to reveal)
I w really hope the game is balanced for solo because playing two investigators is not fun for me. But what can you do in scenario 1 when the last objective is to kill the priest and you are a seeker or rogue. Evading and getting clues is fun but being unbable to kill the boss is an auto fail , no?
 
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Bradford Lounsberry
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Just have to make sure you have the right cards in your deck...

Spoiler (click to reveal)
Rogues & Survivors just need to keep their distance until the time is right. Use cards like Backstab, Unexpected Courage and Lucky to boost up your attack. I used Wendy solo tonight and took him down with one big Lucky boosted attack.


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Scott Dockery
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Re: Scenario 1 balance
Spoiler (click to reveal)
If you're playing solo, then the Ghoul Priest has only 5 health. Get to the Parlour, recruit Chantler, and throw a Knife at it, and that's 3 damage right there--You can play events like Lucky and Mind Over Matter to make sure the shot counts. Then you're just one successful attack away from winning.
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Yuriy Matuhno
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ralsar wrote:
Just have to make sure you have the right cards in your deck...

Spoiler (click to reveal)
Rogues & Survivors just need to keep their distance until the time is right. Use cards like Backstab, Unexpected Courage and Lucky to boost up your attack. I used Wendy solo tonight and took him down with one big Lucky boosted attack.


I built a Rogue deck that kicks some serious ass. I'm not sure how you would play the Rogue the other way at the moment, as the only option is to mix Rogue with Guardian, and Guardian is all about killing things. Pistols, Dynamites, Vicious Blows, Guard Dogs. I obliterate most enemies the same turn they show up.
 
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Aaron Yoder
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nightwishpower wrote:


Spoiler (click to reveal)
I w really hope the game is balanced for solo because playing two investigators is not fun for me. But what can you do in scenario 1 when the last objective is to kill the priest and you are a seeker or rogue. Evading and getting clues is fun but being unbable to kill the boss is an auto fail , no?


Spoiler (click to reveal)
Besides all the things already mentioned, you don't lose the game because you fail to kill a boss. He keeps showing up if you don't, but he won't immediately tank your game.
 
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ralsar wrote:
Just have to make sure you have the right cards in your deck...

Spoiler (click to reveal)
Rogues & Survivors just need to keep their distance until the time is right. Use cards like Backstab, Unexpected Courage and Lucky to boost up your attack. I used Wendy solo tonight and took him down with one big Lucky boosted attack.




I played with the starter deck





nomoredroids wrote:
nightwishpower wrote:


Spoiler (click to reveal)
I w really hope the game is balanced for solo because playing two investigators is not fun for me. But what can you do in scenario 1 when the last objective is to kill the priest and you are a seeker or rogue. Evading and getting clues is fun but being unbable to kill the boss is an auto fail , no?


Spoiler (click to reveal)
Besides all the things already mentioned, you don't lose the game because you fail to kill a boss. He keeps showing up if you don't, but he won't immediately tank your game.



Spoiler (click to reveal)
non elite are a easy to kill, but if you play with 2 players, the priest has 10 life and hit 2-2 :O . Gotta save some powerful cards for him next time i guess


 
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