by SeeSome
RobDaviau wrote:
I think I solo played Chapter 13 over 30 times at the end. Three-player, five-player. The heroes had done every side goal the girl had asked them to do in the earlier chapters. The heroes had done none of those side goals. Finding the madman late. Finding the madman early. Etc.
I'm glad you did that as the variability in Chapter 13 seems to be huge.
We had a really strange C13 in which we found a ton of omen tiles early (so we had the meteorite from the beginning), found the girl right away (and had made a fair amount of side-goal progress in earlier games), found the madman quite early, and had a great balance of stickers on the helm so that one thrall came out early and then the rest were all held off until quite late in the game (only having one thrall in play was really easy to work around).
The problem we encountered was that the chasm tile and portal stickered tiles stayed in the deck until almost the end of the game. This meant that the only way to get to the Otherworld was the elevator, so all the heroes were stuffed in there. This really started to amp up the fear level as we were watching the crests blacken and realized that the timer was counting down to having 4 thralls pop into the the elevator with us.
About a turn before that would have happened, we began to panic and split up, running around the house to get away from each other in classic horror movie fashion. Thankfully, we pulled ourselves together, got the spear and a ton of omens in the hands of someone with the highest missing trait, and sent them into the Otherworlds to get the last trait and kill Fenris on the same turn, moments before the traitor would have come out.
Awesome game! Thank you for all the work that went into it!