In Mansions of Madness you have the same sized tokens, but the printed stats are totally different, making them non-interchangable. Arkham Horror's monster tokens are squard cardboard pieces with various monster fighting statistics on them. Any of these markers could be used in any of the games equally as effectivelly.Īdditionally, the monster figures from Mansions of Madness can be used in Arkham Horror. In Mansions of Madness, the investigators have moulded plastic figures in their likeness. In Elder Sign, the investigators have smaller cardboard-y pieces with their images on them. In Arkham Horror, the investigators have standing cardboard-y pieces with their images on them. The only pieces you can use in any of the other games are the markers for the investigators. So mechanically and piece-wise, the games are very different. The 'board' in this game consists of modular parts that get rearranged depending on the particular scenario being played. The Keeper meanwhile tries to nudge the investigators in the right direction so he can fufill his secret goal easier. The investigators explore a pseudo-randomly generated building trying to discover, and then prevent, the Keeper's goal. Mansions of Madness pits a team of investigators against a 'Keeper', who is trying to fufill some hidden agenda of his. You win when you get enough 'Elder Sign' tokens, which could be direct rewards from completing a mission or by cashing in some of the trophies you've earned. Instead, your turn consists of picking one of the encounter cards on the board, gathering a pool of specialized dice, and rolling them, trying to match the necessary results displayed on the cards. Similarly, Elder sign has you playing these very same investigators trying to prevent the ancient horror from entering the world, but there's no board to speak of. Each investigator has 6 skills and will use them (along with potential skill boosting items) to make skill checks to succeed at various tasks (Understand lore, escape a house before it collapses, kill a monster, etc.) When you seal enough gates (or some other less often-fufilled victory condition), you win. I'll describe the games generally.Īrkham Horror has you play investigators wandering around the town of Arkham, having encounter fighting monsters, traveling through gates to other worlds, and sealing said gates. In Elder Sign and Arkham Horror you play as investigators cooperating in an attmpt to prevent/drive away an Ancient One entering this world, but the mechanics of both games are very different. You must constantly fight not only wild animals and ravenous monsters, but frostbite, starvation, and the madness that befalls many who enter this frozen, isolated, white world.Mansions of Madness, Elder Sign, and Arkham Horror are all games whose themes pull from the Cthulhu Mythos. Whether you choose to travel in summer or are forced to go in winter’s dark, at every step you’ll face terrible perils, from the port of Anchorage to the forest paths and mountain passes of the interior. Omens of Ice takes you and your fellow investigators on a treacherous journey into the Alaskan wildernesses, where you must solve the mysteries of three terrible new Ancient Ones. You must brave the brutal conditions that killed thousands of prospectors, and fight ferocious creatures from this world and others, or else the cold, hunger, and ice will devastate humanity. You know all too well that the Ancient Ones are causing the weather and hunger, but this time you cannot fight them from within the Arkham Museum, or even out on Arkham’s streets. Some people complain of insatiable hunger and sometimes the newspapers even report cannibalism. Now, down in usually temperate Arkham, the winds are blowing harder and colder than ever before. Most of them perished in the ice, a few got rich, and some awoke terrible, ancient evils. From the publisher: Twenty years ago, during the Klondike Gold Rush, over a hundred thousand prospectors traveled deep into the Alaskan territory.
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