You shouldn't flip a Carnevale-Goer as your last action unless you're certain it's a Reveler. Otherwise, you might find a cultist, and give them another free hit on you. Especially for solo play, you should be spending clues to scout out the Carnevale-Goers and never flipping blind (for multiplayer, that gets expensive; instead, only blind-flip when another investigator is right behind you to bail you out if things go badly).
Solo campaign using Jenny.
I played Carnevale six times and never managed to get past round three. I think the deck I'm using is less suited to the quest than I thought (the fact that I didn't draw a weapon in any of the attempts was a major problem) and that quest has given me a lesson in the value of playing two-handed. Since I'll be five scenarios away from being up-to-date (after I get to my FLGS and pick up the copy of Curse of the Rougarou) and I've been keeping note of what my campaign notes and current deck is I might keep a note of my cuttent Chaos Tokens and start a two handed campaign, playing that until I get up to Miskatonic Museum, then alternating between both campaigns.
I would also recommend NEVER risking having an enemy engage you as the last action of your turn. You're asking to be attacked for free. If you had instead drawn a card as your last action, you might have been in a better place to flip and then have three actions to deal with the enemy (due to Leo).
The Dunwich Legacy: The Miskatonic Museum (Standard Solo Jenny Barnes).
For this scenario I used the following deck.
Jenny Barnes.
Permanents
Adaptable
Assets
Bandolier
Dr. Francis Morgan
Dr. Henry Armitage
Flashlight x2
Gilded Volto
Hard Knocks
Jenny's Twin .45s
Leather Coat
Leo De Luca (Lvl 1)
Liquid Courage x2
Lone Wolf x2
Physical Training
Pickpocketing
Rabbit's Foot
Switchblade (Lvl 2)
Events
Backstab
Contraband
Dynamite Blast
Elusive
Emergency Cache x2
Sneak Attack
Think On Your Feet x2
Skills
Opportunist
Overpower x2
Quick Thinking x2
Unexpected Courage x2
Weaknesses.
Random Basic Weakness
Searching For Izzie
My campaign notes were:
-
Gained Gilded Volto and added it to my deck.
-
Permanently suffer 1 mental trauma.
-
Rescued Dr. Francis Morgan.
-
Rescued Dr. Henry Armitage.
-
Many were sacrificed to Cnidathqua at the Carnevale.
-
Professor Warren Rice was kidnapped.
-
The Experiment was Defeated.
-
The O'Bannion Gang has a bone to pick with me.
I started with the standard 5 resources, the permanent Adaptable and 1 starting horror as well as a opening hand containing Emergency Cache, Jenny's Twin .45s. Pickpocketing, Sneak Attack and Unexpected Courage.
In order to setup the scenario I randomly selected a Administration Office and Security Office and put the Museum Entrance, Museum Halls, Administration Office and Security Office into play (with Jenny at the Museum Entrance and adding 2 clues), set up the Exhibit deck and shuffled the encounter deck.
Round One began with the investigation stage, where I:
-
Investigated (drawing 0 and claiming a clue).
-
Investigated (drawing Elder Sign for +5 and claiming the last clue).
-
Paid 2 clues to advance the act to act 2a. I took control of Adam Lynch and revealed the Museum Halls.
-
Moved to the Museum Halls.
After skipping the enemy phase I ended the turn by gaining 2 resources and drawing Dr. Henry Armitage.
Round Two began with adding a doom counter to agenda 1a before I drew Passage Into The Veil (I drew 0 and passed the test).
During the Investigation phase I:
-
Paid 7 to play Jenny's Twin .45s (with 7 ammo).
-
Moved to Administration Office (adding 2 clues).
-
Investigated (drawing -1 and claiming a clue).
After skipping the enemy phase I gained 2 resources and drew Think On Your Feet.
Round Three began with adding a doom counter to agenda 1a before I drew Obscuring Fog and added it to the Administration Office.
During the investigation phase I:
-
Moved to the Museum Halls.
-
Paid 1 clue to put the top Exhibit Hall into play.
-
Moved to the Exhibit Hall (revealing it as the Medusa Exhibit, with 1 clue attached).
After skipping the enemy phase I gained 2 resources and drew Backstab.
Round Four began with adding a doom counter to agenda 1a before I drew Twist Of Fate (drawing -4 and taking 1 damage).
During the investigation phase I:
-
Investigated (drawing -1 and claiming a clue).
-
Moved to the Museum Halls.
-
Paid 1 clue to put the top Exhibit Hall into play.
After skipping the enemy phase (there doesn't seem to be a lot of enemies in this deck) I gained 2 resources and drew Contraband.
Round Five began with adding a doom counter to agenda 1a and drew Cursed Luck (adding it to my threat area).
During the investigation phase I:
-
Moved to the new Exhibit Hall (revealing it as the Athabaskan Exhibit). This ended my turn.
I ended the round by gaining 2 resources and drawing Dynamite Blast.
Round Six began with adding a doom counter to agenda 1a, advancing it to agenda 2 (putting the Hunting Horror into play in the Museum Halls and shuffling the encounter discard pile into the encounter deck) before I drew Visions of Futures Past (drawing -2 and discarding Gilded Volto, Lone Wolf, Bandolier, Switchblade (Lvl 2) and Flashlight).
Suring the investigation phase I:
-
Moved to the Museum Halls, engaging the Hunting Horror.
-
Paid 1 from Jenny's Twin .45s to fight the Hunting Horror (drawing Cultist for -1 and inflicting 2 damage and discarding Cursed Luck).
-
Paid 1 from Jenny's Twin .45s to fight the Hunting Horror (drawing -1 and doing 2 damage, killing the Hunting Horror and sending it to the Void).
Having killed the enemy in the deck I ended the turn by gaining 2 resources and drawing Lone Wolf.
Round Seven began with added 1 doom counter to agenda 2a before I drew Obscuring Fog, adding it to Museum Halls.
During the Investigation phase I:
-
Moved to the Security Office (attaching 1 clue).
-
Investigated (drawing +1 and claiming a clue).
-
Moved back to the Museum Halls.
I ended the turn by gaining 2 resources and drawing Hard Knocks.
Round Eight began with adding a doom to agenda 2a before I drew Terror From Beyond. At this point in the game I remembered about there being a upper limit of 8 cards in my hand. Since I've played very little from my hand I discarded Backstab, Pickpocketing and Emergency Cache before triggering Terror From Beyond's ability and discarding Unexpected Courage.
During the investigation phase I:
-
Paid 4 to play Contraband and add 5 more ammo to Jenny's Twin .45s.
-
Paid 1 clue to play the top Exhibit Hall.
-
Moved to the new Exhibit Hall (revealing it as Hall Of The Dead, with 2 clues).
I ended the round by gaining 2 resources and drawing Physical Training.
Round Nine began with adding a doom counter to agenda 2a before I drew Twist Of Fate (drawing a skull and taking 2 horror).
During the investigation phase I:
-
Investigated (drawing Elder Sign for +10 and claiming a clue).
-
Moved to Museum Halls.
-
Paid 1 clue to put the top Exhibit Hall into play.
Since the only enemy available was in the Void I ended the turn by gaining 2 resources and drawing Think On Your Feet.
Round Ten began with adding a doom counter to agenda 2a before I drew Visions of Futures Past (drawing 0 and discarding Flashlight and Leo De Luca).
During the investigation phase I:
-
Moved to the new Exhibit Hall (revealing it to be the Restricted Hall, adding 2 clues, advancing to act 3 and putting Hunting Horror and Shadow-Spawned into play in the Restricted Hall engaged with me).
-
Paid 1 from Jenny's Twin .45s to fight the Hunting Horror (drawing -2 and doing 2 damage).
-
Paid 1 from Jenny's Twin .45s to fight the Hunting Horror (drawing Cultist for -1 and doing 2 damage to the Hunting Horror, sending it and Shadow-spawned to the Void).
With no enemies in play I gained 2 resources and drew Elusive then discarded it.
Round Eleven began with adding a doom counter to agenda 2a before I drew Stalked In The Dark, which surged to Passage Into The Veil (I drew a skull and discarded Rabbit's Foot, Unexpected Courage, Emergency Cache, Dr. Francis Morgan and Liquid Courage).
In the investigation stage I:
Investigated (committing Dr. Henry Armitage for +2 and drawing -1 so claiming a clue).
Investigated (committing 2 copies of Thinking On Your Feet for +2 and drawing -1 so claiming another clue).
Claiming the last clue advanced the act and gave me a choice either or not to take the Necronomicon. After some consideration and, thinking like a old-school role-player and considering that it might contain some clues as to the location of Izzie, I decided to take the Necronomicon with me.
In the end I:
-
Took The Necronomicon.
-
Added a Squid-thingy to the chaos bag.
-
Gained 3 experience.
-
I paid 2 experience to replace a copy of Lone Wolf with Opportunist (Lvl 2) and paid 1 experience to move onto Curse of the Rougarou.
1 hour ago, silverthorn said:Claiming the last clue advanced the act and gave me a choice either or not to take the Necronomicon. After some consideration and, thinking like a old-school role-player and considering that it might contain some clues as to the location of Izzie, I decided to take the Necronomicon with me.
I wholeheartedly approve of your decision-making methods! My playing partner and I role-played an argument between Zoey and Daisy over what to do with the Necronomicon, even though both of us as players wanted to destroy it.
16 minutes ago, Assussanni said:I wholeheartedly approve of your decision-making methods! My playing partner and I role-played an argument between Zoey and Daisy over what to do with the Necronomicon, even though both of us as players wanted to destroy it.
My wife and I decided to destroy the Necronomicon when we played this last night. We're just waiting around for the train to show up now, with nothing nefarious to read. Maybe we should have kept the book.
28 minutes ago, KrisWall said:My wife and I decided to destroy the Necronomicon when we played this last night. We're just waiting around for the train to show up now, with nothing nefarious to read. Maybe we should have kept the book.
I'm starting to think that taking the Necronomicon was a bad idea (I should have known from watching the Evil Dead but I digress) since either the dark powers of the book or my apparent terrible luck with POD scenarios meant that Curse of the Rougarou didn't go well (which may be a understatement for the ages).
The Dunwich Legacy: Curse Of The Rougarou (Standard Solo Jenny Barnes).
For this scenario I used the following deck.
Jenny Barnes.
Permanents
Adaptable
Assets
Bandolier
Dr. Francis Morgan
Dr. Henry Armitage
Flashlight x2
Gilden Volto
Hard Knocks
Jenny's Twin .45s
Leather Coat
Leo De Luca I
Lone Wolf
Physical Training
Pickpocketing
Rabbit's Feet
Switchblade II
The Necronomicon, Olaus Wormius Translation
Events
Backstab
Contraband
Dynamite Blast
Elusive
Emergency Cache x2
Sneak Attack
Think On Your Feet x2
Skills
Opportunist II
Unexpected Courage x2
Quick Thinking x2
Weaknesses.
Random Basic Weakness
Searching For Izzie
My campaign notes were:
-
Gained Gilded Volto and added it to my deck.
-
Many were sacrificed to Cnidathqua at the Carnevale.
-
Permanently suffer 1 mental trauma.
-
Professor Warren Rice was kidnapped.
-
Rescued Dr. Francis Morgan.
-
Rescued Dr. Henry Armitage.
-
The Experiment was Defeated.
-
The O'Bannion Gang has a bone to pick with me.
-
Took The Necronomicon.
I started with the standard 5 resources, the permanent Adaptable and 1 starting horror as well as a opening hand containing Contraband, Dr. Henry Armitage, Hard Knocks, Leather Coat and Think On Your Feet. After a mulligan, I had a hand containing Elusive, Hard Knocks, Leather Coat, Opportunist II and Think On Your Feet.
In order to setup the scenario I randomly put the New Orleans locations out of play, randomly put the Riverside and Unhallowed locations aside and put 2 copies of Wildereness and Forgotten Marsh (with Jenny there) into play before I shuffled the encounter deck.
Round One began with the investigation phase where I:
-
Paid 2 resources to move to a Wilderness, flipping it to Twisted Underbrush (adding 1 clue).
-
Investigated (drawing 0 and claiming a clue.
-
Moved back to Forgotten Marsh.
Since no enemies were in play I ended the round by adding 2 resources and Switchblade.
Round Two began with adding a doom counter to agenda 1a before I drew Spectral Mist and added it to Forgotten Marsh.
In the investigation stage I:
-
Paid 1 clue to advance to act 2 (putting Lady Esprit into play Forgotten Marsh, put the Riverside and Unhallowed locations into play, played the Rougarou at the Twisted Underbrush and shuffled many many cards into the encounter deck before playing Curse of the Rougarou into my threat area).
-
Paid 1 resource to play Switchblade II.
-
Played Leather Jacket.
After nothing happened in the enemy phase I proceeded to gain 2 resources and draw Dr. Henry Armitage before I took 1 horror (this game is not going to end well).
Round Three began with adding a doom counter to agenda 1a before I drew Ripples On The Surface (Drawing Tentacle for 0 total and taking 3 horror).
In the investigation stage I:
Moved to Twisted Underbrush.
Exhausted Switchblade to fight the Rougarou (drawing -3 and failing. The Rougarou's retaliation pushed me past my horror total and ended my attempt at this quest).
In the end I took another mental trauma (not a great sign and noted in the campaign log that the Rougarou continues to haunt the bayou.
Since I had scored no experience I'll go back to the main campaign with a even greater weakness than before.
My experience with the Rougarou was roughly the same as yours. Curse of the Rougarou killed me because I simply couldn't deal damage most turns.
The Dunwich Legacy: The Essex County Express (Standard Solo Jenny Barnes).
For this scenario I used the following deck.
Jenny Barnes.
Permanents
Adaptable
Assets
Bandolier
Dr. Francis Morgan
Dr. Henry Armitage
Flashlight x2
Gilden Volto
Hard Knocks
Jenny's Twin .45s
Leather Coat
Leo De Luca I
Lone Wolf
Physical Training
Pickpocketing
Rabbit's Feet
Switchblade II
The Necronomicon (Olaus Wormius Translation)
Events
Backstab
Contraband
Dynamite Blast
Elusive
Emergency Cache x2
Sneak Attack
Think On Your Feet x2
Skills
Opportunist II
Unexpected Courage x2
Quick Thinking x2
Weaknesses.
Random Basic Weakness
Searching For Izzie
My campaign notes were:
-
Gained Gilded Volto and added it to my deck.
-
Many were sacrificed to Cnidathqua at the Carnevale.
-
Permanently suffering 2 mental trauma.
-
Professor Warren Rice was kidnapped.
-
Rescued Dr. Francis Morgan.
-
Rescued Dr. Henry Armitage.
-
The Experiment was Defeated.
-
The O'Bannion Gang has a bone to pick with me.
-
The Rougarou continues to haunt the bayou.
-
Took The Necronomicon.
I started with the standard 5 resources, the permanent Adaptable and 2 starting horror as well as a opening hand containing Dr. Henry Armitage, Leather Coat, Leo De Luca I, Opportunist II and The Necronomicon (Olaus Wormius Translation).
In order to setup the scenario I put a random Engine Car and six Train Cars into play before flipping the far left one to Passenger Car (with Jenny and 3 clues) and added a -3 counter to the chaos bag before I shuffled the encounter deck.
Round One began with the investigation phase, where I:
-
Paid 5 to play Leo De Luca I.
-
Investigated (drawing -1 and claiming a clue).
-
Investigated (drawing -4 and failing).
-
Investigated (drawing 0 and claiming a clue).
I ended the round by adding 2 resources and drawing Lone Wolf.
Round Two began with adding a doom counter to agenda 1a before I drew Ancient Evils (adding another doom counter to agenda 1a).
My investigations were:
-
Investigating (drawing -1 and claiming the final clue).
-
Moving to the next Train Car (flipping it to Sleeping Car with 1 clue).
-
Paying 2 to play The Necronomicon (Olaus Wormius Translation).
-
Investigating (drawing 0 and claiming a clue).
With no enemies in play I ended the turn by gaining 2 resources and drawing Quick Thinking.
Round Three began with adding a doom counter to agenda 1a before I drew Rotting Remains (drawing a tentacle for 0 total and taking 3 horror).
With a growing feeling that this game is not going to go well I moved to the investigation phase, where I:
-
Moved to the next Train Car (the Parlor Car, with 1 clue).
-
Gained 1 resource.
-
Paid 3 resources to claim the clue on Parlour Car.
-
Moved to the next Train Car (the Dining Car, I pulled a Grappling Horror from the encounter deck and spawned it at the Dining Car, engaged with me).
In the enemy phase I was attacked by the Grappling Horror, doing 1 damage and 1 horror before I ended the turn by gaining 2 resources and drawing Unexpected Courage.
Round Four began with adding a doom counter to agenda 1a, advancing it and removing the Passenger car on the far left from the game as well as removing all my clues before I drew Dissonant Voices and added it to my threat area (I've got a bad feeling about this).
Moving to the investigation phase I:
Fought the Grappling Horror (Drawing 0, succeeding and doing 1 damage).
Fought the Grappling Horror (drawing a skull for -2 and failing, so taking 1 damage and 1 horror). The damage exceeded my horror score and I failed the game.
As a result of my failure I:
-
Added a copy of Across Space and Time to my deck.
-
Lost The Necronomicon (Olaus Wormius Translation).
-
Drs. Armitage and Morgan were kidnapped.
-
Was delayed on the way to Dunwich.
-
I gained 1 experience.
-
I gained another mental trauma.
With Jenny down to 4 starting horror and the odds of the quests getting any easier being slim to none-existent I think I'll admit a loss and call it a day for this campaign.
On 5/15/2017 at 1:02 PM, silverthorn said:
In the investigation stage I:
Moved to Twisted Underbrush.
Exhausted Switchblade to fight the Rougarou (drawing -3 and failing. The Rougarou's retaliation pushed me past my horror total and ended my attempt at this quest).
The Rougarou has Aloof, as well as special text that makes you pay clues to engage with him. You could not have attacked him here. Also, you don't need to exhaust the Switchblade to use it.
On 5/15/2017 at 2:32 PM, silverthorn said:Moving to the investigation phase I:
Fought the Grappling Horror (Drawing 0, succeeding and doing 1 damage).
Fought the Grappling Horror (drawing a skull for -2 and failing, so taking 1 damage and 1 horror). The damage exceeded my horror score and I failed the game.
The Grappling Horror does not have Retaliate, so you shouldn't have taken any damage here. Also, when it did attack, you could have assigned that horror to Leo to stay in the game (though I suppose you might have been deliberately conceding at this point).
Anyway, it's been great reading these reports, even if the ending was properly Lovecraftian.
I'm trying to decide who to use for a two-handed campaign (probably Daisy and Zoey) and I'll probably write that up and post it here.
The Dunwich Legacy: Extra-Curriculat Activity (Standard difficulty solo Roland Banks)
For this scenario I used the following deck: https://arkhamdb.com/decklist/view/1394/roland-banks-dl-playthrough-deck-1-1.0
I started with 5 resources and a opening hand containing Dr. Milan Christopher, Emergency Cache x2, Flashlight and Hyperawareness. After a mulligan I wound up with a deck containing Beat Cop, Dr. Milan Christopher, Evidence!, Flashlight and Vicious Blow.
I setup the scenario by putting cards aside, putting the starting locations into play (with Roland at the Miskatonic Quad) and shuffling the encounter deck.
I started Round One by paying 4 to play Dr. Milan Christopher, moved to the Administrative Building (adding a clue and putting the Faculty Offices into play) and investigated (drawing 0 with base 4 against 4 difficulty so gaining a clue and a resource).
After skipping the enemy phase I ended the turn by gaining a resource, drawing .45 Automatic and discarding Working A Hunch from the top of my deck.
Round Two began with adding a doom counter to agenda 1a and drawing Eager For Death (I drew -1 from 3 base against 2 difficulty and avoiding any damage).
I moved to the Student Union (adding 2 clues and putting the Dormitories into play) via the Miskatonic Quad and investigated (drawing -1 with base 3 against difficulty 1 and gaining a clue and a resource).
After skipping the enemy phase I ended the round by adding a resource and drawing Magnifying Glass.
Round Three began with adding a doom counter to agenda 1a before I drew Offer of Power (opting to add 2 doom to agenda 1a and draw Art Student and Flashlight.
I gained a resource, paid 4 to play .45 Automatic (with 4 ammo) and investigated (drawing 0 with 4 base against 1 difficulty and gaining another clue and a resource). I then advanced the act (paying 3 clues to shuffle the encounter discard pile and “Jazz” Mulligan into the encounter deck and advance to act 2a).
I ended the round by gaining a resource and drawing “If It Bleeds...”.
Round Four began with adding a doom to agenda 1a before I drew Beyond The Veil and added it to my threat area.
I paid 4 to discard Dr. Milan Christopher and play Beat Cop and travelled to Science Building (adding 1 clue and putting the Alchemy Lab into play) via the Miskatonic Quad.
I ended the round by adding 1 resource and drawing Inquiring Mind.
Round Five began with adding a doom counter to agenda 1a before I drew Whippoorwill and spawned it at Science Building.
I fought the Whippoorwill (drawing 0 with 4 base against 2 difficulty so killing the Whippoorwill and gaining a clue from Science Building), used a free action to pay the clue to discard 10 cards from the encounter deck but not finding 'Jazz' and moved to the Orne Library (adding 1 clue) via Miskatonic Quad.
At the end of the turn I gained 1 resource and drew Smoking Pipe and discarded Flashlight.
Round Six began with adding a doom counter to agenda 1a (completing it, removing all doom counters in play and advanced to agenda 2a) before I drew Eager For Death (drawing cultist for -1 with 3 base against 2 difficulty so avoiding any ill-effects).
I paid 1 to play Magnifying Glass, investigated (drawing 0 with 4 base against 2 difficulty so succeeded and gaining a clue), paying the clue to discard the top 10 cards of the encounter deck (drawing 'Jazz' Mulligan and putting him into play at the Orne Library. This advanced the act to act 3 and added the Experiment to the Alchemy Lab) for free and Parleyed with 'Jazz' (drawing 0 with 3 base against 3 difficulty so taking control of 'Jazz').
I ended the round by gaining a resource and drawing “If It Bleeds...” before I discarded Flashlight, Art Student and “If It Bleeds...”.
Round Seven began with adding a doom counter to agenda 2a before I drew Beyond The Veil, which surged to Wizard of Yog Sothoth, which spawned to the Orne Library.
I paid 1 from .45 Automatic to fight the Wizard of Yog Sothoth (Drawing +1 with 5 base so doing 2 damage) and fighting the Wizard (drawing skull for -1 with 4 base and doing 1 damage, killing the Wizard of Yog Sothoth and putting it into the victory display) and travelling to the Miskatonic Quad.
I ended the round by adding a resource and drawing Dynamite Blast before discarding Smoking Pipe.
Round Eight began with adding a doom counter to agenda 2a before I drew Visions of Futures Past (drawing cultist for -1 with 3 base against 5 difficulty and discarding Machete, First Aid and Paranoia, which discarded all my resources).
I was at this point faced with a choice, go after Professor Rice, evacuate the students or try and kill the Experiment. One look at the stats for the Experiment told me that it was probably not a viable option (at least without the Shotgun) so I opted to move to the Dormitories (going for the whole “The needs of the many outweigh the needs of the few” way of thinking). I moved to the Dormitories (adding 3 resources), investigated (drawing -2 and gaining a clue) and investigated (drawing 0 and claiming a clue).
At the end of the round I gained a resource and drew Dodge before discarding Evidence!.
Round Nine began with adding a doom counter to agenda 2a, advancing it and moving the Experiment to the Science Building before I drew Ancient Evils and added a doom counter to agenda 3a.
I investigated (drawing Elder Sign for +1 and claiming a clue), then paid 3 clues to move to Resolution 2.
Resolution 2 added the following to the Campaign Log:
-
Professor Rice was kidnapped.
-
The students were rescued.
-
I gained 2 experience (from the Dormitories and the Wizard of Yog Sothoth) which I opted to save..
Could you maybe talk some more about your deck building choices? Why did you only include two weapons in your deck, but eight allies?
I went for 8 allies because of Roland's somewhat low horror rating, planning to grab the one-off effects from them then use them to absorb some of the damage and horror. I'm thinking about spending the experience to put a couple of copies of the event which searches for Weapons because that really isn't enough to ensure a early Weapon (I'm used to playing Jenny, only using her Twin .45's and tending to get them early in practically every game).
Honestly, this early on, I'd just rebuild the deck and re-do the first scenario. It's no fun to get stuck spending experience just to make your deck playable. A couple copies of Prepared For The Worst would do wonders here (either that, or two more weapons, but PftW makes it easier to grab your signature firearm). I'd probably drop Dr. Christopher (he doesn't fit in with a meat shield deck), Bandolier (not enough hand-slot Assets to justify it), or First Aid (you've got a lot of more efficient horror-healing already) for them, but obviously you know your long-term strategy better than I do (eg, Bandolier makes sense if you're planning to buy a Shotgun, while Dr. Christopher makes sense if you're going to get Charisma, that sort of thing).
The Dunwich Legacy Scenario 1: The House Always Wins (Standard difficulty solo Roland Banks)
Following rsdockery' suggestion I decided to redo my deck and start the campaign again. I used this deck: https://arkhamdb.com/deck/view/39856
I started with 5 resources and a opening hand (after a mulligan) containing Bandolier, Dr. Milan Christopher, First Aid, Hperawareness and Prepared For The Worst.
I setup the scenario by putting many cards aside, putting the starting locations into play (with Roland and 1 clue at La Bella Luna and the Clover Club Pit Boss at the Clover Club Lounge) and shuffling the encounter deck.
I started Round One by paying 1 to play Prepared For The Worst (putting Roland's .38 Special into hand and shuffling my deck), paying 3 to play Roland's .38 Special (with 4 ammo) and drew Working A Hunch.
In the enemy phase the Clover Club Pit Boss moved to the La Bella Luna.
I ended the round by gaining a resource and drawing Kukri.
Round Two began with agenda 1a gaining a doom counter before I drew Arousing Suspicions (adding 1 doom to the Clover Club Pit Boss).
I moved to the Clover Club Lounge, then to the Clover Club Cardroom before I paid 2 resources to trigger the Clover Club Cardroom's ability (drawing 0 and gaining 2 clues).
In the enemy phase the Clover Club Pit Boss moved to the Clover Club Lounge.
I ended the round by adding a resource and drawing Knife.
Round Three began with adding a doom counter to agenda 1a before I drew Something In The Drinks, which surged to Twist Of Fate ( I drew 0 and took 1 damage).
I added a resource, paid 2 to trigger the ability on Clover Club Cardroom (drawing -2 and gaining 2 clues), which forced me to remove my 4 clues to advance the act to act 2, putting the Darkened Hall into play (and discarding cards from the encounter deck until I placed a Mobster into the Darkened Hall) before I travelled to the Darkened Hall (putting the three copies of Back Hall Doorway into play).
In the enemy phase the Clover Club Pit Boss moved to the Clover Club Cardroom.
I ended the turn by gaining a resource and drawing Laboratory Assistant.
Round Four began with adding a doom counter to agenda 1a, removing all doom counter and advancing to agenda 2a (which means that all the Criminals lose Aloof, which is bad) before I drew Something In The Drinks, which surged to Cursed Luck, which I added to my threat area.
I paid 1 from Roland's .38 to fight the Mobster (drawing 0, succeeding and doing 2 damage, killing the Mobster and discarding Cursed Luck), moved to a Ball Hall Doorway (flipping it to the Art Gallery and adding 1 clue) and investigated (drawing +1 and gaining a clue).
In the enemy phase the Clover Club Pit Boss moved to the Darkened Hall.
At the end of the turn I gained a resource and drew .45 Automatic before I discarded Knife.
Round Five began with adding a doom counter to agenda 2a before I drew Twist Of Fate (drawing +1 for no ill-effects).
I moved to the Darkened Hall, paid 1 from Roland's .38 to fight the Clover Club Pit Boss (drawing -1 and doing 2 damage) and paid 1 from Roland's .38 to fight the Clover Club Pit Boss (drawing 0 and doing 2 damage, killing him).
Since there were no enemies in play I ended the round by adding a resource and drawing Art Student, then discarded Laboratory Assistant.
Round Six began with adding a doom counter before I drew Something In The Drinks, which surged to Cursed Luck, which I added to my threat area.
I moved to the next Back Hall Doorway (flipping it to the VIP Area with 1 clue), paid 2 to play Working A Hunch and discover the clue on VIP Area, paid the 2 clues to advance the act to act 3a (since this is the first scenario of the campaign I put Dr. Francis Morgan into play in the VIP Area and advanced to act 3a, “All In”) and parleyed with Dr. Francis Morgan (I risked committing Hyperawareness and the .45 Automatic and drew -1, succeeding and adding 1 clue to Dr. Francis Morgan putting him under my control).
At the end of the round I gained a resource and drew “If It Bleeds...”.
Round Seven began with adding a doom counter to agenda 2a, advancing it (putting a Servant of the Lurker into the Clover Club Lounge and shuffling more cards into the encounter deck and removed La Bella Luna from the game) before I drew Dissonant Voices and added it to my threat area.
I travelled to the Darkened Hall, then to the last Back Hall Doorway (flipping it to the Back Alley with 1 clue) before I resigned.
Since I had resigned with Dr. Francis Morgan under my control I advanced to resolution 2, which told me that:
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The O'Bannion Gang has a bone to pick with me.
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Dr. Francis Morgan was rescued (I added him to my deck).
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I gained 3 experience (Clover Club Pit Boss, Art Gallery and VIP Area) and paid them to play Charisma (deciding to go the path of more allies over a early shotgun).
The Dunwich Legacy Scenario 2: Extracurricular Activity (Standard difficulty solo Roland Banks)
For this scenario I used this deck: https://arkhamdb.com/deck/view/39856
My Campaign Log was:
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The O'Bannion Gang has a bone to pick with me.
-
Dr. Francis Morgan was rescued.
I started with 5 resources and the Charisma permanent. My opening hand (after a mulligan) was “If It Bleeds...”, Dodge, Dynamite Blast, Hyperawareness and Roland's .38 Special.
I setup the scenario by putting many cards aside, putting the starting locations into play (with Roland at Miskatonic Quad) and shuffling the encounter deck.
I started Round One by paying 3 to play Roland's .38 Special (with 4 ammo), moved to the Science Building (adding 1 clue and putting the Alchemy Lab into play) and investigated (drawing a cultist for -1 and claiming the clue).
Since there were no enemies in play I ended the round by gaining a resource and drawing Laboratory Assistant.
Round Two began with adding a doom counter to agenda 1a before I drew Light of Aborgomon and attached it to act 1a.
In the investigation phase I moved to the Miskatonic Quad, then to the Administration Building (adding 1 clue and putting the Faculty Offices into play) before investigating (drawing -1 and failing).
I ended the round by adding a resource and drawing Beat Cop before I discarded Dr. Francis Morgan from the top of my deck.
Round Three began with adding a doom counter to agenda 1a before I drew a Whippoorwill and spawned it at the Administration Building.
I paid 4 to play Beat Cop, fought the Whippoorwiil (drawing -1 and killing the Whippoorwill so triggering my ability and gaining the clue) and travelled to the Miskatonic Quad.
At the end of the round I added a resource and drew “If It Bleeds...”.
Round Four began with agenda 1a gaining a doom counter before I drew Thrall and spawned it to the Miskatonic Quad.
I fought the Thrall (drawing -1 and doing 1 damage), fought the Thrall (drawing a skull for -1 and killing the Thrall) and moved to the Student Union (adding 2 clues and putting the Dormitories into play).
With no enemies in play I moved to the end of the round, adding 1 resource and drawing Knife.
Round Five added a doom counter to agenda 1a before I drew Beyond The Veil and put it in my threat area.
I investigated (drawing -2 but still succeeding and claiming a clue), paid 3 to advance to act 2 (shuffling the encounter discard pile and “Jazz” Mulligan into the encounter deck before I discarded Light of Aborgomon), investigated (drawing -1 and claiming a clue) and paid 1 clue to discard the top 10 cards of the encounter deck. Luckily “Jazz” Mulligan was the last card I discarded so he was added to the Student Union before I spawned The Experiment at the Alchemy Labs and put the Alchemical Concoction into play under the Alchemy Labs).
I ended the round by adding a resource and drawing Magnifying Glass.
Round Six added a doom counter to agenda 1a before I drew Ancient Evil and added another doom counter to agenda 1a.
I parleyed with “Jazz” Mulligan (drawing 0 and taking control of “Jazz”), moved to the Miskatonic Quad and on to the Science Building.
At the end of the round I added a resource and drew .45 Automatic, then discarded Magnifying Glass.
Round Seven began with adding a doom counter to agenda 1a, advancing the agenda (moving the Experiment to the Science Building).
I paid 3 from Roland's .38 to fight the Experiment 3 times (drawing Elder Sign for +0 and doing 2 damage, drawing +1 and doing 2 damage and drawing -1 and doing 2 damage).
In the enemy phase the Experiment attacked me, doing 2 damage and 2 horror.
I ended the round by gaining a resource and drawing Machete before I discarded Hyperawareness.
Round Eight began with adding a doom counter to agenda 3a before I drew Visions of Futures Past (I drew -1, failed and discarded a Prepared For The Worst from the top of my deck).
I paid 1 from Roland's .38 Special to fight the Experiment (drawing -2 and doing 2 damage and discarding the .38 Special), paid 4 to play the .45 Automatic (with 4 ammo, the Experiment attacks me, doing another 2 damage and Horror before I paid 1 from the .45 Automatic to fight the Experiment (drawing -1 and doing a final 2 damage to the Experiment, killing it).
Killing the Experiment advances the agenda to act 3b, which immediately moved me to resolution 3, which added the following to the Campaign Pool:
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Professor Warren Rice was kidnapped.
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The Experiment was defeated.
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I earned 2 experience and kept it for the next scenario.
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Rescued Dr. Henry Armitage.
The Dunwich Legacy Scenario 3: The Miskatonic Museum (Standard difficulty solo Roland Banks)
For this scenario I used this deck: https://arkhamdb.com/deck/view/40011
My Campaign Log was:
-
Dr. Francis Morgan was rescued.
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Professor Warren Rice was kidnapped.
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Rescued Dr. Henry Armitage.
-
The Experiment was defeated.
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The O'Bannion Gang has a bone to pick with me.
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I earned 2 experience and kept it for the next scenario.
I started with 5 resources and the Charisma permanent. My opening hand (after a mulligan) was .45 Automatic, Dr. Francis Morgan, Kukri, Laboratory Assistant and Vicious Blow.
I setup the scenario by putting many cards aside, putting the starting locations into play (with Roland and 2 clues at Museum Entrance), setting up the Exhibit deck and shuffling the encounter deck.
I started Round One by paying 4 to play .45 Automatic (with 4 ammo), investigating (drawing 0 and claiming a clue) and investigating (drawing 0 and claiming the other clue) before spent 2 clues to advance the act (putting Adam Lynch into play under my control and revealing the Museum Halls).
I ended the round by adding a resource and drawing Inquiring Mind.
Round Two began with agenda 1a gaining a doom counter before I drew Terror From Beyond (I selected Event and discarded nothing).
In the investigation phase I moved to the Museum Halls, then to the Security Office (adding 2 clues) before I investigated (drawing +1 and claiming a clue).
I ended the round by adding a resource and drawing Dynamite Blast.
Round Three began with agenda 1a gaining a doom counter before I drew Passage Into The Veil (drawing Elder Sign for +1 and passing the test).
I investigated by investigating (drawing -4 and failing), investigating (drawing 0 and claiming the last clue) and moving back to the Museum Halls.
I ended the round by adding a resource and drawing Laboratory Assistant.
Round Four began with agenda 1a gaining another doom counter before I drew Stalked In The Dark, which surged to Visions of Futures Past (I drew -2 and discarded Dr. Henry Armitage, Beat Cop, Bandolier and Kukri).
I moved to the Administration Office (adding 2 clues), investigated (drawing 0 and claiming a clue) and investigated (drawing -1 and claiming a clue).
At the end of the round I added a resource and drew “If It Bleeds..”.
Round Five began with agenda 1a gaining a doom before I drew Twist Of Fate (drawing -2 and taking 1 damage).
I moved to the Museum Hall and paid 1 clue and triggered the ability on Museum Hall to put the top card of the Exhibit deck into play before travelling there (flipping it to the Nature Exhibit, adding 1 clue and forcing me to discard Laboratory Assistant and “If It Bleeds..”.
At the end of the round I gained a resource and drew Knife.
Round Six began with agenda 1a gaining a doom counter (advancing it and putting the Hunting Horror into play from the encounter deck into play at the Museum Halls and shuffling the encounter discard pile into the encounter deck) before I drew Ethemeral Exhibits (drawing -1, failing and losing 1 action this turn).
I investigated (committing Laboratory Assistant for +1 and drawing +1 so claiming the last clue) and paid 3 to play Dr. Francis Morgan.
In the enemy phase the Hunting Horror moved to the Nature Exhibit and attacked me, doing 1 damage and 1 horror to Adam Lynch, killing him.
I ended the round by adding a resource and drawing Art Student.
Round Seven began with adding a doom counter to agenda 2a before I drew Locked Door, playing it on the Nature Exhibit.
I paid 1 from .45 Automatic to fight the Hunting Horror (drawing -1 and doing 2 damage), fought the Hunting Horror (drawing 0 and doing 1 damage, killing it) before I moved back to Museum Halls.
At the end of the round I gained a resource and drew Knife.
Round Eight began with adding a doom to agenda 1a before I drew Locked Door, playing it at the Museum Halls.
I paid 1 clue three times to trigger the ability on Museum Hall three times and put the top 3 Exhibit Halls into play.
At the end of the round I gained a resource and drew Evidence!.
Round Nine began with agenda 2a gaining a doom counter before I drew Stalked In The Dark, which surged to Visions of Futures Past (I drew +1 and discarded Prepared For The Worst from my deck).
I moved to the last Exhibit Hall that I revealed (flipping it to Athabaskan Exhibit, which immediately ended my investigations).
At the end of the round I gained a resource and drew Cover Up, which I immediately placed in my threat area.
Round Ten opened with agenda 2a gaining a doom counter before I drew Terror From Beyond (I opted for Event and discarded Dynamite Blast and Evidence!).
With Cover Up in play I investigated (drawing -1 and discarding a clue from Cover Up), investigated (drawing -3 and still removing a clue from Cover Up) and investigated (drawing -3 and discarding the final clue from Cover Up).
After wasting the turn I ended it by adding a resource and drew Roland's .38 Special.
Round Eleven began with agenda 2a gaining a doom counter before I drew Obscuring Fog and placed it on the Athabaskan Exhibit).
I moved back to Museum Halls, paid 1 clue to put the top card of the Exhibit deck into play and moved to the newly drawn Exhibit Hall (flipping it to the Restricted Hall, with 2 clues). This flipped the act to act 2b, which added the Hunting Horror (with Shadow-Spawned) to the Restricted Area.
In the enemy phase the Hunting Horror attacked me, doing 1 damage and 1 horror before I ended the round by gaining a resource and drawing Working A Hunch.
Round Twelve started with agenda 2a gaining a doom counter before I drew Visions of Futures Past (I drew 0 and discarded Amnesia, which discarded my entire hand apart from Vicious Blow, and Prepared For The Worst).
I paid 1 from .45 Automatic to fight the Hunting Horror (committing Vicious Blow and drawing -3 but still succeeding and doing 3 damage, killing the Hunting Horror and sending it and Shadow-Spawned to the Void), investigated (drawing Elder Sign for +2 and claiming a clue) and investigated (drawing 0 and claiming the last clue). This allowed me to advance to act 3b, which left me with the question either or not to destroy the Necronomicon.
Given that Roland is a Federal Agent I was left with no real choice but to not destroy the book. This sent me to resolution 2, which meant that:
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Took custody of the Necronomicon.
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I added a eldrich horror token to the chaos bag.
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I gained a additional 2 experience.
The Dunwich Legacy Scenario 4: Carnivale of Horrors (Standard difficulty solo Roland Banks)
For this scenario I used this deck:
https://arkhamdb.com/deck/view/39854
My Campaign Log was:
-
Dr. Francis Morgan was rescued.
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Professor Warren Rice was kidnapped.
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Rescued Dr. Henry Armitage.
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The Experiment was defeated.
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The O'Bannion Gang has a bone to pick with me.
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Took custody of the Necronomicon (adding a Eldrich Horror to the chaos pool).
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I earned 4 experience and kept it for the next scenario.
I paid 3 experience to move onto Carnivale Of Horrors and started with 5 resources and the Charisma permanent. My opening hand (after a mulligan) was Dr. Milan Christopher, First Aid, Knife, Magnifying Glass and Roland's .38 Special.
I setup the scenario by putting many cards aside, discarding Academia Bridge, put the other locations into play (with Roland and Abbess Allegria Di Biase at the Basilica), putting Masked Carnivale-Goers into play and shuffling the encounter deck.
I started Round One by:
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Paying 3 to play Roland's .38 Special.
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Moved to Bridge of Sighs (adding 2 clues).
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Investigated (drawing -1 and claiming a clue).
I ended the round by adding a resource and drawing Dr. Francis Morgan.
Round Two began with agenda 1a gaining a doom counter before I drew Lost In Venice and opted to move across to Flooded Square (adding a clue).
In the investigation phase I:
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Paid 1 clue to flip the Masked Carnivale-Goer under Flooded Square to a Innocent Reveller.
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Parleyed with the Innocent Reveller (drawing +1 and taking control of the Innocent Reveller).
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Moved to Streets of Venice (adding 2 clues).
I ended the round by adding a resource and drawing Art Student.
Round Three began with adding a doom counter to agenda 1a before I drew Mass Hysteria, opting to take the 2 damage.
In the investigation phase I:
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Investigated (drawing 0 and claiming a clue).
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Paying 1 clue to flip the Masked Carnivale-Goer under Streets of Venice to Dino Laporio).
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Paid 1 ammo from Roland's .38 Special to fight Dino Laporio (drawing 0 and doing 2 damage).
In the enemy phase Dino Laporio did me another 2 damage.
I ended the round by adding a resource and drawing The Necronomicon (Olaus Wormius Translation).
Round Four began with agenda 1a gaining another doom counter before I drew Acrid Miasma and placed it on Rialto Bridge.
In the investigation phase I:
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Paid 1 ammo from Roland's .38 Special to fight Dino Laporio (drawing Elder Sign for +1 and doing 2 damage, killing Dino Laporio and adding him to the victory display).
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Investigated (drawing 0 and claiming a clue).
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Paid 1 to flip the Masked Carnivale-Goer under Rialto Bridge to a Innocent Reveller).
Afer skipping the enemy phase I ended the round by adding a resource and drawing Bandolier.
Round Five kicked off with agenda 1a gaining a doom counter before I drew Carnevale Sentinel and placed him on Canal-Side.
In the investigation phase I:
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Moved to Rialto Bridge (adding 1 clue). Acrid Miasma forced me to draw +1 and suffer no ill-effects).
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Parleyed with the Innocent Reveller (drawing 0 and taking control).
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Investigated (drawing -1 and claiming a clue).
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Triggered Abbest Allegria Di Biasi to move to San Marco Basilica.
I ended the round by adding a resource and drawing Machete.
Round Six began with agenda 1a gaining a doom counter before I drew Acrid Miama, playing it on Bridge of Sighs.
In the investigation phase I:
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Placed a Innocent Reveller under act 1a.
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Placed the other Innocent Reveller under act 1a.
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Paid 1 resource to flip the Masked Carnivale-Goer under Bridge of Sighs to a Innocent Reveller.
I ended the round by adding a resource and drawing Research Librarian.
Round Seven began with agenda 1a gaining anorher doom counter before I drew Chaos In The Water (drawing Tentacle and taking another damage).
In the investigation stage I:
Moved to Bridge of Sighs (Acrid Miasma forced me to draw Elder Sign for +1 and suffer no ill-effects).
Parleyed with the Innocent Reveller (drawing 0 and taking control).
Used Abbess Allegria Di Biasi's ability to move to San Marco Basillica.
At the end of the round I added a resource and drew Emergency Aid.
Round Eight began with agenda 1a gaining a doom counter before I drew Watchers' Gaze (drawing -1, the Innocent Reveller took a horror).
In the investigation phase I:
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Placed a Innocent Reveller under act 1a, advancing the act. Putting Cnidathqua into play and fipped the Masked Carnivale-Goer to Elisabeta Magro.
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Moved to Bridge of Sighs (Acrid Miasma forced me to draw -4 and take 1 horror and 1 damage).
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Moved to Canal-Sider (taking another horror and advancing the act. I put the Gondola into play and placed Roland on it, then removed all locations, enemies and assets from play.
At the end of the round I added a resource and drew Hyperawareness before discarding Bandolier, Emergency Aid and Research Librarian (to get me under 8 cards in hand since I keep on forgetting).
Round Nine began with agenda 1a gaining a doom counter (advancing to agenda 2a. The Baleful Reveller didn't enter play) before I discarded 5 cards and put no Writhing Appendages into play).
In the investigation phase I:
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Rowed (drawing -2 and adding a resource to Gondola).
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Rowed (drawing +1 and adding a resource to Gondola).
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Rowed (drawing 0 and adding a resource to Gondola).
At the end of the round I added a resource and drew “If It Bleeds...” and discarded Necronomicon and Art Student.
Round Ten began with agenda 2a gaining a doom counter before I discarded 5 cards and put no Writhing Appendages into play.
In the investigation phase I:
Rowed (drawing Eldritch Horror for -4 and failing, Cnidathqua attacked me, doing 2 damage and 2 horror).
Rowed (committing “If It Bleeds”, Dr. Francis Morgan, First Aid, Knife and Machete for +5 and drawing -2 so added 1 resource to Gondola and advancing the act).
This moved to Resolution 1, which reported that:
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The sun banished Cnidathqua into the depths.
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I gained 1 experience (for 2 total experience).
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I added Bauta to my deck.
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Since I had 3 Innocent Revellers under the act deck and none under the agenda deck I added Abbess Allegria Di Biase to my deck.
The Dunwich Legacy Scenario 5: Curse of the Rougarou (Standard difficulty solo Roland Banks)
For this scenario I used this deck:
https://arkhamdb.com/deck/view/44538
My Campaign Log was:
-
Added Abbess Allegria Di Biase to my deck.
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Added Bauta to my deck.
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Dr. Francis Morgan was rescued.
-
Professor Warren Rice was kidnapped.
-
Rescued Dr. Henry Armitage.
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The Experiment was defeated.
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The O'Bannion Gang has a bone to pick with me.
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The sun banished Cnidathqua into the depths.
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Took custody of the Necronomicon (adding a Eldrich Horror to the chaos pool).
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Earned 1 experience (for 2 total) and paid 1 to swap a copy of Prepared For The Worst with a copy of Strange Solution.
I paid 1 experience to move onto Curse of the Rougarou and randomly selected my basic weakness (I keep the basic weaknesses in a pile face down, aside from the copies of Indebted, and blind select one so that I wouldn't know what the weakness was initially), unfortunately randomly drawing Indebted so I started with 3 resources and the Charisma permanent. My opening hand (after a mulligan) was Dr. Henry Armitage, Dynamite Blast, Knife, Kukri and Magnifying Glass.
I setup the scenario by putting many cards aside, putting the New Orleans locations out of play, put the Riverside locations into play (with Roland at Brackish Waters) and shuffled the encounter deck.
Round One began with the investigation phase where I moved to Audubon Park (adding 1 clue), investigated (drawing 0 and claiming a clue), moved to Brackish Waters and paid 1 clue to advance the act, playing Lady Esprit to Brackish Waters, put the Unhallowed and Wilderness locations into play, put the Rougarou into play at Audubon Park, shuffled the Curse of the Rougarou encounter cards into the deck and placed Curse of the Rougarou into my threat area.
After skipping the Enemy phase I ended the round by taking a horror, adding a resource and drawing “If It Bleeds..”.
Round Two began with agenda 1a gaining a resource before I drew Beast Of The Bayou, adding another doom to agenda 1a.
In the investigation phase I gained a resource, paid 5 to play Dynamite Blast, doing 3 damage to the Rougarou. The Rougarou moved to Brackish Waters, Forgotten Marsh and one of the Wildernesses, adding a clue to each location and investigated (drawing +1 and claiming a clue).
At the end of the round I gained a resource and drew Evidence!.
Round Three began with agenda 1a gaining another doom before I drew Ripples On The Surface (drawing Elder Sign for 0 and taking no ill-effects).
In the investigation phase I gained a resource, paid 2 to play a Kukri and moved to Forgotten Marsh.
At the end of the round I gained a horror and a resource and drew Inquiring Mind.
Round Four began with agenda 1a gaining another doom before I drew Marsh Gug and played it on Brackish Waters.
In the investigation phase I moved to the Wilderness with the Rougarou (flipping it to Trappers Cabin), attacked the Rougarou with the Kukri (committing Inquiring Mind for +3 and drawing -1 so paying my last action to do 2 damage and kill it).
Killing the Rougarou triggered Resolution 2 which added the following to the Campaign Log:
-
The Rougarou is destroyed and the curse is lifted.
-
Added Lady Esprit to my deck.
-
Gained no experience.
Liking the story so far!
As a heads up for Aloof enemies (Whipoorwhil and Rougarou), they do not auto-engae you and you cannot attack them if not engaged. You must spend an action to engage in order to spend a 2nd action to attack (for the Rougarou you also need to spend clues as part of the engage action).
Adam Lynch's death should also have added another token to the chaos bag (in addition to the token from taking the necronomicon).
Darn it., I'm starting to wonder if I'll ever remember the way Aloof enemies work. As it is I'll put the other token into the chaos bag for Essex County Express (which I'm not particularly looking forward to since it's where the last campaign ended).
3 hours ago, silverthorn said:Darn it., I'm starting to wonder if I'll ever remember the way Aloof enemies work. As it is I'll put the other token into the chaos bag for Essex County Express (which I'm not particularly looking forward to since it's where the last campaign ended).
Yeah, it took us forever to figure out aloof enemies.
The whipoorwhils are so **** annoying. We either ignore them and try to lure them to the least troublesome location....or just beat cop them/ have Zoey engage while her cross is in play.
Just remember that the hunter keyword is separate from the Aloof keyword, so Hunters still follow you around.
And the second part is just that they never auto-engage and you have to engage to attack them.
The whips are really annoying when you get multiple on the board. With more than one investigator you can leave someone in a space to lock them down while the other investigator(s) are free to move around.
3 hours ago, mwmcintyre said:Just remember that the hunter keyword is separate from the Aloof keyword, so Hunters still follow you around.
And the second part is just that they never auto-engage and you have to engage to attack them.
The whips are really annoying when you get multiple on the board. With more than one investigator you can leave someone in a space to lock them down while the other investigator(s) are free to move around.
Exactly!
I have a two investigator campaign going and we've had to plan our movements just to counter those stupid birds from following us to the wrong location.
Blood on the Altar was the big one. A lot of effort was spent to stop the whips from going into the hidden chamber.