Solo campaign using Jenny.

By silverthorn, in Arkham Horror: The Card Game

The Gathering (Standard, Solo Jenny Barnes):

Since my plans to play this game two-handed were derailed when I discovered that I would most likely be playing occasionally with three other players I decided to go back to solo play, fine-tuning a deck as I go. If I have made any mistakes please tell me since I'm new to this game.

My chosen investigator was Jenny Barnes, with 5 resources and a opening hand containing Emergency Cache, Jenny's Twin .45's, Leo De Luca, Think On Your Feet and Vicious Blow.

I started in the Study (which had 2 Clues attached).

I started Round One by gaining a resource, paying 6 to play Leo De Luca, investigated (drawing 0 (for 3 total) and claiming a clue) and investigating (drawing -1 for 2 total and claiming another clue).

I opted to immediately advance to act 2, putting the Hallway, Cellar, Attic and Parlour into play and moving Jenny to the Hallway before removing the Study from play.

Skipping the Enemy phase I proceeded to gain 2 resources and draw Manual Dexterity.

Round Two began with adding a Doom counter to agenda 1a, then drew Grasping Hands (drawing -1 and taking 1 damage).

I played Emergency Cache (adding 3 resources), paid 5 to play Jenny's Twin .45's (with 5 supplies attched), moved to the Attic (with 2 clues attached) (taking 1 horror) and investigated (drawing 0 for 3 total and claiming a clue).

I ended the turn by adding 2 resources and drawing Dynamite Blasr.

Round Three began with adding a doom counter to act 1a before I drew Swarm of Rats (putting it into my threat area).

I opted to Fight the Swarm of Rats (drawing -1 for 2 total and killing the Rats), investigated (drawing Hood for -1, for 2 total and claiming another Clue), travelled to the Hallway, then travelled to the Cellar (attaching 2 clues) (which gave me another damage).

I ended the turn by adding 2 resources and drawing Bandolier.

Round Four began with adding another doom counter to act 1a, which advanced the agenda. I opted to randomly discard Think On Your Feet before I drew Rotting Remains (drawing -1 and taking 1 horror).

I opted to draw Guard Dog, Overpower and Switchblade, then investigated, drawing 0 and failing).

I ended the round by adding 2 resources and drawing Elusive.

Round Five started with adding a doom counter to agenda 2a. I drew Ancient Evils, which added another doom counter to agenda 2a.

I opted to investigate (committing Elusive for 4 starting before drawing +1 and gaining another clue), moved to the Hallway, drew Hard Knocks and paid 2 to play Hard Knocks.

I ended the turn by refreshing everything and adding 2 resources before I drew Flashlight before I advanced the act to act 3. I revealed the Parlour, put Lita Chantler into the Parlour and added the Ghoul Priest to the Hallway.

Round Six began with adding a doom counter to agenda 2a before I drew Ancient Evils, adding another Doom counter to agenda 2a.

I decided to travel to the Parlour, parley with Lita (committing Flashlight for 4 total and drawing 0 for 4 total and taking control of Lita.

Moving to the Enemy phase, the Ghoul Priest moved to the Parlour and engaged me before attacking me, doing 2 damage and 2 horror.

I ended the turn by refreshing everything and adding 2 resources before I drew Overpower.

Round Seven began with adding a doom counter to agenda 2a before I drew Grasping Hands (I drew 0 so took no damage).

I decided to go on the offensive, fighting the Ghoul Priest with Jenny's Twin .45's (committing Overpower for 6 and drawing -1 and doing 2 damage to the Ghoul Priest before playing Vicious Blow to do another damage), repeating (paying 1 and exhausting Hard Knocks and committing Overpower for 7 total before drawing -2 and doing another damage) and attacking again (committing Bandolier and Guard Dog for 6 total before I drew 0 and killed the Ghoul Priest).

This advanced the act and completed the game. I was left with the choice of burning the house down or not. I opted to burn the house down so proceeded to end the game.

I added the fact that my house burned to the ground to the campaign log and added Lita Chantler to my deck but gained 1 mental traima from watching my house burn.

I gained a total of 5 experience (2 base +1 from Attic and +2 from Ghoul Priest). I opted to pay 1 to play Adaptable, paid 1 to replace Blackjack with a Leather Coat, paid 2 to replace the Switchblade with the Level 2 version and paid 1 to replace Leo De Luca with the level 1 version.

Nice job, I always enjoy people's play reports, and I haven't played Jenny yet. Looks like you did most things right, but there's a few things:

1. When the Ghoul Priest comes into play, he is at your location, so will immediately engage you. You wouldn't have been able to move without the Ghoul Priest getting an attack of opportunity. I don't think this really effected the game much.

2. Vicious Blow is a skill, so it has to be committed to the test before you draw the token. So you would have committed it along with Overpower, bringing your total to 7.

3. Hard Knocks doesn't say exhaust. You can use it multiple times on the same skill test - Jenny can be quite good with these cards!

4. I may be misinterpreting this, but it sounds like you only used Jenny's guns for the first attack (And I think this would have been at 7? Jenny's base 3 + 2 for the guns + 2 for the Overpower). You could use it again for the second attack, doing 2 damage in addition to the 3 from the first attack, killing the Ghoul Priest in only 2 actions. Also note that you had Lita in play, so you would have had +1 combat and +1 damage against the Ghoul Priest, as well. Hope that all makes sense!

3 hours ago, jaqenZann said:

Nice job, I always enjoy people's play reports, and I haven't played Jenny yet. Looks like you did most things right, but there's a few things:

1. When the Ghoul Priest comes into play, he is at your location, so will immediately engage you. You wouldn't have been able to move without the Ghoul Priest getting an attack of opportunity. I don't think this really effected the game much.

2. Vicious Blow is a skill, so it has to be committed to the test before you draw the token. So you would have committed it along with Overpower, bringing your total to 7.

3. Hard Knocks doesn't say exhaust. You can use it multiple times on the same skill test - Jenny can be quite good with these cards!

4. I may be misinterpreting this, but it sounds like you only used Jenny's guns for the first attack (And I think this would have been at 7? Jenny's base 3 + 2 for the guns + 2 for the Overpower). You could use it again for the second attack, doing 2 damage in addition to the 3 from the first attack, killing the Ghoul Priest in only 2 actions. Also note that you had Lita in play, so you would have had +1 combat and +1 damage against the Ghoul Priest, as well. Hope that all makes sense!

1. yeah, to be clear unless you evaded the ghould priest first, you would have ended up taking 4 damage and 4 horror from 2 AoO plus the 2 damage and 2 horror from the normal attack. I am pretty sure that would have ended you as you had taken one horror earlier in the game for a total of 7.

2&3. I think you misplayed like stated above.

4. Jennys Guns + Leeta + overpower + viscous blow should be 3+2+1+2+1= 9. The damage from Jenny's guns + Leeta + viscous blow should have been 1+1+1+1 = 4. You can also use the guns twice, there is no way the ghoul should have lasted more than 2 hits against the guns (min the guns can do with Leeta is 3 per hit).

After we played last time, someone asked us if we played correctly this time. One my friends in the game answered, well we always think we played correctly, its only afterwards upon reading more do we find out that we played wrong. The game is slightly complex, not super complex but enough that that its easy to miss rules.

37 minutes ago, Jobu said:

After we played last time, someone asked us if we played correctly this time. One my friends in the game answered, well we always think we played correctly, its only afterwards upon reading more do we find out that we played wrong. The game is slightly complex, not super complex but enough that that its easy to miss rules.

To prove this point....

37 minutes ago, Jobu said:

1. yeah, to be clear unless you evaded the ghoul priest first, you would have ended up taking 4 damage and 4 horror from 2 AoO plus the 2 damage and 2 horror from the normal attack. I am pretty sure that would have ended you as you had taken one horror earlier in the game for a total of 7.

The Parlay action does not trigger an AoO. So you would have/could have, moved to the parlor, take 2 damage and 2 horror, parlayed with Lita. Then attacked with the .45s twice, most likely killing it as each attack with the gun and Lita deals 3 damage.

Thanks for the info. I thought that the pistols had to be exhausted to use. If anything they're even more OP if they don't exhaust.

15 hours ago, silverthorn said:

Thanks for the info. I thought that the pistols had to be exhausted to use. If anything they're even more OP if they don't exhaust.

Limited Ammo balances them out nicely I think. :)

After trying out Jenny in preparation for playing some proper multi-player games I discovered that one of the players in the group I'll be joining is playing Jenny (a combat variation) so I'm having to make some changes for my plans.

15 hours ago, silverthorn said:

After trying out Jenny in preparation for playing some proper multi-player games I discovered that one of the players in the group I'll be joining is playing Jenny (a combat variation) so I'm having to make some changes for my plans.

Too bad they're playing the character you wanted to! (Remember, you can't have two of the same investigator in a game, or even in a campaign)

I know, I'm thinking about going for either Roland or Zoey (since the current investigators are Jenny (fighting version), Wendy and Rex, I guess they need another fighting type character). I'll probably give Roland a couple of tries before I try multi-player to see how he goes since his ability can help with investigating as well.

Night Of The Zealot: The Gathering (Standard, solo Roland Banks).

I decided to try the campaign again with a two-player campaign.

My investigator was Roland Banks, with 5 resources and a opening hand containing Dodge, Evidence!, First Aid, Guts and Medical Texts.

Setting up the quest consisted of putting the Study into play (with 4 clues and Roland there).

I started by paying 2 to play First Aid (with 3 supplies), investigating (drawing +1 and claiming a clue) and investigating (drawing -1 and claiming the last clue). I opted to advance the act deck to act 2a, putting Hallway, Cellar, Attic and Parlor into play, moved Roland to the Hallway and removed the Study from the game.

I ended the turn by adding a resource and drawing .45 Automatic.

Turn Two began with adding a Doom counter to agenda 1a before I drew Frozen In Fear and added it to my threat area.

I paid 4 to play .45 Automatic and travelled to the Cellar (taking 1 damage and adding 2 clues).

I ended the turn by adding a resource and drawing Machete before I took a test (drawing 0 and discarding Frozen In Fear).

Turn Three began with adding a Doom counter to Agenda 1a before I drew Ghoul Minion and added it to my threat area.

I decided to use the .45 Automatic to fight the Ghoul Minion (discarding a ammo and drawing -2, thus killing the Ghoul Minion, claiming a clue), investigating (drawing Elder Sign for +1 and claiming the other clue) and travelling to the Hallway.

I ended the turn by gaining a resource and drawing Physical Training.

Turn Four began with adding a Doom counter to Agenda 1a, which completed it and forced me to discard Guts before I drew Swarm of Rats and added it to my threat area.

I fought the Swarm of Rats (drawing -3 and killing the Swarm of Rats), travelled to the Attic (with 2 clues but I took 1 horror) and investigating (drawing 0 and claiming another clue).

At the end of the turn I gained a resource and drew Roland's .38 Special before I opted to advance the act deck to act 3a, revealing the Parlour , putting Lita Chantler into the Parlour and putting the Ghoul Priest into the Hallway.

Turn Five started with adding a Doom counter to agenda 2a before I drew Ancient Evils and added another doom counter to the agenda.

I travelled to the Hallway, used the .45 Automatic to fight the Ghoul Priest (discarding Mediacal Texts for +1 and drawing Elder Sign for 0 so doing 2 damage to the Ghoul Priest), and fighting the Ghoul Priest (discarding Physical Training and Machete for +2 and drawing 0 for another damage on the Ghoul Priest).

The Ghoul Priest attacked me, doing 2 damage and 2 horror.

I ended the turn by adding a resources and drew Vicious Blow.

Turn Six kicked off with adding a doom counter to agenda 2a before I drew Icy Ghoul and added it to the Cellar.

I used the .45 Automatic to fight the Ghoul Priest (discarding Roland's .38 Special and Vicious Blow for +3 before I drew Hood for -1, the succesful attack killed the Ghoul Priest).

At the end of the game I, after a little consideration, opted to burn my house down.

I noted in the Campaign Log that my house had been burned to the ground and added Lita Chantler to my deck but gained 1 mental trauma from the experience.

I gained a total of 5 experience from the game. I used 3 to replace a Emergency Cache with a Elder Sign Amulet and used 2 to replace a Barricade with the Encyclopedia.

The Act 2a Objective specifically requires the investigators spending the clue tokens to advance to be located in the Hallway location and only at the end of a round. In a solo game this forces you to be engaged with the Ghoul Priest as soon as he spawns so he must be defeated or evaded.

You couldn't have advanced to Act 3a from the Attic location. You would have had to move to the Hallway location first, spend your other two actions, perform the Enemy and Upkeep phases before ending the round and advancing the Act.

Edited by matottjm

I know I made a whole load of mistakes with that playthrough (I was writing up a try at Extracurricular Duties and made massive amounts of mistakes with that one, so many that I didn't bother to post it here). I'm going to take more care reading the cards when I play now.

The Dunwich Legacy: The House Always Wins (Standard Solo Jenny Barnes).

For the first scenario in the quest I used the following deck.

Jenny Barnes.

Assets.

Bandolier.

Burglary.

First Aid.

Flashlight x2.

Hard Knocks.

Holy Rosary.

Jenny's Twin .45's.

Leather Coat.

Leo De Luca.

Liquid Courage x2.

Lone Wolf x2.

Physical Training.

Pickpocketing.

Switchblade.

Events.

Backstab.

Contraband x2.

Elusive.

Emergency Cache x2.

Sneak Attack.

Think On Your Feet x2.

Skills.

Opportunist.

Overpower x2.

Unexpected Courage x2.

Weaknesses.

Searching For Izzie.

Random Basic Weakness.

I started with the standard 5 resources and a opening hand (after a mulligan) containing Bandolier, Emergency Cache, Liquid Courage, Lone Wolf and Think On Your Feet.

In order to setup the scenario I put the starting locations into play (with Jenny and 1 clue at La Bella Luna and the Clover Club Pit Boss at Clover Club Lounge) and shuffled the encounter deck.

Turn One

Mythos Phase

Nothing happened.

Investigation Phase

I paid 1 to play Lone Wolf, investigated (base 3, draw: Elder Sign for +4, total: 7, claimed 1 clue) and played Emergency Cache to add 3 resources.

Enemy Phase

The Clover Club Pit Boss moved to La Bella Luna.

Upkeep Phase

I drew Think On Your Feet and added 2 resources.

Turn Two

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 1a and drew Arousing Suspicions, which added a doom to the Clover Club Pit Boss.

Investigation Phase

I moved to Clover Club Lounge, moved to Clover Club Cardroom and triggered the Cardroom's ability, paying 2 resources and drawing -1 so nothing happened, then paid 2 to trigger the Cardroom's ability again (drawing 0 and gaining 2 clues).

Enemy Phase

The Clover Club Pit Boss moved to Clover Club Lounge.

Upkeep Phase

I drew Elusive and added 2 resources.

Turn Three

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 1a and drew Cursed Luck, putting it into my threat area.

Investigation Phase

I triggered the Cardroom's ability, paying 2 resources and drawing 0 so gaining 2 clues. This immediately advanced the act, putting Darkened Hallway into play and discarding cards from the encounter deck until I spawned a Mobster into the Darkened Hall before I moved to the Darkened Hall (setting out the three Back Hall Doorways) and travelled to a random Back Hall Doorway, the Art Gallery (adding 1 clue).

Enemy Phase

The Clover Club Pit Boss moved to Clover Club Cardroom.

Upkeep Phase

I drew Jenny's Twin .45s and added 2 resources.

Turn Four

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 1a (completing it thanks to the Doom counter on Clover Club Pit Boss), discarded all Doom counters in play, shuffling the encounter discard pile into the encounter deck and advancing to agenda 2a before I drew Something In The Drinks, which did nothing but surge to a Swarm of Rats, which spawned to the Art Gallery.

Investigation Phase

I paid 7 resources to play Jenny's Twin 45s with 7 ammo, then fought the Swarm of Rats (Base: 2, draw: 0 so killed the Swarm of Rats and discarded Cursed Luck) and investigated (Base: 3, draw: -1 for 2 against 2 diff so claimed a clue).

Enemy Phase

The Clover Club Pit Boss moved to Darkened Hall.

Upkeep Phase

I drew Liquid Courage and added 2 resources.

Turn Five

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 2a before I drew Arousing Suspicions, which removed 2 resources.

Investigation Phase

I moved to the Darkened Hallway, then to another random Back Hallway Door, namely the VIP Area, where I decided to cash in the two clues to advance the act. This added Dr. Francis Morgan to the VIP Area and moved to act 3a. I used my final action to parley with Dr. Francis Morgan (committing both Liquid Courages for Base 5 against 3 difficulty and drawing 0 so adding a clue to Dr. Francis Morgan and taking control of him.

Enemy Phase

The Clover Club Pit Boss moved to the VIP Area.

Upkeep Phase

I drew Backstab and added 2 resources.

Turn Six

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 2a before I drew Twist Of Fate, drawing a tentacle and taking 2 horror.

Investigation Phase

I paid 1 from Jenny's Twin .45s to fight the Clover Club Pit Boss (base 5 against diff 3, drew -1 so did 2 damage), fought him again (base 5 against diiff 3, drew Elder Sign for +1 and killed the Clover Club Pit Boss) and investigated (base 4 against diff 3, drew -1 so claimed the clue).

Enemy Phase

No enemy actions.

Upkeep Phase

No draw or resources.

Turn Seven

Mythos Phase

I added 1 doom counter to agenda 2a, completing it and spawning a Conglomeration of Spheres to the Clover Club Lounge before shuffling a load of new cards and the encounter discard pile into the encounter deck. I then drew Dissonant Voices and added it to my threat area.

Investigation Phase

I moved to Darkened Hall, evaded the Mobster (base 3 vs diff 2, drew 0 and succesfully evaded) and travelled to the remaining Back Hall Doorway, the Back Alley (with 1 clue).

Enemy Phase

The Conglomeration of Spheres moved to the Clover Club Cardroom.

Upkeep Phase

I drew Flashlight and added 2 resources before discarding Dissonant Voices.

Turn Eight

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 3a before I drew Rotting Remains (base 3 vs diff 3, drew skull but paid 2 resources to treat as 0 so took no horror).

Investigation Phase

I investigated the Back Alley (committed Elusive, 2 Think On Your Feet and Flashlight for 7 base against diff 1 and drew -1 so claimed the clue) then resigned.

Since I had Dr. Francis Morgan under my control when I resigned I moved to Resolution 2.

This resolution meant that:

  • The O'Bannion Gang has a bone to pick with me.

  • I rescued Dr. Francis Morgan and added him to my deck.

  • I gained 4 experience from the quest.

  • I chose to pay 1 to play Adaptable, pay 2 to replace the Switchblade with level 2 Switchblade and pay 1 to replace Leo De Luca with level 1 Leo De Luca.

Edited by silverthorn
2 hours ago, silverthorn said:

Turn Two

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 1a and drew Arousing Suspicions, which added a doom to the Clover Club Pit Boss.

Investigation Phase

I moved to Clover Club Lounge, moved to Clover Club Cardroom and triggered the Cardroom's ability, paying 2 resources and drawing -1 so nothing happened, then paid 2 to trigger the Cardroom's ability again (drawing 0 and gaining 2 clues).

Enemy Phase

The Clover Club Pit Boss moved to Clover Club Lounge.

Lone Wolf adds the resource at the beginning of your Investigator's turn, not the beginning of the round. Although it probably won't matter much.

Here, though, did you take 4 actions? Move to Lounge, move to Cardroom, then gambled twice?

2 hours ago, silverthorn said:

Turn Four

Mythos Phase

I added another resource thanks to Lone Wolf and added 1 doom counter to agenda 1a (completing it thanks to the Doom counter on Clover Club Pit Boss), discarded all Doom counters in play, shuffling the encounter discard pile into the encounter deck and advancing to agenda 2a before I drew Something In The Drinks, which did nothing but surge to a Swarm of Rats, which spawned to the Art Gallery.

Investigation Phase

I paid 7 resources to play Jenny's Twin 45s with 7 ammo, then fought the Swarm of Rats (Base: 2, draw: 0 so killed the Swarm of Rats and discarded Cursed Luck) and investigated (Base: 3, draw: -1 for 2 against 2 diff so claimed a clue).

Did the Rats make an Attack of Opportunity when you played your .45's?

2 hours ago, silverthorn said:

Enemy Phase

The Clover Club Pit Boss moved to the VIP Area.

When a Hunter Enemy moves into your location at the beginning of the Enemy Phase, he still makes an attack.

2 hours ago, silverthorn said:

Investigation Phase

I investigated the Back Alley (committed Elusive, 2 Think On Your Feet and Flashlight for 7 base against diff 1 and drew -1 so claimed the clue) then resigned.

When you Resign, you drop all your Clues on your current location, so both the Clue from the VIP Area and the Back Alley would have then been placed on the Back Alley, meaning you get no XP for it. I think you would only get 3 XP - The Art Gallery, VIP Area, and the Pit Boss.

I'm still trying to get used to playing this game (I think it was probably a bad idea to start writing games up before I got used to the game in the first place).

I'm quite enjoying your write-ups. Keep it up! I'm considering doing the same just to kill some time on lazy weeknights.

2 hours ago, silverthorn said:

I'm still trying to get used to playing this game (I think it was probably a bad idea to start writing games up before I got used to the game in the first place).

Nah, you seemed to have just missed a couple of small triggers that ended up not affecting much, if anything. I don't think either of the missed attacks would have caused you to be killed.

I think the problem is that I'm that used to the LOTR LCG that on some level I miss some stuff (I'd clean forgotten about a lot of things from reading the rulebook). Regardless I like this game a lot more than I initially thought I would.

2 minutes ago, silverthorn said:

I think the problem is that I'm that used to the LOTR LCG that on some level I miss some stuff (I'd clean forgotten about a lot of things from reading the rulebook). Regardless I like this game a lot more than I initially thought I would.

When I first started, I found it helpful to keep the Turn Order reference card in front of me and go through it line-by-line as you hit each phase. I also have little colored chips I use to track actions for each Investigator, in case some Action takes a few minutes and I lose track in my head.

The clue/doom tokens work well to track actions. Just flip them as you do your actions.

Edited by Josh3794

The Dunwich Legacy: Extra-Curricular Activity (Standard Solo Jenny Barnes).

For this scenario I used the following deck.

Jenny Barnes.

Permanents

Adaptable

Assets

Bandolier

Burglary

Dr. Francis Morgan

Flashlight x2

Hard Knocks

Jenny's Twin .45's

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 x2

Dynamite Blast

Elusive

Emergency Cache x2

Sneak Attack

Think On Your Feet x2

Skills

Opportunist

Overpower x2

Unexpected Courage x2

Weaknesses.

Random Basic Weakness

Searching For Izzie

My campaign notes were:

  • The O'Bannion Gang has a bone to pick with me.

  • I rescued Dr. Francis Morgan and added him to my deck.

I started with the standard 5 resources and a opening hand containing Bandolier, Contraband, Leather Coat, Overpower and Sneak Attack.

In order to setup the scenario I put a large number of cards aside and set up the locations (with Jenny at the Miskatonic Quad) before I shuffled the encounter deck.

Round one began with playing the Leather Coat, moving to the Student Union (putting 2 clues there and putting the Dormitories into play) and investigating (drawing -1 from a base of 2 for 2 total against 1 difficulty so succeeding a gaining a clue).

After skipping the enemy phase I added 2 resources and drew Physical Training.

Round Two began with the Mythos Phase, where I added a doom counter to agenda 1a and drew Ancient Evils, which added another doom counter to agenda 1a.

I paid 2 to play Physical Training, investingated (drawing +1 from a base of 3 for 4 total against 1 difficulty so gained another clue) and moved to the Miskatonic Quad.

After skipping the enemy phase I added another 2 resources and drew Emergency Cache.

Round Three began with the Mythos Phase, where I added another doom counter to agenda 1a and drew Locked Door, which I placed on Miskatonic Quad.

My invesrigations consisted of moving to the Science Building (with a clue attached and putting the Alchemy Labs into play), investigating (drawing 0 from 3 base for 3 total against 2 difficulty so gaining a clue) and moving to the Miskatonic Quad.

I opted to advance the act, paying 3 clues and shuffling “Jazz” Mulligan and the encounter discard pile into the ecounter deck.

After skipping the enemy phase I added 2 resources and drew Dynamite Blast.

Round Four kicked off with the Myphos phase, where I added another doom counter to agenda 1a and drew Eager For Death (drawing +1 with 3 base for 4 total against 2 difficulty so suffering no ill-effects).

My investigations consisted of moving to the Administration Building (with 1 clue and putting the Faculty Offices into play), invesrigating (committing Sneak Attack for +2 and drawing -1 with base 3 for 4 total against 4 difficulty so succeeding and claiming a clue), paying 1 clue to discard the top 10 cards of the encounter deck (discarding “Jazz” Mulligan on the 9 th card and putting him into play) and parleying with “Jazz” (committing Contraband for +1 and drawing a skull for -1 for 3 total against 3 difficulty so taking control of “Jazz” Mulligan). This advanced the act , putting the Experiment into play at the Alchemy Labs and putting the Alchemical Conconction under the Alchemy Lab.

After the Enemy phase passed without incident I ended the round by adding 2 resources and drawing Jenny's Twin .45s before I discarded Think On Your Feet.

Round Five began with the Mythos phase, where I added a doom counter to agenda 1a and drew Ancient Evils, adding another doom counter to agenda 1a.

My investigations consisted of paying 8 to play Jenny's Twin .45s (with 8 ammo), moving to Miskatonic Quad and moving to the Student Union.

After the Enemy phase passed without incident I added 2 resources and drew Unexpected Courage.

Round Six began with the Mythos phase, where I added a final doom counter to agenda 1a and advanced to agenda 3, moving the Experiment to the Science Building before I drew Terror From Beyond (discarding Bandolier).

My investigations consisted of travelling to the Dormitories (added 3 clues), investigating (drawing 0 with 3 base for 3 total against 1 difficulty so claiming a clue) and investigating (drawing -1 with 3 base for 2 total against 1 difficulty so claiming another clue).

Since nothing happened in the enemy phase I added 2 resources and drew Dr. Francis Morgan.

Round Seven began with the Mythos phase, adding 1 doom to agenda agenda 3a before I drew Wizard of Yog Sothoth and played it to the Dormitories.

My investigations began with using Jenny's Twin .45's to fight the Wizard of Yog Sothoth (drawing Cultist for -1 with 5 base for 4 total against 3 diff so doing 2 damage), repeating the process (drawing -1 with 5 base for 4 total against 3 diff so killing the Wizard and adding him to the victory display) and travelling to the Student Union.

In the enemy phase nothing happened so I added 2 resources and drew Unexpected Courage.

Round Eight began with the Mythos phase, where I added 1 doom, then removed 2 doom from agenda 3a and moved the Experiment to the Miskatonic Quad before I drew Beyond The Veil, adding it to my threat area.

My investigations consisted of paying 5 to play Dynamite Blast and inflict 3 damage on the Experiment, travel to the Miskatonic Quad and using the Twin .45s to fight the Experiment (committing Unexpected Courage for +2 and drawing -1 for 6 total against 4 difficulty so doing 2 more damage).

In the enemy phase the Experiment attacked me doing 2 damage and 2 horror before I added 2 resources and drew Flashlight.

Round Nine began with the Mythos phase, where I added 1 doom to agenda 3a and drew Light of Alorgomon, attaching it to agenda 3a.

My investigations comprised using the Twin .45s to fight the Experiment (committing Overpower for +2 and drawing -1 for 6 total against 4 diffficulty so doing 2 more damage), fighting again (committing Unexpected Courage for +2 and drawing -2 for 5 total against 4 difficulty and doing 2 damage) and repeating the process (committing Dr. Francis Morgan for +2 and drawing Elder Sign for +3 for 10 total against 4 difficulty so doing 2 damage and killing the Experiment and sending it to the victory display).

Killing the Experiment advanced the agenda to act 3a, which moved me to Resolution 3, which noted the Professor Warren Rice was kidnapped and The Experiment was Defeated. I gained 3 experience.

Moving to Interlude 1: Armitage's Fate I discovered that I had rescued Dr. Henry Armitage and added him to my deck.

From here I plan to spend the 3 experience to try out Carnevale of Horrors.

Fantastic. Well done. I hope the Carnevale of Horrors treat you well.

Carnevale of Horrors went horrendously, five attempts and none got past round five. I either horror'd out, wounded out or just plain messed things up so badly that there was no way of winning. I'm starting to think that two-handed play would probably be a better idea (rather than expecting Jenny to do everything on her own).

Hmmm, not sure I agree. I tend to play the side quests over and over again solo inbetween official games while we are waiting for the next mythos pack. My investigator is also Jenny and while it took me awhile to get used to it, and I'll add I didn't have Streetwise or lone wolf at the time either, I eventually got to the point where only really bad luck stopped me from completing carnival. Keep practicing.

The Dunwich Legacy: Carnivale of Horrors (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

Hard Knocks

Jenny's Twin .45s

Leather Coat

Leo De Luca (Lvl

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:

  • The O'Bannion Gang has a bone to pick with me.

  • I rescued Dr. Francis Morgan.

  • Professor Warren Rice was kidnapped.

  • The Experiment was Defeated.

  • I rescued Dr. Henry Armitage.

I started with the standard 5 resources and a opening hand containing Hard Knocks, Opportunist, Pickpocketing, Rabbit's Foot and Unexpected Courage. I opted to take a full mulligan, drawing Leo De Luca (Lvl 2), Overpower, Quick Thinking and Unexpected Courage x2.

In order to setup the scenario I put Flooded Square aside, put the other locations into play in a circular formation (with Jenny and Abbess Allegria Di Biasi at the San Marco Basilica) and placed a random Masked Carnevale-Goer under each other location before shuffling the encounter deck.

Round one began with the investigation phase, where I paid 5 to play Leo De Luca (Lvl 2), moved to Accademia Bridge (adding 1 clue), investigated (drawing 0 and claiming the clue) and paid the clue to flip the Masked Carnevale-Goer (revealing Salvatore Neri who engaged me).

Guessing that this game was likely to go as well as the last few attempts I moved to the Enemy phase, where Salvatore Neri attacked me, doing 2 horror.

I ended the round by adding 2 resources and drawing Flashlight.

Round Two began with adding a doom counter to agenda 1a before I drew Carnevale Sentinel (placing him at Venetian Garden).

I fought Salvatore Neri (drawing -3 and taking another 2 horror from Salvatore's retaliation), committed Overpower and foiught Salvatore Neri (drawing a skull for -2 and just succeding, inflicting 1 damage on Salvatore and drawing Elusive), committed Unexpected Courage and fought Salvatore Neri (drawing Cultist and drawing a tentacle so auto-failing, taking another 2 horror and drawing Chaos In The Water (committing Quick Thinking and drawing +1 so passing it) and committing Unexpected Courage to fight Salvatore (drawing -4 and taking a final 2 horror from the retaliation). This led to me horrroring out.

Since no outcome was reached I proceeded to add the following to my campaign log:

  • Many were sacrificed to Cnidathqua at the Carnevale.

  • I gained no experience.

  • I gained Gilded Volto and added it to my deck.

  • I permanently suffer 1 mental trauma.

After all that I will move back to the main quest line.

The truly disheartening thing is that this was not the worst playthrough of this quest.