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Subject: How many are you when you are alone? rss

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Maury Richards
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For those of you that play solo, I am curious to know how many characters you usually run. I have gone with up to four. At four I feel I am pushing my ability to keep track of what is going on when. My last game with four was my first with Innsmouth...and I got crushed.

I quite enjoy the speed with only one investigator, but I feel like winning in final battle is really the only way to go for the solo hero.

I still have yet to see a victory by closing gates. I have won by sealing a number of times (with three or more investigators - both solo and with other players) but I/we can't seem to figure out how you can close gates quickly enough to win by closing.

Anyway, I was just curious as to how other play when they are solo.
 
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brian
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Cedar Lake
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4 investigators. Sometimes 3. But usually 4 in case my wife decides to join me after all and we can both keep 2 without changing anything mid-game.
 
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Edy Ferreira
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We are 4. I, me, myself and "My other me".... We usually argue a lot by the way.
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Damien
France
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5 here. Mainly because I play with all expansions mixed. I'm thinking about playing with 6 investigators.
 
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Adam
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Tempe
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My only solo play so far was with four. It made for a lot to do during upkeep, and I'm pretty sure I forgot to give Jenny her trustfund money and the deputy his pay at least once. Even though it gave me a lot to keep track of, I'll probably stick with four in future solo games.
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Tim
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Frederick
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I've also only played solo with 4 but I think tonight I am going to try 3.
 
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Tristan Hall
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One or two.
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J Rodger
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I generally go for 3 plus 1 for each big board expansion I'm using at the time
 
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Keith Matejka
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I always do 3. If I did more, I think I would start losing track of my own plans. If the wife decides to jump in, I can just pass her a character. I don't think she'd want to do more than 1.

Also, I think my table size maxes out at around 3. Obviously, I need to think these things through more when I do my furniture shopping.
- K
 
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Brian Mc Cabe
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Spirit of 70

I used to have trouble keeping track of Jenny's money machine, too.

At game start, I put five one-dollar bills on the counter top in front of her character sheet and during the Upkeep phase, give her one.

For the retainers, I put two dollars on the card, so that my eye catches it sitting there and I'll remember to get two more out of supply.

For blessings and some of the other special cards, I'll take a slider and put that on the card. Sometimes, I'll use an Eihort token. Anything to catch my eye, since there are so many things to keep track of.

Brian
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Josh Gaudreau
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I play with 3.

Not too much to remember during upkeep, and my table can't handle more anyway. I already have the monster cup and other tokens on a chair beside the table, and the GOO is usually falling half-off.
 
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GodRob
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Culpeper
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Always four random investigators against a random GOO. Then another four against another random GOO. Continue until I've played a game against each Great Old One and used each investigator twice. It takes WEEKS!

I've only played the base game once this way and again with CotDP. While I have all of the other expansions, I can't seem to get started because I'm not sure which combination of investigators / GOOs to use.
 
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Bern Harkins
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Buffalo
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I've just done four. I think I'll try two next time.
 
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Bob T
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Almost always 3. For the base game alone I'll try just 2, and for Innsmouth I'll use 3 or 4 but I have trouble keeping track of more than 3 Investigators. I get 4 people mixed up, I'll fight a monster using the wrong character's stats and then have to do it over again...

One trick to keep track of stuff, I'll keep a red or black die on top of the Blessing/Curse cards, Retainers, and Bank Loans to remember to roll for them during Upkeep. (I also do this for certain Rumours that require a die roll) I keep the player's next dollar on top of the "357 Magnum" card so they remember to reload it, and I don't bother flipping exhausted Spells over unless there's a chance of using it again that same turn, such as "Wither" when facing multiple monsters. When stats are affected by Environments I turn the sliders sideways for those abilities (-1 Sneak eyc)

Another clever reminder; when "Martial Law" is declared in Innsmouth I put a little plastic octopus (from a vending machine) on Joe Sargent's Bus Service as a reminder (very Cthulhu-esque looking)

I'll also bend the rules a little- if I forget to move the 2nd or 3rd player's sliders during Upkeep they're "allowed" to do it at the start of Movement.
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Nathan Ward
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I use 2, but I don't hold out on any hope of success! (Though I am quite new to the game and never expect to beat this game!!)
 
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Ed Latorre
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howlingfang wrote:
For those of you that play solo, I am curious to know how many characters you usually run. I have gone with up to four. At four I feel I am pushing my ability to keep track of what is going on when.


With no variant rules, I use 4. To keep track of stuff I have memory markers, and I turn exhausted cards sideways or put clue tokens on them .

With variant rules to scale things slightly, 1 investigator is fine. Try this quick variant:

1) At the start of the game, draw and resolve two mythos cards
2) Take two turns in a row, don't draw a Mythos card until the end of the second turn.
3) Keep taking two turns in a row between mythos draws.

Have fun!
 
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Colin Houghton
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Have played with 4, and recently 3.

3 Still too much for my ageing and beer-addled brain to cope with!

Am going to try with 2 (only have base game), but give the lead investigator a second free turn, before the Mythos phase, so as to have a better chance of winning!

I understand that 2 investigators against most base game GOOs is too hard, because there's not enough time to collect your gear and/or seal the gates, before Arkham is awash with monsters, the terror level has shut the shops, and the Doom counter is almost full.

 
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Tristan Hall
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Chou4555 wrote:
Have played with 4, and recently 3.

3 Still too much for my ageing and beer-addled brain to cope with!

Am going to try with 2 (only have base game), but give the lead investigator a second free turn, before the Mythos phase, so as to have a better chance of winning!

I understand that 2 investigators against most base game GOOs is too hard, because there's not enough time to collect your gear and/or seal the gates, before Arkham is awash with monsters, the terror level has shut the shops, and the Doom counter is almost full.



with base game only you'll be fine. expansions may change this tho . . .
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Markus
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I usually run two or three investigators without any expansion boards. This gives me a good level of difficulty and has an acceptable level of upkeep.
 
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André Vitória
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I always play one investigator against the world! The sense of desperation against overwhelming odds is just incredible. But I manage to keep a 60% success rate playing this way, either by sealing gates (never did by closing) or slaying the Old One. arrrh
 
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Eðvarð Hilmarsson
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2 and 4 are my magic numbers.

Four I would consider an "epic" game for one person to handle. Its fun but quite draining as well (having to keep track of everything).

With just the base set or a small box expansion I find that using only two makes for a much more immersive game.
 
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Colin Houghton
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I just played with 2 investigators, but with the lead investigator having an extra "turn".. so in effect it was three.. Worked quite well...
 
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Phil Crompton
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I've always used 2. I've played about 15 solo games using 2 investigators and the win/lose ratio is pretty close. Average game time is about 90 minutes.
 
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Colin Houghton
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philcrompton wrote:
I've always used 2. I've played about 15 solo games using 2 investigators and the win/lose ratio is pretty close. Average game time is about 90 minutes.


Interesting, Phil!

Did you win by sealing gates, or the big ruck with GOO at the end?

And does the terror track play less of a role when only using 2 investigators?

And if you play an expansion... you must have to have a third investigator to make it winnable?

Cheerz
 
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Mike Brewer
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So do people not play with 1 investigator? Is that just too hard?
Mike
 
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