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Arkham Horror» Forums » General

Subject: Best expansion to up the difficulty (4p)? rss

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Paul V
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Right now I've been playing the base game (newest edition) with three others, and we're finding it a bit easy; we've never actually lost a game, though we have once woken a GOO and defeated it (though not without casualties).

We usually win pretty handily, though, by six sealed gates. The biggest danger to us has always been the seven gate limit for waking the GOO; the terror track has never been higher than 5 or 6 and usually we can seal enough gates (or leave them open) that the last few tokens of the doom track move very slowly.

We usually have two people working on clues and sealing gates, one person dedicated to monster cleanup (managing the terror track and also improving the movement capabilities of the other investigators) and the last doing other tasks like buying Elder Signs at the Curiosity Shoppe.

I'm looking for an expansion to up the difficulty levels to where the outcome of the game is more uncertain.
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Paul S
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DARK IN HERE, ISN'T IT?
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You'll find loads of posts on topic here, with a search, but in a nutshell I would say:

1) Dunwich Horror - much harder, plus an extra board, some nice new mechanics, lotsa new cards - you can't go wrong;

2) If you want a (cheaper) Small Box Expansion, then King in Yellow won't hurt. Makes the game a LOT harder, especially if you use Hastur and the Herald (included in the exp) - thematically great, but obviously smaller than (1), you get what you pay for.

Both will scratch your itch, I am sure!
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Nick R
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So long and thanks for all the fish
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rankinsect wrote:
Right now I've been playing the base game (newest edition) with three others, and we're finding it a bit easy; we've never actually lost a game, though we have once woken a GOO and defeated it (though not without casualties).

We usually win pretty handily, though, by six sealed gates. The biggest danger to us has always been the seven gate limit for waking the GOO; the terror track has never been higher than 5 or 6 and usually we can seal enough gates (or leave them open) that the last few tokens of the doom track move very slowly.

We usually have two people working on clues and sealing gates, one person dedicated to monster cleanup (managing the terror track and also improving the movement capabilities of the other investigators) and the last doing other tasks like buying Elder Signs at the Curiosity Shoppe.

I'm looking for an expansion to up the difficulty levels to where the outcome of the game is more uncertain.


If you are playing with 4 or more people have you used this optional rule.

"Rule 1 - Two Monsters on First Gate: In the Setup of the game - when placing the first open Gate draw and place 2 Monsters on the gate rather than 1. Additionally, if playing with 4 or more players, have 2 Monsters appear each time a new Gate is drawn."

This is from "House Rules Richard Launius.pdf" which can be found on the FFG web site, it adds more pressure on the monster side.

Regards

Gnome

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Tibs
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http://boardgamegeek.com/article/7179593
http://boardgamegeek.com/article/7167185
http://boardgamegeek.com/article/7116704
http://boardgamegeek.com/article/7026397
http://boardgamegeek.com/article/6529267
http://boardgamegeek.com/article/5938460
http://boardgamegeek.com/article/5661215
http://boardgamegeek.com/article/5458278
http://boardgamegeek.com/article/5120941
http://boardgamegeek.com/article/5071194
http://boardgamegeek.com/article/4689148
http://www.boardgamegeek.com/thread/496691
http://www.boardgamegeek.com/thread/490993
http://www.boardgamegeek.com/thread/480985
http://boardgamegeek.com/article/4416006
http://boardgamegeek.com/article/4025654
http://boardgamegeek.com/article/3885449
http://boardgamegeek.com/article/3653293
http://boardgamegeek.com/article/3577574
http://boardgamegeek.com/article/2969138
http://boardgamegeek.com/article/2460869
http://boardgamegeek.com/article/1877876

Innsmouth is the hardest but it's a bad first expansion. Kingsport is a nice hard-but-good-first expansion.
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Paul V
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Thanks to all for the helpful replies - I'll peruse the forum links, and the optional rules document had a lot of interesting ideas for variants too.

I think we'll try Dunwich first and see if that is enough to meet our craving for a higher challenge, and go from there.
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Bern Harkins
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Another point in favor of Dunwich is the Injury and Madness cards. These actually make the game slightly easier, but they patch one of the main flaws of the base game; excessive downtime due to damage. Spending fewer turns at St. Mary's or the Asylum is a significant improvement in game experience. They are the only add-on component from expansions that I consider the game incomplete without.
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Vernon Evenhuis
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Dunwich +1
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