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Will
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A Touch of Evil, The Supernatural Game » Forums » Reviews
Short Review of the Perfect Horror Experience

The very first moment I saw this game I thought: "it has to be mine". So I saved every peny I could and had it one day before my birthday. An auto-present you might say :D

COMPONENTS


As you can see for the games I own there are several games I can say have top notch components (Any FFG game, Shazzamm, Dungeon Twister, Orc Wars, etc.) but let me tell you I have never seen such Marvelous components before in any other game.

The cards seem to be made of plastic and they are so beautifully laminated that the pictures grab your attention everytime no matter how many other times you have already seen them. This is the first game I own from FF but I have to say the idea of using pictures is really GREAT. There is nothing more thematic than reality and they have accomplish what I couldn't find before in any other boardgame: 'To grab my attention without the need of too much imagination'. There are details everywhere and I can't get tired of looking at the art (with the only exception being the Werewold mask).

The board is beautifully drawn and eventhough I understand why others complain about it being monocrome, I have to say it goes very well with the mood of the game. And the size... it is more than welcome. I do not play much AH because of the many tables the boards need.

The miniatures are very well crafted and detailed.

The other elements are made with the same care and quality so I will not go round and round in circles with this.

SIMPLY A 10.


GAMEPLAY


The gameplay can be a little confused when you first play the game but to resume the steps:

- roll for movement
- move to a place
- if it is a named place, take actions and draw an event.
- start the mystery phase
- if you are playing a cooperative game roll the coop mystery phase chart.
- next player's turn.

Basically you move around the board looking for investigation tokens that are the currency of the game and try to increase your skills in order to face minions and the villain itself.

You encounter places, draw cool cards, take items... all in all Arkham Horror style.

May I recommend you to use all the ADVANCE RULES including the one that defines you require a cunning roll to take the investigations.

After several cooperative games to increase the difficulty in a showdown use the showdown chart and you will see how things goes straight to hell.

CONCLUSION


I know this game might seem to a lot of people that haven't played it like ARKHAM HORROR but they couldn't be more wrong. If I have to compare this game to any other I would say it is more like BETRAYAL AT THE HOUSE IN THE HILL... Yes I know you would say I am crazy, but we felt the same way in both games... more of an experience where you are moving in a chaotic world the best you can to accomplish a goal.

In AH you can plan strategies and the more you play the better the strategy moves. Here there is a lot of RANDOMNESS... enough for me to say that if you are a control FREAK do not get near this game.

This game is for people that likes the fun of a movie experience.

Once you finish the game everybody says WOW... it was a hell of a ride instead of... 'maybe we should do this the next time we play'.

The Villains are awesomely thematic, very sleepy hollow. And the truth is that this game with all the extra variant rules is like a main game with several expansions included. I bought all of the AH expansions and the truth is that each one includes 1 variant rule at best, being Kingsport the best one of all because of the epic battle deck, but if I am going to be truthfull a game well thought would have never needed so many extra cards to add what some suggested variants might have accomplished. It's the hook of the company, but FLYING FROG really behaves well with the customers providing a complete experience I have no clue how it can be expanded. Please feel free to surprise me. :D

All in all I love this game and see no negative aspects at all and give this a perfect 10. Yes a TEN. Because in 2 days I have already played 10 times and love each one of them.

KEEP THE GREAT JOB FLYING FROG. YOU HAVE EARNED A NEW FAN. :D

NOTE: Another member noticed I was making a mistake by executing the mystery phase and the cooperative chart each time a Player ended his/her turn. That is why in my case the game was PERFECT.

SO if you want to adjust more the difficult level you might try:

NORMAL
All Heroes' Turn
Coop Chart
Mystery Phase

HARD (Fast Game)
Heroe's Turn
Coop Chart
When all the Heroe's turns end: Mystery Phase
(So it will be 1 coop chart at the end of each Heroe's Turn but only 1 mystery phase at the end of the last heroe's coop chart)

HARDER (Faster Game)
Heroe's Turn
Coop Chart
Mystery Phase
(So it will be 1 coop chart and Mystery Phase at the end of each heroes' turn)

ULTRA HARD
Add the Showdown Chart to any of the previous ones understanding it will slow the game down a bit and also will increase the difficulty pretty much.
Last edited on 2008-10-20 16:52:54 CST (Total Number of Edits: 9)
Will
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Re: Short Review of a Horror Experience
I've just finished playing my first Solitary game with just ONE character using the cooperative variant and it works PERFECT!

It costed me a lot to defeat the Headless Horseman but it can be done. If at any point it is considered too easy for the Villain to have only it's base health (Number of players * base Health) just use the Showdown Chart. For me without the Showdown Chart I am already in trouble.
Last edited on 2008-10-19 03:21:24 CST (Total Number of Edits: 1)
Joachim Pehl
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@Will

There a lot of comments in that forum which implies that the cooperative game is too easy, if I understand you correctly you say that it is fine with the extra rules. Could you probably post you numbers of wins/losses ?
Will
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From 11 games we won 5. Mainly because the track ended and we lost the game (we couldn't reach in time to make a showdown to the Lair of the Villain). But the 3 games we played with the Showdown chart were lost by far. Since this game has a lot of randomness the combination of some items is very powerful as well as the combination of some mysteries and secrets in favor of the Villain.

I only played a cooperative of 1 and 2 players so my vision might be restricted to that but I think the game plays very well.

If still people think the game is too easy why not add +1 to the combat of the villain for each player. I am sure that will give extra odds to the villain.

This is what I love about this game. The designer took care of adding so many possibilities for retouching the rules that you can adjust the game to the liking of your group without having to add many home rules.

And the truth is IMPOSSIBLE odds are also a down in an adventure game. And these guys are not OLD ONES. :D
William Gaskill
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willdesigns wrote:

And the truth is IMPOSSIBLE odds are also a down in an adventure game. And these guys are not OLD ONES. :D


Good point,when we play AH if the GOO awakens we end the game.
There is something about fighting A GOO & winning that is just
wrong.

OD
ninja dorg
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My two pence: I agree with everything said here. Coop games are v tough if you throw in all the advanced rules. We don't and we still get ass kicked. And if you do end up with the school teacher having tons of investigation and kicking the villain's ass, it's a welcome change!

ninja
Will
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Old Dwarf wrote:
willdesigns wrote:

And the truth is IMPOSSIBLE odds are also a down in an adventure game. And these guys are not OLD ONES. :D


Good point,when we play AH if the GOO awakens we end the game.
There is something about fighting A GOO & winning that is just
wrong.

OD


May I suggest if you want to spice your game and not buy any more expansions to use some of the Designer's Rules: http://www.fantasyflightgames.com/ah_houserules.html

Richard Lanius explains the reason for each rule and they definitely make the base game complete.

If you want to buy an expansion go with Kingsport for the only reason of the epic battle set. The rest adds flavor but that's it.
Will
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One important observation is that I feel one of the characters is more powerful than the rest:

KATARINA THE OUTLAW

Her ability allows her to roll a success on any 4, 5 or 6... which is really an important thing. What we do in a cooperative game is give her all the +1 to combat items and allies to the top she can carry and let her kick the villains ass. Also the fact she can do this on any fight gives her a tremendous advantage in a competitive game (Lucky us we have her on our side :D)
Brian M
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Quote:
- roll for movement
- move to a place
- if it is a named place, take actions and draw an event.
- start the mystery phase
- if you are playing a cooperative game roll the coop mystery phase chart.
- next player's turn.

Whoa. Are you having a mystery phase (with corresponding roll and card draw) EVERY player's turn? Ie:
Heinrich takes turn - then mystery phase.
Isabella takes turn - then another mystery phase.
etc.?

Not how its supposed to be played - might actually make it more interesting.

Glad someone is having fun with this - it was a big disappointment for us. Low on excitement and tension, tacked on co-op gameplay. :(
Will
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StormKnight wrote:
Quote:
- roll for movement
- move to a place
- if it is a named place, take actions and draw an event.
- start the mystery phase
- if you are playing a cooperative game roll the coop mystery phase chart.
- next player's turn.

Whoa. Are you having a mystery phase (with corresponding roll and card draw) EVERY player's turn? Ie:
Heinrich takes turn - then mystery phase.
Isabella takes turn - then another mystery phase.
etc.?

Not how its supposed to be played - might actually make it more interesting.

Glad someone is having fun with this - it was a big disappointment for us. Low on excitement and tension, tacked on co-op gameplay. :(


In fact yes that is exactly what I was doing. It felt very natural and the gameplay smooth and entertaining. :D

I think I will keep playing this way but see your point. Both players have to do their turns and then the mystery phase, right ? That is why the difficulty level was so good.

Anyway, for anybody that thinks this might spice the game more all my 13 games where played like this and where PERFECT, so give it a try.

With the Headless Horseman the wolves move pretty fast and the Horseman is very dinamic in the game. You truly feel scenes are popping all around you with action everywhere. And since some mysteries define players have to roll a dice, there is a chance other players will have to fight off turn, making the game more dynamic.
Last edited on 2008-10-19 22:21:21 CST (Total Number of Edits: 3)
Brian M
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We may have to give it a try playing with the 1 mystery card per player. I can see it adding more spice to the game; and it would scale things up based on number of players.
Will
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Yes, and if you are playing coop do not forget to do the coop chart at the end of every player's turn, when the mystery phase starts. As well as all the effects related to the villains (for example the wolfs moving 2 spaces when the mystery phase begins).

I can assure you the game will be far more entertaining. :D
John W
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willdesigns wrote:
One important observation is that I feel one of the characters is more powerful than the rest:

KATARINA THE OUTLAW

Her ability allows her to roll a success on any 4, 5 or 6... which is really an important thing. What we do in a cooperative game is give her all the +1 to combat items and allies to the top she can carry and let her kick the villains ass. Also the fact she can do this on any fight gives her a tremendous advantage in a competitive game (Lucky us we have her on our side :D)
I disagree that she is much more powerful than the others.
She's obviously a strong choice, but the obvious abusive character is the one that allows her to remove one investigation to stop a wound.
As long as she has 10 or so Investigation, she can walk thru the Big Bad with no fear of losing (in coop or competitive), given average rolls. Totally unbalances the game, IMO.
Last edited on 2008-10-20 12:36:36 CST (Total Number of Edits: 1)
Will
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Probably, but still Katarina has a 50% changes of hiting on any dice while the others have only 33%.

Since we play all our games cooperative we do not really care as we try to make her be on our side :D But she is very strong.
Peter Oggelsby


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willdesigns wrote:


May I recommend you to use all the ADVANCE RULES including the one that defines you require a cunning roll to take the investigations.


I like this game alot, and defintely recommend using that advanced rule. Your not-so combat oriented chars will find benefit in that they can pick up clues with greater ease - this adds a nice touch indeed in giving the characters an individual feel.
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