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Subject: "What Lurks Beyond the gate" Preview rss

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Frank Domick
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There's a new preview for Elder Sign on the Fantasy Flight Games Website. It can be found here.

Quote:
A look at Other World Adventures and monsters in Elder Sign

The nightmare corpse-city of R'lyeh… was built in measureless aeons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults.
— H. P. Lovecraft, “The Call of Cthulhu”

In the first and second previews for Elder Sign, we looked at the strategic decisions players must make while determining how best to send their investigators on Adventures within the museum. Now we’ll explore the greater potential benefits and the perils of Adventures that take your investigators beyond the museum… beyond the known world. These daring journeys to Other Worlds may allow your investigators to uncover the truth and eldritch knowledge you need to thwart the Ancient One’s progress. Or your investigator may be devoured by the denizens of those strange realms.

A Gate Appears

As your investigators explore the museum during their hunt for Elder Signs, their Adventures may lead them to stumble across a hidden gate to the beyond. Investigators only find these portals opened after succeeding at Adventures like The Graveyard that have a gate icon in the rewards.





When a player brings an Other World Adventure into play, it’s placed below the six museum Adventures. While it’s possible to have any number of Other World Adventures in play, they are not replaced once they have been fully investigated. Rather, they represent unique opportunities to travel to unthinkable and ancient realms like R’lyeh, full of terror and peril. They offer tremendous rewards for those investigators capable of acquiring the lore they need… and retaining their sanity during their investigations. But the price of failure can be fatal.

As you may have noticed, for those capable of plundering its riches, R’lyeh holds not only an ally, but an astonishing three Elder Signs. In fact, each Other World adventure holds a number of Elder Signs for those capable of discovering them, but investigators have both to find the gates and survive the harrowing experiences beyond. R’lyeh does not suffer fools, and those who fail to approach its shores with caution suffer the loss of two sanity and two stamina. If that’s not enough to see the investigator devoured, it’s certainly enough to cause concern.

You may have also noted that while you have only six green dice each turn, R’lyeh requires six different die results, leaving no margin for error.

Finally, there’s a good chance that any investigator exploring R’lyeh will encounter a monster! If a monster arrives at R’lyeh, it’s almost certain to devour any investigators who can’t find the means to escape.





Devouring Investigators Since 1926

Manton had two malignant wounds in the chest, and some less severe cuts or gougings in the back. I was not so seriously hurt, but was covered with welts and contusions of the most bewildering character, including the print of a split hoof.
–H.P. Lovecraft, “The Unnamable”

Monsters arrive in Elder Sign through a number of means. A monster arrives anytime an Ancient One’s Doom track reaches a monster symbol. Monsters can arrive as consequence for a failed investigation, or they may be lured in as one of the “rewards” for the successful completion of an Adventure. Additionally, some cards in the Mythos deck dictate that a monster appears.





When monsters appear, they are placed on any Adventure that has a task with some or all of its dice results marked by a white border. When a monster joins an Adventure, it replaces those tasks and adds its tasks to the Adventure’s.



An example of a monster task. The four investigation are replaced by the monster’s dice requirements. A partial monster task (like R’lyeh) retains all dice requirements not bordered by white.



An example of an empty monster task. An Adventure with an empty monster task is much easier to solve without a monster attached!



An example of a monster. The Star Spawn locks a green die and adds one peril and one lore result to its task! While an investigator suffers no direct consequence for failing to complete a monster task, he suffers whatever the consequences are for the Adventure to which the monster is attached.

If no Adventure in the museum has a monster task without a monster attached to it, then the monster is added to an Adventure as an additional task! This means that if you don’t complete Adventures before the museum fills with monsters, your chances begin to decrease exponentially.

Like Adventures, monsters each offer a number of Trophies for those investigators who manage to defeat them. This may help you purchase the first aid you need to restore your investigator’s health and sanity, or you may be able invest the trophies toward future successes. Still, there’s no doubt that the Adventures become more difficult when monsters add to their tasks. Your strategies will likely take drastic turns as monsters appear, forcing you to think on your feet as you reevaluate the risks and rewards of each Adventure.

Fortunately, unlike Adventures, monsters are defeated immediately when you complete their tasks, meaning that even if your investigator fails an Adventure (like R’lyeh above) and is devoured, he may have rid the world of the defeated monster long enough for some other investigator to rush in and explore the hidden recesses of the Other World for its Elder Signs.

Start shoring up your mental fortitude. Elder Sign is scheduled to arrive Q3 of 2011! You can check back here for updates while you wait.


Edit: Included preview text.

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Anthony Martins
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Interesting. I wonder if you can get enough equipment to make those big missions possible. I hope there aren't too many silly/impossible shoot-the-moon kind of scenarios going around. It's never fun to introduce a game and say, "And, if you want to waste resources and lose, you can try these missions." That was actually one of my big issues with Arkham Horror: there was seldom a reason to visit many of the green locations.
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Jeffrey Speer
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Yea, that doesn't seem very possible
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The Elder
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Rant follows:
Why do font developers go to all the effort of making a script font and then put in those stupid dead-straight dashes that no hand could draw? And why do the graphic designers then use those stupid dead-straight dashes? They've chosen to use a script font to evoke a mood then they go and break the mood. Since they're all going to be identical like all the letters are anyway you could hand draw just one dash and paste in it as a graphic if you didn't want to create just one character in a font editor.

That dash is even darker than the rest of the text and looks like it has a drop shadow on it. It's dead straight because it's a magical em dash that floats above the page it's written on completely unlike the rest of the text? Yeah, that's it, it's meant to be like that, it's the old "it's a design feature not a flaw."
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Milan Mašát
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To be confused when reading rules is a common thing, but to get lost when reading a preview?
Can anybody explain to a dumb like me how does a creature work? I can get it when you have small (1 dice) creature or big (3 dices) place for one. But how it is supposed to work when you meet star spawn (3dices to defeat) on R'leyh (one dice space for a creature)?
ideas:
1)you can not put bigger monsters onto small tasks
2) you are screwed - you have to roll one investigation, one peril and one lore with locked green die to succeed in this task and defeating spawn, with automatic failure on second task. So that future investigator can finish R'leyh.
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Todd France
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Vodnyk wrote:
Can anybody explain to a dumb like me how does a creature work?
...
2) you are screwed - you have to roll one investigation, one peril and one lore with locked green die to succeed in this task and defeating spawn, with automatic failure on second task. So that future investigator can finish R'leyh.

It seems plain to me that it's #2. Unsurprisingly, R'leyh is a dangerous place. But I get the impression that there will be items and abilities that will still allow this to be completed (by adding extra dice, or allowing Investigators to re-use dice from previous tasks, or something).
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Milan Mašát
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pseudotheist wrote:
It seems plain to me that it's #2. Unsurprisingly, R'leyh is a dangerous place. But I get the impression that there will be items and abilities that will still allow this to be completed (by adding extra dice, or allowing Investigators to re-use dice from previous tasks, or something).

From the description it seems that 6 dices is a hard cap, but they mentioned spells, which allow reuse of some dices.
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Todd France
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Vodnyk wrote:
From the description it seems that 6 dices is a hard cap, but they mentioned spells, which allow reuse of some dices.

6 green dice is the standard. Investigators may or may not get more of those, but they definitely have means of increasing and extending their resources from there:
Quote:
Most items add one die a player can roll for one attempt at a task. Spells typically allow you to save one die result from one task for use in a later task.

I assume the Items give access to the red and yellow dice.
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Milan Mašát
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Seems you are right, that means all 8 dices can be used at once, if the investigator is clever/lucky enough.
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