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BassForever

One Winged Slayer
Member
Oct 25, 2017
29,915
CT
That was a very thematic moment there lol, and you should show your friend the charisma skill that would let him have both allies on the field at the same time.
 

Hark

Member
Oct 29, 2017
1,161
That was a very thematic moment there lol, and you should show your friend the charisma skill that would let him have both allies on the field at the same time.

Hahaha good point, it was very on-brand. No good deed goes unpunished, right?

Oooh I didn't know about this! I absolutely will recommend it. Are there any cards in Zealot that force discard allies? I can't remember.
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
Checking in after finishing Night of the Zealot.

Awesome write-up! I love how great the narrative is in this game. Not just the written stuff, but the emerging story that comes out of the individual plays within a game. It's so great that it's engaging enough to allow you to craft your own stories out of what's happening within the game.

Also, we have a board game discord server (with an Arkham channel), if you'd like to join. Just shoot me a PM and I'll send you an invite (since the invites expire after one day). That goes for anyone who wants one.
 

Deleted member 4452

User requested account closure
Banned
Oct 25, 2017
2,377
"Each of the scenarios in The Dream-Eaters can be played on their own or combined with three of the six Mythos Packs in The Dream-Eaters cycle to form a larger four-part campaign. Alternatively, these scenarios can also be combined with all six of Mythos Packs to form a cohesive eight-part campaign."

Sounds interesting! So 2 parties of investigators that play either in the real world or the dream world, and a campaign that can be split in 2 parts that can be played separately but that will also interact with each other
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
They never cease to amaze me at the different ways they can spin these mechanics and make each scenario/campaign feel unique.
 

BassForever

One Winged Slayer
Member
Oct 25, 2017
29,915
CT
Man I was hoping to go full penny sleeves with this game going forward, but they feel so cheap and flimsy I can't when I have over 1000 cards with better quality sleeves. It wouldn't bother me so much if the cards fit the sleeve perfectly, but the cards sag in the sleeves which makes me very sad.
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
Man I was hoping to go full penny sleeves with this game going forward, but they feel so cheap and flimsy I can't when I have over 1000 cards with better quality sleeves. It wouldn't bother me so much if the cards fit the sleeve perfectly, but the cards sag in the sleeves which makes me very sad.
You don't want to know how many sleeves I have laying around. I buy them by the box.
 

Big One

Member
Oct 25, 2017
5,277
Really looking forward to this Dreamlands deluxe, the new bonded stuff as well as Luke already sold me on that.

I wonder if because it's a shorter campaign if they'll be able to all be played as side scenarios to other campaigns. They seem to be going with a lot of freedom with it so it would be a nice touch to be able to play it as a "campaign inside of a campaign" similar to Guardians. Speaking of Guardians...that was also in the Dreamlands. : )
 

Malverde

One Winged Slayer
Avenger
Two small four chapter campaigns sounds great. Bouncing between two different investigator decks in order to play it as a full 8 scenario campaign sounds a lot less great. I'm definitely curious to hear more details about this.
 
Oct 25, 2017
21,439
Sweden
i have some friends at work who would be interested in trying this out

what is recommended to get started for a group of 4 people?

would a couple of base sets be enough?
 
Oct 25, 2017
21,439
Sweden
If it's just to try, 2 base sets will be enough to get a taste of the experience. There won't be much room for customization, though.
If you plan to move on to extra scenarios after the short campaign included in the core set, would the expansions provide enough customization to make things a bit more interesting, or would you still need to buy more base sets?

On the other hand, none of us are really used to deck building, so lack of customization may actually help us just get up and playing more quickly. Might be a good thing for this group
 

Deleted member 4452

User requested account closure
Banned
Oct 25, 2017
2,377
If you plan to move on to extra scenarios after the short campaign included in the core set, would the expansions provide enough customization to make things a bit more interesting, or would you still need to buy more base sets?

On the other hand, none of us are really used to deck building, so lack of customization may actually help us just get up and playing more quickly. Might be a good thing for this group
I went through Dunwich campaign 4p with just 2 core sets (but with player cards from both Dunwich and Carcosa). I'd say extra core sets beyond 2 is a luxury. Focus on the deluxe expansions/mythos packs first (of course, you could always just grab a core set later if you find yourself wishing for extra copies of core set player cards, or proxy some).

The investigators from the core are more 'dual-class' than some of the other characters. 4 specialist players won't have a lot of overlap except for neutral cards.

Sidenote: standalone scenarios do not add player cards so don't prioritize them. 'Return to' sets should be last last priority.
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
i have some friends at work who would be interested in trying this out

what is recommended to get started for a group of 4 people?

would a couple of base sets be enough?

Two core sets for four players will be a good start to see if you like this. As mentioned, you won't really be able to do too much customization, but it will at least give you a good introduction to see if the game is for you and your group. From there, I'd recommend going to Dunwich Legacy next. You probably don't need to buy two copies of each of those things, as they come with two copies of each player cards, and there's probably not a ton of overlap needed.
 
Oct 25, 2017
21,439
Sweden
I went through Dunwich campaign 4p with just 2 core sets (but with player cards from both Dunwich and Carcosa). I'd say extra core sets beyond 2 is a luxury. Focus on the deluxe expansions/mythos packs first (of course, you could always just grab a core set later if you find yourself wishing for extra copies of core set player cards, or proxy some).

The investigators from the core are more 'dual-class' than some of the other characters. 4 specialist players won't have a lot of overlap except for neutral cards.

Sidenote: standalone scenarios do not add player cards so don't prioritize them. 'Return to' sets should be last last priority.
Two core sets for four players will be a good start to see if you like this. As mentioned, you won't really be able to do too much customization, but it will at least give you a good introduction to see if the game is for you and your group. From there, I'd recommend going to Dunwich Legacy next. You probably don't need to buy two copies of each of those things, as they come with two copies of each player cards, and there's probably not a ton of overlap needed.
Sounds good, thanks for the advice! The store I'm passing by today annoyingly only had one copy of the core set in stock, but I guess I can get them elsewhere later
 
Nov 13, 2017
251
Are the "Return to" boxes really good storage solutions? I am not sure if monster sets appear in multiple sets or are they self contained to that particular cycle?
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
Are the "Return to" boxes really good storage solutions? I am not sure if monster sets appear in multiple sets or are they self contained to that particular cycle?
There are Core Set encounter cards used in every cycle. Since most people are only playing one cycle at a time, it's easy enough to put those cards in the box. The Return boxes also contain dividers for all of those encounter sets, so they're kind of designed that way.
 

BassForever

One Winged Slayer
Member
Oct 25, 2017
29,915
CT
Are the "Return to" boxes really good storage solutions? I am not sure if monster sets appear in multiple sets or are they self contained to that particular cycle?

Return to dunwich is perfect, especially if you sleeve and bought a second core and can put your duplicate encounter sets in that box.

Return to arkham NEEDS a custom insert to not be garbage since arkham is such a short scenario. I use the return to arkham box with customer insert to store my extra scenarios.
 

Sorian

One Winged Slayer
Avenger
Oct 25, 2017
9,964
Just wanted to post in here now that I stumbled on this thread. My wife and I started this game up last month and we've fallen in love. Got two cores and the full Dunwich campaign. Still haven't been successful in winning night of the zealot. We did get the best ending in Dunwich though using some awesome Pete and Zoey decks in standard. Decided to try again on hard and we're only at blood on the altar but we've been getting demolished on every scenario so far except extracurricular activity which we beat no problem. Probably could have won miskatonic museum if
the restricted hall didn't end up being the bottom of the deck

But yeah, game is amazing, we have a move coming up but once we're unpacked, I'm looking forward to moving on to path to carcosa.
 

Malverde

One Winged Slayer
Avenger
So I may or may not have gone a little crazy and purchased a lot of extras for this game, but damn if it isn't now a super premium experience. My biggest thing is always trying to reduce the footprint of this game as much as possible. The fewer different number of things I need to get in order to start a game, the better. I have managed to make it so that I only need one long box and one starter set to play any given campaign now.

Here are a few of the things I got, with pictures at the end in the spoiler tag.

Cthulhu Dice Bag - Greyed Out on Etsy:​
The particular bag that I bought isn't actually available at this shop anymore but in terms of upgrades to the game, a dice bag is pretty much the very first thing you need to buy to put your chaos tokens into. Greyed Out makes quality dice bags but pretty much any bag you get from any seller will be functionally the same so go for one that has a design you like.

Double-sided Acrylic Path Markers - BuyTheSameToken on Etsy: I never knew how much I needed these until I got them. A lot of the locations in this game are unintuitively connected and these take all the guess work out of it so you no longer have to spend time after time looking at how your location connects to the rest of the map. Definitely an upgrade worth picking up early.

Ultra Intercept Round Capsules - Lighthouse: Coin capsules are another quick and easy way to help the game feel more premium. Buying high end coin capsules meant for collectors like the ones Lighthouse sells is mad excessive and entirely unnecessary, but I bought them anyway and they feel damn nice. I bought them to cover the Aurbits chaos tokens I purchased but when I was using the standard chaos tokens that come with the base game I was using these cheap ones from Amazon which were functionally exactly the same thing.

3D Printed Game Tray - FunBoardGames on Etsy: This one is surprisingly great and may be one of my favorite purchases. The four tray model is perfect for this game, and makes it easy to keep track of the four types of tokens. Even if you don't have custom tokens I would still recommend this one. Plus you are supporting a local creator instead of The Container Store which is always nice.

Arkham Horror LCG Deck Box - BoardGameXtras on Etsy: These 3-D printed deck boxes are absolutely brilliant because of the way they stack to create a double decker couch for your draw and discard pile. The Arkham Chronicle did a video on these boxes which is what sold me on them. If you have a limited amount of space to play, these are a fantastic way to reduce clutter.

Cthulhu D6 Elder Dice - Infinite Black: An unnecessary purchase, I got these to use for enemy health. Once again, they help reduce clutter. Some people use dice for player health and resources as well but I still like grabbing tokens for all that stuff. But when you are fighting a boss monster with 15 health it is nice to be able to track the hits with some dice. And they come in a nice tube to make storage a non-issue.

Fiberglass Gold Platted Chaos Tokens - Aurbits: Is there anything actually wrong with the standard chaos tokens? No, especially not if you are using coin capsules with them. But these premium ones still look damn cool.

Clue/Doom Tokens - Aurbits: Once again, an aesthetic upgrade that looks pretty dang cool.

Mythos Boards - Team Covenant: I almost exclusively play two player and have little doubt in my mind that they will eventually release other boards so I only bought two: the Dunwich one and the Forgotten Age one. On the website the Forgotten Age board looks way better because of all the detail, and while it looks great in person too, the Dunwich board is even nicer. The color and look of it really aren't done justice by the website pics. Anyway, having the little tray on the side is great and I love that the investigator card doesn't get covered up during play anymore. I stop just short of recommending them to anyone because the corresponding health and sanity tokens are way too expensive.

Mythos Tokens - Team Covenant: Well, I had the boards so I might as well grab the tokens to right? So here is where I get super stupid. I knew before I even ordered these that I didn't actually care for most of the changes they made to tokens. Supplies and clues being on the same token is just dumb and and the resources going from 1 to 3 was also an irritating design decision. The doom icons were also too big, and there are several scenarios that ask you to switch clues to their doom side, making it inefficient to use them in the way they were designed to be used. But I did love the look of the clue/supply tokens, and thought they would be perfect as resource/supply tokens, using the green side as "money" whenever you get a resource, and the white side a charge/ammo/etc. When I emailed them asking if I could order tokens separately, so I could just grab the health, sanity, and clue/supply tokens, I was told no. So I ordered the four pack and an additional campaign set. Which means I now have a handful of doom and resource tokens just collecting dust in a drawer. But the other tokens look nice! Yeah, I can't say I recommend anyone go down this path unless you are dumb like me.

Koplow Colour Single Spot Dice - TheDiceShopOnline: For those who play Lola, this dice is perfect for keeping track of your current role. The colors are all accurate to the classes in Arkham Horror, with the exception of black which is the stand in for neutral. There is a smaller 16mm version if you prefer but the color isn't as accurate (one side is orange instead of red). They are cheap enough that you can order both and use whichever you prefer. A super niche purchase but a fun one to have.​

So all the above stuff gets squeezed into a single core box, which is super convenient. Player cards are stored in 5 class specific binders with Ultra Pro side-loading pages while each campaign is either stored in a "Return to" box or a BCW long box if the Return set has not come out yet. Weaknesses, investigator cards, and side-scenarios are all thrown into a unique long box as well. As a result, when it is time to play I just grab one long box and the core set box and I am good to go.

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Deleted member 4452

User requested account closure
Banned
Oct 25, 2017
2,377
Oh wow, 40-50$CDN, I think I'll have to pass on that. Though the idea is great, I'll definitely look into making my own.
 

Malverde

One Winged Slayer
Avenger
What's up with the $20 price tag? Rougarou and Carnevale were both $15. I know it says 10 different versions of the final act but it still seems to be only one scenario. Guardians gave you two scenarios for $20.
 
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XShagrath

XShagrath

Member
Oct 25, 2017
1,199
What's up with the $20 price tag? Rougarou and Carnevale were both $15. I know it says 10 different versions of the final act but it still seems to be only one scenario. Guardians gave you two scenarios for $20.
Probably due to the amount of cards. Labyrinths of Lunacy also has a $20 MSRP, and that's only a single scenario. LoL and Guardians sell for about $16 at online stores, so the only reason you'd need to pay $20 is if you wanted to order direct from FFG to get the exclusive art prints.
 

nuffDREW4two

Member
Oct 27, 2017
175
Nick Kory also has a fan-made campaign - the Winter Winds. It's supposed to be four scenarios, but just three are completed as of yet. But now that this official scenario is out, it sounds like he'll be going back to try and wrap up the Winter Winds.

Haven't personally tried the Winter Winds yet as we're going through all the official content first.
 
Oct 25, 2017
21,439
Sweden
I tried the first scenario on my own but was confused about a few things:

How and when do you spend clue tokens to advance the act deck? I was under the impression you could do it basically anytime and anywhere, but one of the cards said you could do it at "when the round ends" and in a specific location? So does that mean you can't spend them at any time? Or can you usually do so, but not in this particular case, where you'd then only be able to to do it at the round's end? OR can you spend it at any place and any time on your turn, but for this specific card you can ALSO spend it at the end of the round provided you are in the correct location?

I'm a bit confused about the mechanics of how enemies become engaged to an investigator. If you draw it from the mythos deck, the investigator that drew it is the one who it becomes engaged to. But if one just spawns in a location where you have some investigators, at what point does it become engaged to one of the investigators there? Immediately? Or in the enemy movement phase? If one is engaged to one of your investigators who evades it, it becomes exhausted and unengaged from that investigator. But at what point does it become engaged to a new investigator in that location? If you use an investigator to attack an unengaged enemy in the same location, but don't manage to defeat it with that attack, does the enemy now become engaged to the investigator who attacked?

Is the only thing you can do on another investigator's turn to commit one card to one of their skill checks if you happen to be in the same location? Or can you do anything else? Is it possible to transfer any cards, assets or resources between investigators? My guess is no?

If you have an asset in play that says "--> fight: whatever", I guess that means you can use that asset while starting a fight to use the ability. Does this count as using one or two actions? (one for the fight itself and one for the --> symbol on the asset.) If you have more than one such asset in play simultaneously, can you use them both in the fight or do you have to choose one of them?
 

Tater

Member
Oct 30, 2017
2,583
I'm a little rusty, but most of your questions should be in the rules reference book (also available online). I love this game, but the rules can be a little finicky at times.

Stuff about the act deck
Pg.3 in the rules reference goes into this, but you're basically right. You typically would spend clues as a group and use a free triggered ability (so it doesn't use an action) to advance the act desk. But the text on the card can supersede that.

I'm a bit confused about the mechanics of how enemies become engaged to an investigator. If you draw it from the mythos deck, the investigator that drew it is the one who it becomes engaged to. But if one just spawns in a location where you have some investigators, at what point does it become engaged to one of the investigators there?

Enemies engage as soon as an investigator enters is at the same location as a ready, unengaged enemy (pg 10).

If one is engaged to one of your investigators who evades it, it becomes exhausted and unengaged from that investigator. But at what point does it become engaged to a new investigator in that location?

On the upkeep phase, exhausted cards become ready again. At that point, the enemy would become ready, and since it is unengaged, it would engage with an investigator (pg 10 also, but see the turn order as well).

If you use an investigator to attack an unengaged enemy in the same location, but don't manage to defeat it with that attack, does the enemy now become engaged to the investigator who attacked?

This one is hazier, but my understanding is that the enemy would not become engaged. Most enemies will engage when you enter the same location, so this scenario is unlikely. There is the 'aloof' keyword, in which case you would need to engage that enemy before attacking them.

My understanding is that you're correct - you can only contribute to a skill test if you're in the same area, and there's nothing else you can do on someone else's turn.

If you have an asset in play that says "--> fight: whatever", I guess that means you can use that asset while starting a fight to use the ability. Does this count as using one or two actions? (one for the fight itself and one for the --> symbol on the asset.) If you have more than one such asset in play simultaneously, can you use them both in the fight or do you have to choose one of them?

That counts for one action. You're using an action triggered ability to get the effects, which in your example is fighting (presumably with a bonus). The gotcha there is that you can only use one of those at a time. If you have a Knife and a Machete, you can't get +2 on your attack. The idea here is that using the action triggered ability on one of them also causes the attack; that attack has to resolve before you can use another action, so there's no chance for you to also use the Machete in this case.
 

nuffDREW4two

Member
Oct 27, 2017
175
1. Advancing the act deck: This is normally done as a fast action on an investigator's turn, but sometimes there are special conditions, like you've pointed out. So it's "you usually do so, but not in this particular case".

2. Enemy Engagement: This 24 min video is pretty good at explaining it. Enemies always become engaged when:
a. It spawns at the same location as an investigator;
b. It moves into the same location as an investigator;
c. An investigator moves into the same location as it; or
d. An exhausted enemy readies at the same location as an investigator.
*Note: Enemies with the Aloof keyword do not engage on their own, an investigator must spend an action to engage them.

If you use an investigator to attack an unengaged enemy in the same location, but don't manage to defeat it with that attack, does the enemy now become engaged to the investigator who attacked?
This scenario should never occur because the only time an enemy would be unengaged with an investigator is if it is either 1) engaged with a different investigator at the same location; 2) Aloof, and must first be engaged before it can be attacked; or 3) exhausted and not engaged with any investigator, in which case would not re-engage with an investigator until the Upkeep Phase when it untaps.

3. Playing cards during another investigator's turn: Generally speaking, yes you only commit a single card, however, during play there are Player Windows which allow fast actions (not requiring an action) to occur. Here's the first of three videos about timing and player windows that does a really good job of explaining these windows, though all three add up to about an hour long. There is no way to transfer cards (unless you come across a very specific card which allows it).

4. Tater posted his answers as I was typing this part, but it's one action.
 
Oct 25, 2017
21,439
Sweden
played through the starter campaign with roland solo with a custom deck i made from cards in the core set and died horribly on scenario 3 lol. live and learn, i'll start over again with a slightly modified deck. unfortunately, i got one of the 2 worst basic weaknesses AGAIN lol (last run i got paranoia, for the upcoming one i got amnesia)

scenario 1 is ez but starting at scenario 2 it gets really really tough
 

Tater

Member
Oct 30, 2017
2,583
One of the things I love about this game is the variation you get in the same scenario, just by shuffling the cards. Before throwing in the towel with your current deck, I'd give the third scenario another try again.
 

Malverde

One Winged Slayer
Avenger
My brother and I are finally diving into The Circle Undone now that the campaign is fully released. We played through the prologue and did spectacularly horribly.
I picked Gavriella and my brother picked Jerome. My brother goes first. He is in the office (4 shroud value) with the aloof ghost that attacks if you fail a skill test and the obscuring fog. He takes the following actions:
  1. Put down the Magnifying Glass (fast action)
  2. Grab a resource
  3. Put down Fingerprint Kit
  4. Investigate with the Fingerprint Kit, boosting with Curiosity
Awesome first play right? Draws the auto-fail and gets hit by the ghost. -1 health (and sanity). I take my turn and just start setting up, moving away from the ghost at the entry hall. Mythos phase, brother draws Trapped Spirits and pulls a -3. Dead, all before getting a second turn. I offered that we restart since that was just about the worst luck you could possibly have but he said "nah" so I pushed forward and clawed for dear life for another 5 turns, only managing to grab a single clue.

We have built our decks for the campaign but honestly that ass kicking has us preparing ourselves for the worst. I'm running Daisy and he is running Ursula. The decks can be found below.


I love all the tomes that have been added and am looking forward to trying them out. Daisy is looking hella fragile though so I am actually considering keeping the Medical Texts around for longer and just making sure she is always at full health. Ursula running the Acidic Ichor and Ornate Bow should be helpful in fighting later on but I worry how we will do in the first few scenarios until we are able to accumulate some XP. This is our first time running two seekers so hopefully we are able to grab all the clues and leave before too many scary things show up. We also both ended up getting The 13th Vision as our basic weakness, which is crazy.
 

Alcoremortis

Member
Oct 25, 2017
2,558
I was having a hard time finding people near me to play with but with Boardgame Simulator, I was able to play through the prologue with some online friends, which went great (I still buy all the cards and such, just use the simulator as an assist).

We did a four person run and some how managed to scrape through to the end, though our rogue went insane and in the end we had to
feed Lita Chandler to the elder god to survive.

Had a blast though and the moment I get my desktop set up we'll probably try to hash through some of the other campaigns I bought.
 
Oct 25, 2017
21,439
Sweden
One of the things I love about this game is the variation you get in the same scenario, just by shuffling the cards. Before throwing in the towel with your current deck, I'd give the third scenario another try again.
I tried the campaign, starting over from the beginning, like 3 more times and in the managed to get the win. On my winning attempt I just decided to blow up the great one with dynamite and shotgun. Got dynamite, physical training and shotgun early, and an extra ammunition after awhile. So I just decided to hoard resources to set up for some big shotgun blasts and took him out that way

Going to take a break for a few days I think, but next project will be to go through the core campaign with the librarian
 
Oct 25, 2017
21,439
Sweden
I'm posting here, for my own reference, the contents of the Solo Roland deck I used to beat the campaign of the core set. The deck was constructed using only the cards from 2 core sets.

2 X. 45 Automatic
2 X Physical Training
1 X Beat Cop
2 X Machete
1 X Guard Dog
2 X Evidence!
2 X Dodge!
2 X Dynamite Blast
2 X Vicious Blow
2 X Magnifying Glass
1 X Dr. Milan Christopher
2 X Working a Hunch
1 X Deduction
2 X Flashlight
2 X Emergency Cache
2 X Guts
2 X Unexpected Courage

Roland's unique card and weakness

Randomly drew Silver Twilight Acolyte as basic weakness

After the first Scenario, I'd usually have enough XP to buy the shotgun and 2 X Extra Ammunition

Then depending on how the second scenario went, I'd usually get the upgraded Beat Cop, and either Police Badge or Elder Sign.

I'd replace one of the. 45s when I got the shotgun and after that Magnifying glasses (not really valuable in Scenario 3 because you don't do a lot of investigating with intellect in it) and one of the 2 Evidence! or the Deduction (since locations with multiple clues are quite rare in Scenario 3).

I'm thinking this deck would be suitable for a 2-player game teaming up with Daisy, because most of the Seeker cards I used would not be that useful for her, so there wouldn't be too much overlap. Probably, the way I'd tweak it for multi-player with Daisy would be to replace the Magnifying Glasses, Dr. Milan and Deduction with 2 X First Aid and 2X Overpower
 

deimosmasque

Ugly, Queer, Gender-Fluid, Drive-In Mutant, yes?
Moderator
Apr 22, 2018
14,164
Tampa, Fl
So....

Full disclosure. My partner have not finished the starter campaign of Arkham Horror the LCG. Then because of our love of the brand we got Dunwich Horror and Path of Carcosa expansions.

All the cards are sleeved and protected... And dammit I have no idea how to set this game up anymore.

I've spent the last hour trying to sort through cards to make the investigator decks and the campaign decks...

I'm at a loss. Please experienced players.. Your my only hope.
 

Malverde

One Winged Slayer
Avenger
So....

Full disclosure. My partner have not finished the starter campaign of Arkham Horror the LCG. Then because of our love of the brand we got Dunwich Horror and Path of Carcosa expansions.

All the cards are sleeved and protected... And dammit I have no idea how to set this game up anymore.

I've spent the last hour trying to sort through cards to make the investigator decks and the campaign decks...

I'm at a loss. Please experienced players.. Your my only hope.

Im a little confused as to what your situation is. Are you saying all of your cards are mixed up? If so, to reorganize the campaign cards, simply put them together based on the encounter set icon. There is also a little number at the bottom that says how may cards are in that encounter set.

evMJIKO.png


The investigator cards can similarly be put together based on color. So put all the guardian cards together (blue), the rouge cards together (green), etc.

As far as long term storage, you can buy BCW boxes and create your own dividers to store campaign cards, or you can purchase the official "Return to" boxes that come with their own dividers and are sized to fit the entire campaign.

Investigator cards are typically also either stored in a BCW box or in card folder with dividers.
 

Tater

Member
Oct 30, 2017
2,583
And if you're trying to just put them back with their campaign (Zealot, Dunwich, Carcosa, etc), they each have a unique symbol at the bottom of the card. In the Acolyte above, it's the elder sign just to the right of the circle.
 

Ripley

Member
Nov 8, 2017
26
As well as the elder sign symbol for the core set, there's a farmhouse for Dunwich and a spooky face for Carcosa. If you want to check you've got things in the right place, there's a list of all the cards in each set at ArkhamDB: https://arkhamdb.com/search

But yeah, once you've got the encounter cards organised by their encounter set icon, the set-up instructions for each scenario will tell you which sets you need to include.
 

deimosmasque

Ugly, Queer, Gender-Fluid, Drive-In Mutant, yes?
Moderator
Apr 22, 2018
14,164
Tampa, Fl
Thanks to everyone!

Got everything resorted again and tonight we finally finished our first game of The Gathering.

Funniest part was my investigator was mostly useless as I drew an enemy nearly nearly every single Mythos phase from right at the beginning so I spent most of my time using all my turns to fight and had to have my partner do all the important stuff.

In the end we didn't burn the house down and will be playing Midnight Masks sometime this week.
 

deimosmasque

Ugly, Queer, Gender-Fluid, Drive-In Mutant, yes?
Moderator
Apr 22, 2018
14,164
Tampa, Fl
Midnight Masks is now complete.

We are still in easy mode.

Succeeded in capturing enough cultists to finish the act. Actually, execept for the Masked hunter, we bribed the rest.

Edit: And ounce again my character was mostly useless, this time drawing all the locked doors and shrouds. Plus nightgaunts loved me.
 

Matttimeo

Member
Oct 26, 2017
762
Midnight Masks is now complete.

We are still in easy mode.

Succeeded in capturing enough cultists to finish the act. Actually, execept for the Masked hunter, we bribed the rest.

Edit: And ounce again my character was mostly useless, this time drawing all the locked doors and shrouds. Plus nightgaunts loved me.
Nice, well done. I've done that mission a handful of times and never finished the act deck, we always had to retire after the agenda deck got a little too close to the limit. Good luck on the final mission.
 

Jimrpg

Member
Oct 26, 2017
3,280
I had no idea about this thread. I'll try to post when I can.

I have one core set, one Dunwich deluxe expansion, and also ordered the first two Dunwich chapter packs.

Ive gone through the core with Roland and done the first Dunwich scenario with both Roland and Jenny. Found the core to be really difficult but Dunwich first scenario is way easier.