[EXPANSION] KINGSPORT HORROR

Bueno, aunque aun no está a la venta (y parece que queda un rato aun) os dejo lo que pone en la página de FF sobre la ampliación, que parece muy interesante:
Kingsport Horror is nearing completion, so I thought I'd share with you a taste of what's in store.
Kingsport is similar in scope to Dunwich. It includes a board, 8 investigators, 4 new Ancient Ones, 2 Heralds, 3 Guardians (like Heralds, but helpful rather than hurtful) and tons of cards and monsters.
The Kingsport board was fun to design. I wanted to tie its activity back to Arkham and the mythos cards more than I did with Dunwich, to prevent too much fluctuation in activity levels between games. The landscape is dominated by the Kingsport Head, a large craggy cliff leading up to the Strange High House in the Mists. There's a place to get healed, a place to sell items, a place to buy Food and Whiskey, and two places where you can get 'jobs' à la the Deputy.
Also, all of the locations in Kingsport are stable (that means there won't be any gates opening in Kingsport), yet you can play Kingsport Horror alone with just Arkham Horror and have a more difficult game. I'd tell you how that works, but I want to save some big surprises for later.
The investigators are some of the most interesting yet, in my opinion. There's a bounty hunter who counts all his monster trophies as having one additional toughness. There's a really nice investigator who starts out Cursed and never makes upkeep rolls to get rid of Curses (he's still awesome—you'll see). There are two investigators who break from the SANITY + STAMINA = 10 pattern. There's even an investigator who starts with an Elder Sign.
The Ancient Ones… well, I won't lie to you. They are around a Dunwich Ancient One–level of difficulty. Atlach-Nacha, the great spider weaving the web between the worlds, as you may have heard, turns all gate openings into gate bursts, and is extremely hard to beat if he awakens. If you use your normal tactics against him, he will beat the pants off of you. However, my group has beaten him with 3 investigators by the time he had 6 of his 12 doom tokens out. Devising tactics to beat him with the group was a good time.
Last tidbit for today: monsters. The mix this time is heavily slanted away from fliers and immobile monsters, which should adjust Dunwich's activity level appropriately once these are added to the cup. There are 2 new Masks. There are Leng Spiders. There are monsters who avoid fighting the investigators (I start cackling evilly every time I think of those). Lastly, there are monsters with Aquatic movement. Just a few, mind you, and mostly as a way to be prepared, just in case I need it later…
That's all for now, but maybe I'll have a little treat for you guys in time for Halloween.
Kingsport Horror is nearing completion, so I thought I'd share with you a taste of what's in store.
Kingsport is similar in scope to Dunwich. It includes a board, 8 investigators, 4 new Ancient Ones, 2 Heralds, 3 Guardians (like Heralds, but helpful rather than hurtful) and tons of cards and monsters.
The Kingsport board was fun to design. I wanted to tie its activity back to Arkham and the mythos cards more than I did with Dunwich, to prevent too much fluctuation in activity levels between games. The landscape is dominated by the Kingsport Head, a large craggy cliff leading up to the Strange High House in the Mists. There's a place to get healed, a place to sell items, a place to buy Food and Whiskey, and two places where you can get 'jobs' à la the Deputy.
Also, all of the locations in Kingsport are stable (that means there won't be any gates opening in Kingsport), yet you can play Kingsport Horror alone with just Arkham Horror and have a more difficult game. I'd tell you how that works, but I want to save some big surprises for later.
The investigators are some of the most interesting yet, in my opinion. There's a bounty hunter who counts all his monster trophies as having one additional toughness. There's a really nice investigator who starts out Cursed and never makes upkeep rolls to get rid of Curses (he's still awesome—you'll see). There are two investigators who break from the SANITY + STAMINA = 10 pattern. There's even an investigator who starts with an Elder Sign.
The Ancient Ones… well, I won't lie to you. They are around a Dunwich Ancient One–level of difficulty. Atlach-Nacha, the great spider weaving the web between the worlds, as you may have heard, turns all gate openings into gate bursts, and is extremely hard to beat if he awakens. If you use your normal tactics against him, he will beat the pants off of you. However, my group has beaten him with 3 investigators by the time he had 6 of his 12 doom tokens out. Devising tactics to beat him with the group was a good time.
Last tidbit for today: monsters. The mix this time is heavily slanted away from fliers and immobile monsters, which should adjust Dunwich's activity level appropriately once these are added to the cup. There are 2 new Masks. There are Leng Spiders. There are monsters who avoid fighting the investigators (I start cackling evilly every time I think of those). Lastly, there are monsters with Aquatic movement. Just a few, mind you, and mostly as a way to be prepared, just in case I need it later…
That's all for now, but maybe I'll have a little treat for you guys in time for Halloween.