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Subject: Three turn ancient one awakening with seven people, any ideas?(Innsmouth) rss

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Hogan Brimacombe
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Edmonton
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The best laid plans of mice and men, often go awry...
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Ok so you are playing Innsmouth horror expansion with seven people (or basically any number greater than 5) and no other expansions. You draw Y'hanthlie, devil reef, and the devil reef again, this time with an all monsters move. You were lucky enough to have silas marsh, so he jumps into devil reef (as you have to go there before Y'hanthlie) on the first turn. But if you draw these three cards in this order without any flying monsters the ancient one will awaken via the deep one rising track, every time, and there is nothing you can do about it. The problem is even worse if you dont have silas marsh. Right?

(this happened last night and i keep thinking their has to be some way to have avoided that)...any ideas??
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Adam Steward
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I think that combination of cards with that amount of people is pretty much going to shaft you. However if Silas moved to Devil Reef immediately most monsters aren't going to move beyond Devil Reef into the vortex as long as Silas is there. So after the gate openings and then the massive monster surge Silas would have a chance for an epic and likely suicidal defense of the vortex. But yeah, it is awful when you draw those gates right off the bat.
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Chris Ferejohn
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You die.

It's what Lovecraft would have wanted.
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Hogan Brimacombe
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Ya i figured as much. ALso note that the gate on devil dropped on silas so i was no longer there to even attempt suicide heroics but ya, dead anyway.
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Tibs
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That's my biggest problem with Innsmouth. I really wish the Deep One Rising mechanic was just that: the Deep Ones rose, overran Innsmouth, and magnified the chances of getting a doom token or terror increase. Like, each Deep One drawn from the cup adds a doom token and each Rising token that would be added when the track is already filled adds two doom tokens. Something like that.

If you have Dagon as your herald, the kind of game over you experienced can occur before the first upkeep.
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Hogan Brimacombe
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I had not even thought of that. Wow.
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Bob T
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Stationary monsters are a 'godsend' at Devi Reef...

Chances are some of these monsters will be aquatic, so you can lure them away by going to River Docks, Unvisited Isle, or any other aquatic location- as I understand the rules they'll move to the Investigator's location instead of into the Vortex.

If you have 6 starting Clues between all the players, you can converge on Innsmouth ASAP to try and fill the Feds Raid track...by turn 3...


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Bern Harkins
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My group has just four Investigators, and we have never managed to lose before turn four.

At least the board is already set up, so you can get in an extra game that night.
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M.C.Crispy
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Radulla wrote:
My group has just four Investigators, and we have never managed to lose before turn four.

At least the board is already set up, so you can get in an extra game that night.
It's a specific problem for large teams of Investigators. The Gate Limit gets reduced so that even just playing the Base game you can lose on Mythos of turn 2 with some bad luck (usually two Encounters of the "a Gate and a Monster appear!", you have increased chances of these occuring when you have more Investigators). It's for this reason that I always have somebody jump through a Gate on turn 1 in a 7-Investigator game. I'm prepared to wait until turn 2 in a 5-Investigator game.
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