Steders wrote:I found Arkham horror was like a quality assurance audit.
Have you picked up one of these?
have you matched the yellow marks up?
Plus the rule layout was poor
Tell us more you sexy thing
Well as I said, I've only played it a couple of times solo so I haven't really delved too far into its mechanics or how it plays mob handed.
Everything's card driven, so if your investigator lives long enough (doubtful) they're going to possibly have a pile of stuff/spells/conditions (insanity and physical damage) cards to search through each round looking for +/- modifiers.
It seems that the combat system, even with bonus modifiers, favours the bad guys. Big monsters are hard to kill, and there's a sanity roll before each combat roll. It would be easier if you could combine the rolls of investigators in a location to gang up on the big baddies, but as investigators take it in turns to resolve encounters...
If you can't keep on top of the monsters and the gates, you're fucked. There's potential for monsters to spawn most rounds, and the more investigators the more gates and monsters appear. And all the time the doom track is heading towards zero.
It's very much like the old CoC RPG, in that you don't get time to get fond of your character, and barring immense luck and good die rolls the world is doomed.
Fantasy Flight have got pdf. downloads for the rulebook, reference guide and FAQs here. Have a scan, ask me questions. http://www.fantasyflightgames.com/ffg_c ... lebook.pdfhttp://www.fantasyflightgames.com/ffg_c ... 281%29.pdfhttp://www.fantasyflightgames.com/ffg_c ... -07-13.pdf