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Tips & Strategies (6)
Tips & Strategies (6)
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The Deep Ones Rising track isn’t something to be ignored. You could be well on your way to winning when all of a sudden that last token is placed on the track and the Big Bad comes out swinging. Keeping at least one investigator in Innsmouth (even if it’s multiple investigators trading off) means people can give up their clue tokens to keep the FBI on track. The Deep Ones Rising Track will bite you in the butt if you’re not careful.
More than the other expansion boards, Innsmouth can be tricky to navigate. Once the doom track reaches the half way point, the Innsmouth locals get even more unfriendly than usual to outsiders, and the gates that can spawn on Devil Reef and Y’ha-nthlei can be tricky to access and can spawn monsters dangerously close to a vortex.
Especially in the later parts of the game, stealth (and a few dollars for train and boat fare) are essential to traversing Innsmouth. It’s also a good idea to have an exit strategy in place (or at least a friend who can reach the Innsmouth docks to send a boat for you) if you find yourself having to go to Devil Reef and Y’ha-nthlei to deal with gates and monsters there. There are cards in the location decks that can get you off those spaces, in one way or another, but you might be waiting a while (and may not like the method of departure). Otherwise you might be waiting around for the dubious fortune of a gate opening on you to get you off the reef.
Two of the investigators included in the Innsmouth Horror expansion are well-suited to take one for the team. And by “take one,” I mean get devoured on account of their personal stories win conditions. Based on personal experience, I know it’s easy to get attached to your investigator and want them to survive to the end of the game. Silas Marsh and Tommy Muldoon work well in that traditional sense, can really give the Ancient One a black eye if they are devoured early.
Tommy Muldoon is a solid character in general, as he has good stats and doesn’t have to worry about being arrested. Getting a victory with the personal story cards, though, let’s him remove a doom token, prevent a future terror level increase and drop enough clue tokens on a fellow investigator to close a gate. To do so, Tommy has to get devoured…something that’s fairly easy, considering his ability to reroute monsters to his location. Tommy becomes very useful if you and your friends are just about to squeeze in a close-call win.
Silas Marsh is another solid character, especially if you use him on the Innsmouth board. Using the personal story cards puts him in risk of getting devoured by accidentally getting pulled into the R’lyeh other world. But while achieving the pass condition devours Silas, it also lets you seal any gate you want. Not close, seal. Saving this for the right moment can allow the players to get a victory through sealed gates, or at the very least plug a troublesome gate on the board.
So, while you might lose hard-won items when your investigator gets devoured, Silas and Tommy’s deaths can actually help you win. Something to consider the next time you play with them!
I quite literally laughed out loud right now because I was going to write a tip recommending that you leave someone in Innsmouth to deal with the deep ones rising track, but since that’s been mentioned a time or three we’ll take a different approach.
TIP: If you own the Dunwich expansion as well as Innsmouth don’t ever play Dunwich without Innsmouth. I have at least 50 games in with just the base game and Dunwich and at no time ever, I repeat ever, has the Dunwich horror shown up. He’s a complete non-factor on that board, but by adding Innsmouth you add addition vortex locations that border unstable locations so if a monster moves it can quite literally move into a vortex right off the bat adding a token to the Dunwich Horror track making it a significant factor in the game. Hope this helps!
Of the characters that come with Innsmouth the one I’d say is a necessity is Patrice Hathaway. She has the ability to allow other characters to use her clue tokens as their own. She also gains a clue token every time a gate opens and 5 when the doom track reaches 9. Playing Patrice is an important strategy because, as you’ll come to find out, you’ll need clue tokens in Innsmouth to keep the deep ones rising track down.
The Personal Stories are a great addition to the game. Many of the investigators get a really cool bonus for completing their Story! However, make sure you don’t go too far out of your way to complete it. Remember, the ultimate goal is to defeat the GOO! The Personal Story may grant a great bonus but what good is it if you’ve run out of time?!?!?