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Arkham Horror: The Card Game» Forums » Variants

Subject: has anyone tried using all 5 investigors? rss

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Ian Lim
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as the caption says.

i mean use all 5 at the same time. either solo or any number of players.
 
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David Jensen
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We have discussed trying it.

If we do I'll make a post. Please share your experience.

My personal thought is the game will be too easy.
 
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Mihai Stanimir
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That's an interesting idea! I've got 5 ready decks for them, so why not give it a try? There will be more planning involved I suppose, as well as more flexibility.
 
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Tom Scutt
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I think it would be too long. Even with three investigators I found that it started to drag a bit. With five I think it would be unbearable.
 
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Ian Lim
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notyetsuperman wrote:
We have discussed trying it.

If we do I'll make a post. Please share your experience.

My personal thought is the game will be too easy.


then how about playing with hardest difficulty?
 
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Scourn1
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I have done this.

5 Decks using 4 core sets of cards.

We played standard hardness and did first mission. We lost pretty bad.

It scales yes, and doesn't take to much time actually. We had 2 new players when we did it.

Problem is that it scales to be very hard. 5 Mythos cards a turn means someone is always fighting so that puts pressure on the group and the auto doom token card is drawn a lot more often. Plus when a player dies, which it did in our case, the mission stays scaled to 5 people so Ghoul Boss has 25 life.
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Ian Lim
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i also tried it too (with lots of proxies) and we go a bit ambitious with expert difficulty(because people are saying it is easier with more investigators) and horribly we lost.it is not even close(i think it would be decent with only standard difficulty)....the doom counter is faster than you expected.. with more ancient evils and more cultists.

so guys this proves the game is NOT easier with more investigators.
 
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David Jensen
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It's possible their is a curved difficulty scale. Something akin to this scale.

2< 3< 1< 4< 5
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Scott Hill
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notyetsuperman wrote:
It's possible their is a curved difficulty scale. Something akin to this scale.

2< 3< 1< 4< 5

I think it's 2<1<3<4<5.
 
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Christian Kløve
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Scorpion0x17 wrote:
notyetsuperman wrote:
It's possible their is a curved difficulty scale. Something akin to this scale.

2< 3< 1< 4< 5

I think it's 2<1<3<4<5.


In the games, I've played, it was easiest with 3, then 2, then 1, but I have not played enough games at the different counts for this to be anything but anecdotal.
 
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Juho Parviainen
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Scorpion0x17 wrote:
notyetsuperman wrote:
It's possible their is a curved difficulty scale. Something akin to this scale.

2< 3< 1< 4< 5

I think it's 2<1<3<4<5.

Is it really easier with 2 than 1 gators? It might depend on the gator used but according to my experiences Roland is a really solid pick for a solo campaign. This leads to me thinking it is easier to play with 1 than with 2.

Will play more to test these things out though.
 
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Bobby Marino
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Can we please not make calling them gators a thing... whistle

This is all I see now.
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Robbie M.
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Don't be a gator hater.
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Sean Cotter
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scourn1 wrote:

Problem is that it scales to be very hard. 5 Mythos cards a turn means someone is always fighting so that puts pressure on the group and the auto doom token card is drawn a lot more often. Plus when a player dies, which it did in our case, the mission stays scaled to 5 people so Ghoul Boss has 25 life.


Silly how, with more investigators, the boss monster becomes SO much more difficult to deal with. Some sort of adjustment may be in order.
 
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Belzebub Sataan
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I don't know who said the game was easier with more investigators, but i don't agree. As others have pointed out, drawing more cultists and ancient evils speeds up the agenda.

With so many player's it gets harder to control the agenda with scrying, to counter ancient evils with ward of protection.

What's mroe, you're also going through the encounter deck 2-3 times, so you're dealing with more of all the mentioned evil cards, while your player decks don't get faster.
 
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Steven Cameron
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We've run the Zealot campaign + 2 POD side missions with the original five investigators. It worked pretty well, but as mentioned, the two big issues we had were boss health and ancient evils cards.

While boss health tends to scale with player count linearly or in favour of higher player count (flat amount plus health per player gives a lower average damage each investigator needs to do), the original crew with the Zealot cards meant most characters weren’t putting out a lot of damage except Roland. This means boss fights take longer, and as a result, more damage is pushed out onto the attackers. Mini-bosses can be evaded which helps, but the big bosses can’t always be stun-locked like that, so you need to look for non-combat ways to deal with them.

With the cards from Dunwich, I think that will be less of a problem as there are more weapons and damage options for the non-guardian players.

Ancient evils are also a problem. Ancient evils don’t scale with player count; you’ll draw more mythos cards with more people, so that’s outright more doom being put on the agenda (which gets worse over time with small mythos decks, as you start cycling the mythos deck but creatures and location hazards are out on the board). Also you can get bad spikes where all three cards are drawn at once, or one card after a couple of cultists are drawn, leading to very short games. We pulled one of the ancient evils cards out of the deck to mitigate that, and I’m contemplating pulling a second one out for the next campaign. The threat is still there, but it’s more manageable.

That said, some missions are probably a bit easier with more people. Five players can scout out a map pretty quickly, and passing specific tests to progress isn’t a huge issue because there should always be someone who can make that check, assuming they can get there.
 
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