Old OP:
Arkham Horror is Fantasy Flight Games' board game of the Cthulu mythos. Players cooperatively battle to save the town of Arkham, and the entire Earth, from gibbering monstrosities from beyond sanity.
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.
Only a handful of investigators stand against the Arkham Horror. Will they Prevail?
Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!
It's a great game, and can be very challenging if the investigators aren't on the ball. It can accomodate up to eight players. Mike Danger and Darian have spots waiting for them if they want, so I'll take the first six other players who express interest. You can choose which character you'd like, with the exception of Ashcan Pete, who has already been infini-dibbed.
I won't lie, this game is kind of complex. We can probably talk you through it if you don't have a physical copy, but it will be easiest if you already know how to play. The rules are in .pdf form
here.
I won't be using any of the expansions, and I'll draw the Great Old One randomly.
Given where we are, I'll allow
Gabe and
Tycho to be used.
Current Game Status:
Location text, since it's tiny:
Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.
Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.
River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.
Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.
St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.
Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
The wiki is a great resource for information about monsters.
Cards to save me from having to type them out:
Common Cards:
Unique Cards:
Spells:
Skills:
Misc. Cards:
Now with 100% more allies:
Current Players (first player bolded):
Plutonium - Sister Mary: the Nun
Sanity: 5/6
Stamina: 2/2
Speed 4/Sneak 1
Fight 2/Will 2
Luck 3/Lore 4
Inventory:
$8
0 Clues
Common:
Cross
Unique:
Healing Stone
Spells:
Wither
Skills:
Luck
Allies:
Special:
Bank Loan, Blessing
Trophies:
Cultist, Zombie, Ghoul
Gate Token
Mike Danger - Ashcan Pete: the Drifter
Sanity: 4/4
Stamina: 5/5
Speed 3/ Sneak 3
Fight 3/ Will 4
Lore 3/ Luck 0
Inventory:
$1
3 Clues
Common:
Cross
Unique:
The King in Yellow, Enchanted Knife
Spells:
Wither, Find Gate
Skills:
Fight, Stealth
Allies:
Duke, Ruby Standish
Special:
Trophies:
Abyss gate, Vampire, Ghoul, Warlock, Elder Thing, Ghost, Another Dimension Gate, Nightgaunt
Darian - Jenny Barnes: the Dilettante
Speed 2+1/ Sneak 2
Fight 3+1/ Will 3
Lore 4/ Luck 2+1
Sanity: 1/5
Stamina 3/3
Inventory:
$4
3 Clues
Common:
Unique:
Sword of Glory
Spells:
Find Gate
Skills:
Fight, Speed
Allies:
Special:
Trophies:
R'lyeh gate, Fire Vampire, Another Dimension Gate
abotkin - Kate Winthrop: the Scientist
Sanity: 2/5
Stamina: 3/3
Speed 4/ Sneak 2
Fight 1/ Will 3
Lore 4/ Luck 2
Inventory:
$5
2 Clues
Common:
Rifle, Whiskey
Unique:
Alien Statue
Spells:
Skills:
Will
Allies:
Trophies:
Cultist x2
Maniac
Special:
Silver Twilight Lodge Membership
jdarksun - Michael McGlen: the Gangster
Sanity: 2/2
Stamina: 6/6
Speed / Sneak: 4/2
Fight / Will: 3/4
Lore / Luck: 1/2
Inventory:
$12
3 Clues
Common:
Unique:
Elder Sign
Spells:
Skills:
Lore
Allies:
Special:
Bank Loan
Tokens:
Maniac, Dimensional Shambler
Valkun - Darrell Simmons: the Photographer
Sanity: 2/3
Stamina: 5/5
Speed 3/ Sneak 2
Fight 2/ Will 4
Lore 2/ Luck 2+1
Inventory:
$6
0 Clue
Common:
.45 Automatic
Unique:
Enchanted Knife
Spells:
Skills:
Allies:
Special:
Blessing
Trophies:
Sharp - Harvey Walters: the Professor
Sanity: 6/6
Stamina: 1/2
Speed 2/ Sneak 3+1
Fight 3/ Will 0+1
Lore 6/ Luck 1
Inventory:
$5
1 Clues
Common:
.45 Automatic
Unique:
Lamp of Alhazred
Spells:
Mists of Releh, Find Gate
Skills:
Expert Occultist
Allies:
Ryan Dean
Trophies:
Cultist, Ghost x2, Dhole, Yuggoth gate, Byakhee, Maniac, Dark Young, Abyss gate, Nightgaunt
DevoutlyApathetic - Vincent Lee: the Doctor
Sanity: 1/4
Stamina: 4/4
Speed 2/ Sneak 3
Fight 1/ Will 3
Lore 5/ Luck 1
Inventory:
$4
5 Clues
Map of Arkham
Byakhee Trophy
Common:
Whiskey, Axe
Unique:
Enchanted Jewelry
Spells:
Voice of Ra, Voice of Ra, Find Gate
Skills:
Lore, Sneak
Allies:
And in reserve:
Rend
FrostMist
Can these intrepid investigators disrupt the awakening of Great Cthulhu?
The doom track is at seven.
Total Gate Tokens: 7
Probably not, but we'll get to watch them try.
Posts
Edit: I would like a random investigator from those left after everyone else makes their choices.
I haven't played before so I get to break my mind with rules and dark horrors.
Dibs on Kate Winthrop. Science for the wiin!
Randomize my investigator, pls.
I should have time to play this week...
Damn you, Shub-Niggurath! DAAAAAAAAMN YOU!
IOS Game Center ID: Isotope-X
3DS: 0963-0539-4405
Valkun
DevoutlyApathetic
Rainfall
Cytorak
Plutonium
Mike Danger
Darian
Sharp
And in reserve:
jdarksun
abotkin
Rend
Any errors?
As to how we're going to play this on a forum, I think it fits with the theme. We'll be struggling against pus-weeping insanity while attempting the impossible. I was planning on using some stuff from BGG to set up, but they're down at the moment. Once they get the site running again, I'll get this going.
Yeah but normally that just involves a trip to the asylum/hospital and a hefty pile of discards.
Done. Did you just change that, or do I have terrible reading comprehension?
Just changed it.
3DS: 0963-0539-4405
Plutonium - Sister Mary: the Nun
Your starting equipment includes:
Blessing(special), Cross(common), Holy Water(unique), Luck(special), Wither(spell), Find Gate(spell)
Mike Danger - Ashcan Pete: the Drifter
Your starting equipment includes:
Duke(ally), Holy Water(unique), Cross (common), Fight(skill)
Darian - Jenny Barnes: the Dilettante
Your starting equipment includes:
Motorcycle(common), Lantern(common), Elder Sign(unique), Bind Monster(spell), Fight(skill)
Rainfall - Kate Winthrop: the Scientist
Your starting equipment includes:
Will(skill), Mists of Releh(spell), Alien Statue(unique), Enchant Weapon(spell), Rifle(common)
Cytorak - Michael McGlen: the Gangster
Your starting equipment includes:
Lore(skill), Elder Sign(unique), Dynamite(common), Tommy Gun(common)
Valkun - Darrell Simmons: the Photographer
Your starting equipment includes:
.45 Automatic(common), Holy Water(unique), Gate Box(unique), Luck(skill), Retainer(special)
Sharp - Harvey Walters: the Professor
Your starting equipment includes:
Ancient Tablet(unique), Lamp of Alhazred(unique), Mists of Releh(spell), Find Gate(spell), Expert Occultist(skill)
DevoutlyApathetic - Vincent Lee: the Doctor
Your starting equipment includes:
Whiskey(common), Axe(common), Voice of Ra(spell), Voice of Ra(spell), Lore(skill)
(that's not a typo, you've got double voice of ra)
And here's your cuddly friend for your adventure:
I've seen better luck before. At least this game will be over soon.
Let me know where you want your skill sliders to start. Anything I'm forgetting?
These are dark times for Arkham. The populace suffers from terrifying nightmares as scientists marvel at the once-in-a-lifetime alignment of the planets. There are reports of a strange cult gathering at the old witch's house.
New Environment:
Planetary Alignment: Thanks to the mystic energy generated by the planetary alignment, all spells have a Sanity cost of 0.
Gate opens at The Witch House. Cultist and Maniac spawn, but they don't move.
Hey, no fair paying attention to works in progress! :P
No, one was a cultist and the other was a maniac. I think I've got it set now.
Speed 2/ Sneak 2
Fight 3+1/ Will 3
Lore 3/ Luck 3+1
Sanity: 5/5
Stamina 3/3
Inventory:
$10 +1 per upkeep (Trust Fund)
Motorcycle(common),
Movement phase: Exhaust to get 2 extra movement points.
Price: $4
Lantern(common),
Bonus: +1 Luck check
Price: $3
Elder Sign(unique),
Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.
Price: $5
Bind Monster(spell),
Casting Modifier: +4
Sanity Cost: 2
Any Phase: Cast and Discard this spell to pass one Combat check. You must roll successes equal to the monster's toughness to cast this spell. This spell doesn't work on Ancient Ones.
Hands: 2
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
I do declare, I may not know what has been going on here, but I shall find my sister!
Edit: I looked up all my cards on the wiki; the rest of you might want to do the same.
Also, Is there an upkeep phase to start the first turn? If so, I think I now have $11 to my name.
Thanks for the help, daddy. I won't let you down!
Edit2: On the "anything else I'm forgetting" front, you probably need to record everyone's starting money in your spreadsheet, plus remind everyone to deduct one from their max sanity and stamina. Frak you, Cthullu!
Cthulhu's massive regen.
Starting Sliders/Abilities
Speed 3/ Sneak 2
Fight 2/ Will 2
Lore 4/ Luck 3
Sanity: 6/6
Stamina 2/2
Inventory:
$0
Blessing(Special),
Bonus: Success on 4, 5, or 6 on dice rolls.
Cross(common),
One hand, +3 to undead combat checks, +1 to horror checks
Price: $3
Holy Water(unique),
Two hands, +6 to a combat checks, discard after use
Price: $4
Luck(special)
One extra bonus die when spending clue tokens on luck checks
Wither(spell),
Casting Modifier: 0
Sanity Cost: 0
Any phase: Cast and exhaust to gain +3 to combat checks until the end of combat
Hands: 2
Find Gate(spell)
Casting Modifier: -1
Sanity Cost: 1 (Now 0)
Movement: Cast and exhaust to immediately return to Arkham from an Other World.
Sliders at:
Speed 3/ Sneak 2
Fight 2/ Will 2
Lore 4/ Luck 3
Well, I guess I'll start this adventure with a quick prayer, in the hopes that God does not abandon me.
I've heard of strange events going on in The Woods. It could be that good-for-nothing boy Sheldon and his layabout friends who never show up at Sunday School, but it also could be something more... something evil.
Move to The Woods and pick up a clue token.
"ARF"
Ashcan Pete, King of the Hoboes
Speed/Sneak: 2 / 3
Fight/Will: 3+1 / 4
Lore/Luck: 1 / 2
Focus: 1
Home: River Docks
Inventory
$1
Clues
3
Cross
"Some fellas carry a Bible, but I find it just gets all wet out in the stockyards."
Magical Weapon
+0 to combat checks (+3 if opponent is Undead)
+1 to Horror checks
1 Hand
$3
Holy Water
"It don't taste like much, but all them tentacled creatures from the back o' beyond don't care for't too much."
Magical Weapon
+6 to combat checks (Discard after use)
2 Hands
$4
Fight
"And then I grabbed him by the ears, and threw'm ass-over-teakettle right into all the bottles behind the bar. My free drinks stopped after that 'un, but I know a fella with that Innsmouth Look when I sees 'im."
+1 to Fight checks
When you spend a Clue token to add to any Fight check, roll 1 extra bonus die.
R. Phineas Montpelier, Duke of the Dogs and Major Canids of the Western Seaboard
"Easy, there, boy. Our friend here's alright. Say, you haven't spent any time 'round 'bout 47 south, 129 west, have ya?"
Ally
+1 Maximum Sanity
Discard to restore sanity to maximum.
Scrounge
"They don't call me Ashcan Pete for nothin'. Look at this! Somebody's thrown away a perfectly good heela bread. An' a bone for the Duke, too!"
When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.
Kate Winthrop, the Scientist
Focus 1
Speed 1 2 3 4
Sneak 5 4 3 2
Fight 1 2 3 4
Will 3 2 1 0
Lore 2 3 4 5
Luck 4 3 2 1
Ability
Science! Monsters and Gates cannot appear in my location thanks to my Flux Stabilizer. Monsters can move into my space normally, however.
Common Items
Rifle - Physical Weapon - $6
Two handed - +5 to Combat Checks
"Can't save the world without a gun. Technology trumps dimensional warping, again."
Unique Items
Alien Statue - Movement Phase - $5
Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw one spell or take 3 clue tokens. If it is a failure, lose 2 Stamina.
"The professors won't mind if I take this. It looks too much like the things that ate Professor Young to not be useful."
Spells
Mists of Releh - Movement Phase
Cost: 0 sanity
Cast and exhaust to pass an evade check. The casting modifier is equal to the monster's Awareness.
"My light-diffraction device may not make sense to the other scientists, but damn does it work!"
Enchant Weapon - Movement Phase
Cost: 1 Sanity - Casting Modifier: +0
Cast and Exhaust to make a Physical Weapon a Magical Weapon until the end of combat.
"Just re-calibrate the firing mechanism and modify the bullet's stability with my Flux Stabilizer..."
Skills
Will
+1 Will. When you spend a clue token to add to any Will check, add one extra bonus die.
"This isn't scary! There's a scientific explanation for all of this!"
Allies
BTW, Pluto, you don't need to roll for a Blessing the first turn after you get it.
Looks like it's time for my big scoop! Won't the boys at the Chronicle be surprised when they see this story.
Speed 2/ Sneak 3
Fight 2/ Will 4
Lore 2/ Luck 2+1
Sanity: 3/3
Stamina 5/5
Inventory:
$4
1 Clue Token
Hometown Advantage (Unique Ability)
Town Encounter: When drawing location encounters in Arkham, Darrell draws two cards and may choose whichever one of the two he wants. This ability does not work when drawing gate encounters in Other Worlds.
I've got an eye on every sleepy corner of this town, if anything happens I plum sure knows about it.
.45 Automatic(common)
Type: Physical
Bonus: +4 Combat check
Hands: 1
Price: $5
Looks like trouble's abrewin', better take ol' pistol pete here in case I runs into it.
Holy Water(Unique)
Type: Magical weapon
Bonus: +6 Combat check (Discard after use)
Hands: 2
Price: $4
This is absolutely the worst vodka I've ever had, where's the kick Sally, where's the kick?
Gate Box(unique)
Any Phase: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in.
Price: $4
I gots this cute little toy from one of them there antique shops. Heck if I can figure out how it works though.
Luck(skill)
+1 Luck
When you spend a Clue token to add to any Luck check, add one extra bonus die.
Better lucky then skilled my paps always used to say.
Retainer(special)
Upkeep: Gain $2, then roll a die. Discard this card on a 1.
If what's about to go down goes down, I better get me a big raise. Maybe even work on one of them big newspapers in the city.
I assume we're on our first upkeep phase?
If so, +$2 for retainer.
Edit: I'll probably use my first movement turn to head to the Curiosity Shoppe and see if I can't pick up anything neato for my $6.
Sliders and Supplies:
Fight 2/ Will 1
Lore 4/ Luck 3
Sanity: 7/7
Stamina 3/3
Inventory:
$5
1 Clue Token
Strong Mind(unique ability),
Any Phase: Reduce Sanity Loss by 1, to a minimum of 0
Expert Occultist(skill),
Any Phase: Exhaust to re-roll a Spell check.
Ancient Tablet(unique),
Movement: Spend 3 movement points and discard Ancient Tablet to roll 2 dice. For every success rolled, draw 1 Spell. For every failure rolled, gain 2 Clue tokens.
Price: $8
Lamp of Alhazred(unique),
Magical weapon: +5 Combat check
2 Handed
Price: $7
Mists of Releh(Spell),
Casting Modifier: Special
Sanity Cost: 0
Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness.
Find Gate(Spell),
Casting Modifier: -1
Sanity Cost: 1
Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.
Something is Awry...
It's been a while since I've played and I'm not at home to look up the rules, so forgive any mistakes.
My Turn:
I'm going to stay where I am, equip my Lamp of Alhazred and use my Ancient Tablet.
This Tablet suddenly calls to me... maybe it holds secrets to what is happening here...
-Edit-
My rolls for the Tablet: 1d6=3, 1d6=4
Successes are on a 5+ in this game, right? So that would be 4 clue tokens for me and no spells.
I've played 3 times and never have cast a single spell before. This is going to be an interesting game for me...