Off the Top of My Head: Arkham Horror Advice from a Beginner

Off The Top of My Head

Arkham Horror Advice from a Beginner

I am by no means an Arkham Horror expert. With less than ten full games, none of them played to the letter of the rules, it’d be ridiculous for me to claim it. However, as a relative novice I feel I can offer some helpful advice to other novices and other newbies to the world of Arkham Horror. These simple concepts certainly helped my friends and I get over the steepest parts of the learning curve, though mastering the intricacies of the rules can only come from multiple play throughs.

Mighty Tower of Arkham Horror
Mighty Tower of Arkham Horror

1.)    Watch Tutorial Videos: Buying, storing, and playing Arkham Horror is a monetary, space, and time investment. Before investing it would be wise to watch many of the YouTube videos available to see what the game is about. It is best to start with short intro videos; many good-quality videos explain the premise and gameplay in 5-10 minutes. Then work your way up to rules and set-up descriptions before finally moving on to multi-hour play-through videos. It should be pointed out that I’ve never seen a video where they didn’t get at least one rule wrong. It goes to show even those most comfortable with the game can still mess up.

Mike found this short review.  It’s very brief but gets the basics across.

2.)    Organize the Game Components: For many of my games I use small ziplock bags to store the pieces. Arkham Horror has a stupendously long set up time and this can be drastically reduced by getting some kind of containers to hold the all the clues, money, elder signs, and other tokens needed for the game. I recommend stackable beading containers like these. They come in a big set of multiple sizes for about $5 and you can stack a pillar of them and only need one lid so you just unstuck them and all the pieces are set up. I’ve seen some use card holders, but I find these difficult to store so I still do take the time to shuffle and deploy the cards.

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3.)    Keep the Rules Handy When Playing: This might sound basic but you’ll be surprised how often it comes up… Fantasy Flight makes incredible games that can be very thick in rules with instruction books that can feel vague and difficult to navigate. You’ll only learn the rules while playing but you’ll have to consult them a lot, especially during your earliest games or when something uncommon occurs. Keep them close by. Mark the pages, because the citation for Blessings and Curses is on one page in the index but how they behave during upkeep isn’t in the same citation. Eventually you’ll get them memorized but it never hurts to have them close by if needed. As an aside the Miskatonic Horror expansion isn’t a true expansion as it’s more an add-on to the base game and all the other expansions. It DOES come with great little reference cards that explain how many monsters, gates, etc are allowed based on the number of players. They’re awesome.

Info Cards from Miskatonic Horror
Info Cards from Miskatonic Horror

4.)    Be Patient…: Maybe the hardest of all of these rules is to be patient. A game the size and scope of Arkham Horror has tons of rules for a reason. It’s incredibly in-depth and absorbing. It can really draw you in for hours and hours. But it also means it takes a lot of time to gain even a basic understanding of it all. In our first game Mike and I essentially quit in frustration. We didn’t understand it so we gave up for the day and came back to game another day. Every time we do a bit better, and every time gain a greater respect for it. Also even as you get better the game is punishingly difficult. It WILL beat you almost every time. If you are pathological about losing don’t even try it, but for me it makes the eventual victory mean that much more…you KNOW you earned that one…

5.)    The Most Important Rule! Every rulebook for Warhammer 40k I’ve ever read comes with this rule and it’s very valuable in EVERY game. I’ll quote them directly, “The most important rule then is that the rules aren’t all that important! So long as…players agree, you can treat them as sacrosanct or mere guidelines, the choice is entirely yours.” Of course 40k is a lot more open than Arkham Horror, but the spirit of this remains the same. The purpose of ANY game is to have fun. Especially while learning don’t let the rules get in the way of the fun!

Arkham Horror is definitely my favorite board game and it’s one I’d like to play more of with more players. It’s not for the timid and inexperienced gamers might be intimidated by its scale and scope, but if you stick with it you’ll have the most absorbing, difficult, and satisfying board game experience you’re likely to have. And in the famous words of Wil Wheaton: Play More Games!

Want more Arkham Horror? Check our the Story of the Month!

The game’s page on Fantasy Flight.

Feel like diving in?  Here are the rules.

Story of the Month: Arkham Horror and the Story of Our Learning Curve

StoryoftheMonth

Arkham Horror: The Story of Our Learning Curve

Table top gaming is a near every day thing for some of us.  So to continue the excitement brought about by International TableTop Day this month, the story of the month for April is actually several micro stories of how my friend Mike and I have navigated the learning curve of the infamous and glorious board game masterpiece: Arkham Horror.

Arkham Horror is one of those games that popped up frequently enough in my various “you might also like” lists and got such stellar reviews I had to try it. It comes with two main warnings: It is very rules heavy and punishingly difficult.

Those warnings are to be heeded.

Below is a basic timeline of the Arkham Horror learning curve my friend Mike and I experienced while learning the game. It’s steep, and full of lots of stupid; but just when you think you’ve figured the game out, it throws you a curve:

Play Through #1: We totally messed this up. We read the rules wrong and counted every player turn as a game turn. Meaning we performed BAD actions after every individual turn instead of at the end of all player turns like we were supposed to. The game is hard enough and we somehow made it harder…actually we made it impossible. We gave up in frustration.

Play Through #2: We decided to play again when killing a day. We battled Nyarlathotep this time. Among the stuff we messed up: we kept forgetting the lingering effects of the ancient one “stirring in his slumber,” did all the player turns out of order (fought monsters whenever, went through gates and had encounters whenever, didn’t really know what it meant to be delayed…), and TOTALLY screwed up the boss battle once the big bad awoke. We took a doom token off for ever successful roll…instead of taking one off for every six successes.

Play Through #3: We always randomize the options so we ended up fighting Nyarlathotep again a few months later. We got a lot of the rules right this time, we watched a few videos, learned a few new things. Did MUCH better on player turn order, fought monsters better, understood the “outskirts” and “surge” rules better, and even got owned by the big bad when he awoke this time… BUT…we still messed up combat rules. And a couple important monster rules we continued to mess up for the next few play throughs…

Play Through #4: The same night we fought Nyarlathotep the second time we played Elder Signs against Hastur and got burninated, owninated, and decimated(ed). When we played Arkham Horror the fourth time we drew random again and Hastur was our ancient one. We got almost everything right here. Player turns, actions, play order, surges, and sealed that mo-fo with six elder signs. BUT…there was still one VERY important rule we messed up…we didn’t even realize it…

Play Through #5: This was an afternoon game day. We battled Cthulhu whose “stirring in his slumber” effect is brutal. It was our best game yet though. We didn’t seal the bastard but by closing all open gates we still won and defeated Cthulhu sending him back to R’lyeh forever…BUUUUT! It was after this game Mike discovered we were playing monsters ALL wrong. For the last three games we forgot to spawn monsters EVERY time gates opened. A major and foolish oversight and one that plagued our next play through too. Furthermore, we always played six characters…which means anytime you draw a monster you draw TWO monsters…which we weren’t doing. We only drew one. Making the game that much easier. We desperately needed to see how this critical error would affect us when corrected. Which we did on…

 

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Our Cthulhu playthrough in progress.
Our “victory” over the most famous of Great Old Ones.

Play Through #6: We included Mike’s fiancée Bekah in the game. We all played two characters each and had the rules down, save for that important monster+gate one, and battled Shub Niggurath. We fought maybe one or two monsters out of sequence and had five elder signs on the board sealing gates. THEN…monster surge, with two gates open. Brought TWELVE monsters out. Filling the outskirts several times and raising the terror track. That happened at least four times, again, with only two gates open there was a monster mash party around the two gates (which were in adjacent areas). The terror track reached ten, Shubby-kuns awoke, immediately devoured both of Mike’s characters and one of mine (no monster trophies…) and my remaining and Beckah’s two characters did battle. We took her down to half damage before I couldn’t sneak anymore and was devoured. Without me there to cure her sanity Beckah was offed in short order and we lost. We did so much right this game EXCEPT… We still hadn’t remembered to spawn two monsters every gate opening and, Mike, during the final battle (he was managing the Ancient One since his characters were, ya know, dead) said, “Oh…I’ll..uh tell you later..” “Later” was the next day when he texted me and told me Shubby-wubby was Physically Immune. Meaning only my one holy water usage and Beckah’s spell (which I was healing sanity so she could use) and her magic knife would’ve caused damage. So we just lost WORSE than we actually did.

What’s the lesson here? Arkham Horror might be my favorite board game. It’s huge, involving, in-depth, and once the rules are understood fit perfectly. The point is, if there is one, that despite all the screw ups, Mike and I kept playing. Looked for others to play with. Kept playing. And we never cheated on purpose.  Anyone playing a big game like this WILL mess up the rules. But keep playing. Mess up the rules more. Make house rules if you have to. Gaming is about having fun. Being inclusive. Bringing new gamers in and helping them learn (and maybe learning something you missed!) Gaming is about fun. Win or lose, co-op or competitive. Have fun out there. It’s why we play!

For fun and to show how big this game can get... This is Arkham Horror with the three expansion boards in place.  It's as long as my couch.
For fun and to show how big this game can get… This is Arkham Horror with the three expansion boards in place. It’s as long as my couch.

The game’s page on Fantasy Flight.

Feel like diving in?  Here are the rules.

Off the Top of My Head: Painting 40k Scenery

Off The Top of My Head

Wrahammer 40k and Citadel Scenery Painting

Official TableTop Day has come and gone but those of us who play table top games every day can be a table top day.  40k isn’t usually thought of in the same realm as “table top  games” even though it truly is.  I consider it almost a “table top lifestyle” as it really starts to seep into your thinking and, for an artist, your aesthetic.

Painting canvas isn’t something I do well or enjoy, unlike my RevPub Player 2, but I do love to paint models. and as I said in my Nazdreg post I love to create bases. One of my other favorite things to paint is scenery. Games Workshop/Citadel release some great-looking scenery for 40k. I love the little details and terrain pieces, especially rubble and ruins, and it’s fun to try to test some painting techniques on them.

These are from the Urban Barricades set and I painted them last year. With some of the new technical paints out now I’d like to maybe add some new touches to them, but I think they came out pretty well, at least well enough to be table ready!

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I love this one with the Space Marine bike.

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All the little skeletons and pieces are great small details.

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This one with the door and unexploded ordinance is also wonderfully detailed.  I like the bullet holes, battle damage, and debris in these pieces.

 Over the holidays Citadel released some new technical paints that got me pretty excited. Yes I’m lame enough to get excited over technical paints, but I like to paint, I have a lot of fun with scenery, and I’ve been waiting for these kinds of paints to be available.

One of my favorite scenery pieces is the “battlescape” piece with the dead trees, craters, and the wrecked Rhino, complete with combat damage and customizable doors.

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The base was basic Mournfang Brown then dry brushed with Longbeard Grey and Praxeti White.

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The trees were the most difficult actually, I started with more Mournfang, dry brushed Praxeti, shaded with Biel-Tan Green, and glazed with Waywatcher Green.

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The Rhino I painted in Macragge Blue, then used the Typhus Corrosion + Ryza Rust combination shown in the technical paints video released late last year.  I also used some Forge World rust weathering powder to give the impression of the rust running off into the terrain.

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The craters I plan to add some water effect mixed with some combination of Moot Green and Skavenblight Dinge to make a murky green with a bit of oil. I’ve got an extra arm from an Ungor kit and some extra chaos bits so it’s not just the imperium showing the damage in this piece 😉

 Once the piece is completely finished (I’m still testing the water effect…) I’ll post an update!

Check out my previous painting posts for more!

Black Reach

Dredtrukk

Warboss with Attack Squig

Boss Zagstruk

Stormboy Nob on Flying Base

Bad Moons Nazdreg

Dark Angels Dreadnought

Dark Angels Standard Bearer

Dark Angels Librarian

And for more 40k my Kharn illustration posts! Part 1 and Part 2.  And my fond farewell to the World of Battle.

Bullet Point Review: Turbo

BulletPointReviews

This is a new feature I thought up to give reviews of things I just feel like reviewing in a short, sweet way.  I started with a great little animated feature I caught on Netflix that seemed to get lost among the big-budget, sequel-happy world of modern cinema.

Bullet Point Review: Turbo (2013)

  • Title: Turbo
  • Premise: A snail name Theo (aka Turbo) is addicted to speed and racing despite his being, ya know, a snail and wants to enter the Indy 500.
  • Protagonist(s):

o   Theo (Turbo): Main character/Racing Snail (Neverending Story shout out)

o   Chet: Theo’s disapproving Brother

o   Tito: Snail-racing taco vender at Van Nuys, CA mini-mall “Starlight Plaza” who finds Turbo. They work together to achieve their dreams.

o   Whiplash, Smoove Groove, Skid Mark, Burn, and White Shadow: Starlight Plaza racing snails. Whiplash is voice by Samuel L. Jackson and Smoove Groove Snoop Dogg, which means this movie has both a Samuel L. Snail and a Snoop Snail)

o   Paz, Kim Ly, Bobby: Starlight Plaza venders who sponsor Turbo in the Indy 500.

  • Antagonist(s):

o   Evil Mower: Turbo’s first racing opponent.

o   Guy Gagne: Turbo’s REAL racing opponent and Indy 500 Champ.

o   Crows: They eat snails…a lot…

o   Mother Nature: Made Turbo a snail and thus…not very fast…

  • Conflict: Turbo’s addiction to racing affects his job, his relationship with his brother, and dominates his life.
  • Twist: Turbo accidentally Bruce Banners himself with NO2 and gains super-speed! Stan Lee would’ve been proud.
  • Moment I was Hooked: Somewhere around the line “You’re trashtalk is needlessly complicated!” delivered as only Sam Jackson can…
  • Journey: Turbo finds his speed; finds his dreams; and finds that, maybe like Dorothy, he had what he needed all along.
  • Surprisingly…: This movie has a kick ass soundtrack.  Good licensed and original music.
  • Most Relatable When…: Turbo becomes popular by going “viral” from a kid’s random video, including a catchy remix version.  It felt like it could happen because it’s happened oh so many times in the past with oh so many cats…
  • Final Thoughts: I’ve been on a bit of an animated feature kick. Mostly because they are a lot of them on Netflix. I’ve always liked snails so this one called to me. I didn’t have high hopes due to some of the kids’ movies of recent vintage (i.e. Kung Fu Panda…) but was surprised by how much I enjoyed this. Ryan Reynolds, though I’m not usually a fan of his live acting, turns out to be a great voice actor, the supporting cast is also excellent, the story is solid (though cartoonishly fantastical), and the message truly inspiring. Very creative, great fun, and better than most “serious” movies I’ve seen recently.
  • Rating: Four and a half snail shells outta five.

Rating

Turbo Artist
Portrait of the Artist as a Young Snail

The End of the World (of Battle) as We Know It

Off The Top of My Head

As a Warhammer fan living in Tennessee I’ve always been relatively lucky. My orders ship very quickly, shops are usually well-stocked, and there are a lot of hobbyists to create a pretty good community. Part of this is because the Games Workshop North American Headquarters was located in my state; Memphis to be exact.
I live a fair drive from Memphis but not too far. Not so far that it’s excusable that I’d never before visited the Memphis HQ and gaming site “World of Battle” over the last couple of years. I was suddenly motivated to do so when they broke the news on their Facebook page they would be effected by the Games Workshop restructuring (they are centralizing their operations back in Nottingham rather than maintaining multi-employee shops and several international HQs) and would be converting the epic World of Battle gaming hall into a single-person store on the day this post goes out, March 26th 2014. With that news I knew I’d be heading to Memphis before that occurred so I could see the World of Battle while still in its epic-scale format.
A couple of non-Warhammer folks came along for the ride, and even they were impressed and became interested in the hobby just being in the environment.

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The outside of the building itself was impressive, the huge imperial eagle and the wicked space marine statue standing guard.

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The full-sized Blood Angel still stands in the shop and he’s just as intimidating as a 7-foot tall bloke in red armor would be. Especially since he carried a gun the size of my torso.

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There’s a nice case with Eldar Striking Scorpion gear in it. It is stylized to look like it’s been collected and tagged by an Ordo Xenos agent.

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Loved this Ork Waaagh-Bannah!

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This city table was amazing. We kept wandering around it looking at all the details.

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This fantasy castle was equally incredible.

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One of my favorite sections was the back hall that contained “historical artifacts” from Games Workshop’s history. And a GREAT Dark Angels banner.

I’m not a Games Workshop hater. They are a publicly traded company, they are beholden to make a profit for their shareholders, they do things for business reasons certainly, etc. They have also create a GREAT gaming system, painting systems, and as I said in my Kharn post, one of the best “worlds” I’ve seen in fiction. Some of their decisions, however, I can’t see as being positive. I had a ton of fun in the Woodfield Mall store while I was in Chicago. I went two nights in five days and just swapped war stories (“The Little Commissar who Could” one of the clerks told me was terrific) the same was true for World of Battle. I got a chance to chat with Price there about Imperial Knights tactics, the benefits of the new Crimson Slaughter Supplement, and creative use of bits to make unique terrain. He never tried to sell me anything. Just discussed it. I just wanted to BUY everything.

Even my two friends came away interested, just being in the environment and watching the massive Last Stand battle going on.

I think this is the kind of place GW needs to retain. It brings people in. Gets them started. Just being in the presence of this kind of World of Battle sparks fascination in everyone, Warhammer fanatics, neophytes, and outsiders.

I’m hopeful that as Games Workshop completes its restructuring and rebuilds itself as in a modern economic environment World of Battle will rise from the ashes and opens its epic gaming hall tables for North American Hobbyists.

World of Battle’s FB Page!

The Chosen of Khorne: Creating the Blood God’s Best

Off the Page

Chosen of Khorne: Illustration Process

Though I consider myself an illustrator, I haven’t done a large, finished piece (foreground, mid-ground, background) in years…maybe a decade or more.    So it was interesting to capture the process on digital camera, which I don’t think existed in a decent consumer form the last time I did one!

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This is the earliest design; I sketched it on a piece of printer paper while waiting for something at work to finish.  The design is very rudimentary.  The dais looks more “chair” like, and the axe is on the wrong side (I picture Malvin entering left and seeing Kharn on the right for some reason) so Gorechild should be left rather than right in the frame as he sees the weapon before he sees The Betrayer.  I was also drawing from memory and messed up Kharn’s helmet design.

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The original pencils just for putting in placement.  His helmet in the story is said to be in the sand at his feet, so the one thing I consciously altered from the terrific narrative description was to put it on a level of the stone dais, purely for composition purposes.

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I stood on the shoulders of Black Library giants to design Kharn’s armor and wargear for this piece.  It was fun to put my own touches, like the way the skulls are attached to his armor backpack.

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I added some extra battle damage to Kharn’s helmet, just because it was interesting to draw.

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The skulls appear as mentioned in the drama: two on the left, four on the right; one with shrapnel in the cheek, one with chain weapon damage on the forehead.

I added the manacles described in the story as being large enough to restrain a large beast or being of great strength.  I put in dark tunnels behind Kharn based on the dungeons beneath the Flavian Amphitheater.

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Before I started shading I thought it would be easy, just walls and stones.  But then I decided to shade every stone essentially individually and it took much longer than I intended…

20140209_155303For so many reasons I’m lucky to have Raven.  One of the lesser reasons is she inks for me in our comics!  I had to darken the graphite before shading (I drew in 4H).  I hate this process because it’s essentially drawing the same image TWICE but worth it to get the desired result.

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I accidentally over-shaded the left tunnel and made it seem too short.  It took some correcting to get it closer to right.  I added the close foreground of silhouetted scattered remains based on the description in the drama. I left it vague but clear enough to be picked out if closely analyzed.

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It’s actually at this phase I start to get excited about a composition.  The background is essentially one, which means I can start the character!

See the Original Kharn Post Here Featuring the Finished Piece!

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As a bonus: I’m also working on a version of the Fleshtearer as described in the story.  It may be a single character piece, but here’s the face design I’ve been toying with.