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So this session is basically a playtest of a theory i had about these two coming from this thread..

http://www.boardgamegeek.com/thread/685070/charlie-kane-glaa...

So to start i am playing charlie with the kingsport board and all included materials and base game as well as his personal story from innsmouth.

My random possesions were .38 revolver, dark cloak and holy water (not bad, alot of weapons) and Charles dexter ward for +1 speed (amazing, Kane starts with three speed) and plus one lore.

Turn 1: gate at independence square, clue at the unnamable. As far as i understand the theory, passing the personal story is vital. I start with 9 dollars, so i am going to pick up the spots with two clues until i either cannot move that far or their are none and hope the money works out. I head to the unnameable, nothing happens.

Turn 2: gate at black cave, clue at hibbs roadhouse. I head to hibbs and score a whiskey. Good ol' hibbs.

Turn 3: Gate at the unnmaable, clue at the woods. That was lucky as the gate didnt swallow any clues. I cant make it to the woods, and the monster from independence square is blocking the newspaper. Damn. I head to the unvisited isle for a clue. During the encounter i am cursed. Ouch.

Turn 4: Gate at witch house, clue at black cave. No clue appears. being cursed i dont like my chances of killing the tcho tcho. Another monster now blocks the rivertown streets. I head to the science building for another clue. nothing happens in encounter.

Turn 5: Gate at the graveyard, clue at unvisited isle. Still cursed. I max my fight and move to kill the tcho tcho, as monsters now block rivertown, french hill and merchant district streets. I succeed and draw a telescope.

Turn 6: Gate at the graveyard, clue at unvisited isle. Monster surge. I can only support two monsters so two monsters go outskirts, and two more from the event. A migo swoops from the sky to ambush me. Still cursed. I fail the horror check then kill it and draw a lamp of alhazred. Nice.

Turn 7: Gate at the unvisited isle, clue at hibbs. The event causes a rift to open on the isle. Balls. I manage to roll my curse away. The newspaper is now open so i head there and score a retainer. Nice.

Turn 8: Gate at the unnamable. Clue at the woods. Monster surge. The terror level goes up by one...or does it. I decide to let it go and risk the servant coming. The servant makes you discard a spell. I dont have any. Whew! I decide to stick it out at the paper for more cash and clues. I end up kicked to the street.

Tunr 9: Gate at the black cave. monster surge. Terror level goes up again, i let it go. Clue at police and central hill. I lose the telescope to the servant, and the retainer. With 13$, i stay at the newspaper. I need to pass this story. I get another retainer. Booyah.

Turn 10: Gate at independence, clue at unnameable. I spend all 15 dollars in upkeep and pass the story. I get a retainer and it only costs one clue to stop the madness. There is currently six monsters, two glaaki on the board and seven in the outskirts, as well as six open gates. I need to get to the woods for those clues. but all the monsters are better than me. I really dont want to be driven insane and lose my clues, so i hold out in the newspaper i end up delayed their.

Turn 11: Gate at independence square. Second rift opens, no clue appears. Damn. I am delayed so i stop the terror level increase with a clue. I pass a luck check and get my clue back.

Turn 12: Gate at independence square, monster surge. Rift moves and adds a doom track, i stop another terror level rise with a clue. I head to the asylum to heal lost sanity and prepare to street clean. I notice that if i had injury and madness cards this would be alot easier.

Turn 13: Gate at hibbs, rift moves adds a token as well. Rivertown and merchant streets have two monsters on them, both with bad will checks that i cant pass. I head to police for a clue, nothing happens in encounter.

Turn 14: Gate at the graveyard, no clue appears. Monster surge and a rumor that i cant pass. I stop the terror level from rising again with a clue. I head to velmas for a clue. Nothing happens in encounter.

Turn 15:Gate at the unnnamable, clue appears at magick shoppe. I dodge monsters and end up in iskatonic streets. Need to make it to the woods...

Turn 16: Gate the the unnamable, no clue. Another clue lost to monster surges. I fight the one monster between me and the woods. Killing it, i pray that this run was not in vain.

Turn 17:Gate at the black cave, monster surge. I actually dont have to burn a clue on this one, as the outskirts is merely full, not over. I get to the woods for three precious clues. Sneak check. balls. Its an autofail, and if i lose it i lose half my clues as i am knocked unconcsious. I spend two clues AND FAIL ANYWAY. Lose two more and half my items. I ditch the revolver and the cloak.

Tunr 18:Gate appears at unvisited isle, monster surge, i clue and stop it and spend my two dollars to heal. man i need this guy to awaken soon.

Turn 19: I fail the rumor, so now i draw two cards per mythos (sweet) Gate at science building and add two doom tokens. He awakens. I have two clues. Plan failed.

Fight- my first roll of five dice i get four hits. Wow. I block his attack with a clue. I get one hit on my second attack. I block his attack again. long story short, i win with the terror at eight.

Thoughts: If i had passed that sneak check with those two clues i would have won very handily as i could have blocked four attacks. On the other hand, if i hadnt randomly pulled the lamp of alhazred and had to go fishing for a good unique weapon, i dont think time would have been on my side, even with the retainer. All in all, the OP from the other thread may be right, but it was close enough that i dont think he needs fixing, at least in a one player game. Thanks for reading. I currently have time on my hands, so if anyone has a metagame strategy shift i could try with these two guys i would be happy to hear it and try it. Thanks for reading.
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