So here's an after action report of the first scenario in the base game. I've got starter decks for Roland and Wendy. Roland is usually good with the big guns (if you draw them) and a pretty good investigator (well he is FBI). Wendy is good at dodging and generally sneaking around. Both are good investigators and you need this as the events are on a clock. Roland gets distracted by an Icy Ghoul which manages to use up most of the ammo from the 45 he handily got issued by the Feds. Shit not much left for the boss, one bullet only.
It all comes down to the big boss fight. Oh no, a swarm of rats enters the room as well as the big boss. Luckily Wendy has a stray cat which runs off distracting the rats. Roland proceeds to empty his 45 into the boss but Wendy really does the business. She back stabs the boss and then activates her magic amulet which allows her to repeat the back stab by distorting time (or something) .......aaand the boss hits the floor with a resounding bang. Several knives in the back and a gunshot to the chest will usually do the trick.
So Wendy and Roland escape with no mental or physical trauma and we're onto Scenario 2 (of three). Now its time to find out who the evil little cultist bastards actually are. Is it that weirdo hairdresser or perhaps the gynaecologist at the hospital? We won't know until we start torturing the fuckers.
I'll have to do a session report sometime. Last night we played the 2nd core scenario with our own custom built decks and managed to bag all the cultists, though we realised later that we AGAIN made the mistake of "helping" each other with skill tests even when not in the same location so we will probably not log that result as I also realised most people dont do so well in the scenario
the high point might have been when
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that flying ghoul thing, or as we called it the Pterodactyl Taxi grabbed me and I intentionally didnt buff my skill so it did carry off and dump me in the middle of town - conveniently saving me 2 actions in travelling there before heading into the target graveyard location.
It is extraordinarily hard to capture all cultists in the time frame given. Remember every doom token on ANY monster counts so the clock is running twice as fast as normal with all the cultists with 1 doom on them spawning all the time.
The flying thing will dump you in the centre regardless of whether you pass or fail. That's a damage check.
Played the second scenario and got the evil doctor guy but then got fucked by the stalker due to getting timed out.
Third scenario was a joke. Both vaporised in 0.01 s. Good times though. I love how balls hard this game is and how each run is different with different styles for every character.
After losing so badly I had play a quick Eldritch Horror to get my confidence back. We confidently saved the world from some unpronounceable asshole.
I should have said we are playing "Easy" level, we replayed again being very careful to check the rules and its not so bad,
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you have 14 doom tokens to burn before it ends, you remember that doom tokens on cultists are removed when you kill them. Roland with Machete and Beat Cop with Vicious Blow is a killing machine. Acolytes were just placed in adjoining empty locations for Roland to move into and mop up, thus picking up clues with his ability, plus Evidence, and the seeker cards if needed. Even the main cultist was taken down quickly, with Beat Cop (1), Machete&vicious blow x 2 doing 7 of the required 8 damage in 2 actions
checked the flying thing rule, consensus is you do not move to centre if you pass the test, the test is a condition for the whole paragraph.
I think we have 2 nice decks for Roland and Wendy, though we did get lucky, or at least not unlucky with cards, ROland just annihilates cultists. This time we also had both nice versions of Southside and Downtown, getting 3 resources and 3 cards. We did have 7 doom on the board for the last agenda but defeated the nurse for the 6th cultist so actually finished on only 5 doom. Even had resources left over, but if wed not beaten the nurse then I guess next round we would have gotten to 8 doom and lost.
Up to 14 XP now, looking forward to the devourer, I have heard you can get quickly mauled.
Heres my Roland Deck
34 cost with 1 cache, "Ive had worse" and ever vigilant makes it a pretty snappy deck.
1x .45 Automatic
2x Beat Cop ••
1x Pathfinder •
2x "I've had worse…" ••••
1x "Let me handle this!"
1x Emergency Cache
1x Ever Vigilant •
2x Working a Hunch
Yeah, standard with base cards might explain it. theres a lot of better cards in the expansions (and the scenario itself isnt scaled properly is it, only the one guy has health scaled to player number, but the main goal of the mission is the same regardless of player count which is weird. On Easy you basically get lots of skill tests where only the picture tokens can mess it up for you, I think to the detriment of the game, I just read so many people saying that once you get into the later scenarios you will have enough crap to deal with without worrying about the token screw. I think once we have a go at the third core scenario we might start over at standard or even hard and do it again
I cant bring myself to play it solo, if anything I am more keen to find a couple of other people to try and get a regular 3 or 4 player meetup going