Andy Buckle, an improving player and podcast novice, leads audio playthroughs of solo investigator campaigns in Arkham Horror: The Card Game. There will be deck-building analysis, strategic decisions, and immersive narrative flavour for each scenario. Join him as he navigates the Lovecraft-inspired mysteries of Arkham.
Sister Mary makes a second attempt at The Doom of Eztli. Will she be overwhelmed by snakes or stay ahead of the game just enough to escape with the Relic?
Sister Mary, after a miserable time traversing the jungle in search of the Ruins of Eztli, searches the labyrinthine cave system for the Relic of Ages in The Doom of Eztli. Time is immediately against us in the second scenario of The Forgotten Age and we make slow progress. We're learning more about this deck and bless manipulation with each scenario (Keen Eye does work, and I'm convinced I forgot to include the Flashlight) but we're going to have to try this one again.
Introducing Sister Mary, a newly-released Guardian investigator from The Innsmouth Conspiracy. On her mission to ward off the arcane forces manifesting in the world, she journeys to the jungles of Southern Mexico in Scenario #1 of The Forgotten Age, The Untamed Wilds. Can the good Sister keep her faith, despite the treacheries of the jungle, and can she overcome her sub-par intellect and agility by flooding the chaos bag with bless tokens and hoping for the best?
Stella follows up her experiences at the Excelsior Hotel with a journey to Cairo at the request of Jessie Burke. In Guardians of the Abyss: The Eternal Slumber, the first half of one of the most-respected standalone adventures in the Arkham Horror LCG, Stella must try and uncover the mystery of a medial quandary that has been plaguing the city. She must question elusive members of a shadowy organisation and infiltrate an archaeological expedition in the desert. Stella will have to fail spectacularly well to avoid becoming a victim of the curse in this sprawling and challenging adventure.
New Starter Investigator Stella Clark, who is ridiculously strong and fun to play with FYI, embarks on her first mission in a new Standalone scenario series. After waking up with blood on her hands in Room 225 at the Excelsior Hotel and without memory of the incident, Stella must evade the police, suppress nosy hotel guests and defeat otherworldly forces to clear her name. Equipped with a 19xp deck utilising about 60% of the recommended investigator cards (who can resist Lvl2 Pete Sylvestre) can Stella's powerful turn-failure-into-success abilities solve this mysterious case?
"Skids" has made it to the final scenario of The Forgotten Age, "Shattered Aeons". After taking a mulligan following a disastrous first attempt, "Skids" seeks to unravel the mystery of the Relic of Ages. Exploring from the Nexus of N'kai in search of a location where the shattered timelines converge and humanity can be saved, doom cascades and Brotherhood Cultists pop up repeatedly to slow him down. Despite some incredibly bad token draw, "Skids" uses the trusty Expedition Journal to utilise some bonus actions and give himself a chance...but will it be enough? This episode was recorded just before Christmas, hence the references to the Christmas break, but has taken a few days to set live.
In the penultimate scenario of The Forgotten Age, The Depths of Yoth, "Skids" begins trapped deep under the earth and must make a perilous journey down to find a way out. A blind playthrough can only bring surprises (and some slow play) but this scenario gives the Explore mechanic a nice twist and rewards action economy. The first Lola/Leo partnership of the Campaign gives "Skids" a pretty good shot of living to fight another day.
"Skids" finds himself trapped inside the body of a Yithian in Scenario 6 of The Forgotten Age, The City of Archives. After choosing to cooperate with his Alien captors, who are most intent on studying him, "Skids" is allowed to explore and must complete a series of tasks to return to his body and find a way out. In this unique and complex scenario usual Investigator abilities and cards don't function the same way, and it's a hairy one from the get-go. Confession: I acknowledge there are some errors along the way here. I did play a card illegally towards the end, but I am satisfied that the outcome wouldn't have been greatly altered by waiting until my next turn to play it and then proceeding with the same plan.
In part 2 of Scenario 5: The Heart of the Elders, it felt like the hard work had already been done. "Skids" once again delves deep into the labyrinthine cave system in search for the entry to Yoth. The Harbinger of Velusia returns for more shenanigans but "Skids" was well placed to swiftly navigate a path through. The powerful Lone Wolf-High Roller combo pays off again.
"Skids" is back in the jungle for Scenario 5A of The Forgotten Age: Heart of the Elders (Part 1). In search of an ancient cavern the expedition encounters a mysterious circle of pillars at the entrance and must find a way in. It's up to "Skids". Can he avoid the newly-introduced treacheries, scrounge for the necessary clues and activate the six pillars in time? By enlisting the help of Ichtaca on this quest and using his deep pockets to fund his High Roller buddy "Skids" tames the jungle and gets one step closer to God-mode.
In Scenario 4 of The Forgotten Age campaign, The Boundary Beyond, "Skids" journeys with Ichtaca to Mexico City in search of answers and must deal with the outcome of her magical intervention. Having to cross barriers between the present day and ancient Tenochtitlán locations, "Skids" seeks to stabilise reality and is forced to adapt. Alongside Ichtaca (this scenario's hero ally) we see signs of God Mode "Skids" as he must morph into a combatant to successfully weather the punishing penalties.
In Scenario 3 of The Forgotten Age, The Threads of Fate, Ichtaca has entrusted "Skids" to track down the Relic of Ages, which has gone missing. With Alejandro having also mysteriously disappeared "Skids" has a busy night ahead of him in Arkham. This All-or-Nothing "Skids" deck is so much fun to play and [so far] has really been able to do it all. Famous last words.
After forging a path through the jungle to the ancient site, "Skids" enters the temple ruins in Scenario 2: The Doom of Eztli. This becomes a race against the mounting doom, as he delves deeper in search of the Chamber of Time. Relentlessly pursuing Serpents of Yig slow "Skids" down (not to mention misreading 'Snakescourge') but maintaining a ridiculous card draw rate he eludes them in style. Oh, and adding Lola Santiago to the deck turned out to be a good idea.
Introducing the new "Skids" O'Toole. The parallel alternative to his widely-unpopular base version, recently re-worked by Fantasy Flight Games, is kick-ass. On the lam from the law, the ex-con finds himself a part of a funded expedition to explore the jungles of southern Mexico in search of a forgotten Aztec city-state. In Scenario 1: The Untamed Wilds, the often-punishing opening scenario of The Forgotten Age Campaign, 'Skids", equipped with his Lucky Cigarette Case and alongside his buddy Leo De Luca, shows why he should have some respect on his name.
Yorick attempts to stop Seth Bishop's ritual on Sentinel Peak in Scenario #6: Where Doom Awaits. With low confidence Bill attempts to climb the hill, but his low intellect (plus Obscuring Fog at the Base of the Hill location...yeah) leads to a slow ascent and a pretty epic flameout. Final thoughts on the campaign, and plans for the future are discussed.
Yorick takes on the imposing Broods of Yog-Sothoth in Scenario #5: Undimensioned & Unseen and is quickly overwhelmed. Low sanity, the lack of a serviceable weapon, nor any friendly draw of those useful Campaign-turning assets, lead to some terrible trouble.
In Blood on the Altar, Scenario #4 of the Dunwich Legacy, Yorick continues to draw an absurd number of Elder Signs while navigating this complex scenario. In his attempts to locate the key to a hidden chamber, where the missing townsfolk may be imprisoned, can Yorick overcome some dodgy player strategy (and a few stolen actions) to solve this mystery?
Yorick boards the Essex country Express, bound for Dunwich village. Finally some luck for Yorick, as the Elder Sign is drawn an unsustainable amount of times, repeated draws of Ancient Evils somehow don't strand us, and upgraded cards Ever Vigilant, Well Prepared and Try & Try Again show their value. A tense finish to the scenario, as is custom, despite A LOT going right.
Things do get back on track in Scenario 2: The Miskatonic Museum (phew), as Yorick attempts to find the Restricted Hall of the museum and recover the Necronomicon. He deals with the relentless and ever-strengthening fiend, The Hunting Horror, and must find inventive ways to pick up those scenario-advancing clues.
If the Clover Club threw endless enemies at Yorick he received equally rough treatment at Miskatonic University in the Senario 1.A: Extracurricular Activity, except this time with 'empty-your-deck-when-you-have-Beyond-the-Veil' treacheries. Hunting XP turned out to be a mistake, and we learn that Yorick feels much more comfortable using a machete than his brain. Things are not going well.
Introducing William Yorick, a failed actor-turned gravedigger who has the nifty ability of being able to resurrect cards from the discard pile. I review the deck build for the Dunwich Legacy campaign before Yorick makes a visit to the Clover Club in Scenario 1B: The House Always Wins. Yorick's strength is dealing with enemies, but the parade of enemies thrown at him during the encounter draw is something to behold. No idea if this deck works yet.
Daisy enters the Arkham woods with a fresh batch of upgrades, including a seeker-essential in Pathfinder, in an attempt to stop the cultist ritual and the summoning of Umordhoth (an absolute unit). In the tight spacing of Scenario #3 of Night of the Zealot, 'The Devourer Below', enemy draws would not prove favourable but Ichor-in-her-veins Daisy scoots ahead of the Agenda and gives herself a chance of entering the ritual site and saving Arkham.
Daisy races around Arkham seeking out and interrogating disguised cult members in Scenario #2 of Night of the Zealot - 'The Midnight Masks'. Our lone upgrade - the identified Strange Solution proves to be SO GOOD. One of the strongest stand-alone/intro scenarios, identifying and defeating all 6 cultists is very hard [impossible]. We flirt with a personal record, but as usual the game has other ideas.
Introducing the Miskatonic University librarian, Daisy Walker, who embarks solo on the Night of the Zealot campaign from the core set. Equipped with her elite levels of deduction, Old Book of Lore and trusty tote bag, while being joined by her pal Dr. William T. Maleson, Daisy must defend her rapidly transforming house against the rise of the Ghouls in Scenario #1 - The Gathering.
Agnes attempts to climb Sentinel Peak to confront Seth Bishop in the penultimate scenario of this campaign. The woods around Dunwich present a disorienting route to the Peak and things get swiftly overwhelming (at one point I confoundingly draw two Encounter cards, though) in this notoriously punishing scenario for solo play.
Returning to the table after an inopportune absence, Agnes tries to rid Dunwich Village and it's surrounds of the monstrous Broods of Yog-Sothoth by attempting to secure Wilbur Whateley's Esoteric Formula. Can she muster all of her willpower or will those flocking Whippoorwills lead to her downfall?
In Blood on the Altar Agnes sneaks around the sordid and silent Dunwich Village, investigating iconic locations of Lovecraft's classic tale in search of missing locals and a mysterious hidden chamber. Pursuing O'Banion thugs pop up everywhere and Agnes' sanity is repeatedly threatened. It was a chilly night here but I was sweating during this weird and confusing finale.
Agnes jumps on the 3.10 to Dunwich, and needs to go full Chris-Evans-in-Snowpiercer to get the train up and running when enemies from the beyond turn up. Not entirely sure how this resolution came about - just so many Ancient Evils! - but check in to hear just how derailed Agnes gets in one of the more nail-biting scenarios in the campaign.
Agnes spends a night at the Miskatonic Museum in search of Armitage's pal Harold Walstead and the Necronomicon, which is buried deep in the Restricted Hall of the museum. Good thing she brought along her, uh, newspaper.
While on the hunt for Professor Rice at the Miskatonic University Agnes faces Yithian Observers, the dreaded Beyond the Veil and a crippling lack of intellect when it was needed the most. Behold more dopey play not befitting such a place of knowledge.
Agnes travels to the Clover Club at the request of Dr. Henry Armitage in search of Dr. Francis Morgan, and though she finds herself dueling with multiple O'Banion thugs and pesky rats she dispatches this scenario quickly with the aid of several glaring (beneficial) mistakes on my part. I promise I wasn't drunk. Let's chalk this up as first scenario nerves and the late hour.
Introducing Agnes Baker, an unassuming waitress who is swept up in the mystery of the Dunwich Horror. Learn about Agnes and the cards I'll be taking on a true solo run through The Dunwich Legacy of Arkham Horror: The Card Game.