My wife and I started an Innsmouth game tonight - bordering on scenario, really, since I essentially cut out all the monsters that aren't Cthulhu/Deep One/Innsmouth connected, save for cultists and witches and such because, of course, Cthulhu needs its worshippers, and Ghouls and a couple of undead beasties because the Gravedigger character is in the game - and, with eight characters on the board (we were going to go with six, but my 6 year old was insistent on playing, so we set him up with a couple of characters he chose when, in fact, we basically tell him how to play them), we're finding it hard to appreciate all of them that we DO have. Typically we're finding ourselves mainly focusing on a couple with the other two feeling underplayed (two of the other two, naturally, being our son's characters). I also feel I might have shortchanged the game somewhat by just running monsters with a literary connection to Cthulhu and Innsmouth, since that completely eliminated flying monsters, and in the last several games flying monsters have really added a lot of combat situation drama to encounters.
It's fun, but we won't be going with four per player again. It feels more like a strategic wargame and, if it makes sense, a lot less personal.
He's immune to EVERYTHING! I still haven't figured out a way to take him down, besides collecting a friggin' mountain of clue tokens and any skills or Allies that boosts fight/combat and praying to whichever God controls the outcome of d6 rolls (Buddah, maybe?) ... should be noted, still haven't managed to beat him in Final Combat. He might as well be Azathoth. Tips would be appreciated, though I'm not looking to hijack the thread. PM! I suppose certain items would help, like Bullwhip, etc.
. Little "fun" exercises, like how to remove 18 doomers from a GOO when he wakes up, that sorta thing.