Dragon Child wrote:Finally finished downloading this, and I went to the UPS store (the only local printer) today. Apparently, card stock with images on both sides costs over $1.20 per page. This means that this is going to be more expensive than any other boardgame I've bought. While I'm totally down with that, it's still a bit much. Any suggestions on how to be able to get this made... well, still good quality, but not bank-breaking cost? To make things worse, the printer doesn't have legal cardstock.
If they will let you bring your own paper, 250 sheets of legal sized card stock costs like
16 dollars. You probably want 110 lb stock. You could use that same pile for all the other cards too, because um... yeah. I don't know what you'd do with the remaining nearly two hundred sheets though. Make a hat?
Dragon Child wrote:Finally, and I know this might get me made fun of, but is there any likelyhood of being able to get alternative versions of the graphic cards (muscle replacement, cranium bomb, etc). While I understand this is supposed to be gritty and dangerous, the gore is a bit past my comfort level, and I imagine some people I'd play it with would be squicked out.
That's reasonable. The first thing to note is that I did include blank cards. So if you have a card that gets ruined or there's a card you must include, you have spares. But that also applies if there are cards that are past your comfort threshold. If you don't want to look at the Cranial Bomb, you can draw in a stick figure blowing up on a blank Augmentation and call it a day.
But if there is sufficient desire for it, I
can make alternate versions of a few cards and then distribute them some way. The easiest for
me would be to make a standalone .png of each alternate for each offending card and then email them to the people who want them. What's beyond your threshold?
- Muscle Replacement?
Cranial Bomb?
Wet Work?
Objectionable Materials?
Valkyr?
angelfromanotherpin wrote:I notice there's no rulebook in the file. Should I just go to FFG for the Arkham Horror .pdf and call it a night, or are there any new rules besides the obvious terminology and keyword stuff?
The Rulebook is indeed
not included in the torrent because it wants to be changed to reflect Frequently Asked Questions and to be accessible online. I don't have hosting space for it right now and probably won't for about two weeks unless someone decides to donate some.
The Arkham Horror rules themselves are
Here.
The major changes are the terminology ones. But also the way the Riots work, which is a bit more intrusive than the way Rifts work.
- First, when a Tension marker is drawn and the track it would go on is already full: it is returned to the cup as normal, but an Enemy is drawn and placed on the location indicated.
- Secondly, all Riots have the same color. If they move Black, they move and dump an Enemy. If they move White, they move, dump an Enemy, and raise the Terror level by 1.
- Thirdly, when a Riot Begins, it opens up in the Street Location next to the location of the last Tension Marker that was placed to open it.
- Lastly, it takes 2 movement points to enter an ongoing Riot.
Next, there's the way the Terror Track works, which again is a bit more intrusive than the standard rules.
- First of all, you'll notice that there are more colored sections on the track. That is because at every even Terror level, something closes. The closed locations are the stable locations with special text in that colored neighborhood. So at 8, you close the stable location with special text in El Infierno, which is Bill's Body Shop. Note: 10 is the hospital. When that closes, Runners who go unconscious are missing in action (LiTaS).
- Secondly, as the Terror track goes on, the Enemy limit in town goes up. Add half the Terror Track (rounded up) to the Los Angeles Enemy Limit.
- Thirdly, when the Terror Track is higher, more Enemies appear in Los Angeles. When a Vendetta (monster surge) occurs, place an extra Enemy for each point the Enemy Limit has been raised. So if the Terror level is 5, the Enemy Limit is three higher and three more Enemies come down every Vendetta. If the Terror Level gets above 5, place an extra Enemy whenever a Problem appears.
And about Problems:
- There is no Outworld movement and no Outworld Encounter Phase. There's just an Encounter Phase. If you're on a Problem token, you have a Problem Encounter instead of a Location Encounter.
- There are no explored tokens and Problem Tokens do not have closing modifiers on them.
- When you have a Problem Encounter, it may give you a "Problem Solving" option. If you succeed at that, it is equivalent to closing a gate.
And there are some streamlines:
- The Karma Phase is at the beginning of each turn, not the end, so you don't need a weird quasi turn at the start of the game.
- You Encounter any Enemy at your location during the Encounters phase that you have not already encountered. You do this before continuing with other events in the Encounters phase.
- You may pick up Clues at your location during the Encounters phase at any time, and not during the Movement phase. These two remove the need for the "End of Movement Phase Phase."
- If you fail to Evade an Enemy, you go to the first round of combat normally, there is no special you-get-kicked-in-the-nuts-phase.
There are a few things on Enemies that need to be explained:
- The Enemy abilities "Spirit," "Drone," and "Critter" have no effect. There are other cards that have positive and negative effects on Enemies with those markers.
- Ambush works completely differently. Like Elusive, you must make an Evade check. If you fail the evade check, the Enemy inflicts combat damage and then you go to the first round of combat. If you succeed at the Evade check, you may choose to Evade the Enemy or enter the first round of combat normally.
- At the end of any round of Combat you may attempt an Escape Test. This is your choice of an Evade test or a Speed test, modified by the Enemy's Awareness. If you succeed, Combat is over. If you fail, the next round of combat begins normally.
- The ID damage is listed after the combat damage. This is because the Investigation happens after combat. Furthermore, it only happens if you defeat the Enemy or you are knocked unconscious. If you escape, no investigation.
-Username17