Nice one Dave Thanks for the playthrough Was interested to see how the US Cryptid version of the game played out. And imho it works pretty well. Great stuff!
Went out tonite to a local target. Website said they had 6 in stock, but when I got there none were anywhere to be found. Oh well, I enjoyed watching this playthru, hope you do another with the other 3 monsters 👍
Does it seem like the more players you have the bigger the disadvantage is? There's more of a chance for a monster to land on and attack a player. You can easily have your terror level reach 3 before finishing the first round.
Thanks for the play through. You played one thing wrong though. The perks cards can only be played during the player phase. You played it in the monster phase at the end and said they can be played any time.
@@panthwolfyAs the designer has clarified, that only applies when "moving", not when "placing". So the Mountain Man cannot take citizens along with them when using his power to place himself at a location on the other side of the board (though he can when he moves normally). This also applies to cards that move or place a character: if the card says to "move" an investigator, they can take citizens with them, if the card says "place", they can't.
I’m wondering about when players are knocked out. Wouldn’t it make more sense for them to have to wait one round before they can leave the hospital? The mountain man is pretty OP so being knocked out has no drawbacks especially for him.
After 3 plays I'm finding it too easy AND wondering IF I'm playing the monsters correctly. Haven't lost an Investigator just citizens and terror track was at 3 in each game. I've played all but BF and NJD. I can, for those who wonder say that it definitely is a different feel compared to the Universal monsters. I'm just not feeling the pressure to solve the puzzles (which are harder) and therefore winning too easily. I'm rereading the monster mechanics for good measure. Biggest complaint is I keep losing the tan dice on the board!!
Can't wait for this to hit Australia. Daughter loved playing the first.
Same! This theming is much more interesting for us too
Awesome! I finally got the first Horrified game and looking forward to give it a go! This will be next!
The first one is great. Solid Co-op for friends and family. For some reason I like this theme a little better. Not sure why exactly.
I was surprised to see this as pre order on a few webstores and then happen upon it at Target...my next play after finishing Touch of Evil
Nice one Dave
Thanks for the playthrough
Was interested to see how the US Cryptid version of the game played out.
And imho it works pretty well.
Great stuff!
Went out tonite to a local target. Website said they had 6 in stock, but when I got there none were anywhere to be found. Oh well, I enjoyed watching this playthru, hope you do another with the other 3 monsters 👍
Very confused. At 29:00, the zoologist could have moved all the way to the bait shop with the citizen that one turn.
You may move villagers/citizens with you when you move. Did u not play that way on the original Horrified game?
Does it seem like the more players you have the bigger the disadvantage is? There's more of a chance for a monster to land on and attack a player. You can easily have your terror level reach 3 before finishing the first round.
Thanks for the play through. You played one thing wrong though. The perks cards can only be played during the player phase. You played it in the monster phase at the end and said they can be played any time.
In the original Horrified you could move the Villagers along with you as you moved, have they changed that in this edition?
you can use the guide action to move villagers
Pg 6 Move action “Whenever you move, any number of Citizens on your location may move along with you.”
@@panthwolfyAs the designer has clarified, that only applies when "moving", not when "placing". So the Mountain Man cannot take citizens along with them when using his power to place himself at a location on the other side of the board (though he can when he moves normally). This also applies to cards that move or place a character: if the card says to "move" an investigator, they can take citizens with them, if the card says "place", they can't.
I’m wondering about when players are knocked out. Wouldn’t it make more sense for them to have to wait one round before they can leave the hospital? The mountain man is pretty OP so being knocked out has no drawbacks especially for him.
Mountain man still comes on the board at the hospital instead of where he was and it still ups the terror track.
After 3 plays I'm finding it too easy AND wondering IF I'm playing the monsters correctly. Haven't lost an Investigator just citizens and terror track was at 3 in each game. I've played all but BF and NJD. I can, for those who wonder say that it definitely is a different feel compared to the Universal monsters. I'm just not feeling the pressure to solve the puzzles (which are harder) and therefore winning too easily. I'm rereading the monster mechanics for good measure.
Biggest complaint is I keep losing the tan dice on the board!!
You need to practice more, big foot its a big problem