Had another go at the Meddling of Meowlathotep scenario for Arkham Horror the card game tonight. It did not go well. Bark Harrigan went insane about 6 or 7 turns in, and managed to draw both of his weaknesses in that time frame. One of them gave him a Horror any time he got damaged, which accounted for 3 Horror before I got rid of it. Then an encounter card made him test Mind and do 1 Horror for every point he failed by, which was enough to end it. Only had one card in the Victory display, and one Meowsk revealed.
Since it was such a short game, I dug out my new (used) copy of Firefly: the Game and tried out the solo story card. Man, that game is a table hog! I can only imagine how bad it will be once I add Blue Sun. I chose the “End the game with $15k” as the victory condition.
Things started off okay, but after my first couple of jobs, I realized I had forgotten to pay my crew their shares. I retroactively paid $1k, and since I had a crew member that could remove 1 disgruntled token per turn, I called it good. Illegal jobs refused to go my way because of the Misbehave cards. Took two tries for my first illegal job, and then the second one was completely failed after two tries when the card options were a ridiculous tech roll to proceed, or an automatic botch option, but only if I had a particular gear type, which I didn’t. So, Warrant for me, and right near the end of the game, too.
Very last move of the game, I pulled the Alliance contact card which warped the Cruiser to my location and boarded me. Luckily I had no Contraband, Fugitives or wanted crew, just my warrant which I had to pay off. Ended the game with $11,100, would have been $12k if I didn’t need to pay for the warrant, and if the illegal job had succeeded and I stiffed my crew, I think I would have just squeaked into a win.
I think the game really needs other players to really shine, as just playing against a clock is not all that fun. Plus you have no incentive to move the ships anywhere near your ship or your destinations, which seems a major part of the interaction between players (in the base game).
Also, the rules do leave a little to be desired. When you complete a job, you keep it to reflect you are solid with that contact, but you lose that if you get a warrant while working for them. So what happens to that card? Nowhere in the rules does it say, or what to do with a completed job card if you are already solid with the contact. There were a few other things that were not very clear either, but I am failing to remember them right now.
Still fun, though.