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I guess that means the purpose is score as many points as possioble before losing. Well, that certainly isn't what I thouugh I was paying for. I get Lovecraftian is supposed to be odd stacked against you, but always losing just isn't fun no matter what you wrap it in.
The game is part luck (roll of the glyph dice) and part strategy in maximizing your use of artifacts/spells/clues (calling them boons for short from here out), picking the correct tasks for the correct investigator, steering clear of hard to beat tasks until you have enough boons to maximize your chance of winning, managing the elder sign and doom tracks correctly (don't do an investigation with a -1 doom unless you actually have at least 1 doom) etc..
The game takes careful descision making and a little luck to beat, but it is possible and challenging. I definitely lose more than I win. For instance I lost against Cthulhu like 7 times in a row, there's ways to pick investigators that are stronger against Cthulhu, actually there's one strategy where you ONLY PICK ONE instead of a larger team.. but I don't like that it its more fun to have a random team for me. I FINALLY beat it, and with two glyph dice left and got lucky with one peril on a green die and the Wildcard on the red glyph which i turned into a peril (I just uploaded a screenshot to the screenshots section because I was elated!) ,
For instance, some of the things you need to consider. Yellow and Red glyph powers don't have the terror glyph (looks like a tentacled thing). If you are going into an adventure where you need a lot of terror glyphs, it might be a waste to keep those dice around instead of the green ones in the case you need terrors, except for the red which gives you a small chance to change it to a terror.
These are the types of nuances you learn over time.
For instance, when winning an investigation against cthulhu while on the boat (The Ultima Thule) don't forget that if you're about to complete it and you have extra investigation glyphs (magnifying glass) you should drop them all into the investigation pool before winning. That part is critically important and i've forgotten to do it multiple times in my happiness for completing the last task.
Another angle with the boons, if you have an investigator that can add one to an investigation glyph, attack investifations with tasks that have those. If you have an investigator with a boon to auto kill a monster, use that investigator to do one with a monster. If you have an investigator with a boon that can switch any glyph to a lore, use that investigator for tasks that require mutliple lore. There's many things to consider and choose your tasks carefully. And then get lucky with the glyphs. :)
There's many nuances and many different strategies both short and long term to keep track of and consider. It's by no means an impossible game, just extremely challenging.
That said, I do agree that sometimes it feels as if the RNG were stacked against the one missing piece ...
I did manage to win against the easiest elder one once. It really does feel like the game is cheating sometimes though, such as when you reroll 6 dice five times, and don't get that single lore, tentacle or skull you need.
If you're easily frustrated by Elder Sign, then do yourself a favor and avoid anyone who invites you to a nice and casual four-hour run of Arkham Horror. If anything, I'd say the native board format of Elder Sign is a lot easier - largely because there's one extra rule that's been snuck in. If you die, you have the right to pick another investigator and start over.
Elder Sign Omens, in the meantime, limits you to your starting roster.
I would probably enjoy a multiplayer setting, as you get share your misery with other people. I used to DM a rather unforgiving Ravenloft campaign but that was always in good company and this game would be better played with a group. Instead I feel like I'm playing a computer at Chess on the highest difficulty setting.
You don't know how many times I have rolled REAL dice and not gotten that one thing I needed in multiple rolls. It's just the way randomness works sometimes. That's why they call it random.
And these mythos games by FF are not easy to win, they are challenging and require careful weighing of odds and options.
This. After Azathoth, the game takes its kid gloves off, in my opinion. Prior planning can save rolls and determine the outcome of Adventures, and you're really better off playing with a cool head. If you can't focus on the game, chances are you'll burn the wrong glyphs/dice or spoil otherwise useful spells. That's where the cooperative aspect normally comes in, with everyone else coming in and going "Wait! If you do that, you'll screw yourself over later on!"
Sharing the dread is essential. :D
Yeah, that would definitely make the game easier if you could back out of an adventure without penalty. That would completely take the strategy and risk of using an investigator that MAY actually die if you rolled horribly out of the equation. You could use this strategy to, say, pick off a monster and run without consequence of failing the adventure/
I agree here. This is where the physical board game shines. You could in theory do a pass-n-play with someone if you were sitting together.
I'd love it if they figured out how to get Eldritch Horror built digitally with MP.