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Eldritch Horror» Forums » General

Subject: My first play, I got crushed, but why. rss

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Ilse
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Yesterday I played EH for the first time.
I played solo using 2 investigators.
When I was about to solve my first mystery one of my investigators got devoured due to a condition card and it all just went downhill from there.
I lost the clues I gathered to solve the first mystery so I had to start over with my new investigator, the other one was closing gates on the other side of the map. An epic monster turned up and I had to use all my strength to defeat it, no time to solve any rumors or gain any more clues.
It took me so long to gather clues ... Move to the clue, encounter it, move to the next clue, encounter it... And finally travel to the mystery point on the map (which took me 3 turns because you can only move ONCE per turn).

I lost without solving a single mystery, was I playing badly or does this just happen sometimes?
 
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Nigel Buckle
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Yes, it can happen.

Also it depends which investigators you picked. Some are all rounders, some are specialist. The specialist ones are better in games with more investigators, as you need to cover quite a bit with just 2.

You need at minimum a monster hunter, a clue gatherer, a gate closer. That's not so easy with just two investigators (as some will have to fulfill multiple roles). Also the choice of Ancient One is going to alter the difficulty.

For your first few games you can make it a bit easier by adjusting the Mythos Deck (not including tentacle cards).
 
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Alain Baum
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When one investigator is hit by a very bad effect, or there are multiple fires to put out, it has much more impact on a 2-player game than a 6-player game. So, these are inherently harder. Sometimes it's just not meant to be. Some mysteries are harder than others, some investigators aren't cut out for some AOs, etc.

With regards to moving, be aware that you can, if you start at a city space, take a ticket with your first action, then spend it with your second action and do a double move, so to speak.
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Ilse
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Can I with a ship ticket in my inventory do the following:

Move 1 train route (main action) + use ticket to move over seas.
Or do I need to use a train ticket and go a train route once I started moving on that type of route during my turn?
 
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Krzysiek Domański
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Ilse23 wrote:
Can I with a ship ticket in my inventory do the following:

Move 1 train route (main action) + use ticket to move over seas.
Yes, you can.
 
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Stephan Beal
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haroth9842 wrote:
Ilse23 wrote:
Can I with a ship ticket in my inventory do the following:

Move 1 train route (main action) + use ticket to move over seas.
Yes, you can.


Addenda (because i also just got EH last weekend and didn't realize this until after my first 3 play-throughs): you can also use two tickets in one movement action. See "Travel Action" on page 12 of the Reference Guide.
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Krzysiek Domański
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sgbeal wrote:
Addenda (because i also just got EH last weekend and didn't realize this until after my first 3 play-throughs): you can also use two tickets in one movement action. See "Travel Action" on page 12 of the Reference Guide.
You can use any number of tickets (as long as you have them).
At this moment you can never hold more than two tickets, but it's plausible that some future Asset or Investigator would increase this limit. The rules are well prepared for such situation.
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Stephan Beal
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haroth9842 wrote:
sgbeal wrote:
Addenda (because i also just got EH last weekend and didn't realize this until after my first 3 play-throughs): you can also use two tickets in one movement action. See "Travel Action" on page 12 of the Reference Guide.


You can use any number of tickets (as long as you have them).
At this moment you can never hold more than two tickets, but it's plausible that some future Asset or Investigator would increase this limit. The rules are well prepared for such situation.


Yes, the reference guide says you can spend any number, but the rule book says you can only have, at most 2, so i intentionally kept my comment simple to avoid propagating any confusion regarding how many tokens the investigator might actually collect. Currently, they can't spend more than 2 because they can't collect more than 2.
 
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Krzysiek Domański
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sgbeal wrote:
Yes, the reference guide says you can spend any number, but the rule book says you can only have, at most 2, so i intentionally kept my comment simple to avoid propagating any confusion regarding how many tokens the investigator might actually collect. Currently, they can't spend more than 2 because they can't collect more than 2.
I understood your intentions, I just have different experiences about what causes confusion. :-)
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M.C.Crispy
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Ilse23 wrote:
Yesterday I played EH for the first time.
I played solo using 2 investigators.
When I was about to solve my first mystery one of my investigators got devoured due to a condition card and it all just went downhill from there.
I lost the clues I gathered to solve the first mystery so I had to start over with my new investigator, the other one was closing gates on the other side of the map. An epic monster turned up and I had to use all my strength to defeat it, no time to solve any rumors or gain any more clues.
It took me so long to gather clues ... Move to the clue, encounter it, move to the next clue, encounter it... And finally travel to the mystery point on the map (which took me 3 turns because you can only move ONCE per turn).

I lost without solving a single mystery, was I playing badly or does this just happen sometimes?
Depending on the AO that you chose, a loss on your first game is - while not inevitable - certainly not unexpected. Playing with 2 Investigators you are definitely playing in "hard mode" IMO, the game works best with 4 Investigators. You certainly experienced the major downside of the 2 Investigator game: movement takes up too much of your effort.

I don't know what to suggest to fix it for you, unless you feel that you can manage 4 Investigators (perhaps using an App to help with cards). You can also Nerf the Mythos deck by using only Easy (blue sigil) Mythos cards, until you find your feet in the game.
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Martin
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I'd like to mention: You may buy a train ticket it the city is connected to a train path and a ship ticket if the city you are standing on is connected to a sea route.
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Bern Godfrey
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Roger the Alien wrote:
I'd like to mention: You may buy a train ticket it the city is connected to a train path and a ship ticket if the city you are standing on is connected to a sea route.


Unless you have Minh, then things change considerably..
 
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Mihn doesn't use the Prepare For Travel Action, though, which is what's being discussed (she uses her own Component Action; if she does use Prepare For Travel instead, she has to follow the same rules as everyone else).

Oh, and as a side note, it sounds like one of your Investigators had a Dark Pact. Dark Pacts are very dangerous, especially with low player counts. You should really only take them if:

1) The alternative is certain defeat
2) It's very late in the game (like, on the last Mystery or Stage III Mythos)
3) You have enough Investigators that you can afford to sacrifice one and the alternative is at least 2 Doom
4) You're in one of the extremely rare game states where you can reliably dispose of the Condition (eg, the Sanctuary Asset is in the reserve, or the character in question is just about to flip a For the Greater Good task)
5) You are playing as Michael McGlen, an Investigator from the latest expansion who can reroll the Dark Pact's die.
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George Aristides
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rsdockery wrote:

Oh, and as a side note, it sounds like one of your Investigators had a Dark Pact. Dark Pacts are very dangerous, especially with low player counts. You should really only take them if:

1) The alternative is certain defeat
2) It's very late in the game (like, on the last Mystery or Stage III Mythos)
3) You have enough Investigators that you can afford to sacrifice one and the alternative is at least 2 Doom
4) You're in one of the extremely rare game states where you can reliably dispose of the Condition (eg, the Sanctuary Asset is in the reserve, or the character in question is just about to flip a For the Greater Good task)
5) You are playing as Michael McGlen, an Investigator from the latest expansion who can reroll the Dark Pact's die.


<--- This cool

Many players, in their first few games, go "Oh sure, I'll take a Dark Pact. What's the worst that can happen?"
You just were unlucky enough to find out in your very first playthrough
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PXR5
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Playing with just two investigators can be a bit tricky, four is more flexible. You might also like to check out what happens when you stick someone on Tokyo. The city specific benefits (for all cities) can be pretty helpful although nothing is easy in this game and it comes with potential risk.
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Ilse
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nobody82b wrote:
rsdockery wrote:

Oh, and as a side note, it sounds like one of your Investigators had a Dark Pact. Dark Pacts are very dangerous, especially with low player counts. You should really only take them if:

1) The alternative is certain defeat
2) It's very late in the game (like, on the last Mystery or Stage III Mythos)
3) You have enough Investigators that you can afford to sacrifice one and the alternative is at least 2 Doom
4) You're in one of the extremely rare game states where you can reliably dispose of the Condition (eg, the Sanctuary Asset is in the reserve, or the character in question is just about to flip a For the Greater Good task)
5) You are playing as Michael McGlen, an Investigator from the latest expansion who can reroll the Dark Pact's die.


<--- This cool

Many players, in their first few games, go "Oh sure, I'll take a Dark Pact. What's the worst that can happen?"
You just were unlucky enough to find out in your very first playthrough


That was exactly my thinking
 
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Isaque Lazaro
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This game is extremelly tough.
In fact, I get more fun by seeing things go downhill than crushing the ancient one, as it happened with none other than Cthulhu.
It's part of the game. My hint for you is: do not think about playing well or not playing well. The ecstasy of the game lies in the absurd dificulty and the constant feel of dread and doom that reigns over everything you do.

And when you face certain defeat and all the stress and somehow manage to survive... well, I can't explain well enough. When it happens, you will see what makes this game so great

Try again! Azathoth is a pain in the butt, but is the ancient one I recomend the most to start.

Oh, and good luck!
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Alexander Mercer
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Problem is, there are a lot of conditions that don't really give much indication on how bad they are, until you get some experience at least.
 
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Krzysiek Domański
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spinningdice wrote:
Problem is, there are a lot of conditions that don't really give much indication on how bad they are, until you get some experience at least.
If that's a problem for you, you may easily solve it by checking all existing backs beforehand.
This way you still won't know which version you have at the moment, but you'll know the magnitude of what's possible.
 
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Xelto G
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spinningdice wrote:
Problem is, there are a lot of conditions that don't really give much indication on how bad they are, until you get some experience at least.

It's called a Dark Pact. That doesn't give you a hint about the level of potential consequences?
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M.C.Crispy
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Xelto wrote:
spinningdice wrote:
Problem is, there are a lot of conditions that don't really give much indication on how bad they are, until you get some experience at least.

It's called a Dark Pact. That doesn't give you a hint about the level of potential consequences?
I have a general principle of avoiding Conditions in general, wherever possible, and of never taking a Dark Pact unless it's likely to win us the game before it blows up in our collective face.
 
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Jonas Vanschooren
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I love taking those nasty conditions, yeah it can blow up in your face but that's part of the fun.
Maybe also one of the reasons we win so little
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Walts
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Keep the faith, things will eventually get better!

I lost the first five games, with a range of different club/friend
players, so we where all learning the dynamics of the game. Things
will eventually click and you'll start to get the hang of helping
each other, how to defeat the GOO's and what Investigators to take
to help balance the odds.

Now, we're getting more wins than loses ... Walts

PS: Still my fav game of all time!
 
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