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Iuchi Toshimo

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  1. Our group started playing on Easy, but now we try new campaigns on Standard and replay campaigns on Hard. Early campaigns on Standard difficult demand you beat a skill test you want to pass by at least 2 and late campaigns demand beating the difficulty by 3. Now, this "beating by 2" isn't a guarantee, but it's like an 80+ % chance. For Hard, those numbers change to 3 in early scenarios and 4 in the late campaign. Skull tokens also get really variable, swinging between -0 to -7 in some scenarios. This difficulty requires more game knowledge for risk/reward assessment. The resources required to beat a skill test by 3 all the time are very limited, and it's especially punishing to spend those resources and get a bad pull, so decks tend towards getting stuff without pulling tokens or by having silly combos. So it's important to know ahead of time the scenario mechanics and goals with everyone clear on their duties like an MMO raid. Any token outside these planned numbers we consider extra "auto fail tokens." Which can of course be mitigated by spending even more resources on the most important pulls. Recognizing which pulls are the most important is the game knowledge. It is also worth mentioning that reducing the difficulty of a skill test (Flashlight) is strictly better than increasing a stat since zero is the minimum skill pull (if Stat + token < 0, then the test = 0) Art Student is a great example of a card that does something everybody wants but doesn't pull a token. So is Will to Survive. These types of cards are more popular at higher difficulties. Survivor is actually pretty great at higher difficulties. Luke Robinson using Vantage Point when he goes to his Dream gate is an example of a combo. Not only does this a remove a clue from somewhere, which might be mechanically advantageous, but also Luke could then investigate. Since Vantage Point reduces the shroud of the Dream Gate to zero, his token pull doesn't matter, unless it's the auto fail, since worst case Luke's 3 investigate - 6 token pull = 0 in this game and investigator wins ties. Look for these types of interactions. Learn how to prioritize cluing, killing, evading, scenario mechanics, and so on. We all started by getting curb stomped by cultists in the woods (I still haven't beaten that scenario and we've beaten the TFA cow level on Hard)
  2. Amanda already has proof of concept: I already run a Practice Makes Perfect/Deduction/Enraptured combo deck with Luke in TFA hard mode that is just super strong. I think Momentum is going to be ridiculous with her. Or Take the Initiative on a turn she goes first.
  3. I played solo Winifred through the scenario on standard difficulty and was able to beat it during Agenda 2a. I was able to use Wini's high Evade and Intel Report to complete my steps of the Envoy process very quickly. So it seemed pretty easy for a blind play through. I do like how enemies were force spawned on me so that I could complete my objectives since playing solo on a tight clock could mean I never see an enemy otherwise. Smart design there. I did not get a chance to see anything related to the set aside "just an ordinary car" and maybe missed out on important narrative or victory points? However, I love the Ocean's Eleven feel and our playgroup plans on revisiting as a team. It was fun and replayable and I want to see the other tasks and maybe get less lucky. The roles were brilliant additions and I hope they feature in the future scenarios. The back of my Act deck told me that, Thanks for the good times!
  4. It's easier to get all 6 with more players since -someone- is always closer to "parley" no matter where the cultist spawns. And those actions spent moving around add up. We use Midnight Masks to test our zero exp decks before a campaign. We try to get par 3 before resign.
  5. Mateo/Leo was our first trip through TFA. Leo would use, for example, Double or Nothing + Shotgun to apply the beatdown and Mateo would feed him Elder Signs. Mateo had access to a clue-ing suite with Mystics, Leo funded Keen Eye with Rogue events. Seemed like a winning team. We didn't know how dumb that strategy was at the time, for TFA, even if it would be very effective in general. When a certain recurring character showed up in scenario 2, we literally killed it in 2 rounds. We got to scenario 7 with 26 Fury. That went very badly. Very, very badly.
  6. Lola, who can get an absurd number of actions in a turn, would abuse this card deeply. All permanents Lola is TFA hard mode viable already. "Omg, Lola" was my first thought when I saw this card, my second thought was, "oh wait 4 exp." Rita might still be able to capitalize on it.
  7. Winifred is the most exciting to me, especially her signature card. I actually can't wait to play a Rogue for once! Granny Orne is remarkably combo-tastic and might elevate Silas to the status of omnipotent, godlike-being. I'm just glad someone competes with Peter for that ally slot.
  8. 1. The AH veterans among us generally find the Marvel game too easy. With that warning... 2. Buy a single core set and play. It contains 3 scenarios and the limited amount of cards makes deckbuilding a non-issue (you're basically packing everything.) The first scenario is tutorial, the second scenario is average difficulty (par 3), and the third is designed to slaughter you most of the time. 2.5: A brilliant person who is not me created this https://images.app.goo.gl/SWGArpYUU6KkxRCq8 3. Did you enjoy (winn-) losing? If yes, then I'd go to Dunwich because it's set up friendly and has great staple cards (it can be mechanically unfair). I'd also pick up a second core because my brain can't handle the power of incompleteness, but you may be okay with it. ymmv. 4. Then I'd branch out. Story wise I'd go Carcosa, Forgotten Age, Circle Undone. Gameplay wise I'd go Forgotten Age, Carcosa, Circle Undone. But. We know people hate Forgotten Age and love Circle Undone and those people have silly walks. In other words, it's a matter of opinion but Carcosa is universally loved by all.
  9. tldr: You can play 4 player with 2 Cores and 1 of everything else. The investigators in the Dunwich deluxe expansion is probably the best first purchase after a second core set. My wife and I play out of 2 cores and 1 of everything else. We can build every viable deck with no overlap, but we can't build, say, two guardians at the same time. We play in groups of 3 or 4 and the other players have their own collections. Building 4 decks out of one collection is certainly doable, if sometimes awkward. We are currently struggling to create teams to attempt The Dream Eaters, since my Wife and I need 4 decks built out of one collection, which is much harder than building only 2 decks. We could do some extra bookkeeping and swap cards out between scenarios, but we enjoy the challenge. However, Dream Eaters 4p out of one collection will likely require decklists and card swapping. To accomplish this challenge of 4 decks from 1 collection, we basically separated investigators into single class buckets, not counting the stray hairs of some off class cards. For example, Mandy is a seeker and Carolyn is a guardian, despite their limited access to some other classes. Norman is clearly a Seeker/Mystic and so he's not part of this list. That's not saying those are good choices for this team building process, but it's a start. I'm sure everyone's list is different, but for example, maybe: Guardian Seeker Rogue Mystic Survivor Mark Rex Finn Akachi Calvin Carolyn Mandy Jenny Mateo Silas So to build a team of 4, choose a person out of three different buckets. So: Finn, Akachi, and Calvin. Then the fourth team member can be anyone from the remaining buckets or a dual class character, so now Roland, Joe, and Lola are additional options. Maybe choose Roland. Lastly, just decide the little overlaps. Finn is probably the most disruptive to deckbuilding with his access to Survivor and Seeker, so build him last out of what's left. Note that this might lead to suboptimal builds. Some Upgrades, like Charisma, are popular but also proxyable. Others upgrades would need to be discussed (Example: everyone can't upgrade into Ornate Bow since there is only 2 copies.) Then, if we were playing Dream Eaters, my wife and I would choose teams of 2 for Dream Eaters. Maybe Roland and Calvin for one team and Akachi and Finn for the other. Or we could go Rex, Jenny, Silas, Diana as a different team. Maybe Mark, Mandy, Finn, and Anges. There is quite a bit of variety with a full collection right now.
  10. We all know that only Dragon players themselves or players in bed with the Dragon can Hurricane PunchTM
  11. Under the previous ruleset, Ms. Marvel could Wiggle Room during an attack on anyone and suddenly become the target of that attack without exhausting, allowing her to recycle the card with her Hero ability. Now she has to defend like everyone else.
  12. It seems clear and thematic to me to follow people through an open gate. Also seems to be within the realm of rules interpretation, as those locations are essentially connected for investigator movement purposes. I see no reason why this wouldn’t include more exotic movement like shortcut, track shoes, or safeguard. one might argue they are not connected for Luke’s ability to play events at adjacent locations, since that isn’t a movement.
  13. Mr. Peabody can give any location -1 shroud and the passageway trait from anywhere. He can do this to the hidden library from anywhere or to any other available location, which might be otherwise beneficial such as moving Guardians around to punch cultists. Mr. Peabody could give -1 shroud and the Passageway trait to the planet Mars, were only that Mars was a legal target in this scenario. The passageway trait itself is meaningless without the extra game text on act 3. Logically, one cannot enter (or leave) the hidden library unless the investigator controlling Mr. Peabody activates the ability and chooses the hidden library, giving it the passageway trait. Then, any investigator at a different passageway could move into the hidden library or from the hidden library to a passageway. Mr. Peabody's ability would need to be done every turn to maintain the additional connection(s). This creates a conditional statement requiring another passageway to be in play before any investigator could get to the hidden library. If the setup somehow did not contain passageways in the manor proper, then no one could ever enter the hidden library. If that's the case, please double check that setup was performed correctly, because that situation shouldn't be possible. It is also possible that the passageway trait has gone unnoticed on the locations that have it naturally. (both Historical Libraries and Mr. Peabody's Office)
  14. We beat the B-side Wrecking Crew with 4 players last night. We had a person learning the game on a home brew Capt. America Leadership, someone using the pre-built Ms. Marvel Protection, then Spiderman Aggression and Capt. Marvel Justice. It was the first time any of us had fought the Wrecking Crew, so we overcame a few surprises here and there, like Piledriver annihilating our economy and Bulldozer just berserking through all of the decks. The 250+ hp was very intimidating, but I don't think anyone was particularly worried we'd lose. We're all AH:LCG veterans and have grown accustomed to rolling with the punches. As far as making it more difficult, I couldn't imagine playing 4 player against both the A and B versions since just the B version took us about 2.5 hours. We focused Wrecker down first since his mechanics boost the others, but then we went in order of remaining deck size to limit acceleration tokens from deck reshuffles. It left Thunderball for last and he whimpered into the sweet good night, since we removed all threat from every scheme, stunned, confused, then defeated him for ultimate humiliation points.. The game got noticeably easier after we defeated the first bad guy, so I propose we try leaving them all alive and combine their hp into one ginormous hp blob of mayhem. So all four villains sharing one common health pool added up, all alive and kicking or all defeated. That could work, I'm guessing, but it does change the functionality of a some cards. I'll try and suggest it the next time we play if no one tries it here and reports in.
  15. Yeah, poor Lola can buy Stick to the Plan but never use it. I do play a lot of Guardian and I usually buy SttP at some point during the campaign. I usually put Emergency Cache and Ever Vigilant under my SttP and mulligan hard for 3 assests just to hit the scenario running. Even with only 2 cards played from Ever Vigilant, it's typically well worth it just for the tempo. The third slot is either Prepared for the Worst or an Extra/Custom Ammo, depending on my feels. I haven't played Tommy yet, but he adds some spice to the decisions. I honestly think "Fool me Once" is a great candidate, maybe for Tommy who doesn't stress about money as much. Tommy could also tuck a Waylay under it should they be headed into Undimensioned and Unseen. Waylay is just silly in that scenario.
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