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Thursday 7 November 2019

Arkham Horror: The Card Game - The Circle Undone Chapter 2: On Death’s Doorstep


I haven’t written anything Arkham Horror related in some time, so I wanted to put together something about our most recent game. Solely because of how much I enjoyed it. This scenario was tough, yet it felt like everything came together really nicely and we saw some awesome little moments. One that jumps to mind is Stuart managed to end the game with 34 resources as Preston Fairmont.



To set the scene for you. The prologue to this campaign involves 4 characters which essentially are destined to be defeated; no one gets out alive in this story. Following this the wealthy philanthropist Preston Fairmont (Stuart) decided he wanted to learn more about what happened. Then having discussed the matter in depth with his psychologist Carolyn Fern (Shaun), it was suggested that he put together a team or professionals to look into the strange disappearances. Preston proceeded to hire the services of Joe Diamond (Josh), a private investigator with a great reputation for solving tough cases and Tony Morgan (Me), a bounty hunter whose tracking skills have resulted in some well known fugitives being brought in.



After we encountered a coven of witches trying to cast a spell, we have been left puzzled as to what is going on and how these disappearances fit into this. Luckily our wealthy patron Preston has managed to get our names onto the guest list for the next big event hosted by the Twilight Lodge.



So, we have found ourselves at the Silver Twilight Lodge’s latest charity ball, only a short time after their previous event resulted in multiple attendees disappearing without a trace (see prologue chapter of campaign). Our goal was to snoop around to locate any evidence to help in our search for those 4 missing people and perhaps an indication of what happened to them.



Our party started in the Entry Hall, with us quickly splitting up to search the rooms where the missing victims had last been seen. The Balcony, The Office, The Victorian Halls and the Billiard Room. The Act deck would not advance until we were instructed to do so, therefore, we opted to hurry to discover as many clues as we could before a sudden game effect would cause us to advance.



The agenda deck would advance first, causing us to read the scenario’s interlude chapter. Following this we were on the trail of 3 of the 4 missing people, I have a feeling we may have lost one of them to the powers of the mythos. After the interlude, the Act deck advanced, causing us to become prey to the horrific circumstances that the prologue investigators fell victim too, although this time, we are more prepared than they were.



Carolyn managed to convince the senior Twilight Lodge member Josef Meiger that we were not responsible for this situation, slowing the doom piling up. I then focused on holding off the Spectral Watcher, the recurring villain from the prologue scenario. Meanwhile Joe and Preston worked hard to find a way out of the estate. Luckily with Carolyn’s assistance, we managed to find an exit to the estate and began directing the remaining members of the Twilight Lodge out the exit. Once we secured their escape route, we followed them out the door to obtain resolution 1 of this scenario.



Following our escape we were confronted by the leader of the Silver Twilight lodge and his entourage.  Following them identifying Preston as one of their own and Josef Meiger promoting us as his saviours, we were offered the chance for us all to become members of the Silver Twilight Lodge. We listened to the advice of our lead investigator, Preston (Stuart), who recommended we join their efforts to get to the bottom of this whole mess and we opted to join the lodge.



We managed to walk away from the game with 7 additional experience points each, 5 from the scenario itself and an additional 2 bonus experience after rescuing Josef Meiger from the perils of his own house.



I am actually really excited about this campaign, the story is really cool so far and it feels like we may have just got ourselves caught up in a rivalry between a coven of witches and the Silver Twilight Lodge. I’m really looking forward to seeing how this story plays out and how us joining the lodge will impact our ability to move forward when bumping into the witches again.



I’m Big Boss...... I’m Out...... Peace

Friday 1 November 2019

Marvel Champions - The Card Game: Initial Thoughts, Feelings and Emotions



So when this game was announced I was really excited. As an avid player of the Arkham Horror LCG (living card game), I was super happy to see Fantasy Flight Games were going to make a similar co-operative card game using the Marvel IP. I quite enjoyed moving away from competitive games to focus more on co-operative playing games instead, as I have always enjoyed team work and being able to be more relaxed when playing games. This game is also unique as it breaks away from FFG’s usual sales tactic of only releasing enough cards in a core box to give you a taster, if you want a better experience you need to purchase multiple core sets instead. With one of these core sets, you have enough to play the game with 4 people.



First Impressions:



Well the box looked pretty standard. However, upon opening the box did I get the huge surprise to see an actual plastic insert instead of the usual throwaway cardboard insert.



In terms of content though. We have plenty of tokens, lots of cards, a rules reference guide, a quick play guide and I can’t get over that plastic insert. I was legitimately worried about storing these cards and it’s so refreshing to see the box have more use than with previous Fantasy Flight Games releases.



The one thing that did strike me here was the dials, the holes feel almost too small, and I actually think I did damage to them while putting them together, which could have been avoided. The tokens themselves feel pretty standard; I can see these lasting a bit longer than my Arkham Horror LCG tokens, if only because this game won’t see as much play as Arkham Horror LCG. However, if you are planning to really get into this game, I would consider finding some acrylic tokens somewhere to replace these ones pretty sharpish.



In terms of value for money, this game was £45 with postage. I don’t need to buy another core to get a full set and this sits just fine with me. I can pick up odd packs here and there to get specific heroes and villains that I want to play too. 





Set Up:

Well the box comes with 2 pre-built decks for you to trial the game. Spiderman and Captain Marvel are your weapons of choice. The game also comes with pre-built bad guy for you to tackle too, Rhino. I opted to play as Spiderman, only really because I don’t like Captain Marvel that much and with the bad guy being Rhino, Spiderman felt more related story wise.



The quick play guide included with the game was really well done too; I didn’t get confused or lost during the games set up, as it made everything really clear for me. The only thing missing from the learn to play guide was what to do when your deck ran out, luckily this is noted in the main rule book. The game actually looks a little bare once it is ready to go, however this was due mainly to me playing solo.




Game play:



This game certainly makes you think in terms of game play, having to discard cards to pay for cards is a challenge in itself. However does bring a level of urgency to the game, you have to decide what’s more important for your strategy at that time. I pretty much went for damage dealing abilities and abilities that let me generate resources, which worked well, for a time anyway.



The different effects in the game flip from your “alter ego” and your “hero” personas, so it’s also important you are balancing which abilities can be used with each part of your character. There was a couple of instances where I had to flip from Spiderman to Peter Parker, so I could heal up and get another couple of costly cards out. However again this feels right as it’s not uncommon for the hero to take a time out to recoup and rethink their plan when dealing with a certain enemy.






How did it all go?



Well, I lost. Ha. I would however like to say that this was so close, had I lasted one more turn, I would have won. I think this also is a nice thematically to how the stories sometimes go. The first part of the game was going so well for me, and then the encounter deck started hitting me with some nasty effects and boosting Rhino’s stats. I would have limped into another round, however the encounter deck forced me to spawn my hero specific nemesis cards and this spelled doom for me at this stage sadly.



The combination of Vulture and Rhino was just too much for Spiderman to tackle. So Rhino managed to complete his evil scheme to win the game.


I even went as far as replaying the game with Captain Marvel to see how she played out, I’ll say that I either played it wrong, or she is insanely good using the Aggression aspect. I was dealing out up to 15 points of damage in one turn, quickly disposing of Rhino and his fiendish schemes.




Final Thoughts:



Despite the first game loss, I am excited by this game; it was simple and flowed really well. It felt very thematic in terms of a comic book story or movie, and having to alter from hero to alter ego emphasised this too.



For the price you pay you get a game for 1 to 4 players, based on an IP that most people will recognise or know about. The game is really simple with the learn to play guide doing a great job of teaching you how to play and keeping it simple for new players. Highly recommended.

Sunday 17 March 2019

Return to the Night of the Zealot - The Devourer Below – Solo play


So, here I am, finally at the end of my mini campaign and my experience so far has been a little jaded. The limitations of 3 actions a turn is constricting at best and with barely a fast action to his name, I felt the pinch every turn when I couldn’t get a set asset out or couldn’t move to the location I wanted to.



This time I remembered to start with a mental trauma so that’s a good start and my final starting hand was 2x Dr Milan Christopher, 1x 45 Automatic, an Overpower and a Vicious Blow. I start play on the “Main Path” and due to having 3 cultists who got a way.



Turn 1

1.       Hunch deck shows me a “Scene of the Crime”, good way to start the game off... not, as the Main Path had no damn clues on it.

2.       My first action sees my good friend “Dr Milan Christopher” enter the game

3.       I move into m 1st “Arkham Woods” location which is revealed to be “Unhallowed Ground” which forces me to take a willpower test of 4, which despite drawing the Elder sign from the chaos bag, I fail due to my low willpower stat. So I take 1 damage and Dr Milan is nice enough to take the horror.

4.       My final action sees me investigate the “Unhallowed Ground”, drawing a -1 token which gives me 1 clue and a shiny resource.

5.       Upkeep sees me get a “shortcut”



Not a bad start, got the good doctor into play, got a clue and got a nice free action to kick me off next turn. So far so good.



Turn 2

1.       Encounter deck draws a “Chill from Below” which asks me to test 3 willpower, I draw a skull token which at this stage is 0, however still causes me to fail as I only have 2 willpower and I have to discard a random card. My “45 Automatic” is the random card sadly.

2.       Hunch deck gives me a “Preposterous Sketches”

3.       I use the fast action “Shortcut” which I drew last turn to move me back to the “Main Path”.

4.       My first action was to then move into the next “Arkham Woods” location, the “Wooden Bridge”

5.       I then decided I needed some more cards in my hand so I used the hunch deck to draw 3 cards via the “Preposterous Sketches” as action 2.

6.       Final action is to investigate the “Wooden Bridge” , I committed “Perception” to the skill check to get a +2 bonus, the chaos bag gives me a – 4, which allows me to draw the test which gets the pass, a clue, a resource and the card I draw for the effect of “Perception” is “Magnifying Glass”

7.       Fast action time, I play the “Magnifying glass” no reason not to, I have the resources and I had a feeling I would need the asset.

8.       Upkeep phase sees me draw another “Vicious Blow”



So another reasonable turn, I managed to get a couple of free actions in there, to increase my productivity this round. Seekers could do with having more fast cards, or at least cards that give them extra actions, hell even Guardians could do with them.



Turn 3

1.       The agenda sadly advances, seeing a “Corpse Taker” spawning into the main path, then add a doom to cultist enemy

2.       Encounter deck then provides me another enemy in the form of “Grave Eater” who spawns with me.

3.       Another doom then gets added to the “Corpse Taker”

4.       Hunch deck shows me a “Scene of the Crime”

5.       1st thing is to fight the “Grave Eater”,  I commit a “Vicious Blow” to give me +2 to my fight, I pull a -3 from the chaos bag and win the fight, thanks to the +1 damage from the skill card, the enemy is defeated.

6.       2nd action is to move to the “Main Path”, which causes the “Corpse Taker” to engage with me.

7.       3rd action is to fight the bad guy here, this time I commited not only an “Overpower” but a “Vicious Blow” too to give me a +4 bonus. I pull the cultist token from the bag which gives me -2 and slaps a doom on the “Corpse Taker”. However this doesn’t matter as due to the bonuses I kill him in one attack and I draw “Fieldwork” from the “Overpower”.

8.       I draw “Perception” during the upkeep phase



First time I’ve really been able to fight and have a good scrap in this campaign with actual success in a short space. The Midnight Masks saw me battle some bad guys but just poking them to get the win, this felt like a more dominant fight. Shame I still haven’t got any weapons out in any of these games, considering I went with the “Bandolier” so I could play multiple weapons and tools........



Turn 4

1.       “Ancient Evils” adds a doom to the agenda.

2.       Hunch deck shows me “Working a Hunch”

3.       1st action sees me move into the “Arkham Woods” location “Tangled Thicket”

4.       Used my Hunch deck to play the fast action “Working a Hunch” to nab the clue from the location

5.       I use this player window to advance the act deck. Sadly this results in the 3 remaining cultists spawn into the “Main Path”

6.       Siding with caution, I pay 2 resources to play “Fieldwork”

7.       My final action is to draw and by a stroke of luck I get “Lita Chantler”

8.       The upkeep phase gets me a “Bandolier”



Major mistakes made during this game starting with turn 3 and it only gets worse really the longer the game went on. However, at the same time this mistake made the game a lot longer than it needed to be. So swings and roundabouts really HA.



Turn 5

1.       Encounter deck threw “Chill from Below” at me, I pulled a 0 from the chaos bag which still is a loss for me, and caused me to randomly discard “Overpower”.

2.       Hunch deck shows me “Scene of the Crime”... yet again

3.       Its go time, so I play “Lita Chantler” to replace the doctor

4.       I draw which gives me “Prepared for the Worst”

5.       Which then play to get my “Survival Knife”

6.       Upkeep phase comes round quick and I see a copy of “Dynamite Blast”



So I am preparing for a huge fight here, to try and get some bad guys in the victory display. Not realising the game should really be over or nearly over by now. However, mistakes made because of my lack of desire to read cards. 


Turn 6

1.       The encounter deck threw a “Mask of Umordoth” at me, which was attached to “Peter Warren” and he gains a doom

2.       Hunch deck gave me “Preposterous Sketches”

3.       So action 1 saw me “Dynamite Blast” the “Main Path”

4.       2nd action was a move into the “Main Path” causing Peter and Ruth to engage with me

5.       I also triggered the reaction on “Field work” to increase my fight by 2

6.       Final action saw me fight poor “Ruth Turner”, I drew a -1 from the chaos bag which saw me win the combat and defeat the cultist.

7.       During my upkeep step, I drew another “Bandolier”



As I’m writing this I have realised I either didn’t note it down or I forgot about it completely, that’s Peter’s attack against me in the enemy phase.... Note to self, in the future, don’t rush these games as I’m clearly making simple mistakes when I’m rushing.



Turn 7

1.       1 doom advances the agenda deck, forcing me to test, sadly the chaos bag pulls me a 0 token and this causes me to grab a random weakness, “Hypochondria” to go into my threat area

2.       The encounter deck then gives me “frozen in Fear”... not what I needed

3.       Hunch deck shows me a “No Stone Unturned”, useless to me at this point too.

4.       Thanks to “Frozen in Fear” my first two actions are used fighting Peter, I pull another 0 token to get me the win and I deal him 1 damage

5.       My last action is to fight again, I discard “Bandolier” to give me a +1 boost however the chaos bag gives me the dreaded autofail token. Peter has retaliate, so I take a damage, which I put onto “Lita Chantler” and thanks to the “Hypochondria” weakness I take a horror also.

6.       Upkeep phase sees me draw a “Dynamite Blast”

7.       Enemy phase sees me take another horror and damage.... this is not looking good.



Now you may be thinking, “Tom, where is Umordoth? Shouldn’t he have already been spawned?”.... Yes is the answer to that question, and again as noted, I clearly need to start reading cards properly and taking my time when playing these games. So I have now realised my mistake and I had dropped “Umordhoth” into the “Ritual Site”



Turn 8

1.       Encounter deck has me testing willpower for “Rotting Remains”, I pull a -3 token, so I fail and take 3 horror. I put 1 of these on Joe and the other 2 on “Lita”

2.       Hunch deck gives me “Scene of the Crime”

3.       1st action is to fight Peter, I pull a -2 token which still allows me to win the fight and defeat Peter.

4.       I move into “Ritual Site” as my 2nd action

5.       Upon moving into the “Ritual Site” I activate the reaction on “Fieldwork” to give me +2 to my combat value

6.       I advance the act deck, resulting in an “Acolyte of Umordhoth” being spawned with me

7.       I opt at this point to simply sacrifice “Lita Chantler” to “Umordhoth” instead of trying to fight off both these enemies. This ends the scenario with RESOLUTION 3.



The Campaign Log

1.       Investigators sacrificed “Lita Chantler”

2.       I suffer 2 mental and physical trauma

3.       I gain 3 experience points

4.       The Investigator survived

5.       The weakness “Hypochondria” would be added to my deck permanently



Thoughts, feelings and emotions

1.       I would change the hunch deck to include “Emergency Aid”, I felt like I really needed some healing power in the build

2.       Due to not using “Higher Education” once during that scenario, I wouldn’t bother with it unless it was a longer campaign or maybe it was a multi man campaign

3.       I think Seekers / Guardians need more fast of free actions as I felt a real pinch in these games

4.       On a personal note I need to take my time when playing, so many silly mistakes made during these play throughs that could have been so easily avoided had I been paying closer attention and not in such a rush.

5.       I enjoy multi man games more, playing solo just didn’t have that level of fun for me.



Thanks for reading.



I’m Big Boss.... I’m Out.... Peace

Sunday 3 March 2019

Return to the Night of the Zealot – Midnight Masks – Solo play


So going into the 2nd scenario or the 3 scenario campaign was a confident investigator, I mean, I wasn’t worrying about the “Ghoul Priest” because he was dead and that’s a big plus right? I didn’t spend any of my experience points before this chapter as I wanted to save them for the “Stick to the Plan” card, however I didn’t realise until after playing this scenario, that Joe cannot pack it as its a level 3 Guardian card and he is restricted to up to level 2 cards.



My starting hand was not too bad; I had 2 copies of “Dr Milan Christopher”, “Deduction”, “Vicious Blow” and a “45 Automatic”. So I was feeling confident that I had a good range of tools off the bat to tackle this scenario as I am aware from previously playing the normal variant of it that there are plenty of bad guys to fight, so away we go. I started play at “Rivertown” as sadly, I burnt my house down in the previous scenario.







Turn 1

1.       Hunch deck revealed “No Stone Unturned”

2.       Spent 4 resources to play “Dr Milan Christopher” as my 1st action

3.       I then investigated “Rivertown”, pulling a skull token which equated to a 0 at this point allowing me to not only gain a clue but trigger the good doctors ability to gain a resource

4.       My final action saw me move into the “Miskatonic University”

5.       During my upkeep phase I drew “Fingerprint Kit” J



Already feeling that action pinch, essentially did nothing major but used all my actions and my only firearm is stuck in my hand.



Turn 2

1.       The encounter deck threw a bad guy at me straight away sadly, the “Hunting Nightgaunt” enemy spawned with me.

2.       The hunch deck then revealed “Preposterous Sketches”

3.       So I knew I needed to get away from the bad guy, so I ditched my “45 Automatic” to up my evasion by 1 and attempted to evade the Nightgaunt. The chaos bag came through and I drew another skull, again equating to 0. This allowed me to lose the Nightgaunt, for now anyway.

4.       I then investigated the “Miskatonic University” as my 2nd action; I managed to pull a +1 token this time allowing me to again gain a resource and a clue.  So far, so good....

5.       My last action saw me move into “Northside”

6.       “Emergency Cache” was my upkeep phase draw

7.       Sadly the “Haunting Nightgaunt” readies up



Again, still certain if this was a multi man game, even just a 2 player game, this would be different and I feel like more ground could be covered to get these clues and I would have a little more luxury time to play my handgun.



Turn 3

1.       My old friend the “Disciple of the Devourer” spawned into the “Southside” location and I was fighting against the clock I opted to just give up one of my clue tokens

2.       Hunch deck gave me a “Working a Hunch”, which was so needed

3.       I opted to use this straight away to clear the clue from “Northside”  as a fast action

4.       My 1st proper action was to then jump into “Downtown”

5.       I then investigated, discarding “Deduction” to increase my skill by 1. Chaos bag gave me a -1 token, which saw me succeed the test, grab 2 clues thanks to “Deductiion”, gain a resource from the good doctor’s reaction and by clearing the location, gain a victory point too.

6.       I paid 4 resources to play the “Fingerprint Kit” asset to finish my turn

7.       I drew my “Survival Knife” as my upkeep draw

8.       Due to its Hunter ability the “Hunting Nightgaunt” moved into the “Northside”



Going into the next turn I gave myself 2 options, activate the act deck to get my 1st cultist or start tooling up to fight bad guys I would face. If you hadn’t already noted from my detailed account of this game, I had not given myself 1 mental trauma from burning my house down. A mistake I wouldn’t pick up until after I had finished playing sadly and this would be the theme of my playing during this game.



Turn 4

1.       The encounter deck gave me “Mask of Umordhoth” which I eqiuipped to my pal the Disciple in “Southside” and this also added a doom to him.

2.       Hunch deck revealed “No Stone Unturned”, could have used this... should have used this.

3.       I spent 2 clues to activate the act deck as my 1st action to reveal the top card of my shuffled cultist deck. The cultist revealed was “Wolf-man Drew”, who spawns in “Downtown”... yay!

4.       Leaving me no choice I decided to fight the cultist, discarding a “Vicious Blow” to up my skill by 1, with a -1 token being pulled I managed to succeed and do 2 damage to the cultist.

5.       With 2 health left and me needing to get him gone ASAP, I carried out another fight action and fate smiled this time and the elder sign was pulled, giving me +1 and allowing me to move the “Working a Hunch” to the bottom of my insight deck

6.       Upkeep saw me pull another “Emergency Cache”, not what I needed, not what I needed at all.

7.       “Hunting Nightgaunt” moves in to team up with our cultist friend to beat me for 3 damage and 1 horror



Survival knife is in my hand, where it probably should have been out on the field at this point. I am beating DP’d by two monsters which I don’t have a defence against at this stage and the doom is piling up now.



Turn 5

1.       Encounter deck gives me “Hunting Shadow” which sees me spending one of my clues

2.       Back to the matter at hand. My 1st action is to keep fighting, I committed the “Survival Knife” to give me a +1 and the chaos bag gave me another Elder symbol. Which is great as I beat the “Wolfman – Drew” into the floor, but sadly don’t have any insight cards in my discard pile to put back into the hunch deck

3.       So, feeling confident I tried to again evade the “Hunting Nightgaunt” but my luck had clearly ran out as I drew the auto fail tentacles token L

4.       Not disheartened, I tried again, this time managed to grab the 0 token, thankfully allowing me to evade the Nightgaunt

5.       Upkeep phase saw me get a “Deduction” J

6.       Sadly though the Nightgaunt readies and engages with me ready for next turn



God I want these bad guys to just go away and leave me alone now. I now have no weapons in hand and still having to tackle these pesky baddies. That doom is still piling up and im feeling the action pinch once again. Where is Leo De Luca when you need him.. oh yeah, I can’t play him.... L





Turn 6

1.       Sadly the doom causes the Agenda to advance, revealing a new cultist enemy “Narogath” which of course spawns with me and engages with me...........

2.       The encounter deck gives me a copy of “Masked Horrors” which adds a doom to the agenda

3.       The hunch deck gives me another “No Stone Unturned”

4.       I have to get rid of this cultist and this Nightgaunt, so I start with the cultist, chaos bag gives me a 0 which allows me to poke “Narogath” for one

5.       I rinse and repeat for the rest of the turn, 1st getting another 0 token and then getting a +1 in my 3rd attempt. Giving me a total of 3 damage on the cultist, leaving him with 4 health

6.       Sadly though, not enough done to get rid of them, so I take the hit of 2 damage and 3 horror

7.       Upkeep phase sees me draw “Lita Chantler” and not a MOMENT TOO SOON!!!!



Should have dumped 1 of the horror on Dr Milan here to get him gone, but didn’t think, so sadly I knew I was about to lose him anyway to play Lita and just another learning curve sent my way.



Turn 7

1.       The encounter card “False Lead” has me do an intellect test, which I pass when drawing the +1 token.

2.       “Working a Hunch” appears on top of the hunch deck

3.       Play “Lita Chantler” as my 1st action causing my engaged enemies to attack me for 2 damage and 3 horror, the bulk gets dumped right onto Lita, I take 1 of the horror myself

4.       I fight again with “Narogath”, drawing the skull token, still at a 0 at this point so I win dealing 2 damage to the cultist

5.       Rinse and repeat for action 3, drawing a -1 token, adding the cultist to the victory display with the Wolf-Man

6.       I take one horror and one damage from the Nightgaunt to close the turn, for some reason I haven’t noted what I drew for the upkeep phase. L



Feeling more confident now I have Lita in play, seems like I can investigate just fine for now, so its combat where I need help and boy does Lita help.



Turn 8

1.       Another “Masked Horrors” causes another doom to be added to the agenda

2.       “Preposterous Sketches” its the top card of the Hunch deck

3.       So, time to get rid of this damn Nightgaunt, so Fight time, I pitch an Overpower to the test.... I feel this may have been my draw from last turn.... I pull a -1 token to win the exchange and draw “Bandolier” from the “Overpower”

4.       I just go in for the kill without any skill increases and I get a -2 from the bag which still gets me the big W and finishes off the “Hunting Nightgaunt”

5.       My final action is to activate the ability on “Downtown” to heal 3 horror from me, in the nick of time too, I only had 1 horror left due to my error with Dr Milan earlier

6.       Upkeep phase gets me a “Magnifying Glass”



Ok, so no enemies to worry about for now, so I have a minute to breath and get some more assets into play. With losing the good doctor, I am down an intellect stat and the magnifying glass as a free action will help get me back to a good stat.











Turn 9

1.       Encounter deck sends me “On the Wings of Darkness” which I sadly fail by pulling a -4 token, this deals me 1 horror and 1 damage. However, like an idiot, I don’t move to a central location as the card instructs me too. This actually would have made my turn so much easier, but again, I’m an indiot.

2.       Hunch deck throws us “Scene of the Crime”, wow, this deck has been USELESS this game

3.       So I move into “Eastown” as my 1st action

4.       Play the fast action “Magnifying Glass” to get me back up to a good intellect stat

5.       I investigate using the “Fingerprint Kit” , pulling a -1 token I gain 2 clues, clearing the location giving me another victory point

6.       I pay 2 clues as my final action to active the act deck to get another cultist enemy. I draw “Alma Hill” into the “Southside” location

7.       Upkeep gets me what I’ve been salivating for, “Dynamite Blast”



 Alma only has 3 health, so these explosives will sort her out with little to no effort. Just need to get over there now which of course would have been easier had I moved due to “On the Wings of Darkness”, as I should have.



Turn 10

1.       Encounter deck throws me another enemy, the “Corpse Taker” which spawns at “St Mary’s Hospital”. I think I may have played this wrong through, as I didn’t add the doom to it, I think I probably should have.  I will have to check.

2.       Hunch deck got me “Preposterous Sketches”, another useless reveal sadly

3.       I use two actions to move to “Downtown” and then to “Rivertown”

4.       My last action sees me spending 5 resources to play “Dynamite Blast”, killing not only Alma and the Disciple which has been sat there since like turn 2 HA HA

5.       “Corpse Taker” moves into the “Miskatonic University”

6.       Upkeep phase gets a “Fieldwork” for me, a little too late by this stage



I had pretty much decided at this point that I would be resigning this turn; I wasn’t going to get enough clues to get another cultist or defeat them before the doom stacked up and the game ended anyway. 



Turn 11

1.       A “Locked Door” came from the encounter desk, this was attached to “Southside” due to it being the only location with a clue, thanks to the efforts of the Disciple earlier

2.       1 doom gets added to the “Corpse Taker”, I know this was right, but I’m pretty certain now on review that he should have had one last turn......

3.       Hunch deck flips a “No Stone Unturned” which really doesn’t bother me now

4.       I move into “Southside” to see what the deal is in there

5.       I quickly realise I am not going to get anymore victory points in this scenario. So I opted to resign. This option gets me scenario resolution 1.



Campaign Log

1.       Alma Hill, Narogath and Wolf-Man Drew have been interrogated

2.       Ruth Turner, Peter Warren and Jeremiah Pierce got away, but I will get them.....

3.       I gained 6 victory points for my efforts though.



Upgrading

1.       11 XP in total and I’m heading into the final part of the campaign

2.       So I took out 2 “Vicious Blows” and 2 “Dynamite Blasts” to replace them both for their level 2 versions

3.       I used my last 3 XP to buy “Higher Education”, little unsure about this one, was tempted by “Charisma” but opted to go this way with it instead as I only have 3 ally cards in the whole deck, so feel I need to make sure I’m getting the most of all the XP at this point.



So next chapter is Return to the Devourer Below, should be interesting. I know the cultists will all be back, but with there only being 3 of them, they should be easy to kill off. Then its just tackling the Devourer himself and if push comes to shove, I will throw Lita at him to get rid of him. Ha!



Thanks for reading.



I’m Big Boss..... I’m Out..... Peace!!!