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Arkham Horror» Forums » Variants

Subject: The Unknown - how we keep the mystery rss

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Charlie Theel
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I need to preface this by saying we only play about once every two months. If you play more often this method may not work quite as well.

First off, we always place monsters with the art-side up. You are not allowed to flip a monster and read its stats until you fight it ("Crap, does a deep one have Magic resistance?!"). Generally, we know which monsters are stronger but there's still a lot of unknown and we typically avoid fighting unless well armed.

Second, when you draw an encounter another player will read you your encounter. If a choice is given on the card the player is not read the outcomes until the choice has been made (or the dice has been rolled if that is necessary).

We refuse to play the game normally as this is way more tense and fun. Even though we thought of this on our own, I have to believe others out there are doing this.

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Scott Anderson
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We do the same when reading cards but we put the monsters in little stands like the investigators.
 
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The Grouch
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You can also place open gates face down. They are not revealed till an investigator is in the location with the gate.
goo
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Charlie Theel
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bill_andel wrote:
You can also place open gates face down. They are not revealed till an investigator is in the location with the gate.
goo


actually we do that as well, forgot to include it in the OP. cool
 
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Jefferson Krogh
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Our group doesn't play like that, but that's merely personal preference. I think that's a fine set of house rules. Anything that increases the mystery is probably a good thing. I wish it were listed as an official variant in the main rules.

One reason we don't is that we put monsters and gates on plastic stands. We think this is very helpful. In several early games, we simply missed gates and monsters because they got lost in the visual clutter of the 2-D board.
 
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Wouter Dhondt
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How do you handle monsters with special movement like the cthonian or hound of tindalous ?

Agree with the encounter reading though.
 
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Charlie Theel
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Kwakkie wrote:
How do you handle monsters with special movement like the cthonian or hound of tindalous ?

Agree with the encounter reading though.


Unfortunately someone has to look at the back of those counters (typically the player who is farthest away from the actual monster so it won't influence their decisions). Still, special movement monsters seem pretty infrequent in our games.
 
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Benj Davis
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charlest wrote:
I need to preface this by saying we only play about once every two months. If you play more often this method may not work quite as well.

First off, we always place monsters with the art-side up. You are not allowed to flip a monster and read its stats until you fight it ("Crap, does a deep one have Magic resistance?!"). Generally, we know which monsters are stronger but there's still a lot of unknown and we typically avoid fighting unless well armed.


Wait, isn't that the standard rule? That's how we've always played.

[quote]Second, when you draw an encounter another player will read you your encounter. If a choice is given on the card the player is not read the outcomes until the choice has been made (or the dice has been rolled if that is necessary). [/q]

Sounds like it could make things very hard, but then again most decisions aren't that hard to guess.
 
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Markus
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Kwakkie wrote:
How do you handle monsters with special movement like the cthonian or hound of tindalous ?


You could always make a cheat sheet for the special movement monsters. There are not that many of them after all and most of them are easy enough to remember.

I will have to give this type of an encouter reading a try. It will also lessen downtime since it activates two players on each encounter instead of just one.
 
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Charlie Theel
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I would definitely recommend trying this way if you haven't; it's loads of fun.

Yes, when you have a choice many times it is somewhat easy to guess. What really gets stick is when you have a skill check:

"Stumbling in the other world you come across a strange figure walking towards you. Roll luck."

"Crap, I'm not sure whether I should spend a clue token on the roll or not, uggh I wonder how bad/good the result is."

Or something like that.

It does make the game harder but we still have fun losing most of the time. It can be particularly nasty if you get a skill check where you die if you fail the result (I think there's one or two of those in Otherworlds) and you choose to not spend no clue tokens or any of your resources to help.
 
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Rauli Kettunen
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Jlerpy wrote:
Wait, isn't that the standard rule? That's how we've always played.


Not sure if anybody touched on this, but no, it's not the standard rule.

"Players may look at either
side of any monster marker at any time." (p. 4)
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