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	<title>Arkham Horror - Kingsport Horror Expansion  | BoardGameGeek</title>
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		<title>Arkham Horror - Kingsport Horror Expansion  | BoardGameGeek</title>
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	<description>BoardGameGeek features information related to the board gaming hobby</description>
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 	<pubDate>Thu, 09 Jul 2009 17:36:42 +0000</pubDate>
	<lastBuildDate>Thu, 09 Jul 2009 17:36:42 +0000</lastBuildDate>
   <link>http://www.boardgamegeek.com/</link>
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   	<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: An &quot;Other&quot; Other World Encounter</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/agentzen&#039;&gt;agentzen&lt;/a&gt;&lt;/p&gt;
	It could be worded better, but yeah, I also would play the latter, otherwise it's 98% useless.
</description>
<link>http://www.boardgamegeek.com/article/3666866#3666866</link>
<guid>http://www.boardgamegeek.com/article/3666866#3666866</guid>
<pubDate>Thu, 09 Jul 2009 17:36:42 +0000</pubDate>
<dc:creator>agentzen</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Rules:: An &quot;Other&quot; Other World Encounter</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	&quot;In this place, where all minds converge, you may trade clue tokens with other investigators until the end of this phase.&quot;&lt;br&gt;&lt;br&gt;Anywhere in Arkham, correct?  I wouldn't think it would only apply to investigators in the same area of the Other World when the card was drawn.&lt;br&gt;&lt;br&gt;Are all minds in this place converging or do the minds of investigators in this place converge with all other minds everywhere?&lt;br&gt;&lt;br&gt;I played the latter.&lt;br&gt;&lt;br&gt;Brian&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/422317</link>
<guid>http://www.boardgamegeek.com/thread/422317</guid>
<pubDate>Thu, 09 Jul 2009 17:25:06 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
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		<title>Session: Arkham Horror - Kingsport Horror Expansion :: The Real Second Play -- Part II</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	When we last left our intrepid investigators, Lola had just entered the church for Father Michael's blessing.&lt;br&gt;&lt;br&gt;18)  Time After Time Rex successfully sealed The Witch House (four), fall back on his previously-gained knowledge to assist him in doing so.  Two Dark Young faded to black and were seen in Arkham no more, while Lola eliminated one of the hideous offspring of man and serpent.&lt;br&gt;&lt;br&gt;19)  Slum Murders  The Woods reverberated with the sounds of what seemed to be a great earthquake, but the rumbling gradually subsided and all was still.&lt;br&gt;&lt;br&gt;The werewolf and a cultist moved in on Lola.  She had no faith in her ability to deal with this dual threat and fell from grace, losing her blessing.  (First check).&lt;br&gt;&lt;br&gt;She needn't have worried.  The cultist was easily despatched and the werewolf was able to blend into its surroundings and disappear from her view.&lt;br&gt;&lt;br&gt;20)  A Federal Raid on Arkham resulted in the rounding up and destruction of five monsters, allowing the whole town to breath a much-needed sigh of relief.&lt;br&gt;&lt;br&gt;Worry began to settle in almost immediately, however, as a rip in the fabric of time/space opened a gate at The Black Cave.&lt;br&gt;&lt;br&gt;Lola went to the Curiosity Shoppe to browse and possibly ask if there was anything out of repair that she could possible fix, but when she went into the back to check the dumpster, she was knocked out and came to in Yuggoth.&lt;br&gt;&lt;br&gt;21)  Strange Visions Cease  No sooner had the creatures been driven from Arkham than more began pouring into Arkham, starting at Independence Square.&lt;br&gt;&lt;br&gt;Monterrey Jack, finally back from helping Carolyn deal with Kingsport, stomped a ghoul and a Night Gaunt and entered The City of the Great Race through the recently-opened portal at The Black Cave.&lt;br&gt;&lt;br&gt;Lola was not fully recovered from the blow to the head she had received, stumbled down a flight of stairs she hadn't noticed in the dark and was Lost in Time and Space.&lt;br&gt;&lt;br&gt;Try as she might, the task of keeping the lighthouse lit was beyond her capability.  The inability of the lookouts to see the shoreline, caused the ship to hang up on the shoals.&lt;br&gt;&lt;br&gt;Its hull was stove in and the ship sunk, with much loss of life, including the ship's mascot, a much-loved, old mutt by the name of Duke.&lt;br&gt;&lt;br&gt;22)  The Great Ritual did no harm.  Upon hearing it, Rex left the hospital, where he had gone earlier to restore his health, cut across town to French Hill and, in a ritual of his own, burned three spells.&lt;br&gt;&lt;br&gt;23)  No One was going to be able to Help Jack seal the gate to the City of the Great Race Now.  He would have to wait until conditions were more favorable.&lt;br&gt;&lt;br&gt;Carolyn, having garnered enough clued to bring the threat to Arkham to an end, sold her Yithian Rifle and prepared to return to Arkham.&lt;br&gt;&lt;br&gt;The investigators were so fully atuned to each others' nuances that Lola instinctively appeared in The Hall School to prevent the rifts from getting out of control again.&lt;br&gt;&lt;br&gt;24)  Carolyn Lost in Fog.  When it lifted and she got her bearings, she found herself at Strange High House in the Mist, further away from Arkham than she had been since entering Kingsport.&lt;br&gt;&lt;br&gt;25)  Help came to Jack in the form of a Solar Eclipse and he was able to seal The Black Cave.  (five).&lt;br&gt;&lt;br&gt;26)  Vigilantes Guard The Night  Rex also had enough information to seal the last gate and had the advantage over Carolyn of being in Arkham proper.  Unfortunately, he was barely hanging on to the last shred of sanity to possess and his was to the Northside was blocked by monsters prowling in both Merchant District and Rivertown.&lt;br&gt;&lt;br&gt;With only that last bit of sanity remaining, he didn't have the confidence to even confront the skeleton in Merchant District and languished Uptown.&lt;br&gt;&lt;br&gt;27)  Respite came to Rex in the form of a Merchants' March on crime, scattering the skeletons bones throughout the streets, where Duke's numerous offspring revelled in their most sumptuous feast in many months.&lt;br&gt;&lt;br&gt;This was not as benefical to Rex as he first thought,  When he turned the corner after entering the Northside, he could see an Elder Thing entering downtown from the Eastside, and he was still stymied.&lt;br&gt;&lt;br&gt;Carolyn, however, was able to enter Unknown Kadath, her heart pounding with the anticipation of sealing the Ancient One's fate.&lt;br&gt;&lt;br&gt;28)  A goat-like creature was spotted in the Woods.  Glimpses were caught of it by its pursuers, but it escaped without anyone getting a real good look at it.&lt;br&gt;&lt;br&gt;The rumours of this creature sent shock waves throughtout the neighborhood (terror nine) and Thomas Mt. Murphy (obviously a gentle giant) packed up and left town.&lt;br&gt;&lt;br&gt;29)  Commuters began streaming out of the Train Station in Panic from the wrath of a dreaded Shan, which boxed Monterrey Jack and Rex both in at The Newspaper.  Carolyn was all nerves and fumbled the incantation she needed to seal the last gate.&lt;br&gt;&lt;br&gt;30)  The Festival was briefly interrupted by more rumblings coming from the Woods, but the participants convinced themselves it was thunder and hoped the skies would not open up on their festivities.&lt;br&gt;&lt;br&gt;Carolyn was unable to compose herself and Unvisited Isle remained open to the possibility of more creatures pouring through its portal.&lt;br&gt;&lt;br&gt;31)  An Evil Fog seemed to boost Carolyns' confidence, hiding her from view, and she finally succeeding in putting Hastur back to sleep.&lt;br&gt;&lt;br&gt;Notes:  The middle game had almost no activity, with both Carolyn and Jack in Kingsport, Rex having to spend an inordinate amount of time at the hospital and Lola going from the Curiosity Shoppe to Yuggoth to Lost in Time and Space to Kingsport in short order.&lt;br&gt;&lt;br&gt;As evidenced by Carolyn's need to sell her rifle to get back to Arkham, money was not only at a premium, it was all but non-existent.&lt;br&gt;&lt;br&gt;Jack's encountering Foolishness was a boon, removing two rift tokens at a crucial time and bringing him back to Arkham that much quicker.&lt;br&gt;&lt;br&gt;Carolyn's encounter sending her to Strange High House in the Mist, though, had exactly the opposite effect and could easily have spelled doom for the investigators with the inordinately high terror track.&lt;br&gt;&lt;br&gt;Games that follow this general pattern are infinitely more fun than the six-to-fourteen phase games that end with seven open gates before you even have the opportunity to get a feel for its direction.&lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/thread/422022</link>
<guid>http://www.boardgamegeek.com/thread/422022</guid>
<pubDate>Wed, 08 Jul 2009 18:21:06 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Sessions:: Re: The Real Second Play</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	If it's a short game or I've only drawn a minimum number of usable weapons, like in my first play, I won't reshuffle.  In the first game, there was an Elder Sign, too.&lt;br&gt;&lt;br&gt;It just so happened three came up within maybe a dozen cards.&lt;br&gt;&lt;br&gt;I didn't reshuffle again, so for my third game in this expansion, there's only one left.&lt;br&gt;&lt;br&gt;Brian
</description>
<link>http://www.boardgamegeek.com/article/3662343#3662343</link>
<guid>http://www.boardgamegeek.com/article/3662343#3662343</guid>
<pubDate>Wed, 08 Jul 2009 17:07:01 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Sessions:: Re: The Real Second Play</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;SpareTire wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;i&gt;Jack and Lola did some shopping at The Curiosity Shoppe, and, curiously, both found an Elder Sign.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Nice! - this would never happen to me in a million years now that I've mixed some expansion cards into the deck.  &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;One of the key reasons for me for keeping everything mixed in. Less Elder Signs means you actually have to work for those seals (averaging less than 1 per game in the last 11 games). Oh yeah and sealing with Clues doesn't reduce the doom track either. And then you get gate bursts... :devil: 
</description>
<link>http://www.boardgamegeek.com/article/3660657#3660657</link>
<guid>http://www.boardgamegeek.com/article/3660657#3660657</guid>
<pubDate>Wed, 08 Jul 2009 06:37:49 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: What Happens to the Monster?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dark Son wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You're always quick with a thorough and respectful answer to most questions, and you don't get enough credit for &quot;mod'ing&quot; these threads.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I must try harder on the rest!  :)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dark Son wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So it sounds like the Rifts themselves are affected by the Mythos card's monster symbol, but since the act of spawning a monster is part of &lt;i&gt;their&lt;/i&gt; &quot;movement,&quot; the monsters that are Rift-spawned are not subject to the Mythos card's original monster symbol, being a &quot;subset/phase&quot; of the monster movement phase.  Do I have that right?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Yes that is right.  Movement of monsters during the Mythos phase, and subsequently the Open Rifts, are meant to be simultaneous.  Since that resolution is impractical, first player can decide the order in which they move.&lt;br&gt;&lt;br&gt;Rifts must first move and then spawn monsters.  Since spawned monsterscome out after the movement, they are not subject to movement this turn.  Much like monsters brought forth from the special text of Mythos cards since it is past the movement phase. Again, for practical purposes, you willmove rift, spawn monster, move rift, spawn monster, if more than one rift is open.
</description>
<link>http://www.boardgamegeek.com/article/3659777#3659777</link>
<guid>http://www.boardgamegeek.com/article/3659777#3659777</guid>
<pubDate>Wed, 08 Jul 2009 01:24:30 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: What Happens to the Monster?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dark+Son&#039;&gt;Dark Son&lt;/a&gt;&lt;/p&gt;
	So it sounds like the Rifts themselves are affected by the Mythos card's monster symbol, but since the act of spawning a monster is part of &lt;i&gt;their&lt;/i&gt; &quot;movement,&quot; the monsters that are Rift-spawned are not subject to the Mythos card's original monster symbol, being a &quot;subset/phase&quot; of the monster movement phase.  Do I have that right?&lt;br&gt;&lt;br&gt;Sorry, but this has been bugging me for a while; though I haven't been playing KH, this is one of those nagging mechanics that, since reading it, has kept me up nights.  &lt;br&gt;&lt;br&gt;This... and the dreams...&lt;br&gt;&lt;br&gt;BTW:  Brian, thanks for all of your fantastic posts on all of the AH forums here on the geek.  You're always quick with a thorough and respectful answer to most questions, and you don't get enough credit for &quot;mod'ing&quot; these threads.  Although, I suspect it's a labour of love... &lt;br&gt;&lt;br&gt;Here's Cthul' ya!  (Wow... that was bad...)&lt;br&gt;&lt;br&gt;--kMs&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3659707#3659707</link>
<guid>http://www.boardgamegeek.com/article/3659707#3659707</guid>
<pubDate>Wed, 08 Jul 2009 01:01:40 +0000</pubDate>
<dc:creator>Dark Son</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Sessions:: Re: The Real Second Play</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SpareTire&#039;&gt;SpareTire&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Jack and Lola did some shopping at The Curiosity Shoppe, and, curiously, both found an Elder Sign.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Nice! - this would never happen to me in a million years now that I've mixed some expansion cards into the deck.  
</description>
<link>http://www.boardgamegeek.com/article/3659564#3659564</link>
<guid>http://www.boardgamegeek.com/article/3659564#3659564</guid>
<pubDate>Wed, 08 Jul 2009 00:08:22 +0000</pubDate>
<dc:creator>SpareTire</dc:creator>
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		<title>Session: Arkham Horror - Kingsport Horror Expansion :: The Real Second Play</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	Hit Submit without adding second session, as indicated by Post Title&lt;br&gt;&lt;br&gt;Rex, Carolyn, Lola, Monterrey Jack&lt;br&gt;               vs.&lt;br&gt;             Hastur&lt;br&gt;&lt;br&gt;Rematch  This is quite long.  Thirty-one Mythos phases.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;1)  Manhunt in Arkham drove the cultist that appeared at the gate to Another Dimension at The Unvisited Isle to slink back into his shadow world.&lt;br&gt;&lt;br&gt;Jack and Lola did some shopping at The Curiosity Shoppe, and, curiously, both found an Elder Sign.&lt;br&gt;&lt;br&gt;Rex met with Anna Kaslow in Independence Square, but her schedlule did not permit her to join him, as much as she would have liked.  She was able to provide him with valuable information before going about her business.&lt;br&gt;&lt;br&gt;2)  Man in Black  A gate opening once again shattered the calm of Arkham, this one appearing at The Witch House and led to The Plateau of Leng.  A Formless Spawn emerged and entered The French Hill Streets.&lt;br&gt;Lola was on it in a flash and despatched it quite easily.&lt;br&gt;&lt;br&gt;Carolyn, meanwhile was able to slip into Kingsport and began dealing with the dimensional rifts.&lt;br&gt;&lt;br&gt;3)  World Torn Asunder  Rex was drawn into The Dreamlands when the Science Building was engulfed by yet another opening gate.  Jack  crept cautiously into the gate leading to Plateau of Leng after killing the High Priest and Lola began her exploration of Another Dimension over the remains of a witch.&lt;br&gt;&lt;br&gt;4)  Egyptian Exhibit Visits Arkham  Monsters suddenly began appearing in gates all over town, including a maniac, a serpent that had a sickening resemblence to a human, an example of vivisection gone wrong, a Formless Spawn and a Tcho-Tcho Priest.&lt;br&gt;&lt;br&gt;5)  Noden's Favor  Still more monsters, with a Night Gaunt moving to the sky.  Lola and Jack emerged from the OW and put a big dent accomplishing their ultimate goal.  The strain proved to be too much and Jack was carted off to Arkham Asylum.&lt;br&gt;&lt;br&gt;5a)  (Misnumbered while writing)  Stars Are Right  Early on, it was obvious that this was just a Rumour and the investigators gladly ignored it.  More monsters appeared and The Young Zoog returned to his own land and the safety of his own kind.&lt;br&gt;&lt;br&gt;6)  A Fourth of July Parade closed the Merchant District Streets, but the investigators were undeterred.  The World was indeed Torn Asunder, with three rifts opening at The Witch House.&lt;br&gt;&lt;br&gt;(I think I played this right) (Place rift in location on just-pulled mythos card).  All three failed at the same time.&lt;br&gt;&lt;br&gt;In his second attempt, Rex sealed The Science Building, and everything returned to normal there.  (three seals)&lt;br&gt;&lt;br&gt;7)  In a classic case of too little, too late, hindsight and overstatement, one of the leading scientists of the age Warned of a Dimensional Rift (or three).&lt;br&gt;&lt;br&gt;Lola got into the Black Cave, garnering huge amounts of evidence, but the morning wind drove here insane and most of it was forgotten.(gained three/lost two).  Jack took the train to Kingsport in an attempt to help Carolyn get a handle on the rifts.&lt;br&gt;&lt;br&gt;8)  With the Sighting of Strange Lights on Campus, Rex moved to the streets, contemplated his best options and went to the church to be exorcised.  One of the three rifts was closed and the citizens breathed a sigh of relief.&lt;br&gt;&lt;br&gt;9)  Grave Robbers Strike, releasing a Dhole and a Mi-go into the Central Hill Streets and threatening to put a damper on the progress of Carolyn and Jack.  A gate also opened, with a shoggoth emerging as guardian.&lt;br&gt;&lt;br&gt;10)  A Ghost Ship Docks by Itself and a Ctholian and zombie disembarked and began prowling Merchan District.&lt;br&gt;&lt;br&gt;Back in Kingsport a cat began rubbing against Jack's leg,but when he stooped to pick it up, it scooted away.  The very presence of the cat, though seemed to lessen the strength of the rifts (-2 tokens) and, again, the investigators' confidence soared, with another rift being closed out.&lt;br&gt;&lt;br&gt;11)  Noden's Favor   With the monsters getting out of control and especially blocking progress in Kingsport, the investigators sprang into offensive action.  Rex (Formless Spawn), Lola (Ctholian and cultist) and Jack (Dhole --  one initial hit, but two clues for the other two) fought fearlessly and flawlessly to clear the way. &lt;br&gt;&lt;br&gt;13)  Happy Days Are Here Again  Another understatement.  The last rift was closed and Arkham was infinitely more stable than it had been.&lt;br&gt;&lt;br&gt;14)  Icy conditions slowed everybody down, with Lola succeeding in destroying a marauding Star Spawn.&lt;br&gt;&lt;br&gt;15)  Gates had not been opening, with the cultists concentrating on attempting to reopen those already sealed.  This was particularly true in their hideway in the Woods.&lt;br&gt;&lt;br&gt;Lola was attacked Uptown, just as Private Security came forward and swept them away.&lt;br&gt;&lt;br&gt;16)  Kingsport Mists  The Flute of the Outer Gods shattered the shoggoth, at least the way Rex played it, and he entered the OW at The Historical Society.&lt;br&gt;&lt;br&gt;17)  Corpse Garden  Still more monsters appeared, starting at the Unvisited Isle.  With monsters running rampant, Lola entered the church for the blessing of Father Michael, who willing obliged.&lt;br&gt;&lt;br&gt;&lt;br&gt;(Running out of time and will leave it here until tomorrow).&lt;br&gt;&lt;br&gt;Brian&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/421801</link>
<guid>http://www.boardgamegeek.com/thread/421801</guid>
<pubDate>Tue, 07 Jul 2009 21:52:50 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
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		<item>
		<title>Session: Arkham Horror - Kingsport Horror Expansion :: First Two Solo Games</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	Rex, Carolyn, Lola (Snow White on steroids) Monterrey Jack&lt;br&gt;                        vs.&lt;br&gt;                      Hastur&lt;br&gt;&lt;br&gt;At Start:  No Unique weapons; although, Lola did possess an Elder Sign&lt;br&gt;&lt;br&gt;&lt;br&gt;A gate immediately opened at the Unvisited Isle and the byakee flew to the sky looking for likely prey.&lt;br&gt;&lt;br&gt;With the coast clear, Lola headed to The Great Hall of Celeano.&lt;br&gt;&lt;br&gt;2)  A Cover Up was suspected by the investigators, but they were unable to prove anything.  (Two additional doom).&lt;br&gt;&lt;br&gt;Rex entered the Department of Alchemy at Miskatonic University.  As he walked in the door, one of the professors recognized his haunted and hunted look, grabbed an ancient artifact and began chanting.&lt;br&gt;&lt;br&gt;Rex slowly felt the curse he felt dogging him slowly lift from his shoulders.  He hadn't felt this naturally optimistic in years.  So much so that he was unable to stifle the huge grin that suddenly suffused his face.&lt;br&gt;&lt;br&gt;3)  Strange Sightings.  A huge influx of monsters began pouring out of the gate at Unvisited Isle, including a Hound of Tindalos, which attacked Rex and knocked him out' a Yithian, which moved into Merchant District; a Shan, which moved to the sky; and a warlock, which was the only one to stay put to guard the gate.  At the same time, the byakee swept down on Carolyn.&lt;br&gt;&lt;br&gt;The good news about all of the monsters clearing out is that Lola, who came out of the OW and sealed the gate, would only have to battle the warlock.&lt;br&gt;&lt;br&gt;In a stroke of good fortune, which would help him fight the rumour, Jack found the remains of a Leng Spider in The Black Cave.&lt;br&gt;&lt;br&gt;4)  Chill of the Grave  The seal at Unvisited Isle buckled but did not give.  All monsters bided their time, observing the investigators' movements.&lt;br&gt;&lt;br&gt;Jack and Carolyn put a small dent in the rumour, but it was no where near enough.  Lola defeated the warlock, but it dissolved before her eyes and all that remained were clues to the mythos.  Rex received healing at the hospital and was once again ready for action.&lt;br&gt;&lt;br&gt;5)  Campus Security Increased  An explosion at Independence Square heralded the opening of a gate there, with a ghoul protecting its entrance.&lt;br&gt;&lt;br&gt;With the rumour on the brink of failure, Lola used the last of her knowledge to sneak past the Hound and enter Merchant District, where Carolyn was about to do battle with the Yithian.&lt;br&gt;&lt;br&gt;Her knowledge of what she was facing allowed Carolyn to keep her wits about her and enable her to defeat the Yithian.&lt;br&gt;&lt;br&gt;6)  Unusual Phenomenon Sighted  Great rumblings still failed to break the seal at Unvisited Isle, but the rumour of a Cover Up became reality, as all knowledge as to what was happening and why disappeared from Arkham and the investigators found themselves wondering what they were doing milling around, and all returned to the mundane tasks of life.&lt;br&gt;&lt;br&gt;With Hastur as the AO, I decided to play a rematch.  Cover Up as the second mythos phase, with one byakee in the sky, was worse than brutal.  It was a foregone conclusion it would fail, but since it was only the second turn of the first game I've played with this expansion, I plowed ahead.&lt;br&gt;&lt;br&gt;Its doubtful I'll use this Rumour again.  It starts with 3xInvestigators worth of clue tokens and adds same every turn, completely over-balancing the game, IMO.&lt;br&gt;&lt;br&gt;The GOO gave me hope when Rex's first actual encounter removed his blessing.  On turn one, all but Lola had entered Curiosity Shoppe in an attempt to buy magical weapons, Carolyn coming out with a Yithian Rifle, which she later used to dispatch a Yithian.&lt;br&gt;&lt;br&gt;Brian&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/421782</link>
<guid>http://www.boardgamegeek.com/thread/421782</guid>
<pubDate>Tue, 07 Jul 2009 20:48:23 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
	</item>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: What Happens to the Monster?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	They move independently.  But rifts move first before they spawn monsters.  So the monsters they spawn won't be moved this turn.  The monster and rift may move together on future turns if their symbol matches or is in the same box on the Mythos card.
</description>
<link>http://www.boardgamegeek.com/article/3658669#3658669</link>
<guid>http://www.boardgamegeek.com/article/3658669#3658669</guid>
<pubDate>Tue, 07 Jul 2009 20:23:38 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Rules:: What Happens to the Monster?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/apatheticexecutioner&#039;&gt;apatheticexecutioner&lt;/a&gt;&lt;/p&gt;
	When a rift opens and a monster appears on it, does the monster continue to move with the rift?&lt;br&gt;&lt;br&gt;As a wrote this, it dawned on me that they would usually have a different dimensional symbol, so that they would move independently.&lt;br&gt;&lt;br&gt;Correct?&lt;br&gt;&lt;br&gt;Brian&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/421776</link>
<guid>http://www.boardgamegeek.com/thread/421776</guid>
<pubDate>Tue, 07 Jul 2009 20:13:32 +0000</pubDate>
<dc:creator>apatheticexecutioner</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: Rifts movement question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/richdodgin&#039;&gt;richdodgin&lt;/a&gt;&lt;/p&gt;
	Cheers :)
</description>
<link>http://www.boardgamegeek.com/article/3650042#3650042</link>
<guid>http://www.boardgamegeek.com/article/3650042#3650042</guid>
<pubDate>Sun, 05 Jul 2009 10:07:02 +0000</pubDate>
<dc:creator>richdodgin</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: Rifts movement question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&quot;[KH] 3. What happens if a Rift appears in Kingsport and moves into a Vortice? I would say it simply remains there, spitting out a monster that instantly passes through the vortice every time it is supposed to move, but again, the rulebook doesn't say. (06/13/08)&lt;br&gt;If a rift moves into a vortex, it just sits there, as you surmised. Note that a rift will still add a doom token / spit out monsters if it cannot move. The drawing of the proper dimensional symbol on a mythos card is the trigger for that, NOT the actual movement.&quot; (by KW)&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=5&amp;efcid=1&amp;efidt=895&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/edge_foros_discusion.asp?e...&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/3650013#3650013</link>
<guid>http://www.boardgamegeek.com/article/3650013#3650013</guid>
<pubDate>Sun, 05 Jul 2009 09:28:57 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Rules:: Rifts movement question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/richdodgin&#039;&gt;richdodgin&lt;/a&gt;&lt;/p&gt;
	When a rift moves for the first time, it is moving from a location - and that location has both a white and a black arrow from it to the street.  Am I correct in thinking that this means that the first time a rift moves &lt;i&gt;always&lt;/i&gt; means a doom token is placed on the GOO's doom track ?&lt;br&gt;&lt;br&gt;Thanks.
</description>
<link>http://www.boardgamegeek.com/thread/421084</link>
<guid>http://www.boardgamegeek.com/thread/421084</guid>
<pubDate>Sun, 05 Jul 2009 08:55:25 +0000</pubDate>
<dc:creator>richdodgin</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Solo play - one character ?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mageith&#039;&gt;mageith&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;richdodgin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;[edit:  should add, that although I play only 1 character, for the purposes of monster limits / monster surges, I count it as if there are 4 characters - I used to play with 4, and the numbers seem 'right' for my games]&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;4 is probably the optimized number to play with.&lt;br&gt;&lt;br&gt;I've played similarly. I skip the entire Mythos phase.  The key is to play like you have 3 (or 4) investigators exactly alike.  So all your limits, rumors and everything is like 3 (or 4) players except the final battle.&lt;br&gt;&lt;br&gt;Dangers: If you randomly determine the Mythos, you can have a very skewed game.  Also, all investigators are not created equal. So some games will be very easy and other games very difficult based on your investigator.&lt;br&gt;&lt;br&gt;Adding Kingsport will make it much harder, of course.  But if you are entirely skipping the Mythos, the rift progress tokens will not come all that fast.  Still it could be too fast. &lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3629121#3629121</link>
<guid>http://www.boardgamegeek.com/article/3629121#3629121</guid>
<pubDate>Mon, 29 Jun 2009 18:28:44 +0000</pubDate>
<dc:creator>mageith</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Solo play - one character ?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/richdodgin&#039;&gt;richdodgin&lt;/a&gt;&lt;/p&gt;
	Funnily enough, yesterday I tried rolling 1d6 for each Mythos phase - on a 1 or a 2, I draw a Mythos card, otherwise I don't.&lt;br&gt;&lt;br&gt;This worked pretty well and also added an extra element of suspense as the d6 is rolled.&lt;br&gt;&lt;br&gt;Yesterday's game, using this method, was a cracker - 1 character, 4 gates open when doom track was full, but had closed / sealed 4 before then.  1 rift in operation, but had removed quite a few rift markers.  1st 2 Acts of the King in Yellow were out.  Oh, and the Dunwich Horror Monster was in play too !  Ended up losing the Epic battle with GOO - but had reduced it to 3 doom tokens before my character was devoured.  &lt;br&gt;&lt;br&gt;Probably my most enjoyable game EVER !&lt;br&gt;&lt;br&gt;[edit:  should add, that although I play only 1 character, for the purposes of monster limits / monster surges, I count it as if there are 4 characters - I used to play with 4, and the numbers seem 'right' for my games]
</description>
<link>http://www.boardgamegeek.com/article/3627662#3627662</link>
<guid>http://www.boardgamegeek.com/article/3627662#3627662</guid>
<pubDate>Mon, 29 Jun 2009 12:27:32 +0000</pubDate>
<dc:creator>richdodgin</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Solo play - one character ?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MrSkeletor&#039;&gt;MrSkeletor&lt;/a&gt;&lt;/p&gt;
	No, I use 4 characters. &lt;br&gt;If you only want to use 1 try having only 1 upkeep and mythos phase every 4 rounds. 
</description>
<link>http://www.boardgamegeek.com/article/3626500#3626500</link>
<guid>http://www.boardgamegeek.com/article/3626500#3626500</guid>
<pubDate>Sun, 28 Jun 2009 23:37:16 +0000</pubDate>
<dc:creator>MrSkeletor</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Solo play - one character ?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Message&#039;&gt;The Message&lt;/a&gt;&lt;/p&gt;
	You could, theoretically, but I've never tried it. The rift mechanic almost demands that at least one investigator give it fairly consistent attention. &lt;br&gt;&lt;br&gt;Just off the top of my head, maybe have the investigator make a Will check whenever a progress marker would be added. If they succeed, no marker. &lt;br&gt;&lt;br&gt;This gives you a choice of sorts between having either a low fight (Which can be tough solo, especially since your odds of getting a good weapon are lower) or having to deal with the full force of the rifts. Also, even with a good number of successful will checks, it's likely you'll need to venture to Kingsport at least once to add further protection.&lt;br&gt;&lt;br&gt;In any case, I'm not sure if this would even work. Maybe someone else has a better suggestion.
</description>
<link>http://www.boardgamegeek.com/article/3623844#3623844</link>
<guid>http://www.boardgamegeek.com/article/3623844#3623844</guid>
<pubDate>Sat, 27 Jun 2009 19:45:32 +0000</pubDate>
<dc:creator>The Message</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: General:: Solo play - one character ?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/richdodgin&#039;&gt;richdodgin&lt;/a&gt;&lt;/p&gt;
	Does anyone solo play Arkham Horror with only one character, and use Kingsport Horror?  If so, what variant rules are you using?&lt;br&gt;&lt;br&gt;The reason I ask is that I've been playing solo games with only one character, and have just got KH... and am trying to work out if there is a way for me to avoid having to play a second character...&lt;br&gt;&lt;br&gt;Thanks !
</description>
<link>http://www.boardgamegeek.com/thread/419037</link>
<guid>http://www.boardgamegeek.com/thread/419037</guid>
<pubDate>Sat, 27 Jun 2009 19:27:41 +0000</pubDate>
<dc:creator>richdodgin</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: House rules for Kingsport to eliminate the boredom</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Taeblewalker&#039;&gt;Taeblewalker&lt;/a&gt;&lt;/p&gt;
	Not bad - but I think the Strange High House in the Mist is the part that needs the most spicing-up.  It's so much trouble to get there, and when you do, there is little reward.  It would be different if the White Ship Captain cards were all the way up there, but they're lower down (I forget the location name).  The encounter cards up there need to be spiced up so that better things happen then the one chance of meeting Hoary Nodens (correct me if I'm wrong, but I think that's the best you can get when he removes the doom tokens).  Other than that, you get a few benefits from Bain.
</description>
<link>http://www.boardgamegeek.com/article/3573728#3573728</link>
<guid>http://www.boardgamegeek.com/article/3573728#3573728</guid>
<pubDate>Mon, 15 Jun 2009 03:21:06 +0000</pubDate>
<dc:creator>Taeblewalker</dc:creator>
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		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Variants:: Innsmouth Rift tokens and Hypnos</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scotherns&#039;&gt;scotherns&lt;/a&gt;&lt;/p&gt;
	I have updated my custom rift tokens file so that it also contains the stable locations from Innsmouth (and added a small file with just the Innsmouth rift tokens for those that are already using the originals).&lt;br&gt;&lt;br&gt;I have also added a file containing a card that links each Arkham location to a location on an expansion board. Using this with the Hypnos deck, you can now get help from Hypnos on the expansion boards.&lt;br&gt;&lt;br&gt;Enjoy :-)&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/413720</link>
<guid>http://www.boardgamegeek.com/thread/413720</guid>
<pubDate>Tue, 09 Jun 2009 09:54:04 +0000</pubDate>
<dc:creator>scotherns</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495994"><img border=0  src="http://images.boardgamegeek.com/images/pic495994_t.jpg"></a><div class='sf'>Visions of Hypnos Deck 2 - All Stable Locations</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495994</link>
<guid>http://www.boardgamegeek.com/image/495994</guid>
<pubDate>Tue, 09 Jun 2009 04:02:23 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495993"><img border=0  src="http://images.boardgamegeek.com/images/pic495993_t.jpg"></a><div class='sf'>Visions of Hypnos Deck 1 - All Unstable Locations</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495993</link>
<guid>http://www.boardgamegeek.com/image/495993</guid>
<pubDate>Tue, 09 Jun 2009 04:02:18 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495992"><img border=0  src="http://images.boardgamegeek.com/images/pic495992_t.jpg"></a><div class='sf'>The Blessings of Nodens Deck (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495992</link>
<guid>http://www.boardgamegeek.com/image/495992</guid>
<pubDate>Tue, 09 Jun 2009 03:57:39 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495991"><img border=0  src="http://images.boardgamegeek.com/images/pic495991_t.jpg"></a><div class='sf'>Kingsport Horror Allies (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495991</link>
<guid>http://www.boardgamegeek.com/image/495991</guid>
<pubDate>Tue, 09 Jun 2009 03:57:33 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495990"><img border=0  src="http://images.boardgamegeek.com/images/pic495990_t.jpg"></a><div class='sf'>Kingsport Horror Common Items (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495990</link>
<guid>http://www.boardgamegeek.com/image/495990</guid>
<pubDate>Tue, 09 Jun 2009 03:56:25 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495989"><img border=0  src="http://images.boardgamegeek.com/images/pic495989_t.jpg"></a><div class='sf'>Kingsport Horror Uniques (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495989</link>
<guid>http://www.boardgamegeek.com/image/495989</guid>
<pubDate>Tue, 09 Jun 2009 03:53:04 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495988"><img border=0  src="http://images.boardgamegeek.com/images/pic495988_t.jpg"></a><div class='sf'>Kingsport Horror Skills (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495988</link>
<guid>http://www.boardgamegeek.com/image/495988</guid>
<pubDate>Tue, 09 Jun 2009 03:52:59 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>New Image for Arkham Horror - Kingsport Horror Expansion </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darth+Thulhu&#039;&gt;Darth Thulhu&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495987"><img border=0  src="http://images.boardgamegeek.com/images/pic495987_t.jpg"></a><div class='sf'>Kingsport Horror Spells (Complete)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495987</link>
<guid>http://www.boardgamegeek.com/image/495987</guid>
<pubDate>Tue, 09 Jun 2009 03:52:19 +0000</pubDate>
<dc:creator>Darth Thulhu</dc:creator>
	</item>
		<item>
		<title>File: Arkham Horror - Kingsport Horror Expansion :: Expanded Hypnos</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scotherns&#039;&gt;scotherns&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43419">Expanded Hypnos</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/31536">Arkham Horror - Kingsport Horror Expansion </a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43419</link>
<guid>http://www.boardgamegeek.com/filepage/43419</guid>
<pubDate>Mon, 08 Jun 2009 16:22:21 +0000</pubDate>
<dc:creator>scotherns</dc:creator>
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		<title>File: Arkham Horror - Kingsport Horror Expansion :: Rift Progress Markers For Innsmouth</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scotherns&#039;&gt;scotherns&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43415">Rift Progress Markers For Innsmouth</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/31536">Arkham Horror - Kingsport Horror Expansion </a> 
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</description>
<link>http://www.boardgamegeek.com/filepage/43415</link>
<guid>http://www.boardgamegeek.com/filepage/43415</guid>
<pubDate>Mon, 08 Jun 2009 16:22:11 +0000</pubDate>
<dc:creator>scotherns</dc:creator>
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		<title>File: Arkham Horror - Kingsport Horror Expansion :: Rift Progress Markers For All Stable Locations</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scotherns&#039;&gt;scotherns&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/33623">Rift Progress Markers For All Stable Locations</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/31536">Arkham Horror - Kingsport Horror Expansion </a> 
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</description>
<link>http://www.boardgamegeek.com/filepage/33623</link>
<guid>http://www.boardgamegeek.com/filepage/33623</guid>
<pubDate>Mon, 08 Jun 2009 16:22:08 +0000</pubDate>
<dc:creator>scotherns</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Kwakkie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Did you state that correctly?  You make it sound like Eihort's Brood is only for the final battle and that is NOT what the rulebook says.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, that's what I thought, but it appears I'm wrong. If you check the basic manual page 19 has a breakdown of the ancient one sheet. Due to this I always thought that the part on the right was only relevant during combat. I noticed I was wrong after playing against Eihort for the first time. I remember checking the other ancient one sheets and I believe Eihort was the only one that had extra text on the right side besides the attack part.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Oh, you mean the &lt;i&gt;Base game&lt;/i&gt; manual states the right side is only applicable during the Final Battle.  I meant the &lt;i&gt;Kingsport &lt;/i&gt;manual says it is relevant.&lt;br&gt;&lt;br&gt;I was just confused how you worded the previous post.
</description>
<link>http://www.boardgamegeek.com/article/3535982#3535982</link>
<guid>http://www.boardgamegeek.com/article/3535982#3535982</guid>
<pubDate>Thu, 04 Jun 2009 14:05:40 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kwakkie&#039;&gt;Kwakkie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Did you state that correctly?  You make it sound like Eihort's Brood is only for the final battle and that is NOT what the rulebook says.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, that's what I thought, but it appears I'm wrong. If you check the basic manual page 19 has a breakdown of the ancient one sheet. Due to this I always thought that the part on the right was only relevant during combat. I noticed I was wrong after playing against Eihort for the first time. I remember checking the other ancient one sheets and I believe Eihort was the only one that had extra text on the right side besides the attack part.
</description>
<link>http://www.boardgamegeek.com/article/3535964#3535964</link>
<guid>http://www.boardgamegeek.com/article/3535964#3535964</guid>
<pubDate>Thu, 04 Jun 2009 14:02:59 +0000</pubDate>
<dc:creator>Kwakkie</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Kwakkie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;StatSig wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I don't have Eihort in front of me, but as I recall, the whole &quot;Roll if you get a brood token&quot; thing only applies to Eihort's final battle, since it is in the right side of Eihort's GOO sheet.  Before then, brood tokens only stay on your character and are placed on Eihort if your character is devoured for other reasons (e.g. Stamina and Sanity hit 0 at the same time).  &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I made the same mistake when playing against Eihort. I ignored the text on the right where the attack is figuring I only needed it if he woke up. It's the only GOO that has this layout problem. I bet a lot of people ignore the Eihort's Brood part because of this.&lt;b&gt; It's even in the manual that the text on the right is only relevant for the attack&lt;/b&gt;. And that part doesn't have &quot;While Eihort stirs in his slumber&quot;.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/400732"><img src="http://images.boardgamegeek.com/images/pic400732_t.jpg" border=0></a></div>]]>&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Did you state that correctly?  You make it sound like Eihort's Brood is only for the final battle and that is NOT what the rulebook says.
</description>
<link>http://www.boardgamegeek.com/article/3535930#3535930</link>
<guid>http://www.boardgamegeek.com/article/3535930#3535930</guid>
<pubDate>Thu, 04 Jun 2009 13:57:01 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kwakkie&#039;&gt;Kwakkie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;StatSig wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I don't have Eihort in front of me, but as I recall, the whole &quot;Roll if you get a brood token&quot; thing only applies to Eihort's final battle, since it is in the right side of Eihort's GOO sheet.  Before then, brood tokens only stay on your character and are placed on Eihort if your character is devoured for other reasons (e.g. Stamina and Sanity hit 0 at the same time).  &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I made the same mistake when playing against Eihort. I ignored the text on the right where the attack is figuring I only needed it if he woke up. It's the only GOO that has this layout problem. I bet a lot of people ignore the Eihort's Brood part because of this. It's even in the manual that the text on the right is only relevant for the attack. And that part doesn't have &quot;While Eihort stirs in his slumber&quot;.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/400732"><img src="http://images.boardgamegeek.com/images/pic400732_t.jpg" border=0></a></div>]]>
</description>
<link>http://www.boardgamegeek.com/article/3535902#3535902</link>
<guid>http://www.boardgamegeek.com/article/3535902#3535902</guid>
<pubDate>Thu, 04 Jun 2009 13:51:00 +0000</pubDate>
<dc:creator>Kwakkie</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StatSig&#039;&gt;StatSig&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I only have the text with me but he may have been one of the ones that did not have the standard formating.  But the roll is under the &quot;slumber&quot; rules:&lt;br&gt;&lt;br&gt;&lt;b&gt;Eihort's Bargain&lt;/b&gt;&lt;br&gt;While Eihort stirs in his slumber, any investigator who seals a gate gains 1 brood token.&lt;br&gt;&lt;br&gt;Any brood tokens on an investigator who is devoured are immediately added to Eihort's doom track as doom tokens.  Eihort can exceed 12 doom tokens on his doom track.&lt;br&gt;&lt;br&gt;&lt;b&gt;Eihort's Brood&lt;/b&gt;&lt;br&gt;Each time an investigator gains a brood token, roll a die.  If the roll is lower than the number of brood tokens possessed by that investigator, he is devoured.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Oh WOW.  Last time we played Eihort, he kicked our butts even without that rule. :shake:  &lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3535837#3535837</link>
<guid>http://www.boardgamegeek.com/article/3535837#3535837</guid>
<pubDate>Thu, 04 Jun 2009 13:35:45 +0000</pubDate>
<dc:creator>StatSig</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	I only have the text with me but he may have been one of the ones that did not have the standard formating.  But the roll is under the &quot;slumber&quot; rules:&lt;br&gt;&lt;br&gt;&lt;b&gt;Eihort's Bargain&lt;/b&gt;&lt;br&gt;While Eihort stirs in his slumber, any investigator who seals a gate gains 1 brood token.&lt;br&gt;&lt;br&gt;Any brood tokens on an investigator who is devoured are immediately added to Eihort's doom track as doom tokens.  Eihort can exceed 12 doom tokens on his doom track.&lt;br&gt;&lt;br&gt;&lt;b&gt;Eihort's Brood&lt;/b&gt;&lt;br&gt;Each time an investigator gains a brood token, roll a die.  If the roll is lower than the number of brood tokens possessed by that investigator, he is devoured.
</description>
<link>http://www.boardgamegeek.com/article/3535833#3535833</link>
<guid>http://www.boardgamegeek.com/article/3535833#3535833</guid>
<pubDate>Thu, 04 Jun 2009 13:34:03 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StatSig&#039;&gt;StatSig&lt;/a&gt;&lt;/p&gt;
	I don't have Eihort in front of me, but as I recall, the whole &quot;Roll if you get a brood token&quot; thing only applies to Eihort's final battle, since it is in the right side of Eihort's GOO sheet.  Before then, brood tokens only stay on your character and are placed on Eihort if your character is devoured for other reasons (e.g. Stamina and Sanity hit 0 at the same time).  
</description>
<link>http://www.boardgamegeek.com/article/3535801#3535801</link>
<guid>http://www.boardgamegeek.com/article/3535801#3535801</guid>
<pubDate>Thu, 04 Jun 2009 13:25:13 +0000</pubDate>
<dc:creator>StatSig</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	Sounds to me like he tragically died saving the day . . .&lt;br&gt;&lt;br&gt;:goo:
</description>
<link>http://www.boardgamegeek.com/article/3535361#3535361</link>
<guid>http://www.boardgamegeek.com/article/3535361#3535361</guid>
<pubDate>Thu, 04 Jun 2009 10:39:57 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Base games rules state it is an immediate win when you get your 6th gate sealed.  Rules for Eihort don't clarify any modifications.&lt;br&gt;&lt;br&gt;I say you won.
</description>
<link>http://www.boardgamegeek.com/article/3535357#3535357</link>
<guid>http://www.boardgamegeek.com/article/3535357#3535357</guid>
<pubDate>Thu, 04 Jun 2009 10:38:21 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
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		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Rules:: A question about sealing Eihort</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DeePee&#039;&gt;DeePee&lt;/a&gt;&lt;/p&gt;
	I had this situation come up in a game yesterday:&lt;br&gt;&lt;br&gt;I was playing against Eihort and had 5 gates sealed. Eihort was at 11 doom/brood tokens, so it only needed one more to awaken. Then Darrell Simons sealed the last gate and I won (?) the game.&lt;br&gt;&lt;br&gt;&lt;u&gt;My question is this&lt;/u&gt;: does an investigator need to take a brood token and roll the die to see if he is devoured after sealing the final gate needed to beat Eihort?&lt;br&gt;&lt;br&gt;I decided I won immediatly when the 6th gate was sealed. However, I gave Darrell a second brood token and rolled the die to see what would have happened. I rolled a 1 devouring Darrell and awakening Eihort (expecting nothing less of Arkham Horror).
</description>
<link>http://www.boardgamegeek.com/thread/412444</link>
<guid>http://www.boardgamegeek.com/thread/412444</guid>
<pubDate>Thu, 04 Jun 2009 06:54:21 +0000</pubDate>
<dc:creator>DeePee</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: New Arkham-Location Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;manowarplayer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This one does...it doesn't show up as a Review because it's technically a Geeklist. I have a full breakdown of all the expansion additions and what new features/rules each added to the system.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/geeklist/42411&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Arkham Horror - A Geeklist Game Review&lt;/a&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;But it's too big and long, Scott :p !
</description>
<link>http://www.boardgamegeek.com/article/3498253#3498253</link>
<guid>http://www.boardgamegeek.com/article/3498253#3498253</guid>
<pubDate>Mon, 25 May 2009 17:43:24 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: New Arkham-Location Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/manowarplayer&#039;&gt;manowarplayer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dam the Man wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;malteh wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm wondering whether there are new arkham-location cards included in kingsport or not? If so, how many are there and do they enrich the game?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Can't be 100% on this since I'm at work atm and can't check, but I want to say 4/neighborhood. Oddly enough, none of the KH reviews here on the 'geek mention the number :what: .&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This one does...it doesn't show up as a Review because it's technically a Geeklist. I have a full breakdown of all the expansion additions and what new features/rules each added to the system.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/geeklist/42411&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Arkham Horror - A Geeklist Game Review&lt;/a&gt;
</description>
<link>http://www.boardgamegeek.com/article/3497859#3497859</link>
<guid>http://www.boardgamegeek.com/article/3497859#3497859</guid>
<pubDate>Mon, 25 May 2009 15:29:26 +0000</pubDate>
<dc:creator>manowarplayer</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: New Arkham-Location Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Yes, they add 4 new cards per location.&lt;br&gt;&lt;br&gt;Do they &quot;enrich&quot; them?  Matter of opinion.  Some are duplicate encounters - especially the Ally encounters.  The rest are just &quot;more of the same.&quot;
</description>
<link>http://www.boardgamegeek.com/article/3497446#3497446</link>
<guid>http://www.boardgamegeek.com/article/3497446#3497446</guid>
<pubDate>Mon, 25 May 2009 12:32:10 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: New Arkham-Location Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;malteh wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm wondering whether there are new arkham-location cards included in kingsport or not? If so, how many are there and do they enrich the game?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Can't be 100% on this since I'm at work atm and can't check, but I want to say 4/neighborhood. Oddly enough, none of the KH reviews here on the 'geek mention the number :what: .
</description>
<link>http://www.boardgamegeek.com/article/3497386#3497386</link>
<guid>http://www.boardgamegeek.com/article/3497386#3497386</guid>
<pubDate>Mon, 25 May 2009 11:47:52 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: General:: New Arkham-Location Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/malteh&#039;&gt;malteh&lt;/a&gt;&lt;/p&gt;
	I'm wondering whether there are new arkham-location cards included in kingsport or not? If so, how many are there and do they enrich the game?
</description>
<link>http://www.boardgamegeek.com/thread/409737</link>
<guid>http://www.boardgamegeek.com/thread/409737</guid>
<pubDate>Mon, 25 May 2009 10:30:20 +0000</pubDate>
<dc:creator>malteh</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: RE: Young Zoog Ally</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/CondorTheMerciless&#039;&gt;CondorTheMerciless&lt;/a&gt;&lt;/p&gt;
	OK, I reviewed the Other World Encounters again... how'd I overlook that he was in there? Thanks for the hint!
</description>
<link>http://www.boardgamegeek.com/article/3493897#3493897</link>
<guid>http://www.boardgamegeek.com/article/3493897#3493897</guid>
<pubDate>Sat, 23 May 2009 18:09:15 +0000</pubDate>
<dc:creator>CondorTheMerciless</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: RE: Young Zoog Ally</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/CondorTheMerciless&#039;&gt;CondorTheMerciless&lt;/a&gt;&lt;/p&gt;
	Dude! You're messing with me now. I recall he showed up in the Dreams of the Witch House story... but did the game developers make him some sort of nebulous ally?&lt;br&gt;&lt;br&gt;How did I overlook this from when it was first released??? He has no entry point in the game?&lt;br&gt;&lt;br&gt;Afraid to sleep now!
</description>
<link>http://www.boardgamegeek.com/article/3493889#3493889</link>
<guid>http://www.boardgamegeek.com/article/3493889#3493889</guid>
<pubDate>Sat, 23 May 2009 18:06:03 +0000</pubDate>
<dc:creator>CondorTheMerciless</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: RE: Young Zoog Ally</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Young Zoog is not of this world so you will not find him in an Akrham Encounter.  Perhaps you should nap a while.
</description>
<link>http://www.boardgamegeek.com/article/3493783#3493783</link>
<guid>http://www.boardgamegeek.com/article/3493783#3493783</guid>
<pubDate>Sat, 23 May 2009 17:08:00 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
	</item>
		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: Rules:: RE: Young Zoog Ally</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/CondorTheMerciless&#039;&gt;CondorTheMerciless&lt;/a&gt;&lt;/p&gt;
	Am I overlooking something, in reviewing this expansion I was looking over the allies. I can't seem to find how you actually obtain the ally named: Young Zoog. This didn't seem to be something I question before and I don't see a post about it. However, I can't find how he'd ever enter the game.&lt;br&gt;&lt;br&gt;What am I missing? Help!&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/409370</link>
<guid>http://www.boardgamegeek.com/thread/409370</guid>
<pubDate>Sat, 23 May 2009 16:41:11 +0000</pubDate>
<dc:creator>CondorTheMerciless</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Missing parts - my KH woes :-(</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kobold+Curry+Chef&#039;&gt;Kobold Curry Chef&lt;/a&gt;&lt;/p&gt;
	Not a literal passcode -- but follow the link and Thaad from customer service should be able to fix you up!
</description>
<link>http://www.boardgamegeek.com/article/3481663#3481663</link>
<guid>http://www.boardgamegeek.com/article/3481663#3481663</guid>
<pubDate>Wed, 20 May 2009 18:33:10 +0000</pubDate>
<dc:creator>Kobold Curry Chef</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pigi314159&#039;&gt;pigi314159&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Gyges wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Most people seem to prefer Dunwich to Kingsport, and for the life of me I cannot fathom why. There's never any reason to go to Dunwich, whereas there is significant incentive to go to Kingsport. The reviewer seems to dislike that, but I feel it helps make the expansion better integrated into the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Here's the issue with the 2 boards.  Dunwich is dependent on drawing the appropriate mythos cards to spawn monsters there.  Without those cards, there is indeed to reason to ever set foot in Dunwich.&lt;br&gt;&lt;br&gt;Kingsport rifts are not as diluted by the mythos deck.  The rifts are still reliant on mythos cards being the appropriate monster movement.  Statistically speaking, it's not all that common.  Significant, but not something that happens with the alleged frequency most people think it should.  However, the town is just generally not exciting.  Very few monsters (if any), the occasional bad encounter, but otherwise it's move around having relatively mild encounters and effectively doing nothing.&lt;br&gt;&lt;br&gt;Now I'm actually not opposed to that, as it's a decision each group/player should make needs to make about the threat of Kingsport that game.  There have been games where the only reason why we won is because someone was running around Kingsport.  There have been games where we've ignored Kingsport and also won.&lt;br&gt;&lt;br&gt;I do like Kingsport because it forces that decision.
</description>
<link>http://www.boardgamegeek.com/article/3476204#3476204</link>
<guid>http://www.boardgamegeek.com/article/3476204#3476204</guid>
<pubDate>Tue, 19 May 2009 14:19:55 +0000</pubDate>
<dc:creator>pigi314159</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dam+the+Man&#039;&gt;Dam the Man&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Gyges wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Most people seem to prefer Dunwich to Kingsport, and for the life of me I cannot fathom why. There's never any reason to go to Dunwich, whereas there is significant incentive to go to Kingsport. The reviewer seems to dislike that, but I feel it helps make the expansion better integrated into the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;5 unstable locations is a good reason. I use all expansions except KH (and no IH yet) and Dunwich board sees action every game. The Horror itself doesn't come out that often, but gotta keep monsters away from vortices, especially against Hastur/Glaaki.&lt;br&gt;&lt;br&gt;I personally don't see any incentive in going to KH to do the following: encounter at stable location, move, encounter at stable location, rinse repeat until game is over or someone else gets/volunteers for garbage duty. Add to that the fact that there are very rarely any monsters there and it's a yawnfest of a town.&lt;br&gt;&lt;br&gt;OP covered the investigators pretty nicely, no need for me to bitch about them ;) .
</description>
<link>http://www.boardgamegeek.com/article/3476048#3476048</link>
<guid>http://www.boardgamegeek.com/article/3476048#3476048</guid>
<pubDate>Tue, 19 May 2009 13:31:40 +0000</pubDate>
<dc:creator>Dam the Man</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gyges&#039;&gt;Gyges&lt;/a&gt;&lt;/p&gt;
	Most people seem to prefer Dunwich to Kingsport, and for the life of me I cannot fathom why. There's never any reason to go to Dunwich, whereas there is significant incentive to go to Kingsport. The reviewer seems to dislike that, but I feel it helps make the expansion better integrated into the game.
</description>
<link>http://www.boardgamegeek.com/article/3475980#3475980</link>
<guid>http://www.boardgamegeek.com/article/3475980#3475980</guid>
<pubDate>Tue, 19 May 2009 13:03:42 +0000</pubDate>
<dc:creator>Gyges</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Azriel&#039;&gt;Azriel&lt;/a&gt;&lt;/p&gt;
	Good review!!&lt;br&gt;&lt;br&gt;I've read so many different oppinions about this one. But beceause the box has the words Arkham and Horror upon it, I will still by it.
</description>
<link>http://www.boardgamegeek.com/article/3475472#3475472</link>
<guid>http://www.boardgamegeek.com/article/3475472#3475472</guid>
<pubDate>Tue, 19 May 2009 08:50:49 +0000</pubDate>
<dc:creator>Azriel</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Barefoot+Killer&#039;&gt;The Barefoot Killer&lt;/a&gt;&lt;/p&gt;
	I've been waffling on this one for a while.  I'd love to get the additional investigators and GOOs, but the new board sounds more like an inconvenience than an ehancement.  I don't know if it's worth the price tag for me when I can just make my own investigators easily enough with Strange Eons.&lt;br&gt;&lt;br&gt;I'll probably eventually pick it up if I see it on sale.
</description>
<link>http://www.boardgamegeek.com/article/3475106#3475106</link>
<guid>http://www.boardgamegeek.com/article/3475106#3475106</guid>
<pubDate>Tue, 19 May 2009 05:08:14 +0000</pubDate>
<dc:creator>The Barefoot Killer</dc:creator>
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		<item>
		<title>Review: Arkham Horror - Kingsport Horror Expansion :: Kingsport....The good, the bad, the insanity inducing mediocre.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pigi314159&#039;&gt;pigi314159&lt;/a&gt;&lt;/p&gt;
	With Innsmouth Horror right around the corner, I believe the denizens of Arkham are awaiting all sorts of new guests (both in game and in the real world).  Kingsport is perhaps one of the more controversial expansions.  This is this player's attempt to reveal the deep and dark secrets of the quiet and sleepy town.&lt;br&gt;&lt;br&gt;This review assumes familiarity with the base game and its constituent concepts.  Since expansions to Arkham are more or less &quot;modular,&quot; I think the best way to review this expansion would be to evaluate each new component and its impact on the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Fthagn Awesome&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The Ancient Ones&lt;/b&gt;&lt;br&gt;Wow.  Wow wow wow.  Atlach-Nacha, Eihort, Y'Golonac, and Yibb-Tstll.  The former two are brutal, and terrifyingly so.  Atlach-Nacha makes sealing or having all gates closed simultaneously nearly impossible.  Eihort requires that all of your team takes part in the sealing, woe be unto the investigator who decides to be overzealous and go it alone.  Y'Golonac makes fishing through the unique item deck slightly more terrifying.  And Yibb....does double the amount of hit points mean anything to you?&lt;br&gt;&lt;br&gt;In general, there are obvious strategies to deal with each one, but the added variety and sheer shock value of some of them is always good.  In terms of difficulty, Yibb and Y'Golonac fell the first time we faced them.  Eihort took 4 attempts, and Atlach-Nacha was not defeated until our 8 try against the fiendish spider.  If you like pain, Kingsport GOOs are for you.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Good&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The Investigators&lt;/b&gt;&lt;br&gt;Kingsport brings 8 new investigators into the fray.  Generally they're fantastic.  There are a couple of misses, and some that are arguably broken in the overpowered sense.&lt;br&gt;&lt;br&gt;Charlie Kane the politican can keep the terror track from rising at the expense of clues.  He can also recruit allies that have been returned to the box.  He is fantastic against GOOs that are tied to the terror track (namely, Hastur, Glaaki), GOOs that require allies in some way shape or form (Atlach-Nacha), and the Tattered King herald.  Otherwise, he's pretty mediocre.  Situationally overpowered, generally...sufficient.&lt;br&gt;&lt;br&gt;Daisy Walker the librarian is arguably the strongest investigator in the game...and also broken.  She can cast sanity cost 1 spells without paying the cost.  My friend discovered that getting alchemical process on her basically gives you free reign through the spell deck.  Make money, buy spell, repeat.  She is incredibly strong, and I tend not to use her largely because of that.&lt;br&gt;&lt;br&gt;Lily Chen the martial artist is another strong investigator.  She can shift her max stamina/sanity during upkeep, regaining lost points as she does so.  This gives her incredible flexibility and utility as a monster clubber.&lt;br&gt;&lt;br&gt;Lola Hayes the actress can swap skills at will during the game.  Her skill setup will dictate what she is good at.  Her stats are generally mediocre, with a slight tilt toward fight.  But she is more of a chameleon than most other investigators.&lt;br&gt;&lt;br&gt;Luke Robinson the dreamer is an oddball.  He starts in the dreamlands...and gets clues when he floats between other worlds...and can jump between other worlds at will.  He's a great sealer in that sense...but his not so good stats make it risky to do so.&lt;br&gt;&lt;br&gt;Rex Murphy the reporter is my favorite.  *BIAS ALERT*  Yes he starts the game cursed...oh well.  He has stats to die for, and is a walking press pass.  Everytime he gets a clue token, take one more from the bank.  It's really not all that hard to go seal a gate and go get blessed on him, negating the curse.  He just has so much utility and sealing power.  I think I love his piece of cardboard....&lt;br&gt;&lt;br&gt;Tony Morgan the bounty hunter should be in the monster clubber elite...but ultimately doesn't quite make it.  He gets one extra toughness for each monster trophy he trades in and can get money for killing monsters but his gear and sliders are less than stellar...and it can actually be quite difficult to kill monsters with him.&lt;br&gt;&lt;br&gt;Wendy Adams the urchin is another interesting and remarkably strong investigator.  SHE STARTS WITH AN ELDER SIGN.  That should be enough to convince anyone to play her.  As long as she has that elder sign she can't be cursed or delayed.  She has amazing speed.  Automatically evades any monsters in streets.  So what's her down side?  She's not much of a fighter...and only has 4 stam and sanity....but the pros vastly outweight the cons.&lt;br&gt;&lt;br&gt;&lt;b&gt;Epic Battle&lt;/b&gt;&lt;br&gt;These cards make fighting the GOO even MORE daunting.  You'll be asked to pay stam or sanity in order to attack.  You'll be told you need to sacrifice items in order to attack.  You'll have to score successes or be devoured...AND THAT'S the &quot;safe&quot; half of the deck.  It makes the generally uninteresting dicefest more nerve racking and final combat generally harder.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/u&gt;The Indifferent&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The Heralds&lt;/b&gt;&lt;br&gt;Originally introduced in King in Yellow, these beings are &quot;mini-goos&quot; that add more universal bad things to the game.  This expansion features Ghroth and Tulzscha.  Ghroth makes doom tokens show up slightly faster and Tulzscha makes cultists blow up elder signs.  Both are more annoying than significantly game changing. &lt;br&gt;&lt;br&gt;&lt;b&gt;The Guardians&lt;/b&gt;&lt;br&gt;The opposite of the concept of Heralds.  These guys make the game easier for you.  Arkham?  Easier?  WHAT?  Bast is able to keep monsters away from you.  Nodens increases the number of monsters in the outskirts and make nightgaunts a gate teleportation system.  Hypnos makes more clues show up.  All in all, nothing earth shattering.  Although, I do find that if playing with 7+ players Hypnos is all but necessary to make sure there are enough clues past turn 2.&lt;br&gt;&lt;br&gt;&lt;b&gt;Items/Spells/Allies etc.&lt;/b&gt;&lt;br&gt;More of the same.  Dilution tends become a problem....but it's generally just more of the same.  There a couple of stand out weapons...but nothing to write home about.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Board&lt;/b&gt;&lt;br&gt;One of the highlights of the new expansion....is decidedly mediocre.  &lt;br&gt;&lt;br&gt;There are incentives to visit Kingsport.  Two new rewards for spending monsters and gates are very tempting.  Captain of the White Ship lets you sail around Other Worlds on a whim.  Changed increases your max stamina and sanity by one each.  It also allows you to seal a gate forever and ignore gate bursts on it.  Problem is they're relatively inaccessible.   By virtue of being in Kingsport, it takes extra time to get there.  Getting the status card &quot;Changed&quot; is a 5 turn epic that may or may not be ultimately useful and is a lot of time spent.&lt;br&gt;&lt;br&gt;The big new threat of the board is the threat of rifts.  Everytime a mythos card is drawn the associated monster movement pattern gets a rift token on its rift track.  If the rift track fills, a rift opens.  In theory, rifts are terrifying!  They spew out monsters everytime they move (each rift having a symbol associated to the mythos deck), and have the possibility to add doom tokens.&lt;br&gt;&lt;br&gt;That's the worst case scenario.  Here's realistically what happens.  The rift tracks stalls out and rarely hit the board.  A single investigator can keep the entire track in check.  Each of the rift tokens has an associated location.  If you have an encounter at said location, remove the associated rift token.  Now this would be more interesting if Kingsport had more threatening encounters...but perhaps the worst that will happen to you is you will be bored to death as Gladys trucks out another plate of cookies. &lt;i&gt;You are delayed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;So what's good about it at all?  The brilliance of this mechanic is that it can never be diluted.  Since it is dependent on monster movement, it really does not matter how many cards you cram in the mythos deck.  The rift tracks will begin to fill.  What implications does that have?  Well...like all things Arkham the threat of rifts is rather difficult to classify.  In my opinion, it's a no win gamble.  Either you sacrifice an investigator to Kingsport to keep things under control, or you potentially let the rifts run as they may.  Neither one is a stellar choice.  So it's a damned if you do, damned if you don't.  However...statistically speaking, rifts are not all that likely to open.  Generally you're safe ignoring them.&lt;br&gt;&lt;br&gt;&lt;b&gt;Final Thoughts&lt;/b&gt;&lt;br&gt;I bought Kingsport and Dunwich together as they both had things that were appealing to me at the time.  But Kingsport has a board that will have SOME impact on the game everytime.  Rifts tracks will begin to fill and you'll have to decide what you want to do about it.  At the time of purchase, the biggest impact was that I wanted to &quot;see&quot; the expansion, meaning interact with the board.  Dunwich can lack that threat due to dilution of the mythos deck.  Kingsport, as mentioned above, does not suffer from said dilution.&lt;br&gt;&lt;br&gt;However, the more I played with the board the more I realized that the board was lackluster.  I enjoyed everything else in the expansion thoroughly though.  So ironically, I bought Kingsport for the board, but enjoy everything else much more.&lt;br&gt;&lt;br&gt;All in all, the expansion is a solid addition to the Arkham universe.  The value of a semi-useful board may be dubious to some, but the rest of the expansion is beyond cool.  Even though the board will not be the sanity ending dagger in your brain, it still creeps up and surprises every once in awhile.&lt;br&gt;&lt;br&gt;Plus Rex comes in the box.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  Have I mentioned Rex is my favorite investigator?
</description>
<link>http://www.boardgamegeek.com/thread/407984</link>
<guid>http://www.boardgamegeek.com/thread/407984</guid>
<pubDate>Mon, 18 May 2009 21:29:50 +0000</pubDate>
<dc:creator>pigi314159</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Missing parts - my KH woes :-(</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Airbornexo&#039;&gt;Airbornexo&lt;/a&gt;&lt;/p&gt;
	eh? What now? What do i need a passcode for?
</description>
<link>http://www.boardgamegeek.com/article/3466836#3466836</link>
<guid>http://www.boardgamegeek.com/article/3466836#3466836</guid>
<pubDate>Sat, 16 May 2009 15:41:56 +0000</pubDate>
<dc:creator>Airbornexo</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: General:: Re: Missing parts - my KH woes :-(</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Keefe+Pang&#039;&gt;Keefe Pang&lt;/a&gt;&lt;/p&gt;
	The passcode: FIND THAAD. She will help you out. :laugh:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/edge_atencion.asp&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/edge_atencion.asp&lt;/A&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3466264#3466264</link>
<guid>http://www.boardgamegeek.com/article/3466264#3466264</guid>
<pubDate>Sat, 16 May 2009 09:55:35 +0000</pubDate>
<dc:creator>Keefe Pang</dc:creator>
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		<item>
		<title>Thread: Arkham Horror - Kingsport Horror Expansion :: General:: Missing parts - my KH woes :-(</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Airbornexo&#039;&gt;Airbornexo&lt;/a&gt;&lt;/p&gt;
	Hi all,&lt;br&gt;&lt;br&gt;I thought I'd gotten a steal when I managed to pick up a copy of Kingport Horror at a car boot sale for a mere £10, I couldn't really look at it carefully as everything was dumped together in the box but the lad selling it said there might be a couple of things missing. Well for a tenner I took a punt and was mostly satisfied. I got the investigators, board, GOOs, counters and most of the big and little cards however I seem to be missing some common items, uniques and the grand battle cards! I have a feeling he may have kept these for himself grrr...&lt;br&gt;&lt;br&gt;My question is cam I buy replacement cards from anywhere I just need a few components to complete the expansion - do FF sell them seperately? Is there anyone out there who can help me out, maybe you've gotten a spare set or something I don't know. I looked on Boardgame geek and there are some scans of cards but these are mainly the invetigators etc...&lt;br&gt;&lt;br&gt;Curse my bargin hunting!&lt;br&gt;&lt;br&gt;Cheers, frustrated Hal
</description>
<link>http://www.boardgamegeek.com/thread/407382</link>
<guid>http://www.boardgamegeek.com/thread/407382</guid>
<pubDate>Sat, 16 May 2009 09:42:38 +0000</pubDate>
<dc:creator>Airbornexo</dc:creator>
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		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Reviews:: Re: A Couple of Gamers review Kingsport Horror</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Monkey+Prime&#039;&gt;Monkey Prime&lt;/a&gt;&lt;/p&gt;
	Hey great review, i've got to the point were i really want to give Arkham a proper go and your review has helped me get excited about the possibilities of the exapnsions as well! Actually techanically you've got me excited about spending more money so i may hold fire on the thank you for a little while. Damn.
</description>
<link>http://www.boardgamegeek.com/article/3459044#3459044</link>
<guid>http://www.boardgamegeek.com/article/3459044#3459044</guid>
<pubDate>Thu, 14 May 2009 13:45:53 +0000</pubDate>
<dc:creator>Monkey Prime</dc:creator>
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		<item>
		<title>Reply: Arkham Horror - Kingsport Horror Expansion :: Rules:: Re: removing a rift token</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Yes, you just need to have an encounter (stay there for one phase).  Simply reading the card and having the encounter is all you need to do to investigate that rift and remove it/turn it over.
</description>
<link>http://www.boardgamegeek.com/article/3458420#3458420</link>
<guid>http://www.boardgamegeek.com/article/3458420#3458420</guid>
<pubDate>Thu, 14 May 2009 10:10:59 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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