Eldritch Horror

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Eldritch Horror

Postby Drool_bucket » Fri Dec 19, 2014 11:10 am

So we played it last night. Some other guys played it the week prior.

It's really nice, they have some really good mechanics that if we were moving at a nice clip during the game, instead of just reading rules constantly and trying to figure things out, the game would really shine.

For instance we were a tad confused to why Gates really even mattered... but near the end, with the game mostly in hand, I could see that they were just another part of the game, but not the key aspect like they are in Arkham Horror.

The game also makes us of Condition cards and "dual sided" cards that add a level of depth to the game that is really enjoyable and works well. I also really like the method of moving your Investigator around. The combination of Travel and then Prepare for Travel really means you have to think what you are doing instead of just running around Arkham.

I guess one of my few complaints of the game was that your "goal" was relatively boring. In Arkham you have to "survive" the Other World twice and then deal with the gate. With the mysteries it seems more like getting there is the challenge and the finish is seondary.

This all said, without a second play through, I would definitely give the game 9 outta 10 stars, really enjoyable. You should play it.
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Re: Eldritch Horror

Postby tinfoil » Fri Dec 19, 2014 3:40 pm

I'm loving this game. Tons of atmosphere, and a fairly smooth gameplay--particularly compared with that of Arkham Horror.

I like the way assets (gear and allies) are handled. I like the map and the strategic complexities of travel. I like the way clue encounters, mysteries, and mythos decks build around specific Ancient Ones. And I love/LOVE the condition cards.

Things We Did Wrong:
Obviously, I should have placed the Expedition token on turn one. There should always be an expedition on the map.

We didn’t advance the doom track nearly often enough. Whenever the omen track moves to a new sign, each open gate on the map that carries that sign advances the doom track by one. So we WAY underplayed that. (Sorry guys.) Open gates are indeed very dangerous, and grow more so over time, even if the monsters they spawn tend to be less mobile than they are in Arkham Horror.
Also, every time a monster surge occurs and no open gates on the map match the corresponding omen track symbol, a new gate opens.

Sorry about the glitches. I'll get this eventually.


Some on-line resources:

main rule book:
https://www.fantasyflightgames.com/ffg_content/eldritch-horror/support/EH%20Errata%20&%20FAQ%202014-07-13.pdf


rulebook for the latest expansion, just released: Mountains of Madness:
http://www.fantasyflightgames.com/ffg_content/eldritch-horror/EH03-%20Mountains%20of%20Madness/EH03-Rulebook.pdf

And the latest faq from FFG:
https://www.fantasyflightgames.com/ffg_content/eldritch-horror/support/EH%20Errata%20&%20FAQ%202014-07-13.pdf
Last edited by tinfoil on Fri Dec 19, 2014 6:19 pm, edited 4 times in total.
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Re: Eldritch Horror

Postby Zombie » Fri Dec 19, 2014 4:24 pm

Ah so that sounds more like it with the gates.
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Re: Eldritch Horror

Postby tinfoil » Fri Dec 19, 2014 6:17 pm

nm
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Re: Eldritch Horror

Postby tinfoil » Fri Dec 19, 2014 6:18 pm

nm
"the closest thing we have to a nice guy is that asshole fred."
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"Oh, look at me! I have a bowling shirt on!!! I'm in a little toy club!!!"
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Re: Eldritch Horror

Postby Drool_bucket » Fri Dec 19, 2014 7:31 pm

is "nm" some secret code?
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Re: Eldritch Horror

Postby tinfoil » Fri Dec 19, 2014 7:42 pm

"never mind."

Because I hit the wrong button repeatedly while trying to edit my reply above. :oops:

To help make up for that, here's an image shenanigan I cooked up:
Image
"I shall plan my cousin's escape from that Canton madhouse, and together we shall go to marvel-shadowed Innsmouth...."
"the closest thing we have to a nice guy is that asshole fred."
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