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Arkham Horror is a Bitch to Teach.
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At least Arkham Horror has an index, and so do all of the newer FFG Games. Still not quite as good as the wargame styled rule point systems, but it works.
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Dammit, woman, printout and laminate Skelly's flowcharts.
Skelly and his friggin flowcharts. I'll have to print some of these to hand out at Trashfest, so he will at least be there in spirit.
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There's definitely a lot going on in Arkham Horror. I want to say that there's a card or something in one of the expansions that allows you to sell stuff back to the store but I'm not at all sure.
I thought that you couldn't sell things back to the store. You can just sell and trade with other characters. But a couple of people remembered that there were selling rules. Today I re-checked the rules to the base game and couldn't find any selling rules. I'm going to check the revised rules in the DH expansion tonight to see if it is in there.
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Harkonnen13 wrote:
There's definitely a lot going on in Arkham Horror. I want to say that there's a card or something in one of the expansions that allows you to sell stuff back to the store but I'm not at all sure.
I thought that you couldn't sell things back to the store. You can just sell and trade with other characters. But a couple of people remembered selling that there were selling rules. Today I re-checked the rules to the base game and couldn't find any selling rules. I'm going to check the revised rules in the DH expansion tonight to see if it is in there.
Might be in Dunwich Horror. I know it's not in the core rules.
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Thanks. I couldn't find anything about selling in the DH rules or in any of the FAQ, so I'm going to stick with NO selling stuff back to the shops when I demo, or if anyone asks me. If a group wants to house rule that, I don't think it makes any difference, since win or lose the group gets the same number of trash points.
The luck of the draw when your equipping the characters can really suck sometimes. My wife and I use an optional rule where you can pick one regular item, special item, or spell. Just one card total, not one from each category. Selling gear would be good. It bugs me that I don't know. I'm checking on it on another site.
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- Mr Skeletor
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Teaching bad ass F:AT / FFG isn't easy, it's not like we're teaching Euro with 4 pages of rules. Starcraft has about 50 pages of rules. But if you're running a game of Arkham Horror with a bunch of Newbies just make up rules like they have to do a shot whisky every time they fail a sanity check that way they won't realize you missed the store refund rule.
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One of the fun things about AH, and other similar games, is that you can tweak them to your liking without breaking them. In the game I played Thursday, some of the people had played before. Therefore, the first thing we had to establish was if we were going to use anyone's favored house rules or variants.
Re: Teaching Big Ass Games
Looking back on my practice session, I now think that I did a pretty damn good job. I was using someone else's copy of the game, so I didn't have all my cheat sheets or player aids. I got most of it off the top of my head.
My trick to teaching or playing games like AH is to make each player responsible for a different set of rules or a process. I have little cards with a summary of the bit for which they are responsible. One person is responsible for reading the Mythos card in the correct order. One person is responsible for placing and moving monsters. One person is responsible for terror track conditions. One person is responsible for turn order and phase. One person is responsible for combat. Everyone gets a chance to GM their bit, and everyone also gets to relax and enjoy the narrative when it isn't their turn to be the boss. It keeps the game moving along to have someone saying "Everyone do your upkeep now. Joe, don't forget to roll for your Blessing. Okay. Everyone done. Sam, you move..." But you don't feel like that person is being bossy, because your the one doing the same thing during combat or Mythos or what ever it is you are responsible for. I think it also enhances cooperation. For example, if you are considering fighting a monster, you might consult with the "combat GM" to check what you would have to roll to defeat the monster. Then people start giving opinions on whether you should fight, or evade, or go do something else.
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ubarose, if there's rules for selling they are on encounter cards. Which ones I'm not sure. Kingsport Horror is reported to have a location where you can sell stuff. But it ain't out yet.
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