WHAT MADNESS IS THIS?!?!
It is 1926 and the world stands on the brink of catastrophe. An elder being of unfathomable power threatens to awaken from its long slumber and bring about death and madness in it's wake before it has it's morning cup of coffee souls. Strange cults and unspeakable monsters wreak havoc on every continent of the world as the fabric of reality tears itself apart like a cheap dime novel dame's corset. They seek to open gates to bizarre other worlds, and don't even have the common courtesy to close them afterwards.
Only a few pitiful fools brave investigators have a clue understand what is truly happening (Hint: it's REALLY not good). These poor tenacious souls come from all walks of life and decide that "hey I LIVE HERE, and I'll be damned if some fish-faced GOD is gonna destroy MY world." It falls upon them to investigate what is going, explore the remote corners of the globe, fight these living nightmarish creatures that lurk in the shadows, and find the answers that can stop this
Yep, we're screwed.
So I'm looking to do a play by post of Eldritch Horror. As a bonus, it's also going to be my FIRST pbp. Go big or go home, right? Some of you may remember a couple years back, I attempted to join an Arkham Horror pbp, only to have my laptop fry itself the day after I accept. Well, now it's payback time. Eldritch Horror can be considered Arkham 2.0, as the game is somewhat more streamlined, but slightly larger in scope. In it, we have 12 Investigators with fixed stats (none of that "adjusting stats at the beginning of your turn" stuff here and it actually states in the rules that if a current investigator becomes crippled or insane, you pick a new investigator and continue playing and provided the previous investigator is still alive, you can receive aid from them), and only 4 Elder Ones at the start (though Forsaken Lore did add a 5th, Yig). There's also only 1 game board though a second did just get released that covers Antarctica in greater detail (Mountains of Madness, which adds 8 new investigators and 2 new Ancient Ones).The Rules can be downloaded/viewed from the Fantasy Flight Page hereAs well as the reference sheetAnd Errata/FAQSo What exactly is this?
Similar to Arkham Horror, this is a co-operative board game where the players work together to beat the clock and prevent an Old God from waking up on the wrong side of the universe and causing "very bad things" (tm) to happen. In case you can't tell, this based on the HP Lovecraft Mythos. During the course of the game several things might happen that will impede the investigators' such as stopping a plague cult that is taking advantage of the weirdness from wiping out everyone.
Here's the game board. I'll put it in a spoiler so I don't possibly break H-scroll
So how is this game played?
Each player (game can be played with up to 8 players) picks an investigator and starts following whatever clues they find. The Lead Investigator (that would be me in this case since I have the board and cards) has some extra steps to perform afterwards called the Mythos Phase where "Bad Shit Happens" and it also signifies the start of a new round. Each round has 3 phases:
Action Phase - This is where the investigators perform their actions. They may perform ONE TWO
of the following actions (but not the same action twice unless described):Move
along a single section. Using the board picture above, an investigator could start in Arkham and travel to that nice, nondescript Midwestern city (or that Mexico/Texas board city, but really, why would you want to?) and then spend their next turn going from the city to San FranciscoRest
and recuperate. The investigator takes a breather and recovers both 1 health and 1 sanity (see? Told you this game was a little more forgiving). However if there's a monster in the same space, this can't happen.Trade
items among themselves, but only to investigators that are in the same location. You can trade Artifacts, Clues, Assets, Spells, and Tickets. Which brings us too...Prepare for Travel
if you're on a city location (Identified as the black dots on the board) you may spend your action to acquire a ticket. But you can only get tickets from cities which have that means of access. For example, that midwestern city or Istanbul? You could acquire a train ticket there, but not a boat ticket, while in Sydney or up in Alaska, you're stuck getting only a boat pass. Why do you want tickets? They let you move a second time a turn, but only on the appropriate paths (red for train, blue/white for boat). You may carry two tickets at once (either type).Acquire assets
if you're in a city. If you look at the picture you'll see 4 cards in the lower left hand corner of the board. These are Reserve assets. By testing Influence and succeeding, you may pick one that has a value equal to or less than the number of success you rolled. Bad roll and no successes? It's not all bad, you may discard one card from Reserve of your choice. And of course, if there's a monster in the city, you're not going to be able to do this until it's dealt with.Perform their character action.
Each investigator has a unique action that they can perform during their turn. For example, Citizen Charlie Kane may use his action to allow another investigator to immediately perform an additional action. Lily Chen may spend any number of health or sanity points to recover an equal number of health or sanity points.
After everyone performs their Action, next is the Encounter Phase. The Encounter phase covers all encounters and not just monsters.Combat Encounter
If there is a monster in the same space as an investigator, they must make a combat encounter against it. A combat encounter is first a Will test, where the player rolls their Will stat, number of successes must exceed monster's horror rating, or they take sanity damage equal to the difference. This is followed by a Strength test (same as will, but health instead of Sanity). If the player succeeds the Strength roll, the monster loses health the same way the investigator does. If the monster loses more health than it's toughness rating, it's dead.
If there are multiple monsters on the same space as an investigator, they get to make a single action against each and every monster. If an investigator clears a monster from their space, they may resolve another Encounter.Location Encounter
The investigator draws a card from the deck that matches the color of their area they're in (Major Cities are color coded but you may also choose to draw from the generic pile as well). Major cities often provide bonuses (it's that itty-bitty text below the city name that you can't read on the picture), but where there's reward, there's risk.Token Encounters
Tokens are placed throughout the board and each is resolved differently.
Clue Tokens - Draw a research encounter card and follow it's text. Succeed, and you might get one step closer to saving the world.
Gate Tokens - Gate tokens allow investigators to access the Other World.
Active Expedition Token - Go on an Expedition and see what knowledge you may find.
Rumor token - Investigate a rumor that was spawned from the Mythos Phase
Assist a Defeated Investigator - Just because you're down, doesn't mean you're out. The defeated investigator passes on all knowledge and possesions and there is one final act they may perform.
Finally there's the Mythos Phase. Here the lead investigator draws a card from the Mythos deck, which is when bad shit starts happening. The stars may align, causing the Doom Track to advance (you don't want that to hit zero), currently in play effects may happen (these are called Reckoning effects), a gate may spawn, a surge of monsters may push through currently open gates, more clues may arise, a rumor is started and other things.
- as The Spy@Daemonis
- as The Redeemed Cultist@Preda
- as The Astronomer/Old Man@Void Slayer
- as The Psychic@Bogart
- as The Shaman