[Arkham Horror] The Kingsport Variations

Since I cracked open Miskatonic Horror last week and spent some time ogling all the cards, one thought in particular has recurred to me: how could the Kingsport board be made more appealing? As it stands, visiting Kingsport is seen as a chore: investigators have encounters at locations in order to shut down rifts or prevent them from opening. It can get repetitive without a lot of tangible reward; “there’s no dimensional rift spewing creatures into the streets” fails to satisfy in the way racking up a pile of monster corpses can, or sealing a gate.

So I’ve been brainstorming some house rules to make Kingsport not only a little more appealing, but less of the time sink trap that it usually works out to be. This is an untested list of wild ideas at the moment, and I wouldn’t recommend using them all at once.

  • When adding a token to a rift track, place a clue token at the pictured location.
  • When a rift track fills, randomly select one of the four tokens used to fill the track. That location is now replaced by a gate to an Other World, which behaves like all other gates for the purposes of investigating and closing or sealing. The matching rift token is turned over and any duplicates replaced by new, non-duplicate tokens from the supply.
  • At the start of the game, randomly draw three markers from the rubble token pile from Dunwich Horror and three rift tokens. Place one of the rubble markers on each of the Kingsport locations. Thanks to the dimensional instabilities that plague Kingsport, those locations are now colocational with the Arkham locations pictured on the rubble tokens. When moving into either the Kingsport or Arkham space, investigators may choose which they stop in. Investigators in these spaces may trade items and use other abilities as if they were in the same space.

Another, more involved project I kind of want to attempt is to completely rework the Kingsport board. Ideally that would make visiting the Strange High House less of a trap, rework rifts or repurpose the materials for some other interesting challenge and otherwise spicing up the town. It would not mean making locations unstable, because that spins out into redoing or adding a stack of mythos cards to trigger gates opening in those locations — unless maybe unstable locations in Kingsport replace counterparts in Arkham. That’s kind of interesting. Hmm.

 

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One thought on “[Arkham Horror] The Kingsport Variations

  1. We added the rubble tokens to the Kingsport chits. Now some rift tokens in Kingsport and some occur in Arkham. This also means that some of the unloved locations on the main Arkham board get visitted once in a while.

    Typically, you can let Kingsport go to some extent, and then send someone down there later on. Switching over the Kingsport Defender from time to time is also a good move, that no-one spends the entire game being the Kingsport Loner.

    You might also want to consider the Leads variant from Lovecraft Country Horror (See http://boardgamegeek.com/thread/827692/lovecraft-country-horror-v2-0 ) If you coordinate at the start of the game to swap Leads so that the Kingsport Defender gets all the Leads associated with Kingsport, then at least that player is actually gaining clues and can ultimately come home and seal a gate once they have enough.

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