Hello everyone!
I have received my copy of MoM, and I have already tried an (unsuccessful) run with it. While I was playing, I had an inspiration of how we could potentially negate the need to put together a Mythos deck and deal with the one inflexible factor in the game: when you run out of Mythos cards, the game ends, without you getting the (slim) chance to fight the awakened AO (not counting Azathoth, of course).
The idea is presented below. Some of you people have a lot more experience with the game mechanics than me, so I am asking you to have a look at it (perhaps even try it out). I will definitely have a try next week to see if this works.
Pulling Mythos Cards
You do not prepare any kind of Mythos deck whatsoever. Instead, you put down all the Mythos cards in nine decks: the various yellow, green and blue cards in 3 different rows, all easy, medium and hard cards in a separate pile next to one another. When it comes to drawing a new Mythos card, you throw 2D6 and consult the chart exactly what colour card you will pick. Then you apply the card as you should.
The closer the Ancient One is to awakening, the more difficult it gets to fight against it. Whether you draw an easy, a medium or a difficult card depends on the Doom tracker. The chart below contains the initial Doom of the AO as well as at what point you will start drawing cards from the medium or hard decks.
(It is advisable to place an Eldritch token on the relevant Doom values to mark where you will have to draw cards from a different deck).
You should consult the Doom tracker the moment you would draw a Mastery card: if the card’s effect advances Doom (which is quite likely), that should only influence your next Mythos Phase.
Should the Doom tracker by some miracle exceed the initial Doom value of the AO at some later point of the game, you will simply continue to draw easy cards. Good on you.
Even if you keep rolling a blue card, there can only be two active blue cards at the same time except when some other card or effect requires a new Rumour to be placed down. If there are already two active Rumours in play, simply re-roll any result which would require you to draw another blue card. On the other hand, if there are two Rumours in play and you once you successfully solve one of them, you roll another blue card. Bad on you.
Naturally, if the AO awakens, you will only draw cards from the respective hard Mythos decks, with one exception: you will not draw new Rumour cards at this stage of the game (an awakened Ancient One will render all lesser evil forces, sinister plots and similar problems irrelevant anyway). The Rumours which are still active at this point will remain in play and affect the game normally until somebody bothers to solve them amidst the carnage the AO causes in the world. Double bad, I guess?
The above method will negate the effect of the green hard card Evil Never Sleeps as it would only require you to throw away that card. Should you follow the above method, simply leave that card out initially or instead advance Doom by 1 when you draw it. Doom has a double effect on the game in this version, so it should be punishment enough.
Also, the above method will require a gaming space of 3X3 new decks, so the game might be a bit more clunky. On the plus side, the game kind of gains a semi-infinite mode as long as the investigators can keep Doom at a reasonable level. Also, the importance of retreating Doom would get a LOT more significant in this way, and clever gameplay with Doom kept on a high level would result in more forgivable Mythos Phases, as a reward for your hard work.
So, the “chart.” As I have absolutely no talent for mathematics, I simply checked the decks of the AOs, counted the cards in the various stages on their sheets and tried to find the logic behind the allocation of cards. The number of cards in a given stage on the AO’s sheet (irrespective of colour) gave me an idea when the game should reach a number on the Doom tracker when you have to start drawing from a more difficult deck, while the number of green and yellow cards kind of told what the chances are to make a 2D6 roll and get that colour as the result.
AO Easy/Medium/Hard draw Card type
acc. to Doom
Rise of the Elder Things 16/11/5 (G 1-5, Y 6-10, B 11-12)
Yig 10/7/4 (G 1-4, Y 5-11, B 12)
Cthulhu 12/9/6 (G 1-4, Y 5-10, B 11-12)
Yog-Sothoth 14/11/6 (G 1-4, Y 5-10, B 11-12)
Azathoth 15/11/7 (G 1-4, Y 5-10, B 11-12)
Shub-Niggurath 13/10/5 (G 1-4, Y 5-10, B 11-12)
Itaqua 13/10/5 (G 1-4, Y 5-11, B 12)
Merry Christmas and a Happy New Year to all.