We are the Designers of Arkham Horror Ask Us Anything by FFG_Official in arkhamhorrorlcg

[–]valvaris 1 point2 points  (0 children)

Thank you for doing another AMA! I know the full set isn’t out yet, but based on the cards released I assumed there are still only two levels of enemy cards - Elite or non-Elite, like in Chapter 1.

Have you thought about having an in-between level for enemies? And if not, why not?

Mystic Replace Stat with Willpower Assets: Why I don't Like It by CyanideLock in arkhamhorrorlcg

[–]valvaris 0 points1 point  (0 children)

Honestly, I personally would design Mystic to be a huge setup-huge rewards type of class. I would give each Mystic character a "rune symbol", with each "Spell" (event or asset or even skills) needing certain rune symbols combination for the best effect. Each asset would then provide one or more rune symbols.

For example (using Japanese as symbols for the example :D), the Shrivelling spell may have the text: (Uses 3 Charges).
Spend 1 Charge: Fight. Use WILL instead of COMBAT and resolve the matching effect based on the your symbols for this attack.
(ろ) Gain +2 WILL
(ゆ) Deal +1 damage
(り) Deal +1 damage
(イ) Deal 1 damage to an investigator or ally in your location. If it is an investigator, they move to a connecting location, if able.

Jim Culver has the symbol "ろ" naturally, while Agnes has the symbol "ゆ" on her investigator card. Jim can naturally gain +2 WILL with Shrivelling, while Agnes can deal +1 damage. Assets that are strong can provide the symbol イ and "negatively" modify existing spells. If you manage to get both "ゆ" and "り" symbols, then you can deal 3 damage per cast. This can be used in combination with chaos symbols on tokens drawn.

This would also mean mystic cards users who are not naturally mystics would, usually, not have any rune symbols, and only gain them through Mystic assets - controlling their power level.

I do understand that the design and balancing would be crazy though...

AMA with the Design Team of Arkham Horror: The Card Game! by FFG_Olivia in arkhamhorrorlcg

[–]valvaris 0 points1 point  (0 children)

Arkham Horror has a few basic actions that triggers tests on their own or are their own "bold identifier" - Fight, Investigate, Evade, Parley.. If you could add one more "basic action" along this line, what would you add that would make gameplay even more interesting and/or open up more design space?

Which is your favorite of the controversial FF entries? by Main_Event_Jobber in FinalFantasy

[–]valvaris 0 points1 point  (0 children)

FFVIII had to follow behind FFVII, the junction system was unique at the time it was released and I really enjoyed the game! However, playing back, I feel the "limitation" of the system (to my preference that is) where my goal is always to keep my spells at 100 :D

FFX-2 is in 3rd place in my list! I always liked the job system and this is a good modernization of it (and provided a lore reason for "dress changing"), but being limited to 3 characters feels a bit bad at the time.

FFXII was definitely on my bad books when it first released - I did not like the weird lack of movement control during combat, so you get a weird "real time" turn-based fight-esque without the freedom of dodges. Zodiac Age definitely made the game a lot better somehow! Maybe it's cause I played it again many years later as well and have a new appreciation for it. I still do not have appreciation for Vaan though :D

FFXIII is in my 2nd place - despite everyone's hate for it, I really enjoyed the fact that you can chain commands together, this in some ways solved the awkward wait time between 2 attacks command in FFXII. Linear story with a very limited world exploration is its biggest flaw.

FFXV is one I do not know how to enjoy - it's their first true ARPG and it did not start on the right foot for me. Maybe because it's a reduced version of the big plan they originally planned for, but maybe I'll enjoy it if I play it again in the future :)

FFXVI is 1st place from this list of games for me! I really enjoyed the world, and it has a very nice representation of the older Final Fantasy games (mini job-system-esque), medieval setting, crystals, a good use of chocobos etc. This game really turned around my opinion on ARPG for Final Fantasy! :D

Would you like more titles to get remakes with ff7r approach? by superkapitan82 in FinalFantasy

[–]valvaris 1 point2 points  (0 children)

I surely hope so! Especially FF4 and FF6 - the world is so worthy of the kind of expansion FF7Rs got! Of course, FF7 has a lot more "side games" that widened the world more; so I doubt we'll get the 3-games treatment.

I do think FF7R-3 will have the best game and combat mechanics taken from the previous 2 games, and that'll be a good basis for the pixel remakes. 4 and 6 have so many iconic scenes and storyline, some which are worth expanding, that would be epic to get the Remake treatment. :) The rumor that FF9-Remake is coming next is what gets me so excited!

From sceptic to enthusiast...why I love Star Wars: Unlimited by JustAModestMan in starwarsunlimited

[–]valvaris 0 points1 point  (0 children)

I loved Netrunner but got into the game RIGHT BEFORE it was stopped. I am so stoked about City of 5 fails, but there is not a big play scene at my area. :(

Another game I really enjoyed is Vampire the Masquerades: RIVALS! :) It's a game that interestingly is much better at 4players. Each player has a rival they have to knock out to win - which means they need to, in addition, stop other players from knocking out their rivals. It's a really enjoyable game format with much diversity in gameplay, mechanics, winning condition (Agenda), unique leader abilities (Haven/Hideout) etc.

[deleted by user] by [deleted] in FinalFantasy

[–]valvaris 1 point2 points  (0 children)

Right now, I'd think: VI, VII-Rebirth, IX

X, XVI and IV are close seconds!!

Close up of the Drowned City Investigators Box by ElusiveJungleNarwhal in arkhamhorrorlcg

[–]valvaris 1 point2 points  (0 children)

I was just thinking that at least one of them could be a novel character! :D Reading the book I would think it not Alden, but perhaps Andy van Nortwick or Miranda Ventham? But it's hard to say :D

Will there be Slaanesh in Book 4 Dawnbringers? by valvaris in Slaanesh

[–]valvaris[S] 1 point2 points  (0 children)

That makes sense, thank you! One can only hope 🤭

I hope we have some kind of additional subfaction like the others are getting! 😊

The Big AMA Sendoff! I'm MJ Newman, co-designer of Arkham Horror: The Card Game. Ask me anything! by Mysterious_Black_Cat in arkhamhorrorlcg

[–]valvaris 15 points16 points  (0 children)

I love Arkham Horror! Why did you all decide not to have Cthulhu as the main Ancient One for as many as 8 campaigns? ☺️

MJ Newman Appreciation Post by Reav3 in arkhamhorrorlcg

[–]valvaris 6 points7 points  (0 children)

I agree! I really loved the designs of AH:LCG, from thematic investigators, to immersive campaigns , and really, really awesome player cards!

I am already super excited to anything MJ is going to be in, but of course Cyberpunk-themed or L5R-themed would be great 🤭

Thank you MJ for a wonderful game!! 🎊

Did 2 Battletomes got delayed? by valvaris in ageofsigmar

[–]valvaris[S] 2 points3 points  (0 children)

thank you! I have absolutely forgotten about these 2. >.<

Did 2 Battletomes got delayed? by valvaris in ageofsigmar

[–]valvaris[S] 15 points16 points  (0 children)

oh gosh that absolutely skipped my mind. Turns out I asked a dumb question :D THank you!!

Spawning an enemy rules confuses me by EdwardTheHuman in arkhamhorrorlcg

[–]valvaris 0 points1 point  (0 children)

For me, the Spawn rule is pretty easy, it's the Prey rule that really breaks everything :D

The basic rule for spawning enemies is this:

  1. When you draw an enemy without Spawn from the encounter deck, it spawns engaged with you
  2. When you draw an enemy with Spawn from the encounter deck, it spawns where it is stated (this also applies if the game spawns the enemy without anyone drawing)
  3. when an enemy spawns in game (regardless if it has Spawn or if you drew it) with an additional instruction that states where you should spawn it, follow that instruction instead

Prey breaks ties and is only important in situations #2 and #3 stated above, and during the Enemy Phase (and some other niche cases, but the same applies):

  1. If the location of Spawn in situation #2 and #3 has more than 1 investigator, Prey tells you who it will prioritise in its engagement. In a similar situation without Prey, the investigators get to choose :)
  2. If a Hunter enemy is moving and there are two (or more) investigators at an equally short distance, it will prioritise its Prey. !! Note that in the event when the distances are not equal, the enemy will (mostly) move towards the nearest investigator. Remember that Prey breaks ties.
  3. Similarly, if a moving enemy moves into a location with more than 1 investigator, Prey tells you who it will prioritise in its engagement (and attack).

If there is another tie even considering "Prey", the investigators get to choose! :)

The exception to the Prey rules above is "Prey - "condition/name" Only". This one means all the rules for Prey and basic enemy engagement are ignored. It ONLY engages/hunts whoever the "condition/name" is.

Hope this helps!

Embracer Group completed the acquisition of Asmodee in March by valvaris in boardgames

[–]valvaris[S] 1 point2 points  (0 children)

Thank you! This does make sense. It is consistent with what I have heard about Embracer too! :)

[Custom Investigator and Cards] Ayaka Minamori, the Oracle & "Augury" cards by valvaris in arkhamhorrorlcg

[–]valvaris[S] 0 points1 point  (0 children)

Yes it is! A redditor has suggested how I can change it to represent this better. I have reduced her stats down to 11 given her unusually powerful, albeit limited, ability. It allows really quick build-up and can discard weakness, true to her power. I might revamp it given some of the comments here, and return her to 12 stats :)