Author Topic: Arkham Horror: Cultist Campaign  (Read 3604 times)

Offline bhu

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Arkham Horror: Cultist Campaign
« on: November 12, 2011, 02:00:00 AM »
I'm working off and on on several projects for Arkham Horror which will go here.  I want to do a redesign for Cultists attempting to awaken the AO:



Set Up

1: Set up the board.

2: Place a Doom Token reversed to show an Elder Sign and an upside down Gate on each Unstable Location to represent a Sealed Gate, along with one Clue Token.  A Gate can be unsealed by using 5 Clue Tokens (and possibly some other ways), and you win when all of the Gates are Unsealed and all of the Doom Tokens are placed on the Ancient One's card thereby awakening him. 

3: Choose First Player as normal.

4: Choose a random Cultist in the way you would normally pick an Investigator.

5:  Choose an Ancient One.  This will be the Ancient One you are trying to awaken by unsealing the Gates.  When a Gate is unsealed, the Elder Sign on it is flipped over and the Doom Token is placed on the Ancient One's card.  You then draw Monsters from the cup until you get two of the appropriate Dimensional Symbol and place them with the Gate.   When all of the Gates are unsealed the Ancient One awakens and the Cultists win.  In this variant the  Ancient Ones look rather like the Guardian Cards in the standard game.  They provide a specific bonus of some kind, with possibly an enhanced Bonus for Cultists with the appropriate Dimensional Symbol or for Dark Allies who have the appropriate Ancient Ones name listed in their Ability.

6: Choose an Opponent.  These are the good guys trying to stop the Cultists (or possibly a rival Cult or race of monsters).  They will use a format similar to the Ancient Ones from the regular game, and instead of Doom Tokens you place Success Tokens on their Track.  If the Track fills up, they have caught up to the Cultists who must fight them.

7: Separate Decks as usual.

8: Receive Fixed Possessions as usual.

9: Shuffle Investigator Decks as usual.

10: Receive Random Possessions as usual.

11: Finish Cultist setup, which is pretty much the same as Investigator setup.

12: Create Monster Cup as usual, and place the Townsfolk Sheet.  Townsfolk are similar to Monsters from the regular game, but they oppose the Cultists.  Instead of drawing them from a cup you roll on the sheet for the encounter (this helps because you have less tokns to print out).

13: Shuffle the Gate, Event, and Location decks.   Event Cards are similar to Mythos Cards, and like them are divided into Environments, Headlines, and Rumors.  Unlike Mythos Cards they do not open Gates or summon Monsters (unless the Text says otherwise), or move Monsters (unless the Text says otherwise).  They may however, generate Townsfolk (see below).  You will basically draw an Event, place an appropriate Clue Token, place a Success Token on the Opponents Track, and read the text to see what happens next.

14: Place Cultist Markers.

15: Draw and Resolve Event Card.

 

Order of Play

Upkeep and Movement are unchanged.

Arkham Encounters are mostly unchanged, but you are only drawn through unsealed gates if you wish to go (Event cards or Location encounters may change this, Gates opening as a result of a Location or Event Card still pull Cultists through unless they have the appropriate Dimensional Symbol.).  Unsealing Gates requires a Fight or Lore Check and the expenditure of 5 Clue Tokens, and is done on the Encounter Phase (similar to Sealing a Gate in the normal game).

Otherworld Encounters are mostly unchanged depending on if the Dimensional Symbol of your Cultist Ability matches that of the Gate you went through.

The Mythos Phase is now called the Investigator Phase.  You draw an event card, spawn Townsfolk, place clue tokens, and move Townsfolk.  You then read the text of the card and follow it as usual. 

The Terror Track When there are a number of Monsters on the board equal to the number of Cultists the Terror Level increases by one.   Like normal this can cause locations to close, but you do no return Ally cards to the box as the effects of terror are not something the sort of Ally you possess would be vulnerable to.   On any turn in which 3 or more Townsfolk who are considered Important are killed or removed from the board the Terror Level increases by 1.

 



« Last Edit: June 28, 2014, 11:55:33 PM by bhu »

Offline radmelon

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Re: Arkham Horror: Cultist Campaign
« Reply #1 on: November 13, 2011, 01:40:17 AM »
Yes, Celestia Viscera will be veeeery interested in this.

Offline bhu

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Re: Arkham Horror: Cultist Campaign
« Reply #2 on: November 18, 2011, 05:24:37 AM »
Townsfolk Abilities

Academic If a Townsfolk with the Academic Ability is killed, replace it with another Townsfolk with the Academic ability from the deck. The new Townsfolk always starts in the Train Station as it has been hired by the University to replace the killed one.

Badge Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Badge Ability moves 1 space towards the Location or Street Area where the Monster died: Academic, Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy.

Crime Boss If a Crime Boss is killed, and any Townsfolk with the Criminal Ability is on the board, remove that Townsfolk as well and replace it with another Townsfolk from the deck with the Crime Boss ability (effectively it got promoted).

Criminal Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Criminal Ability moves 1 space towards the Location or Street Area where the Townsfolk died: Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy.

Faux Badge Whenever a Townsfolk with one of the following abilities is killed a Townsfolk with the Faux Badge Ability moves 1 space towards the Location or Street Area where the Townsfolk died: Badge, Crime Boss, Criminal, Faux Badge, Veteran, or Wealthy.

Important If a Townsfolk with the Important Ability is killed raise the Terror Track by one.

Local If a Townsfolk with the Local Ability is killed, whichever Location they started in is permanently closed.  Locals are people like Ma, of Ma's Boarding House.

Occult If a Townsfolk with the Occult Ability is killed, replace it with another Townsfolk with the Occult ability from the deck. The new Monster always starts in the Train Station to represent a new wizard coming to town because of a perceived power vacuum.

Religious If a Townsfolk with the Religious Ability is killed, replace it with another Townsfolk with the Religious ability from the deck. The new Townsfolk always starts in the Train Station as it has been sent by the Church to replace the killed one.

SCIENCE! If a Townsfolk with the SCIENCE! Ability is killed, replace it with another Townsfolk with the SCIENCE! ability from the deck. The new Townsfolk always starts in the Train Station as it has been hired by the University to replace the killed one.

Veteran If a Townsfolk with the Veteran Ability is killed, replace it with another Townsfolk with the Veteran ability from the deck. The new Townsfolk always starts in the Train Station (the towns hired a new Sheriff so to speak).

Wealthy If a Townsfolk with the Wealthy Ability is killed, all Townsfolk with the Badge Ability have their Awareness increased by 1 until the next Event Card is drawn (i.e. if their Awareness was a -2 it's temporarily a -3, etc.).
« Last Edit: June 29, 2014, 12:08:58 AM by bhu »

Offline bhu

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Re: Arkham Horror: Cultist Campaign
« Reply #3 on: November 25, 2011, 11:43:53 PM »
Any thoughts on the new abilities?

Offline radmelon

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Re: Arkham Horror: Cultist Campaign
« Reply #4 on: November 26, 2011, 02:17:37 AM »
I don't play this game much, but I'm surprised that CV hasn't shown up here yet. Very surprised. I'll give him the link now.  :plot

Offline bhu

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Re: Arkham Horror: Cultist Campaign
« Reply #5 on: December 29, 2011, 03:26:49 AM »
added the last few abilities that still needed done/

Offline radmelon

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Re: Arkham Horror: Cultist Campaign
« Reply #6 on: December 29, 2011, 02:05:38 PM »
Those seem to work pretty well.

Offline bhu

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Re: Arkham Horror: Cultist Campaign
« Reply #7 on: February 27, 2014, 02:50:12 AM »
beginning to revise this

Cultists

There are 2 Types of Cultists: Cultists and Dark Allies.  A Cultist is a worshiper of an Ancient One.  A Dark Ally is in league with a specific race of Monsters such as  the Ghouls or the Mi-Go.

In the case of Cultists their Ability will read as follows: Cultist: (Dimensional Symbol)  When encountering Monsters with that Dimensional Symbol (or a Cultist Token) you do not need to make Horror or Combat Checks against them unless you wish to, as they consider you one of their own.  When encountering Open Gates with that Dimensional Symbol you are not drawn through unless you wish to be.  If the Ancient One being used has a matching Dimensional Symbol it may grant you additional abilities.

In the case of a Dark Ally their Ability will read as follows: Dark Ally: (One or more Monsters), (Ancient One) When encountering Monsters named in your Ability (or a Cultist Token) you do not need to make Horror or Combat Checks against them unless you wish to, as they consider you one of their own.  During the Encounter Phase you may choose to take one of the Monsters as an Ally Card if it shares your Street or Location, removing it from the board.  If the Ancient One being used is the One named in your Ability it may grant you additional abilities.


« Last Edit: March 22, 2014, 02:59:53 AM by bhu »