Well. We took longer completing this one than we did on the first two scenarios combined.
First.. Opening Strategies.
Had to choose between sealing and closing gates. In order to make up for the lack of initial clues, we would have to bank at least 9 of the 18 available clue tokens. (there were 20 clues saved from last time) That would mean at least 3 corruptions each and cult membership. With gate bursts back in the Mythos Deck, we could not not be certain sealed gates would remain sealed, and 3 corruption cards per 4 players would definately lead to more corruption later. No no no no no. No Banking at all this game.
OK then, strategy 2.. Try to close all gates, seal when possible, but otherwise kill lots and lots of monsters and gear up for final battle. The physical immunity is not going to be fun with both curiosity shop and magic shop closed. Oh well.. Attack!
We were using the private investigator last 2 games, but we can't use him now So we went for Wilson Richards instead. Also we needed some major magical support this time, so we got Dexter Drake and had him babysit Calvin. Returning from last 2 games are Michael McGlen for weapons support, and Jenny Barnes for Financial assistance.
Opening setup did not go too well. For the third game in a row I was stuck playing Michael McGlenn.. Expert Occultist. I really need to draw a better skill for this guy, With a Maximum 3 lore, if McGlen tries to read a spellbook, odds are he will be holding it upside down. Also we received 2 unique Quest cards. I think this one will be hard enough without trying for the quests. We never attempted them.
Long long long game. Everyone jumped through at least 2 gates. We had Major problems with the movement rules when the Dark Druid entered the game. I am not sure if we were reading these rules right, but here is how we read them..
1. Cultists move along black path every turn.
2. Dark Druid is treated as a Cultist (so moves along black path every turn)
3. When Dark Druid moves along a black path. All other monsters move on black path after normal movment. (Including non black borders)
So. for about 6 turns. We had Every monster moving Every turn.. Would Someone Kill that Freakin Druid Please!!!!
Player of the match award goes to Jenny Barnes, who played outside her normal character. She bought a Tommy gun at the general store, worked as a Steveadore at the docks, and had +1 fight skill. In addition, she was blessed early on, and kept the blessing until the final turn.
Michael Killed the most monsters, Wilson closed the most gates, Dexter Drake was hard to beat with Calvin keeping the sanity drain to a minimum
Almost closed all gates twice. Michael McGlen had picked up a book that would have closed 1 gate. He tried to use it twice.. but as I said earlier.. He keeps holding the book upside down. He did get some clue tokens early on, but he used them to put a seal on the Witch's house. (only seal of the game)
Finally completed the Doom Trak and the great monster came forth. By this time, both Michael McGlenn and Wilson Richards managed to get their hands on Magic Weapons. Drake still had his shrivilling spell, and Jenny had an "Enchant Weapon" Spell, her Tommy Gun and a Dynamite she managed to borrow from Michael. It was a good battle. Jenny could only fight for 3 turns until she ran too low on sanity for her to cast magic. The first round she cast enchant weapon on the Dynamite declaired it to be "The Holy Hand Grenade of Antioc" and threw it at the great old one. We won the battle with 1 monster token remaining for Jenny and Wilson. All 4 survived.
Game took almost 5 hours.. Fun fun fun.. My only worry is that I did not have 1 clue token at the end of this one.
Heyyyyy.. what happened to the 20 I did not bank at the beginning of the game? Did I loose those, or do I still have them?
Ah well.. I'll find out in 2 weeks I guess.