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[Game On] Arkham Horror: Investigator Victory!

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Posts

  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited February 2009
    Adjusting sliders to 4 Will/3 Fight and moving to the Unnameable to confront the Nightgaunt, using Wither + Enchanted Knife.

    Spell Check: 3 - 0 = 3 BOOM
    Will Check: 4 - 1 = 3 BOOM
    Combat Check: 4 - 2 +3 + 1 + 3 = 9 that nightgaunt is cowboy sauce

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • DarianDarian Registered User regular
    edited February 2009
    No slider change; +$1 for trust fund, putting me at $4.

    Moving to the Asylum; forego encounter to pay $2 to fully heal my sanity.
    Jenny Barnes
    Speed 3+1/ Sneak 1
    Fight 3+1/ Will 3
    Lore 4/ Luck 2+1

    Sanity: 5/5
    Stamina 3/3

    Inventory:
    $2 +1 per upkeep (Trust Fund)
    3 clue
    2 Gate (R'lyeh, Another World)
    1 Trophy (Fire Vampire, toughness 1)

    Sword of Glory (unique)
    Magical Weapon
    +6 Combat Check
    2 Hands
    Price: $8

    Find Gate(spell)
    Casting Modifier: -1
    Sanity Cost: 1
    Movement Phase: Cast and exhaust to immediately return to Arkham from an Other World.


    Fight(skill)
    +1 Fight
    When you spend a Clue token to add to any Fight check, add one extra bonus die.

    Speed(skill)
    +1 Speed
    When you spend a Clue token to add to any Speed check, add one extra bonus die.

    Darian on
  • ValkunValkun Registered User regular
    edited February 2009
    Blessing Check: Passed

    I'll go ahead and move over to the Historical Society. Whatever madness is happening here, I get the nagging suspicion that it's happened before.

    Valkun on
  • PlutoniumPlutonium Registered User regular
    edited February 2009
    Blessing Check: Pass

    Sliders to:
    Speed 4/Sneak 1
    Fight 2/Will 2
    Luck 3/Lore 4

    Moving to the library and having an encounter there.

    Plutonium on
  • abotkinabotkin Registered User regular
    edited February 2009
    Sliders remain where they are, I move to the Asylum and pay $2 to get up to full sanity.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • Sharp101Sharp101 TorontoRegistered User regular
    edited February 2009
    I'll cast find gate again.

    Lore 6 and a casting mod of -1 = 5 dice.
    5d6.hits(5)=3

    Success!

    Sharp101 on
  • DarianDarian Registered User regular
    edited February 2009
    abotkin wrote: »
    Sliders remain where they are, I move to the Asylum and pay $2 to get up to full sanity.

    You realize, of course, that we are now doomed to have a gate open up in the Roadhouse that you just left.
    Adjusting sliders to 4 Will/3 Fight and moving to the Unnameable to confront the Nightgaunt, using Wither + Enchanted Knife.

    Spell Check: 3 - 0 = 3 BOOM
    Will Check: 4 - 1 = 3 BOOM
    Combat Check: 4 - 2 +3 + 1 + 3 = 9 that nightgaunt is cowboy sauce

    Don't forget to pick up your Clue.

    Darian on
  • abotkinabotkin Registered User regular
    edited February 2009
    Darian wrote: »
    abotkin wrote: »
    Sliders remain where they are, I move to the Asylum and pay $2 to get up to full sanity.

    You realize, of course, that we are now doomed to have a gate open up in the Roadhouse that you just left.

    Yeah, I was actually quite tempted to just sit there. I'd have rather moved back to the Silver Twilight Lodge and keep an eye on it instead, but those 2 monsters in the streets haven't been very accommodating. I'm not too overly concerned by it at the moment though, as we only have a single gate open.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • PolloDiabloPolloDiablo Registered User regular
    edited February 2009
    Movement:

    Harvey Walters uses Find Gate, relocates to the Black Cave

    Vincent Lee's move

    Current Board:

    turn17movement.jpg

    PolloDiablo on
    Be excellent to each other you stupid cunts.
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2009
    Move to bank and take out a Bank Loan.

    DevoutlyApathetic on
  • DarianDarian Registered User regular
    edited February 2009
    Go go Harvey, win this thing for us!

    (Assuming we still have 7 claimed gates among us... has anyone turned one in for something?)

    Darian on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2009
    Wait, what number wins this? Is it worth me walking over there and getting ravaged to hand off my clue tokens so he can seal rather than close?

    DevoutlyApathetic on
  • DarianDarian Registered User regular
    edited February 2009
    He doesn't even need to seal, just close/claim it as a trophy. If at any time there are no open gates on the board and the players have claimed (and still hold) at least [# players] gates, they win the game.

    So if we already hold 7 gates among us (which I think we do) and he claims that one by winning the fight or lore check, that's the 8th gate and a winner is us. I think.

    Darian wrote: »
    abotkin wrote: »
    The win condition isn't dependent on us holding the gate tokens, it's the number of sealed gates on the board at any given time that the board is clear. Ran into that in my last game that I played. So there's no reason at all to hold onto Gate Trophies if you'd like to spend them on something.

    There's more than one way to win the game, and the board being clear isn't required for the "number of sealed gates" option. I was referring to option A, close the gates. With no open gates (like now), if we have in our possession a number of gates greater than or equal to the number of players, we would win.

    You seem to be thinking of option B, Seal the Gates, but that doesn't require all the gates to be clear. You just need six that have been sealed.
    VICTORY
    The investigators win the game in any of the following
    three ways:
    A. Close the Gates
    To satisfy this victory condition, the players must
    accomplish two objectives:
    • An investigator must close the last gate on the board,
    such that there are currently no open gates.
    • When the last gate is closed, the players must have a
    number of gate trophies equal to or greater than the
    number of players. These gate trophies do include the
    one just awarded for closing the last gate, but do not
    include any trophies the players have spent.
    If these two conditions are met, the players immediately
    win. Stability is restored to Arkham as the Ancient One
    slips back into a deep slumber for a few more millennia.

    B. Seal the Gates
    If, at any time, there are six or more elder sign tokens on
    the board, the players immediately win. The Ancient
    One is driven away and peace returns to Arkham.
    C. Banish the Ancient One
    If the Ancient One awakens (see page 20) but the investigators
    manage to defeat it, the players immediately win.
    The Ancient One is banished beyond time and space.

    ...

    DEFEAT
    If the Ancient One awakens and defeats all of the investigators
    in battle, the space-time continuum ruptures, the
    Ancient One is unleashed, and all of mankind suffers for
    the investigators’ failure. In this unfortunate event, all
    players lose the game.

    Also, you cannot give away clue tokens, so that is a moot point. Only money, Common Items, Unique Items, and Spells can be traded; trophies, skills, and clues represent experience gained by the investigator.

    Darian on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2009
    I really need to get some friends together and just play through a game in less than a two month time frame.

    DevoutlyApathetic on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited February 2009
    jdarksun wrote: »
    I really need to get some friends together and just play through a game in less than a two month time frame.
    Yeah, it's a great game. Takes a pretty long time on the table too though. :)

    I have never actually reached the end of a game, so this is pretty exciting for me.

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • Sharp101Sharp101 TorontoRegistered User regular
    edited February 2009
    Oh man, I didn't even realize.

    While I should wait for the Encounters Phase, I'll roll for the closing now....

    Lore 6 + Difficulty 1 = 7 dice.

    7d6.hits(5)=5

    Success!

    Sharp101 on
  • PolloDiabloPolloDiablo Registered User regular
    edited February 2009
    Movement:

    Vincent Lee moves to the bank.

    Sister Mary moves to the library.

    Ashcan Pete moves to the Unnameable, and kills the nightgaunt.

    Jenny Barnes moves to the Asylum.

    Kate Winthrop moves to the Asylum.

    Michael McGlen moves to the Train Station.

    Darrell Simmons moves to the Historical Society.

    Arkham Encounters:

    Surrounded by gibbering horrors, Harvey Walters closes the final gate. When it disappears, the feeling of oppression in Arkham immediately lifts. As he and the other investigators poke around the deserted town, there is nothing left but sunshine and a soft breeze.

    Yet Cthulhu is not beaten, only turned aside for a time. For that is not dead which can eternal lie, and with strange aeons even death may die.


    Game's Over: Investigator Victory!

    You hold eight gate tokens, and there are no open gates remaining. Congratulations! You've saved Arkham and the world from Cthulhu's return.

    Final Board:
    gameoverman.jpg

    PolloDiablo on
    Be excellent to each other you stupid cunts.
  • PolloDiabloPolloDiablo Registered User regular
    edited February 2009
    That was a well-played game, guys. It came down to the wire a few times, but you pulled it out.

    Thanks for sticking around; it was fun.

    Last one out, hit the lights.

    PolloDiablo on
    Be excellent to each other you stupid cunts.
  • DarianDarian Registered User regular
    edited February 2009
    Great game, everyone, and PolloDiablo many thanks for running this for us. I feel like I'm ready to actually teach this to my local group, now.

    Darian on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited February 2009
    Thank you Pollo Diabo. I love this game so hard.

    "And I'm off to ride the rails. Sounds like there's a spotta trouble in Innsmouth these days."

    "ARF"
    Man am I ever thankful I didn't have to sacrifice Duke

    Best line I didn't get to use: getting deputized. ("I'm your worst nightmare: a hobo with a badge!")

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
    oE0mva1.jpg
  • ValkunValkun Registered User regular
    edited February 2009
    Thanks for running this for us, PD. Might have to pick this up one of these days.

    Valkun on
  • Sharp101Sharp101 TorontoRegistered User regular
    edited February 2009
    Pollo, Many thanks.

    I know it's hard to keep running one of these.

    Did I end up with the most Trophies? :P

    Sharp101 on
  • abotkinabotkin Registered User regular
    edited February 2009
    Thanks for running it Pollo, this was a lot of fun, even coming in at the middle of the game. Great game everyone!

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • PolloDiabloPolloDiablo Registered User regular
    edited February 2009
    jdarksun wrote: »
    Great job folks! Who was First Citizen?

    That would be Sharp, with three closed gates.

    Thanks for playing, everyone!

    PolloDiablo on
    Be excellent to each other you stupid cunts.
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