Introduction: Okay, I finally got around to playing a game. Essentially, you play a single investigator, and only on the Dunwich Horror board. Works well enough, and plays under an hour.
Components:
- The Mythos deck only contains the Dunwich Horror Mythos cards. To make the game harder, remove cards with gates to Arkham locations.
- Remove the Tasks and Missions from the Items decks.
- Use all the Gate tokens.
- Otherwise, play with whatever you like.
Home:
- Your Home is Bishop Brooks Bridge.
Drawing a Mythos card:
- If the Gate location is not in Dunwich, no gate opens.
- If the Clue location is not in Dunwich, no clue appears at that location.
- If the Activity / Headline / Rumor is not in Dunwich, it does not happen.
Other Worlds:
- Rather than trying to look up the colors of the Other Worlds on the other board, just roll a die and randomly use either the Lost Carcosa or Another Time colors.
Session Report: I tried an easy milkrun of Carolyn Fern (gains 1 Sanity every Upkeep) vs. Azathoth. My initial equipment had no Magical offense. Great. And the first Mythos card, Brutal Accident (one investigator loses 3 Stamina) had me at *one* Stamina at the beginning of the game. Wonderful! A gate opened up at Whately Farm with a Serpent Man (Elusive -2). Carolyn's Speed and Stealth add up to a whopping 3, meaning that she wouldn't be able to find the Serpent Man if she was at its location. Guess which monster became the first to enter the vortex.
Concentrating on picking up Clues, two and even three gates out of the four gate locations were open, spilling out an uncomfortable number of monsters into the streets. Luckily, none were immune to physical weapons, and a Caroyln's 4 Fight, Carbine Rifle (+5 Combat for one round only), and Brass Knuckles (+1 Combat) made short work of the smaller monsters. But, thanks to an Environment, one of the monsters was able to move fast. A Cultist became the second to enter the Vortex.
Carolyn sealed Wizard's Hill, the most frequently opening Dunwich gate, and later closed another gate, primarily because a Maniac had emerged from it and I didn't want it to wake up the Horror. Carolyn went to Gardner's Place, dispatching an Elder Thing and entered the gate with four Clue tokens. Some idiot kids destroyed a strange statue (the "Strange Statue Destroyed" Mythos headline, which adds two monsters to the Village Common streets), spilling out a Leng Spider and Goat of the Young to join a wandering Gug in the Village Commons. But, luckily, the Dunwich villagers drove them out (the "Dunwich Villagers Drive Out Undesirables!" Mythos cards, which returns all monsters in the Village Commons to the cup), clearing Dunwich of monsters. Also, an Other World encounter gave Carolyn her fifth Clue token. Carolyn sealed the second and last open gate.
Comments: This variant took under an hour, and seemed to cover all parts of an Arkham fix. Even though there aren't enough gate locations on the board for the doom track to fill up, there aren't too many locations to really help your investigator, either. My main concern was the Dunwich Horror: Once it comes out, the board now has ways of adding doom tokens even without gates opening. If you want to use even fewer components, just end the game as a loss when the Dunwich Horror comes out..
Please tell me if anything seems wrong, that would be highly appreciated!)
The horror had two tokens on it! Sure, closing or sealing at least two gates sounds like a good victory condition.