I’m glad you mentioned a reasonable number for XP. When I first started playing this game I thought that I wasn’t good because I was nowhere near the 40+ XP that others mentioned online.
These kind of tips for every campaign would be great! But I think you kept it a little too spoiler-safe and broad this video. I wouldn't mind more scenario specific tips either, like "prioritize moving in the 4th scenario."
I agree the encounter card with the big number is great. I like that the number is big enough to make you go "wow" but not so big that it isn't *possible* to tank it, if you have the right cards, which is always satisfying. I also like how it punishes you for doing a thing that many of the more powerful decks (especially broken decks) like to do, so that fairly often you start opting not to do the normally very good thing. In general, encounter cards that hit harder the better you are doing are more fun than ones that kick you when you are down.
I've watched most of the How to Win videos and really appreciate spoiler-free content like this! Cheers from Copenhagen 🇩🇰 PS. That House t-shirt is awesome 🤙
My friend and I we played through Dunwich for the first time (i was playing Jenny, he was using Pete) and yeah we got absolutely shredded. I think our biggest issue is that we made all the wrong decisions at the first couple scenarios and thus got all the bad tokens added to the bag, and those tokens are just brutal later on. And yeah we definitely made mistakes in our deckbuilding, we're both not the best at it. But hey, now we know what to expect for next time ! It can only get better
It's not easy with those two, either. For instance, a Zoey + Rex combination is not only focused more on advancing the game state, but they're also just kinda better overall.
Thanks for another great video chaps. My fellow investigator and i both refer to your videos whenever we game together, they’re always helpful. Just to pick up on a Bryn comment on machete/guns…idea for a future videos: things that early campaigns (did that later ones didnt ) that we’d like to return
Not related to the video, but a list video I would love to see is all the scenarios ranked in terms of playability as a Standalone Scenario. Seeing them from a different perspective than usual would be neat.
i'm playing Dunwich with a friend who's never played before and oh boy, it's been going terribly XD he's willing to give carcosa a shot though which is SO different from dunwhich
Hmm... With regards to "Flexing" - my group of 4 had mixed feelings on the NotZ campaign because of some characters "not having anything to do" at times (I had made Rex/Cho/Stella/Jacqueline decks with fairly narrow jobs). Now I promised them Dunwich is better, but it looks like Flex is even more required. Any suggestions on Investigator+Role+Subrole combos that might work well for 4 players in Dunwich? I'm the deck creator, since they don't own the cards/game. (if it matters, I'm only missing Dreameaters, Innsmouth and TSK for a card pool)
I think the best advice I can give is make sure that any investigators who are fighting, also give them cards that help them get clues. Like give Mark Harrigan a Grete Wagner so he could try and snatch up low clue locations during downtime. Someone having Ashcan Pete for this campaign is also an easy way to ensure that they are always able to contribute to the game!
@@PlayingBoardGamesMaybe that's why the dunwich investigators all are set up the way they are with 5 flex cards of any color. Even Zoey can carry a few magnifying glasses and Dr Milan if she wanted.
How do you manage having 3+ copies of the same card between different decks? Do you limit the card counts to what a single collection could provide? I guess everybody should be able to play Guts, but maybe not 8 copies of Ward of Protection between the decks. Is there a commonly used ruling for this?
We each have our own collection, so unless we're doing a deckbuilding challenge we use whatever. We did play with a single collection until Dream Eaters(?) came out though.