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Mar 13, 2012
The Looking Glass - Mansions of Madness Custom Scenario - v1.2.zip (1.44 MB) (Log in or Register to download.)
One of your fellow investigators went inside a strange house for just a few minutes to have a look around - and never came back out. Now it's up to the rest of you to uncover the secret of the giant mirror that runs down the entire eastern side of the mansion - and of the reflected house on the other side of it.

This scenario is designed under the assumption that investigators will be able to work together, as is required for most objectives. Therefore, it is not playable with only one Investigator, and is best played with three to four Investigators. If you do not have enough investigator players in your group, just have some of them control multiple Investigators.

Includes:
- A visually distinctive map whose symmetrical structure actually affects gameplay via the "opposite rooms" mechanic.
- A Keeper guide that comes complete with epilogues for when either side wins or both sides lose.
- An Investigator guide that also defines the new "opposite" term used in this scenario.
- New cards, including story cards and a set of Mythos cards designed especially for this scenario.

Features boss battles that are a bit more complex than "Here's a regular monster with a lot of extra health, go kill it", a (non-pop-up, thankfully) Witch that actually casts spells instead of merely attacking physically like a common Zombie, and odd setups like a stack of four exploration cards under a single Lock card.

This updated and revised edition now features:
- An all-new Magical Specialization Keeper Action, designed to give the Mirror Witch Mythos cards a larger impact on the game and to make gameplay feel more varied from one play to another.
- Compatibility with the official Forbidden Alchemy expansion, including a sixth Mirror Witch Mythos card for use with its Mythos decks and altered setup instructions to include True Magick.
- Fixes to various typos, poorly-written rules, rules ambiguities, and other such errors.

If you enjoyed this scenario, be sure to check out my new scenario, "The Factory".

Special thanks to matildadad, who has made making this scenario so much easier.
Downloads:187
Mar 6, 2012
The Looking Glass - Mansions of Madness Custom Scenario - v1.1.zip (1.44 MB) (Log in or Register to download.)
Revised and updated version is here! Now featuring:

- An all-new Magical Specialization Keeper Action, designed to give the Mirror Witch Mythos cards a larger impact on the game and to make gameplay feel more varied from one play to another.

- Compatibility with the official Forbidden Alchemy expansion, including a sixth Mirror Witch Mythos card for use with its Mythos decks and altered setup instructions to include True Magick.

- Fixes to various typos, poorly-written rules, rules ambiguities, and other such errors.

Continued special thanks to matildadad, who has made both making and revising this scenario so much easier.
Downloads:46
Dec 11, 2011
The Looking Glass - Mansions of Madness Custom Scenario.zip (1.38 MB) (Log in or Register to download.)
One of your fellow investigators went inside a strange house for just a few minutes to have a look around - and never came back out. Now it's up to the rest of you to uncover the secret of the giant mirror that runs down the entire eastern side of the mansion - and of the reflected house on the other side of it.

This scenario is designed under the assumption that investigators will be able to work together, as is required for most objectives. Therefore, it is not playable with only one Investigator, and is best played with three to four Investigators. If you do not have enough investigator players in your group, just have some of them control multiple Investigators.

Includes:
- A visually distinctive map whose symmetrical structure actually affects gameplay via the "opposite rooms" mechanic.
- A Keeper guide that comes complete with epilogues for when either side wins or both sides lose.
- An Investigator guide that also defines the new "opposite" term used in this scenario.
- New cards, including story cards and a set of Mythos cards designed especially for this scenario.

Features boss battles that are a bit more complex than "Here's a regular monster with a lot of extra health, go kill it", a (non-pop-up, thankfully) Witch that actually casts spells instead of merely attacking physically like a common Zombie, and odd setups like a stack of four exploration cards under a single Lock card.

Special thanks to matildadad, who has made making this scenario so much easier.
Downloads:472
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Roberta Yang


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First piece of errata that was too obvious for playtesting to catch: Clue 1 always reveals the objective, even though the Clue cards don't say so. We initially tested this with handwritten scraps of paper instead of printouts, to save ink and make it easier to revise cards, so a few obvious things like that might have slipped past the final cards when I went to type them up. If you notice any similar omissions, please let me know.
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  • Posted Wed Dec 14, 2011 3:09 am
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James McTeague
United States

Pennsylvania
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Don't know when I'll get to this one as I seem to be losing my playgroup for Winter break, but I'll have it printed out and ready to go in my copy. The map looks really interesting.
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  • Posted Wed Dec 14, 2011 9:17 am
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Nick R
United Kingdom
Havant
Hampshire
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So long and thanks for all the fish
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Very interesting idea, I can not wait to give this a go.

Regards

Gnome
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  • Posted Sat Dec 17, 2011 8:50 pm
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Roberta Yang


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Further errata for balance reasons, to be fixed next upload:

In Objective 1B,
Spoiler (mouseover to reveal):
All humanoid monsters, not just Zombies, should drop corpses, but Zombies spawned this turn by Raise Dead cannot be moved by Creature of the Night. Though Zombies do not burn automatically, an investigator may as an Action destroy a corpse in a room on fire.


In Objective 1C,
Spoiler (mouseover to reveal):
Where it says to put 2 Threat tokens on Sl'lwn, it should say X Threat, where X is the number of Investigators playing. Also, removing Threat tokens from Sl'lwn does not count as damaging Sl'lwn for the purposes of cards like Carbine and Tommy Gun, so if all the damage dealt by those weapons is applied to the Threat tokens rather than Sl'lwn itself, their additional effects do not trigger. As a clarification, spillover damage that would remove all Threat tokens with some left over is dealt to Sl'lwn - so if you would normally deal 3 damage to Sl'lwn and Sl'lwn has 2 Threat tokens on it, remove those 2 Threat tokens from Sl'lwn and give Sl'lwn 1 damage. Note that even 1 spillover damage is sufficient to trigger effects like Carbine and Tommy Gun.


Also, in light of Forbidden Alchemy's sixth card for each Mythos set, I'll be adding a sixth "Mirror Witch" Mythos card.
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  • Edited Mon Dec 19, 2011 11:07 pm
  • Posted Mon Dec 19, 2011 4:59 pm
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Ferganth Jagged
Spain
Barcelona
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A scenario from our favorite MOM reviewer... interesting!

I still have to play all the base scenarios, just played the house lynch right now.

Thanks!

By the way, the introduction of colt m1a1 or m16 on the cards thematically disturbed me. That famous american colt autoweapon was invented in the fifties, if im not mistaken. Anyway, it does not fit on arkam... And real motion image on keeper cards looks weird too. Anyway, the mirror map looks interesting.
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  • Edited Wed Dec 21, 2011 7:38 pm
  • Posted Wed Dec 21, 2011 7:27 pm
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Gottardo Zancani
Italy
Milano
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Yesterday night we've played a session of the Looking Glass scenario. First of all let me congratulate for the scenario: the idea is very original and the "adversay" has a definitely a unique touch instead of the "standard end boss". We've enjoied the game session but we have several questions around the game:

1) Map: we assumed that the door between the Start area and Hallway 3 is open (and consequently Attic Stair to Chasm); following the standard rules this should be a sealed door but without this doors there's no way to move inside the house. I suggest to rework the map placing an icon on every door and/or passage to clearly identify if it's open or not.

2) Objective A - What happens if the Witch dies before revealing the Objective ? That's what happened during our session: the Objective card only permits to place a mirror Witch if one is already on the map. We didn't find any way to place a Witch on the map once the first one is killed. I can see two options: or Objective A, when is revealed, allows the placement of one single Witch if none is on the map (representing the specular image not yet active till this moment) or is very important to clarity to the Kepper that losing the Witch in Objective A means losing the game.

3) The Bronze Key is mentionned but i think you refers to the Brass key since it's the one required to open the corresponding lock.

4) A colt .45 Exploration Card is also mentionned - i only found one .45 as a personal equipment of a player so i've used a .38 instead.

One single suggesion to improve the replay: think about a different placement of the Ladder for the different Objectives, otherwise the players will know in advance were to move.

Overall the session was very good: i think that this scerario is really worthy a professional print (as a PoD). FFG ?

Thanks for your contribution

Zak
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  • Posted Sat Jan 28, 2012 12:07 pm
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zak965 wrote:
1) Map: we assumed that the door between the Start area and Hallway 3 is open (and consequently Attic Stair to Chasm); following the standard rules this should be a sealed door but without this doors there's no way to move inside the house. I suggest to rework the map placing an icon on every door and/or passage to clearly identify if it's open or not.

That should actually be a door based on the normal rules of the game - the Hallway 3 tile has a door pointing toward Root Cellar, and the usual rule (unless I have been mistaken this whole time) is that if one tile has a door and the other tile has a wall, the two tiles are treated as having a door between them.

What doesn't follow the usual rule is a couple of areas where one tile has an open gray line at the end and the other tile has a wall. Normally, this is treated as being a wall; there's a mention in the Investigator Guide that these are treated as being doors instead, but it's easy to overlook.

In general, if there's any ambiguity as to whether something should be a wall or a door, look at the corresponding spot on the other map. Usually, at least one of the two houses will be clear, and the two are intended to be the same in terms of layout in every way. (This symmetry is also why the map ends up being so confusing in the first place; having a mirror image board without making both boards tiny wasn't easy for me, so I ended up needing to have loads and loads of of Door + Wall = Door setups to put the map together.)

zak965 wrote:
2) Objective A - What happens if the Witch dies before revealing the Objective ? That's what happened during our session: the Objective card only permits to place a mirror Witch if one is already on the map. We didn't find any way to place a Witch on the map once the first one is killed. I can see two options: or Objective A, when is revealed, allows the placement of one single Witch if none is on the map (representing the specular image not yet active till this moment) or is very important to clarity to the Kepper that losing the Witch in Objective A means losing the game.

Indeed, if the Witch is killed before Objective 1A is revealed, then the Investigators will just win.

But how did the Witch get killed? Before the Objective is revealed, Magical Force can always protect the Witch from death, and there's no reason for the Keeper to let the Witch die instead of moving it one space. Perhaps Magical Force was poorly worded? Protecting the Witch from damage does not cost 2 Threat (just as Raise Dead automatically spawning corpses when humanoids die doesn't cost Threat), and the Witch does not need to be carrying a Sample for the protection effect to be used (but if she does have any, she will lose them). I don't see how it helps the Keeper in any Objective to let the Witch die (better to have a Witch moved one space than a dead Witch) - and since the Keeper can read the Objective card from the very start of the game, they should already know in 1A how important that Witch is.

zak965 wrote:
3) The Bronze Key is mentionned but i think you refers to the Brass key since it's the one required to open the corresponding lock.

4) A colt .45 Exploration Card is also mentionned - i only found one .45 as a personal equipment of a player so i've used a .38 instead.

Ah, thanks for pointing those out. You were correct about what those items were supposed to be. (I seem to have made a few stupid typos when writing this up officially. Another one is the non-existent "Cold Earth Storage" room mentioned in the Keeper Guide's setup instructions, which ought to be "Root Cellar".)

I'll fix these when I finally get around to posting v1.1 (which will also include the 1B and 1C errata from my previous post).

zak965 wrote:
One single suggesion to improve the replay: think about a different placement of the Ladder for the different Objectives, otherwise the players will know in advance were to move.

Hmmm, that seems worth considering. I never really intended for the Ladder's location to be a surprise (with one Ladder already on the board and the house's mirror-image theme, it's pretty obvious just from looking at the map where the other Ladder will appear), but having it show up in a different location based on Story Choice 2 or 3 could be fun. In fact, the main reason I didn't do that in the first place was that I couldn't find a clean way to say in which space of a room with multiple spaces the ladder would appear (e.g. "Place a Ladder token in the Hallway 3 space next to the Dining Room and in the Chasm space next to the Laboratory") without it sounding awkward.


I'm glad you've been enjoying the scenario!
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  • Posted Sat Jan 28, 2012 8:01 pm
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Chris J Davis
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salty53 wrote:
zak965 wrote:
1) Map: we assumed that the door between the Start area and Hallway 3 is open (and consequently Attic Stair to Chasm); following the standard rules this should be a sealed door but without this doors there's no way to move inside the house. I suggest to rework the map placing an icon on every door and/or passage to clearly identify if it's open or not.

That should actually be a door based on the normal rules of the game - the Hallway 3 tile has a door pointing toward Root Cellar, and the usual rule (unless I have been mistaken this whole time) is that if one tile has a door and the other tile has a wall, the two tiles are treated as having a door between them.


This never happens in official scenarios. Doors always either lead to other doors, or to grey lines. They never lead into walls (unless they are covered with a sealed door marker).
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  • Posted Sat Jan 28, 2012 9:02 pm
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Chris J Davis
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salty53 wrote:
zak965 wrote:
1) Map: we assumed that the door between the Start area and Hallway 3 is open (and consequently Attic Stair to Chasm); following the standard rules this should be a sealed door but without this doors there's no way to move inside the house. I suggest to rework the map placing an icon on every door and/or passage to clearly identify if it's open or not.

That should actually be a door based on the normal rules of the game - the Hallway 3 tile has a door pointing toward Root Cellar, and the usual rule (unless I have been mistaken this whole time) is that if one tile has a door and the other tile has a wall, the two tiles are treated as having a door between them.


This never happens in official scenarios (and so there is no rule covering it). Doors always either lead to other doors or to grey lines. The only time they lead into walls is if they are covered with a sealed door marker.
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  • Posted Sat Jan 28, 2012 9:03 pm
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bleached_lizard wrote:
This never happens in official scenarios. Doors always either lead to other doors, or to grey lines. They never lead into walls (unless they are covered with a sealed door marker).

Oh, it doesn't? Huh. I guess I just assumed that was a rule because Sealed Door markers kept covering up the door-wall combinations, and because another fan scenario I played explicitly had a special rule defining Door + Wall = Wall (which just fed my assumption that the norm was instead Door + Wall = Door).

My apologies, then. Another note to add to the Investigator Guide for 1.1.
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  • Edited Sat Jan 28, 2012 9:30 pm
  • Posted Sat Jan 28, 2012 9:29 pm
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Gottardo Zancani
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Quote:
But how did the Witch get killed? Before the Objective is revealed, Magical Force can always protect the Witch from death, and there's no reason for the Keeper to let the Witch die instead of moving it one space.


Once the stairs are placed the Investigators can freely move in the mirror house: if you don't keep the Witch on a inacessible area (like the attic) the investigators will be able to catch it since you can move one single space while the PC can move up to 3 spaces (and use ranged weapons).

About the Magical Force, as far as i've understood you can protect the witch only if you have a sample on one of your monsters. I've been able to use it once but then the PC killed also the familiar and, with a cost of 4 threat, there was no way to place another familiar and move it in time to save the Witch (the familiar is created in the other house). In the end i've missed how important was the Witch so i'll replay the game taking more attention to this: i suggest to add some notes to the Keeper to avoid my mistake.

Thanks

Zak
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  • Posted Sun Jan 29, 2012 8:45 am
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Yeah, reading Magical Force again it does read as though a Sample needs to be discarded for the Witch to block an attack. The intent was that it can be used all the the time, so the Witch is guaranteed to last until the Objective is revealed, with the Sample-dropping part being tacked on because letting an invincible monster collect Samples seemed silly, but the wording makes it look like the Witch dropping a Sample is a cost.

I've also just noticed that, while Magical Force protects the Witch from being damaged, it does not as written protect the Witch from instant destruction effects like Joe Diamond's Lucky Break or one of the Shriveling spells that automatically kills humanoid monsters. That's something else to fix, since the Witch really shouldn't be dying pre-finale.
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  • Posted Sun Jan 29, 2012 10:39 pm
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Mariano Rico
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Very good scenario, easily the best one I have played, which except "Till death do us apart", are all the officially published ones.

The story makes perfect sense from the very beginning and is innovative and imaginative. The clue hunting mechanic flows better than ever, finally adding the feeling of the investigators actually investigating something. And the new mythos cards and monster behaviors are so much improved. Thanks for putting this up and for sharing it with us.

By the way, count me amongst those that understood Magical Force wrong. Should be clarified in your next update, indeed.

Looking forward to play some more scenarios created by you. Any chance we see some new creation from you using some of the Forbidden Alchemy components? The ones worth using, of course.

PD: I wholeheartedly agree with your reviews and criticism to the game. Even if I love it and cannot stop playing it, or probably because of it, I cannot help to blame FFG for letting a gem like this to develop so unpolished. I cannot bear the feeling of a great chance missed with MoM. I still have hopes though. Maybe the next one is the right one, who knows. Did I hear Campaign system anywhere?....
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  • Edited Tue Feb 14, 2012 1:42 am
  • Posted Tue Feb 14, 2012 1:06 am
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Acererak wrote:
By the way, count me amongst those that understood Magical Force wrong. Should be clarified in your next update, indeed.

The horrible wording was in part a result of me trying to fit the rules text onto a Keeper Action card; in the next upload, I will probably scrap Magical Force entirely and move all the "Witch can't be killed early" stuff to Scenario Special Rules.

Acererak wrote:
Looking forward to play some more scenarios created by you. Any chance we see some new creation from you using some of the Forbidden Alchemy components? The ones worth using, of course.

I'm in two minds about that. On one hand, there are some cool maps that could be made with the new tiles and I would love to put the Byakhee to some actual decent use. On the other hand, if I make a scenario that depends on Forbidden Alchemy, that means anyone who owns the base game but not Forbidden Alchemy can't play it. Which means that unless there's something absolutely irreplaceable, I'd rather make a pure base-game scenario and avoid cutting the number of people who could potentially play my scenario in half.

On the other hand, if I only need a few components, they could always be included in the upload, like I included the Carbine from the POD expansions in this set. Obviously, that wouldn't work with the Alchemy puzzles themselves, but they're the first thing I'd get rid of anyhow.

Acererak wrote:
Did I hear Campaign system anywhere?....

I tried coming up with a campaign system for MoM (the Story So Far for the Looking Glass is actually an artifact of it originally being intended to follow an Inner Sanctum-ish cult-based scenario), but ended up finding it too unwieldy. It seems to me that a general rule for playing multiple scenarios in a row might not work so well, but having some sets of scenarios designed to be played in a sequence might work.
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  • Posted Tue Feb 21, 2012 8:38 am
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Jon n04
Netherlands

Do you have any idea when the 1.1 version is ready to upload?
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  • Posted Tue Feb 21, 2012 12:22 pm
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Jonn04 wrote:
Do you have any idea when the 1.1 version is ready to upload?

Probably in a couple of weeks when I go on spring break. In addition to all of this errata, I'm testing making other changes to the Mirror Witch Mythos cards to make them have more impact on the game. If nothing else, I do at least need to design a sixth Mirror Witch card to be used in games with Forbidden Alchemy components.

My attention has also been a bit divided due to designing another custom scenario, which I've been playtesting for about a week now.
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  • Edited Tue Feb 21, 2012 9:03 pm
  • Posted Tue Feb 21, 2012 6:34 pm
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Jon n04
Netherlands

Other scenario, very nice!
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  • Posted Thu Feb 23, 2012 8:56 am
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I have submitted version 1.1; it is currently pending admin approval and it should be posted today!

A few random comments on my thought process - these may be spoilerific and/or boring, so they should probably be skipped:

Spoiler (mouseover to reveal):
When I was making version 1.1, there were several problems I needed to address:

- The rules for negating a Witch's damage were poorly-written, as evidenced by how everyone interpreted them.
- Without holding them, Magical Force was a fairly pointless Mythos card and needed replacing.
- I felt that the Mirror Witch cards did not have enough impact on the game.
- I felt that gameplay could be too similar from one play to the next.
- I needed an interesting sixth Mirror Witch Mythos card for compatibility with Forbidden Alchemy.

Magical Specialization, and the Infirmimancy card that only really works with it, was in my mind a solution to all of these problems at once. Being able to reuse a Mirror Witch Mythos card certainly makes that card impact the game more strongly, and games do indeed feel different depending on which card is being reused (or, in the case of Infirmimancy, having an ongoing effect).

I've also made a lot of other minor changes. The errors mentioned in this thread have been fixed; the errata mentioned in this thread have been implemented (except for newly-resurrected Zombies not being able to move, which was due to my misreading the rules on moving corpses - I thought it took an Action to pick one up - and which is not actually needed); Event III has been revised to be a bit more connected to the story's theme while making the Mirror Witch cards more important; the Mirror Witch Mythos cards have been rewritten to refer to the Investigator rather than the Keeper as "you" for consistency; and I've corrected a couple of other minor bugs that annoyed me.

True Magick now gets added to the stack of books in Forbidden Alchemy games for obvious reasons.


This scenario was inspired by two things: first, I was annoyed that the shape of the board had little more than a cosmetic effect on most games, even in games like Season of the Witch where the board was visually very unusual; and second, I noticed that some tiles, like the Laboratory and Kitchen tiles, looked similar to each other. So I tried building a board consisting of two halves that were mirror images of each other. It was actually harder than I had expected, as evidenced by the state of the final product. To make the board even a decent size, I needed to invent new rules for how doors could be created at the edges of tiles and toss Sealed Door tokens everywhere - and even then I still needed to cheat a little, resulting in the board being not quite perfectly symmetrical (Bathroom 2 is thinner than the Basement Stairs, for example, and the Attic Stairs are thinner than the Root Cellar).

The original version was very different from the final product. Before playtesting, the house's walls were in slightly different positions in the two versions of the house, so you needed to move back and forth between the houses with a Handheld Mirror-type item to get everywhere. This lead to rules problems, hurt the symmetry of the board, and made the twin witches boss impossible, and therefore was abandoned in playtesting.

If I were designing the scenario from scratch today, I definitely wouldn't have used the same Objectives. These were a result of my annoyance at FFG's extremely lazy boss design - all of their boss monsters are just regular monsters with some extra hit points added. So I decided to see if I could create more interesting bosses. That's why all three Investigator Objectives here are essentially boss battles - against twin bosses, against a boss with regenerating armor, and against, well, a common Zombie. They all feature a theme of teamwork and coordination, too - the twin Witches need to be killed simultaneously, it takes multiple attacks in one turn to piece Sl'lwn's armor, and the Zombie can be pushed toward the Crypt more quickly if some Investigators attack it and then another Investigator spends their whole turn moving the corpse. This was an attempt to make the fights less mindless and prevent a single player from becoming the only important one.

In retrospect, I don't believe any of these attempts were entirely misguided or unsuccessful, but placing all three in one scenario was probably not the best of plans. Using one of them is definitely great, and using two might be understandable, but using all three? It was probably a mistake to use so many of my boss ideas at the same time, and making all of the Objectives be boss battles runs the risk of making them feel too samey. Still, I don't think the end result was bad by any means, and my goal in v1.1 was to update this scenario rather than to rebuild it from scratch, so while I've implemented their rules and balance errata, I haven't altered the Objectives themselves significantly.

(I did add a third win condition to 1C - that the Investigators win if all monsters on the board are killed during the finale. In one of our playtest games, the Investigators revealed the Objective and killed the Witch and her Mi-Go pets before Event 4 resolved - but as written they would have needed to keep playing until Event 5 just in case the Keeper could kill them all with Mythos cards alone, even though with no monsters Sl'lwn could never be summoned! That definitely needed to be fixed.)

As for the books - having a lock in one half of the house unlock a corresponding door in the reflected house seemed like something fun to do with the mirror theme, and I liked the idea of having the Story So Far text (you have a bunch of cultist books in your car from your previous adventure) actually manifest in gameplay. And it's fun to give your spellcaster player exactly what they want - access to any spell in the game they choose to research - and then watch as they squirm over which book to read first and whether they can survive all the Horror they'll receive for reading them all and whether getting Soul Pact just to cure that Horror is worthwhile.


I do still like the idea of the house's layout actually influencing gameplay, which is why another mechanic that focuses on the house's layout, albeit for a very different effect, is the centerpiece of my next scenario. Playtesting is mostly finished on it, so "The Factory" should be posted later this week once I have all the text finalized and typed up.
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  • Edited Sun Mar 25, 2012 3:37 am
  • Posted Tue Mar 6, 2012 12:01 pm
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Gottardo Zancani
Italy
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mbmb
Thanks a lot for your effort: i will surely play version 1.1 as soon as possible and let you know how it worked.

As i've said, the Looking Glass is a great, unique scenario, that adds a lot to the original game and i'm really glad that your shared it with the community - i really appreciate it.

I will eagerly wait for "the Factory": just drop a note if you need someone to make a prooftest of the rules.

Zak
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  • Edited Thu Mar 8, 2012 11:35 pm
  • Posted Tue Mar 6, 2012 9:12 pm
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Jon n04
Netherlands

Nice work, gonna play it as soon as possible.
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  • Posted Thu Mar 8, 2012 9:36 am
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Roberta Yang


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So, after three days, the new version is finally posted... and immediately I notice a critical error. When I rewrote Objective 1C to add the new win condition, I inadvertently dropped the old win condition - now, if the Investigators kill the boss, they still need to run around killing all the other monsters or else they don't win, and that is just silly.

Therefore, I'll need to put up a new fixed version, since 1.1 apparently introduces a new problem much worse than the one it actually fixed. If you are playing with 1.1, please note that this is an error - killing the boss should absolutely grant victory.

There also seem to be a couple of other minor bugs - the Keeper Guide still calls for Magical Force to be included when it obviously ought to call for Magical Specialization now.
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  • Edited Sat Mar 10, 2012 12:25 am
  • Posted Sat Mar 10, 2012 12:23 am
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Roberta Yang


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I have uploaded both The Looking Glass v1.2, to fix the above problems, and The Factory v1.0! Both will probably be posted Thursday or Friday.
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  • Posted Tue Mar 13, 2012 7:17 am
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gabriele romagnoli
Netherlands

mbmbmbmb
The factory 1.0?? is it a new scenario you made not posted yet?
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  • Posted Tue Mar 13, 2012 5:58 pm
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Roberta Yang


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Dungeonlord wrote:
The factory 1.0?? is it a new scenario you made not posted yet?

It is indeed!
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  • Posted Tue Mar 13, 2012 8:54 pm
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Roberta Yang


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And now both The Looking Glass v1.2 and my new scenario "The Factory" have been posted!
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  • Posted Fri Mar 16, 2012 6:01 am
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Roberta Yang


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...that sixth Mirror Witch card is horrible, seriously, nobody play with it. Recent played 1A where it was drawn early in the game, and it was horrible.

It's being cut and replaced with a spell that hands out Side-Effects instead. I'll also be playing around with the distribution of other cards (we got the rule on how Suitcase worked wrong - thought you could flip tiles across the center - now that puzzle is hard and boring). Expect 1.3 soon.
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  • Edited Thu Apr 12, 2012 11:51 pm
  • Posted Wed Apr 11, 2012 4:30 pm
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Roberta Yang


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...not all that soon, apparently. Next week, I promise!

In addition to fixing that Mythos card (yay side effects!), I'll also be tweaking some other game elements for balance, fiddling with the seeding, and adding several shiny new items.
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  • Edited Sat May 5, 2012 10:56 pm
  • Posted Sat May 5, 2012 10:56 pm
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Roberta Yang


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Revised versions of both this and The Factory uploaded!

...and are taking forever to actually be posted.
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  • Edited Mon May 21, 2012 10:29 am
  • Posted Sun May 13, 2012 12:43 pm
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Daniel Courtemanche


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I don't understand the Mirror Mythos cards and how they are played. Can you either play them from your hand off turn, or play them from the Keeper card, or do they always have to be played from the Keeper card? Are they played on the Investigators' turn, or the Keeper turn? And what do you mean with the last Mirror card "this card cannot be played"?
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  • Posted Sun Jun 3, 2012 2:30 pm
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Jon n04
Netherlands

Finally I got the chance to play your scenario;

Unfortunately neither the investigator nor the keeper won this time. But still it was a great game. At the last turn they had a chance to kill them both (1A), but a stunned investigator and weapon damage only wasn't enough. 
The investigators liked the story and thought this scenario was the best one they've  played so far.

I decided not to explain the mirror house until the first event card. And showed my extra action cards after the appearance of the first witch. The reactions to that were very good, they liked the twist.

At the end stage of the game I did not use the mirror witch cards. Otherwise they would be too tough to get killed, and I would have won with ease.

Myself as the keeper very much liked the story and the use of the house. Did not get the chance of using much of the mirror witch cards, because when I finally got one they all were present in the other side of the house So maybe next time...

Looking forward to play the Factory soon.
 
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  • Posted Today 12:09 am
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