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Subject: Eldritch Horror Strategy (core set) rss

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Sinner JP
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Hallo everyone, i recently picked up eldritch horror and with some friends we are really getting into it.My question is, regarding each investigator on the core set,what is his/her optimal way of starting a session(where to go, what to do/improve considering his role) ? For example, i know that charlie kane's optimal is to go to tokyo(for sniping monsters) and supplying the other investigators with aquired assets. What are the others supposed to do to get a strong start,always considering the role they are supposed to be filling? Thank you very much for your time!
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Freelance Police
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I typically get as far as dividing up the players into spellcasters and combatants. The problem is that the distances on the board are working against you -- whoever's closest to the gate needs to close it! I also think having location encounters to try to improve skills or gain spells is a waste of time. Half the time, they gain negative conditions, which might as well be an "Lose four turns" card. IMO, Much of the game is tactical, as characters acquire assets and clues, then adapt to them.
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George Aristides
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Might be worth first checking out the excellent guide in the link below:
https://boardgamegeek.com/thread/1233643/your-trusted-circle...

Apart from that, for a strong start, you can't go wrong with acquiring assets in the first few turns, taking a bank loan as necessary to load up on good assets.

I partly disagree with the advice above that location encounters are a waste of time. For example, a strong spellcaster in Buenos Aires trying to get Plumb the Void can be a game changer if you manage to pull it off.

But you should definitely focus on getting clues/closing gates, rather than wasting too many turns doing location encounters if there is something more urgent to be doing.
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Erik O'Rourke
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firstly, it should be noted that there are roughly 5 different roles in the game, at least in my opinion.

1. Fighters; (High Strength/Lore/Willpower, High Health) Characters that can combat monsters with assets/spells and have abilities that allow them to easily damage or acquire stronger weapons, or start with strong weapons.

Fighters are the most obvious class, as, if you have a high amount of strength and willpower, or a somewhat large pool of sanity, anyone can really become a good monster fighter. Some of the more obvious monster fighters however have low sanity such as Michael McGlen and Mark Harrigan, who are good at fighting, but prone to going insane.

2. Gate Closers; (High Lore, Willpower) Characters that have abilities that allow them to easily get around the board from Gate to gate, or have an ability that allows them to easily kills monsters on gates with the Banishing spell, or avoid them with Mists of R'lyeh. Most tests in Other Worlds use the Lore and Willpower skills, with a sizeable about requiring Observation and an even spread among Strength and Influence. Characters like Akachi Onyele and Luke Robinson, who can easily get from gate to gate to clue are invaluable, as having a low gate count means you're in for an easier game. Patrice Hathaway provides a scaling gate closer who can easily become +1 or even +2 in each of her important skills and help with other necessary objectives due to her ability of being able to snipe high health monsters from the start of the game.

3. Researchers; (High Observation/Clue Gathering) Characters able to easily gain clues to complete nasty Rumors, as well as complete the active mystery, researchers are necessary in most cases as the inability to gather clues, or at least generate them can lead to some bad games. Clues usually require high Observation as well as a good spread of the other abilities. If i remember correctly over 50% of the research encounter cards from the core set have observation on them, and the number may be even higher than that. Observation is also very useful on sea encounters, which typically will allow your investigator to find useful artifacts or recover health/sanity. In a nutshell anyone can be a researcher, some just do it better, such as Trish Scarborough from the core set, or Mandy Thompson from Under The Pyramids.

4. Supports; (High Influence, Bonus Dice, Useful Spells/Innate Abilities) The Support class in my opinion is an often over-looked but necessary class, and while everyone loves a Charlie Kane, characters such as Mihn ti Phan and Finn Edwards are invaluable in some games where they really shine as the MVPs who won the game. While the class is vague, they are typically characters that have an easy time getting around the board to support other characters or seek out short term goals to accomplish when everyone else is busy, and because of this have an easier time moving around the board through gaining assets or having free movement abilities. They also come in the form of asset gathering investigators that can hand out gifts to other investigators who are not so well off, making everyone's day a lot easier.

5. All-Rounders; (Even Spread of Abilities, Adaptable) Characters who can excel in a lot of situations, through use of a good balance of skills and abilities. This is perhaps the most vague, as many of the characters are well rounded and fall into one of the other classes as well, such as Silas Marsh, who is master of the seas able to give bonus dice on the sea, but has good maneuverability, can kill monsters, and attack research or other world encounters all quite equally. All rounders are useful as sometimes you never know what the Mythos Deck is going to throw at you and having someone who is capable of a little of everything can come in use in almost every situation.


Personally if playing a game with a group of experienced players we'll look around and see what we're missing, as my group does not use "Easy" mythos cards and i've gotten my ass kicked by the game enough to know if everyone is a spellcaster or monster killer you're in for what feels like a very imbalanced game. give a try with 4 characters, 1 monster killer, 1 gate closer, 1 researcher, 1 well rounded support character, and you'll realize that they all make up for each others weaknesses.

not to get into super math or anything, but if you add up all 4 investigators stat points in a 4 player game, each of them should be close to 10. that would mean you have a great stat spread among investigators, as there's nothing worse than getting 2 turns in and realizing that not a single person has an influence over 2, or that no one has high observation to complete the mysteries.

happy hunting!
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A. Leafman
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Some general principles of sound EH play:

1) Assets are really important. They are a more powerful and more reliable way to improve your characters than stat-boosting encounters. So any character with decent Influence ought to acquire assets early and often. Don't be afraid of taking Debts to get the good stuff (or to just go through the reserve more quickly)--Debts are not really that bad (you don't even necessarily have to bother clearing them.) Even if there's nothing decent in the reserve, you should still acquire assets if you can, so you can cycle through to the good stuff. Given the huge importance of assets, it won't be a surprise that Charlie Kane is the most powerful investigator in the base set.

Some of the strongest and most efficient assets in the base game are: the Lucky Rabbit's Foot; the Lucky Cigarette Case; the Lodge Researcher; the .45 Colt Revolver; the .18 Derringer; the Arcane Tome; and the Double Barreled Shotgun. It's usually worth going into debt to get these very strong items. Agency Quarantine is also very strong if there is an Epic Monster on the board you need to kill. The more you acquire assets, the higher the chance these strong items will become available to you!

2) Clues are really important, too. The game allows you to spend Clues to reroll, but you should pretty much never do that unless the game is on the line. Snap up clues whenever you can; even if the current mystery doesn't require them, the next one probably will. Jacqueline Fine is the best Clue generator in the base set. I think she's the second strongest investigator, after Charlie.

3) You win the game by solving mysteries. You don't win the game by closing gates, solving expedition encounters or killing monsters. Sometimes you will need to do these things, yes, but don't let them distract you from the task at hand. Prioritize the active mystery first and foremost. Having three characters close gates while only one works on the mystery is a bad idea. Try the other way around. If you can ignore a rumor, do so! If there is a really well-fortified gate, strongly consider leaving it alone rather than spending a bunch of resources closing it. If a monster is chilling in the Himalayas not bothering you, there is no point in tracking it down and killing it. If you let multiple turns pass in which none of your characters are trying to make progress toward the active mystery, you will lose.

To answer your specific question about starting actions--this will depend on what the first mystery is. If one of your characters can make progress on it from turn 1, as is sometimes the case, do that! If not, acquiring assets is a must for anyone with 3+ influence and might be a good idea even for the others, too (depending on what's in the reserve.) Take debts aggressively and churn through the reserve as fast as you can. Strong spellcasters like Jacqueline Fine or Diana Stanley should consider moving toward Buenos Aires, because that's where the good spells are. Otherwise have your characters focus on getting whatever the mystery requires, be it clues, spells, or weapons (with which to kill an epic monster.)
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