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I usually win with 5 or 6 doom, in 18-24 turns. Played against Shub the other night and it took me 35 turns- just wasn't getting adventures that provided elder signs. Even so, I won with only 7 doom. By sheer coincidence (I chose randomly), my solo character was Kate Winthrop, who prevented about 8 or 10 monsters from coming out and many terror results. Would have been a very different game with any other investigator.
One of the biggest flaws playing the game solo is the ridiculous number of trophies you acquire. I hope the expansion introduces mythos cards (or some other mechanic) that cause you to lose all of them occasionally. In another game using Darrell Simmons I won with 40 trophies in hand when I scored the final elder sign (without buying any). I'm glad they got rid of the ability to buy elder signs in the redesign.
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I can't find anything in the rules about it, but that's certainly how we played it last night and it certainly rachets up the difficulty a notch.
If you're finding the game too easy, then it's a good way to tighten the screws, especially if you then apply the results of the midnight card.
You could try drawing and placing two mythos cards next to each other every midnight. This not only doubles the rate at which mythos cards cause doom tokens, but it makes it so their is a possibility of 2 lingering effects occurring at once. There can be some pretty nasty combinations.
Having played about a dozen times now, we've lost a couple of the games, with a few wins being veryyyyyy close to raising “he-who-shall-not-be-named”.
As with all random games … the dice (and card) gods will decide! The odds are certainly in our favour, but we've found some games have been won because we forgot the Mythos card effects (i.e. monsters at midnight, no spells, etc), the adventure card terror effects, locked dice, etc … so keeping track of what's going on across the table can sometimes allow you to win.
I doubt if many people would buy the game if it was too hard, so it always a balancing act for game designers to find that … equilibrium … to keep it challenging for us plebs.
I personally luv this game because of the whole package … storyline, cool images, cards, textures, counters, etc … luv it! AND with the expansion … well, let's see if it adds more fear to the unbelievers! … Walts
"Without light, comes the darkness. In the darkness, light dare not speak!" … wmg @2013
Fake Ghost Pirate said:
I devised a very, very, very exceedingly simple variant to add to the difficulty of Elder Sign, even with the easiest Ancient Ones.
Here it is: one Green Die is locked all game, returned to the box: even Sister Mary can't use it. It only becomes unlocked during the Final Battle. That's it.
Believe me with this one simple change the entire game becomes a harrowing death-struggle for your heroes (but it makes Shub-N literally impossible to play against, so I never use it with that Ancient One)
If that's not enough of a challenge, once you've all picked starting Investigators return all but 3 extras to the box. If a replacement ever needs to be drawn but there's none of these 3 left, you lose! (wish I could print up a real nice Scenario card for these variants on Strange Eons)
Thanks for the tip. A great variant is always appreciated
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