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Arkham Horror: The Card Game» Forums » Rules

Subject: Confused about custom deck constructing rss

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Andres Rygnestad
Norway
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So i got this game a few days ago along with the Dunwich legacy and the first mythos pack. problem is i really dont understand how to construct a custom deck.

The rules states that you can only pick lvl 0 cards and that you need XP to "upgrade" cards or add cards to your deck. But the starter deck has a couple of lvl 2-3 cards in them.

Does each investigator start with a certain amount high level cards?
The investigator i want to construct a deck for is Jim Culver
 
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Maad McCarthy
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If you are looking at the number in the top left then that is the amount of resources to play the card, not the cards level.
Under that number you should see pips/dots. This indicates the cards level.
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Simon C
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The starter decks are all 0XP, so I suspect you're making a mistake somewhere.

One possibility: The level of a card (and hence the amount of XP it costs to purchase) is the number of small white dots (or "pips") in the arc beneath the cost/faction icon. The actual number printed in the top left-corner of Assets and Events is the resource cost to play those cards during a level, and has nothing to do with their level or the XP you spend to acquire those cards.

For example, the card Guard Dog has a cost of 3 and a level of 0.

Another possibility: Some cards exist in multiple versions, at different levels. For example, Beat Cop has a 0XP version and a 2XP version. When building your starter decks, you need to use the 0XP versions of all cards listed.

Do either of these help explain the issue?
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Andres Rygnestad
Norway
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There, found it Thanks for answering my question now i can enjoy the game.
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MC Shudde M'ell
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Welcome! I suggest, now that the first question has been answered, that you put together your own Jim deck using your best judgment, run The Gathering on Easy to the best of your ability just enjoying the story and the game, and then come back here and let us know how it went! That way you can get a feel for the game on your own, and you might come up with more questions at the end of it - we love questions!
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Rob Rob
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maadmccarthy wrote:
If you are looking at the number in the top left then that is the amount of resources to play the card, not the cards level.
Under that number you should see pips/dots. This indicates the cards level.

This is such a common point of confusion, really a design flaw. Probably would have been better/more intuitive to have made it the reverse: number indicates level, pips indicate price.
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Simon C
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Robrob wrote:
maadmccarthy wrote:
If you are looking at the number in the top left then that is the amount of resources to play the card, not the cards level.
Under that number you should see pips/dots. This indicates the cards level.

This is such a common point of confusion, really a design flaw. Probably would have been better/more intuitive to have made it the reverse: number indicates level, pips indicate price.


Absolutely not.

Firstly, price should be less constrained than Level. Restricting the resource cost of a card to a maximum of 5 prevents really expensive, super powerful cards.

Secondly, price sometimes needs to be flexible e.g. Jenny's Twin Guns, with cost X. While you could still handle this with card text, it's going to be horribly inelegant.

Thirdly, pretty much every other game on the market puts the cost of a card as a number in the corner. If you put a number in a corner then tell people "no, that's not the cost, the cost is this small number of dots under here" - that's going to confuse a lot more people than the current system.

Fourthly, one of the two values is going to be used frequently throughout gameplay, while the other is much less frequent and only outside of actual games. Make the one you need to use more regularly and more quickly the one that's big and obvious.

I'm not going to say there's not a better way that levels could have been done - either put it somewhere else, or use a numeral (maybe following "Level") somewhere - but making the card less intuitive or less usable is not the way to go about it!
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Jeremy Pyne
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If you want to be even more particular technical the pips are the Spell Level not the Spell XP Cost. Spells cost XP equal to their level unless otherwise stated, Exceptional for instance caused 2X the spells level.
 
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Richard
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Robrob wrote:
maadmccarthy wrote:
If you are looking at the number in the top left then that is the amount of resources to play the card, not the cards level.
Under that number you should see pips/dots. This indicates the cards level.

This is such a common point of confusion, really a design flaw. Probably would have been better/more intuitive to have made it the reverse: number indicates level, pips indicate price.


Actually, the solution would be to use an icon or "XP" or "Level" somewhere next to them. Currently, they're just two pieces of information with no labels. That's the issue.
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Rob Perry
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Coren wrote:
Currently, they're just two pieces of information with no labels. That's the issue.


That's not the issue.

The Learn to Play book states pretty clearly what these two pieces of information are...







These explanations are very easy to find in the instruction book.

What's more, you need to be told what these two pieces of information are exactly ONCE. After you are told what these values represent, you will literally never need to be reminded of what they are again. There is zero reason to clutter the card with extra labels and instructions.

Refusing to read the rules... that's the issue.
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