I had set up Arkham Horror to be a little more user friendly a few weeks ago (to introduce a friend to the game). I was playing all the monsters and investigators, and the madness and injury cards, but in terms of items I was only using the base, KiY, and BGotW. For the encounters only the base and BGotW (I was hoping it would enable my friend to get a corruption card without having to play the Black Goat herald). The idea behind making it only base KiY and BGotW was the board wouldn't be too intimidating; however, the time limit would stil be an issue because of gate burst cards and a number of double doom token cards. Welllll... I decided to play one on my own with that set-up (I'm probably going to leave it as it is until Innsmouth comes out, after which I will add that in along with the current stuff, and finally I will combine all the sets after I play a few games with just a narrowed out deck and innsmouth stuff.
Anyways, tonight's game :'D
I played Glaaki. I thought he'd make a fairly challenging AO considering the size of the board and the likelihood that the terror track would rise fairly quickly due to monster surges since I was only using base game gates. I drew Mark Harrison, and Wendy Adams ::gulp:: 3 sanity and 4 sanity ;') however, Wendy is Wendy, so, I wasn't too worried. At first I started off with my usual strategy, get clue tokens at high frequency places, seal gates. I started off with a Cross and Lore on Wendy, and a Dragon's Eye and Sneak on Mark. I was pleased to get the cross because I thought if I could only get it to Mark, I might be able to make him not completely suck. All the high frequnecy gates opened early game, a Flying Polyp went to the sky, and I was trying to navigate around two goat Spawns, an Elder Thing, and a Gug. Not fun. Oh yeah, and they were all on different spaces... Well, Mark went insane on turn one (I sent him to the witch house for a clue token, he drew the roll a die gain clue tokens equal to it and lose sanity equal to it :') I rolled a six and went for madness— Hysteria, a pain in the ass since he was my combat character, still, considering how many clue tokens I got from it, I felt it was a worthwhile trade— I'd been willing to make it for three). On turn two I sent him to Hibbs for two clue tokens and he got the win $5 from gambling encounter. I sent Wendy into a Witch House portal on turn three I think. Mark had gone into The Independence Square (again, a portal appeared), and the turn he came out, a Servant appeared there (no way in hell he'd pass a sanity check against it) and took away two clue tokens from each investigator. Anyhoo... I managed to get my characters to sneak away and they both met up at the common item shop (I wanted to give the cross to Mark) and was willing to waste Wendy's turn to do so. I had both characters trade their items and cash prior to their encounters. Wendy drew the sell any common item for double price encounter. I sold the flamethrower :'D 12 bucks. Mark drew a Tommy Gun. I now had enough cash to go shopping for unique items (unfortunately the shop was blocked at the time, so I decided to wait a bit and try to pick up a few more scattered clue tokens). I sent Wendy through the monsterful streets to the Woods for a clue. A gate appeared :' but fine. I wasn't concerned, I had enough to seal it when I came out, despite the delays. Wendy got slashed up by a maniac (twice) in the OW before she was able to escape. Ugh. Fortunately it was nothing larger (I preferred to take a bit of damage rather than spend clues).
Shortly after however, is where the game started getting tricky. Gates opened at The Black Cave, The Graveyard, and The Unvisited Island. The rumor One Thousand Young appeared next to the Woods at Uptown. Not good. Cramped board, swarming with monsters. Oh yeah, and it's a double doom token of course :') If three monsters entered Uptown, all my investigators would be devoured. Very not good. Two red monsters on the board. I was thinking about sending Wendy down there and trying to get rid of it, but I was worried that the reds would converge on her (and the Polyp would come down— killing both my investigators and raising the terror level by four, I'd basically be screwed because Glaaki would wake up). Soooo... I decided to use Wendy as a blockade. I stuck her in Mishkatonic U. and had her blocking the Elder Thing, a Goat Spawn, and a turn after, The Flying Polyp. The Gug was in Southside, and another Goat Spawn was in French Hill. I had Harrigan tommygun the Goat at the price of sanity :') Fine. I used Wendy to bog down the monsters while Mark was able to spend a few turns shopping at the unique item shop (and more clue tokens spawned). Second turn of shopping, he drew a gladius of carcossa. Great. No. An environment came up that brought down will in Arkham by -2 ;'D So, I sent Harrigan to the Unvisited Isle. I kept Wendy in the Mishkatonic Streets for six or seven turns. If anything else came into One thousand Young, my investigators would be dead, however, I wasn't too worried, since the nearest gates were in the Riverside neighborhood and the monster limit had already been reached, so I didn't expect anything else to manifest (however, the gug was still two moves away from uptown, potentially. Fortunately, it didn't make it by the time Harrigan made it out, it was still in the same spot. However, another servant of glaaki appeared, and guess where? Yeah. At the Isle (I swear, they just wouldn't leave Harrigan alone this game), and this time it knocked out the skills (his sneak skill, ugh) and drove him insane— I had him take another madness, though I worried about amnesia or a second Hysteria— Delirium, phew. What else had happened in the meantime? Another double doom token card appeared. Yeaaah... And so did a gate at The Unnamable. Doom track was at 10, and the rumor was making me very anxious. The next turn I sent Mark to Rivertown, because Bloodmagic appeared and he had six stamina (I thought it would probably get me three clues, maybe six, a good deal, although I was a little worried about the possibility of the Polyp moving over), I abandoned Southside with Wendy and went to the Science building to trade for two clues and pick up two (bringing her up to five). Then I wasted a turn with her to heal her stamina to two, she had one stam, two san (I was planning on using one san for Dragon's Eye in case of emergency in an OW). A mistake. I should've gotten Mark blessed first. The Polyp moved onto him, and the elder thing and a Goat Spawn were now on One Thousand Young. A Yithian *also* appeared and moved onto Mark... Heh... :') He took out the Yithian, barely. One stamina left. I had him dodge the Polyp though, and decided I'd throw him into a gate (he had exactly 2 sanity, 1 stamina, and five clue tokens) and I blessed him that turn. The next turn I had him escape the polyp (even easier once he was blessed and go to City of the Great Race) I sent Wendy to The Plateau of Leng on the same turn (unblessed, with 2/2 san/stam and 5 clues). Heee... And did I mention that a Star Spawn had made its way to Merchant Districts and another Servant had appeared at the Witch House (the spell killer, fortunately, the unique item killer would have screwed up Wendy by destroying The Dragon's Eye— it saved her from a -2 sanity encounter for the low low cost of one sanity). :') cultists appeared on The Graveyard and Black Cave gates (where I'd sent my two investigators). I was petrified of a screwup (since wendy might fail an evade against a cultist and her stamina was so low, and she was competely weaponless, she might die).
But wait, there's more :'D Three Servants of Glaaki, walking towards the One Thousand Young Card. Anyone arrives, and it's game over for me. The Star Spawn is also heading in that direction :'D two characters walking on a razor thin tightrope through other worlds simultaneously, any slip ups and they'd be lost in space and time, or worse. And considering how weak and ill equipped they were, there was no margin for error. Mark draws an obsidian statue on his first encounter. Got a lucky roll ;') although the blessing might've helped with that. On his second encounter. Lost one stamina. YES! I thank the blessing for having him draw the Obsidian Statue :') it was a smart blessing. He soaked up the one point. Wendy and Mark came out the next turn and both passed their rolls. Six gates sealed. Sweet. One or two more turns and both investigators would've been screwed (I peeked, the next two cards were gate bursts). HOOOOOOO!
Also, I got a bit lucky/unlucky. Because I had that rumor out most of the game, I was able to block several other rumors for emerging. Five, to be exact. Yes. In a short game I drew six rumors (and as a result had a clue token shortage even though I'd sealed all the high frequency locations). Yeah. It was a sweet game though and a terror to play :') I finished with my pulse rushing.
::Laughter:: my situation kindof reminded me of a Godzilla Herald (AO?) I read recently, except it was more like I was playing against *three* Godzillas at the end ;'D (two of them were too far away to be a major threat). Scary. Fun :')
! Seriously, sticking Wendy to a street to collect all the monsters to her, never worrying about them. Lame. If you throw in Time Bomb or Flute, free kills because you had an invisible investigator.
) or b) lame exploits (Daisy, Wendy, etc.). Story takes a back seat to those things for me.