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Arkham Horror» Forums » Sessions

Subject: Solo Game to Brush Up on the Rules rss

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Warrick P


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I am hosting a game night soon (this weekend got cancelled unfortunately - the life of adults) and it had been too long since my wife and I played that I wanted to brush up on the rules. So I played a solo game today with four investigators against Az (I didn't want to have to worry about the final fight).

I played with Mandy, Gloria, Darrell and Amanda. I picked an easy group so I could get used to it. With all newbies on game night I want a good chance of success and recovery. Amanda amassed five skills, a blessing and I loaded her up with weapons and spells. She was a killing machine. Darrell kept his retainer most of the game but lost his mind twice while in another world (never should have sent him in there but it seemed like a good idea at the time). Gloria puttered along nicely sealing gates (aside from one period where the environment couldn't seal gates, just close them). Mandy got deputized and did a bit of everything.

I did forget to take half of Darrell's items the second time he got LITAS. Other than that I am pretty sure I got most of the rules right. I even came here to check on the Flute of something or other about the proper way to handle it but apparently there is no resolution here. I also had to check as to what the heck was meant by the .45 revolver at the police station and discovered it's supposed to be the .38 revolver.

I resolved 3 rumors right away. No sense letting them hang around. They were costly/difficult but worth the effort.

I ended up winning with only 9 doom markers and a terror level of only 1 (I was very efficient at killing monster, what exactly is the point of avoiding them?!). I won by sealing six gates. Mandy and Gloria did all the actual leg work for that though poor Darrell did try. Amanda kept Arkham clean for everyone else.

One question as I recall the game. Flying monsters move to the sky THEN on the next move they can attack an investigator in the streets, right? It doesn't all happen in one move, does it?

It is a great fun game. Lots of interesting moments and incredibly interesting how everyone naturally slotted themselves into filling roles. I know it was partly because I made all the decisions but in reality the equipment they ended up with pointed them that way.

Amanda's skill horde is amazing and the Holy Cross with Terror +1 is too (would two of those give you +2 on terror checks?). Now I'm really looking forward to hosting the game...
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Douglas Tempel


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Sounds like you had a good game. As for flying monster movement:

1. They only move when their symbol appears on a Mythos card (I think you know that already, but just clarifying).
2. On their first move, they don't move if there's already an Investigator at their location, or next they move to an adjacent street location with an Investigator (if there is one), and finally (if neither of the above occurs) they move to the Sky.
3. On their second move, they would move to an Investigator in the street (if there is one). If there are more than one to choose from, they move to the one with the lowest current Sneak rating. If any Investigators are tied for the lowest Sneak, then the current player decides.
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Brian Mc Cabe
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The Flute of the Outer Gods allows the owning investigator to collect all of the monsters in one place as trophies. The only caveat is that one horror check must be passed, the investigator's choice. It really comes in handy when a cultist is hanging around with a Dhole, a Shoggoth and a Dark Young.

When the Flute is used, the investigator loses three sanity and three stamina. Some users play that as long as an investigator has at least one sanity or stamina, it can be used. I play that the investigator has to have the required three of each.

As far as evading is concerned, you aren't always going to have weapons. There are times when time is of the essence, your stamina or sanity can't take a hit or you've got to get into that gate right now. I admit I don't evade often, but sometimes, it's a must.

For instance, if you've got one sanity and facing a monster that has the Nightmarish ability, that investigator is going to be driven insane, losing half his items, before combat.

Brian
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  • Last edited Fri Feb 10, 2012 6:03 pm (Total Number of Edits: 1)
  • Posted Fri Feb 10, 2012 5:58 pm
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Warrick P


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Thanks guys, that's how I played those scenarios, just wasn't sure.

I also wasn't sure if the Flute allowed them to be taken as trophies but decided that since it was a combat check that I could. Glad to see at least someone agrees with me.

Now to organize a group. I just hope it doesn't take 5+ hours for the first game. Yig is supposed to be fast but in my experience (two games vs. Yig) the investigators should spend time preparing for the final battle rather than closing gates, which seems like a silly introduction to the game. I might go with Az or another long Doom Track so that we can close some gates then look and see how we're doing.
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Douglas Tempel


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I think Azathoth is a good AO to use for a new group, but as you say, it could make for a long game. If you use Yig, I would make the attempt to win by closing gates and if it becomes apparent late in the game that you can't do it, then you can make an effort to prepare for the final battle. It's a matter of personal preference, but I think building up for the final battle early in the game is not the way the game's meant to be played.
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  • Last edited Tue Feb 14, 2012 4:52 am (Total Number of Edits: 1)
  • Posted Tue Feb 14, 2012 4:52 am
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