|Arkham Horror | Published 11 March 2009|
The disappearance of both Calvin's wife and Jenny's sister has been driving these two investigators forward. Now a mysterious cult is rising in Arkham, its members calling themselves Children of the Goat. This week's scenario features the Black Goat of the Woods expansion and parts of the Dunwich Horror expansion. Shub's power continues to swell, and all the investigators will be forced to make some big decisions.
Cultists move along the black arrows.
Clue tokens are leftovers from scenario 2.
The lack of clue tokens at the start of the game (aside from the bank option) is killing me. I've already lost twice (three times if you count when I didn't know better than to use the herald).
How are are people handling the cultists moving every turn?
So... how do we win? Do we play until the god wakes up and then fight it? Also, who's the GOO?
whelp, I will need to wait to get BGotW until I get paid next week.
I'll have to wait til i get DGoW to play throught. And i did get CoDP last week as I thought it might be need. :(
I do wonder however:
THe setup metions add Unique items from DH, and say nothing about adding common items. Mark has a flamethrow and molotov cocktail listed as his satrting items, bith of which are DH common items (which are not added to the game.
I'm guess that those he still gets those, while no other DH common items are added to game, right?
I am also confused on the clue tokens and the herald. Had not even thought of the cultists but that is a good question also.
Wow, that's some disappointment - it's only the third chapter and I already have to own the BGotW expansion?
At least in the first league I could participate in the first six chapters.
Can we assume that the "...clue tokens you wish to keep..." are the left-overs from Scenario 2?
Also, when the cultists move, on what arrow do they move ?
If we add all of the Black Goat of the Woods, do we play with the Herald?