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Arkham Horror: Kingsport Horror Expansion» Forums » General

Subject: In Need of More Serpent People rss

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wendigo song
United States
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Delaware
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My particular gaming group has taken off and we have begun having some really good Arkham Horror games. We've even made our own characters to liven things up. We are playing with a certain theme to the game and as such we were looking for more Serpent People to enhance that theme and I was hoping that someone out there would be willing to part with their Serpent People. I have the base game and I would be willing to offer: Shoggoth, Dimensional Shamblers, Fire Vampires, Flying Polyps, The Black Man, and Chthonians for them. Anyone interested please do not hesitate to PM me.
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Bern Harkins
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Be aware that, since Serpent People are Evasive, you WILL be making your set much easier to defeat.
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wendigo song
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We've created an Ancient One that makes them kinda bada$$ but we need more of them to really get the theme kicking.
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Bob T
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You could say "All Cultists are Serpent People" like Yig's card does...
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Bern Harkins
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Thoth Amon wrote:
You could say "All Cultists are Serpent People" like Yig's card does...


This.
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wendigo song
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I could...but it just really isn't the same and the monster marker for Serpent People just looks awesome. Makes me wish that they would allow you to purchase game components for Arkham Horror a la carte. cry
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Jim Kiefer
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Fremont
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Copy the picture of the Serpent people from arkham horror wikipedia.
Use strange eons to add the stats
Paste them over monster markers you don't think are so awesome. (Like all the Dark Young of which there are too many.

I have protected all my monsters with a packing tape fold. This also allows be to change whatever I want.

Don't ask for pictures.

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wendigo song
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Thanks for the suggestion, but I suck at making DIY components. From what I heard, I thought people would be willing to trade Serpent People because they were deemed unpopular, but I guess people just like them.
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Jeff Finazzo
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I rather like the elusive creatures. The actually make our games a little tougher since we sometime have problems finding them when we are sweeping the streets to avoid clearing the outskirts.
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say "em-cee-crispy"
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Basingstoke
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Frantic Ferret wrote:
I rather like the elusive creatures. The actually make our games a little tougher since we sometime have problems finding them when we are sweeping the streets to avoid clearing the outskirts.
Good grief! If the number of Elusive Monsters you have on the board makes a difference, you sure have a load more of them than I ever see (no pun intended)! Which I guess brings us rather neatly back to harlemsushi's OP
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Jeff Finazzo
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We always seem to play with 5, so we've got double monsters showing up out of the gates. We usually end nearly every game with the outskirts emptying at least a couple of times.
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say "em-cee-crispy"
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Basingstoke
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Frantic Ferret wrote:
We always seem to play with 5, so we've got double monsters showing up out of the gates. We usually end nearly every game with the outskirts emptying at least a couple of times.
I play with a minimum of five players/Investigators so I experience the additional Monsters. It's not Monster numbers that are the issue, but the proportion that are Elusive that surprises me. But then we always seem to have at least one Nightgaunt fluttering around the place so oddities do happen.

BTW, I think 5 players is a particularly vicious game because you get the extra monsters and you get the changes in limits from the 4-player game. It just makes it slightly nastier. Even numbers of Investigators are always easier than the preceding odd number because of the similar effects. I will say that I have no experience with fewer than 5 so I don't know whether this holds true below 5 (I doubt it somehow)
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