ok, a couple of comments on the arkham posts here:
there is most definitely strategy involved. Right from the get go you need to plan what you're going to need depending on the GOO you (eventually) fight. Is it a GOO where you need an insane stat bonus, is it a GOO where you need trophies, what are its resistances/immunities, etc.
next, as far as playing the game, there is plenty you can do to improve your characters. The icons on the locations "supposedly" influence what kind of location it is and what kind of goodies it hands out. Go to a cash location for a decent chance at cash. Go to a green location if you want a good chance to avoid a gate from opening up on you. Of course locations with an inverse icon on it (white print black background) are guaranteed spots to grab something, and there is one for each of them item types on the board. Of course you'll need the appropriate fee, but money, spells, skills, allies, unique and common items... all can be purchased guaranteed for the right price.
much of the game until the End Battle is the same no matter what GOO you have. Sure some affect different monster types and whatnot, but yes, it's mostly the same and yes revolves a bit around luck. HOWEVER, and here's the important part... luck will only take you so far. Yes luck will keep you alive during the slumbering game, but it is ABSOLUTELY skill that will allow you to close gates in time to prevent the GOO from awakening or actually beat him when he does waken. If you lose the game, then it goes to show there is a lot more to it than luck.
Eric - Our first two games were pretty sloppy also. I think it's inevitable with a game that has as much going on as AH has. As others have said, playing a solo game first with 2-3 investigators helps. There is also an awesome turn/tip sheet on BGG (
http://files.boardgamegeek.com/geekfile_view.php?fileid=22286) that really helps making it through the turns until you know them like the back of your hand. We seem to do a better job with fewer people (2-3) handling multiple investigators. Soon I think we're on the verge of trying like a 5+ player game though.
monster surges are a minor annoyance at best. You always have the monster limit in tact (unless you hit terror level 10) so the worst case scenario is you raise the terror level a few times. We've found that really the only time monster surges hurt are with Yig so far, as he has two conditions on his own to cause the terror level to rise (killed cultist and lost in time and space). Between those two and a few monster surges, you can end up with a terror level of 7-6 in no time.
