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Xlorp
Jan 23, 2008


I got given a single Basic core for Xmas, and I have the Dunwich core now too.

I'd like to try duo runs with Agnes and one other. Who's a good pairing for Agnes from either the base set or Dunwich that doesn't need me to buy another base core?
Willing to grab the rest of the Dunwich expansions if that will make a really good difference.

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Xlorp
Jan 23, 2008


Xlorp posted:

I got given a single Basic core for Xmas, and I have the Dunwich core now too.

I'd like to try duo runs with Agnes and one other. Who's a good pairing for Agnes from either the base set or Dunwich that doesn't need me to buy another base core?
Willing to grab the rest of the Dunwich expansions if that will make a really good difference.

Rereading the thread double core set looks like the way to go for most convenience and pairing options. Then plow into a campaign series.
How is Agnes paired with Jenny?

Xlorp
Jan 23, 2008


I so wanted a Thelma and Louise theme to start, but that resource cliff seems tough with Agnes in particular. I love her in a 4 player. Very few things can survive a full unloading of Shriveling with a baseball bat for coup de grace. Basically the Demogorgon send off.

I have a second core and all the Dunwich packs to pick up next week (birthday thing). Then I can get super efficient for picked duo runs and all fluffy for the group.

Xlorp
Jan 23, 2008


Soothing Vapors posted:

My wife and I did Daisy/Zoey and we broke.the game over our knee

Daisy/Zoey are a great synergy; a bit of Wynonna Earp and Waverly. I ran the Gathering a few times to get rules clear and then sent them off to Midnight Masks. The encounter deck went bonkers and tossed all its monsters at us up front but they had the firepower to hang on and then plan the VP. Zoey's random weakness is that -2 starting resources which removes her .45 quick draw turn 1. Her signature weakness is hilarious when it cycles 6-10 encounter cards and annoyances before popping up an enemy for her to hunt.

Xlorp
Jan 23, 2008


My friend gave me a single core for the holidays and we did a run through The Gathering with 4 players and the game-suggestion sample decks. We got a lot wrong but got the RPG feel right. I picked up a second core, full Dunwich, and the first two standalones. And a carry box system; that's not strictly necessary but a good idea.

Anyway, I had a good time soloing Daisy and Zoey through all three parts of Night of the Fanatic. The rules feel more solid and I'd like to run my friend through a campaign with a strong duo.

Night of the Fanatic again, or push on to Dunwich?
He's done Roland once, and Rex might work too. I'd like to use either Daisy or Agnes. I also like Jenny, but I worry she needs to be part of a bigger team to get up and running.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

If your friend hasn't played Dunwich with more than a single core I'd recommend playing that again. It gives out a lot more xp which means more deckbuilding opportunities. Playing a long cycle with a trickle of xp would be horrid if you didn't know what you are doing when putting together your deck.

I also really like Midnight Masks, so any excuse to run it again is a good one.

Common wisdom is that Jenny is fine 2 player as long as the other investigators can handle early problems.

One of the strongest duos is Zoey + Rex.
My friend wants to start with Midnight Masks. I'll build him a Rex deck with the XP tally we got from The Gathering.
Hope I get different weakness for this campaign with Zoey. Indebted was not fun and crimps her Turn 1 firepower options.

2 cores plus full Dunwich cycle is a lot of cards, and Return to Night of the Zealot seems like a no-brainer. Do Carcosa or Forgotten Age have any must-use features or variations while I try to shepherd us through what I have already? My plan is to solo (two entirely different investigators) two scenarios ahead so I can make sure we don't cock up the Acts and Agendas while I Gríma him into taking the dramatic risks.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

Some of my favorite cards in Carcosa for Guardians and Seekers:

https://arkhamdb.com/card/03264
https://arkhamdb.com/card/03023
https://arkhamdb.com/card/03232
https://arkhamdb.com/card/03231
https://arkhamdb.com/card/03315

And the card that potentially turns a Strange Solution wielding Rex into one scary boss killing adrenaline junky:
https://arkhamdb.com/card/03155
Well, dayum... Fine, Carcosa big box it is then. I have a dream to play Agnes like a nuclear scram jet.

Xlorp
Jan 23, 2008


My friend liked Night of the Zealot and wants to go on to Dunwich. But with more generalized investigators in place of the Rex and Zoey wrecking crew.

I thought to give him Pete while I take Sefina. Jenny was my first choice but seems a little slow to get herself properly set.

Xlorp
Jan 23, 2008


Does the note in Path to Carcosa about the <New keyword: Hidden> mean that one would get the most out of the story in the first run by not playing it solo? If so it it specific scenarios or the whole campaign that would draw that caution?

I'm committed to running Dunwich 'cold' with a friend, which will be slow over multiple game nights. I'd thought to play around with Carcosa solo in the meantime but that stay "in character" comment seems possibly relevant.

Xlorp
Jan 23, 2008


Lichtenstein posted:

What? I'd say between stuff like Curtain Call and Unspeakable Oath it's the roughest campaign for solo.

Tried Curtain Call with Wendy tonight. Leo and baseball bat on turn 1 probably kept me from being mulched. I don't mind escaping with 2 location VP left behind when the survival odds were plummeting. Shifting gears from rabid wolverine Zoey to survivor Wendy is a trip and a half.

Xlorp
Jan 23, 2008


Fat Samurai posted:

After talking a bit about playing solo, I'm trying to run Carcosa as solo flighty Wendy, and I'm slamming into the Royal Emissary and the fires and the Poltergeist and the Rotting Remains and aaaahhhh... Wendy is crazy now.

How do you deal with him with a non-combat character? Just outpace the Horror race?

There's two theories on this:
Move like the wind itself and use low cost events and skills to boost your baseball bat where needed and then get the heck out of Dodge. Once you know the scenario layout you can get more efficient. Having Leo out by turn 2 makes you even faster.
Abuse your character gimmick so you're cycling a nice set of low cost events and skills so you can repeatedly commit your way over the peskiest of enemies or distraction skill tests for as long as you need to max out the XP harvest. Fight or Flight makes your Horror work for you if you've got that in your cycle set.

My Wendy works OK on the speed route; so far she hasn't had the lucky breakout to run the board.
You don't have to be crazy to work here, but it sure helps.

Xlorp
Jan 23, 2008


Fat Samurai posted:

Never played Wendy seriously, the idea of having an infinite deck of 10 cards is hilarious.

I'll give this a go, thanks. I assume you're trying to whack the Royal Emissary the turn it pops up so you can outlast the Horror while thinning your deck?

You have to be able to nuke it immediately with the cards in your hand. If you see the rope-a-dope setup coming for you, do the last needful and escape.

Xlorp
Jan 23, 2008


Bringing in new players / good demo investigator decks?
Let's say I can rope in a couple people new to the game to try it out. I've heard the 1-core suggested decks are sub-par enough that one should introduce new players with better options if they are available.

It would be good to have a Fabulous Four set of investigators ready so I could run new players through Zealot. That way I don't have to explain deckbuilding - just hand them a prebuilt and we can jump in. Also would Return to Night of the Zealot be more immersive than regular Night of the Zealot? I have a particular group this weekend that has only run The Gathering with the 1-core prebuilts. Least effort answer is use the same core prebuilts and give them their XP upgrades based on last score and jump them into Midnight Masks. Can we switch to Return mode midstream or should we use the original core scenario version? Then there's the totally new players who I bet would benefit from the expanded version. If the prebuilt power curve is up to it.

I have a decent pool to use; 2x Core box, Dunwich box +6, Carcosa Box +6, Forgotten Age Box +0, RtNofZ.

Xlorp
Jan 23, 2008


Baron Fuzzlewhack posted:

I would also suggest sticking with the Core Set scenarios, The Gathering/Midnight Masks/The Devourer Below. They are colloquially called the tutorial scenarios for a good reason.

Here's a Roland deck I used while teaching a friend to play 2-player. It's probably the same as DadouXIII's Lost in Time and Space iteration of their Roland deck--I don't remember if I modified it.

Here's an Agnes deck I built specifically for teaching the game to the same friend. She selected this one and ended up with a really well-rounded experience on The Gathering.
We didn't have a long time window for running both Midnight Masks and The Devourer Below so I picked their upgrades for them. The first round was just better versions of the cards they already had, and then some permanents and equipment for the final round. Everyone had good chances to shine doing something tricky with their deck or outrageously jammy to buy us another turn. We continued with the 'vanilla' campaign just so I could run it without worrying about any new Return to... rules or effects.

Without spoiling anything, we came to an odd agenda/act sequence that i think worked. Ancient Evils came through early and often, accelerating the agenda and then shuffling back in for another pass. We caught Agenda 1->2 first, then Act 1->2 and Act 2->3. Agenda 2->3 struck and it looked like we still had a chance to make Act 3 resolve. We could have done it the firepower way, and we could have done it the cheesy way, but is it still possible to Resolve Act 3 'normally' while Agenda 3 is up? We only had a last little bit of actions to do even with the opportunistic penalties levied.

Next campaign will be two of us fairly experienced and teaching most likely one solid RPG player next. Play as 3, have someone dual-run a pair to make 4, or have a communally owned 'dummy' investigator with all cards face up?

Xlorp
Jan 23, 2008


There's no weird scaling effect between 2 and 4 then? I will be committing to hosting games at a club and being able to handle up to 4 with no special adjustments is a good omen. I can deal myself in to demo card and tactic variety without jiggering the difficulty as a result.

Xlorp
Jan 23, 2008


Scion3872 posted:

Two friends of mine want to try the game before possibly getting their own set. What would be three characters that work well together, but have as little overlap in cards as possible?

Ideally I'd like at least one of these be easy for a beginner, as one of them has the LOTR card game, so he should be fine with a little complexity.

I have a full collection, so no restrictions there.

I'm teaching two people now running Night of the Zealot using the starter decklists. We know they're sub-optimal but I want them to appreciate the power of tuned decks later.
They have Roland and Daisy and I have Jenny to hover and hammer out hot lead if they get jammed up. We have lots of yellow and blue cross-support, healthy doses of purple and green, and no red for now.

Xlorp
Jan 23, 2008


uncle blog posted:

Suggestions for a card storage solution where I can store the cards horizontally? Most options seem to be vertical, which I’m not a fan of.

Return to Night of the Zealot box? :can:

Xlorp
Jan 23, 2008


Finished running a new player through Night of the Zealot campaign tonight. Now they want to move off Roland sampler deck and try a custom Zoey deck for Dunwich.
Our seeker is dropping Daisy for Rex. I'm keeping Jenny.

Jenny with an early Leo is a great troubleshooter while the other two focus on stuff. The Devourer Below agenda was heating up on us, so I ran the action chain of Leo + Golden Pocket Watch + Ace in the Hole. Only fired two derringer shots all scenario; it was all switchblade and dynamite work.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

Pete and Jenny are a good combo, those are just poorly constructed decks.

I'd give a full critique but they look like a random assortment of cards. I'd rather not spend more time going into why those decks are bad than whoever created them did.

You'll get somewhat better results if you sort by number of likes. That said, the top two decks for Jenny have Leo De Luca, which I think is a mistake for her. Jenny's actions are pretty bad unless she boosts them, which means you are better off getting an ally that makes your actions better than getting an extra lovely action that'll fail without consuming even more resources and cards. Double Dr. Milan or Peter Sylvester make much more sense.

I'd do a Dark Horse Pete with Madam Labranche and Fire Axe build combined with Jenny with Dr. Milan or Sylvester. I'll post something if I get more time later.

I'd appreciate a new look at Jenny decks too. Adding Leo makes it feel like he's the star and Jenny's just tagging along. She can do really heavy lifting if properly supported.

Xlorp
Jan 23, 2008


Lucky Cigarette Case has become popular. I wish the FA campaign wasn't getting a reputation for being more annoying and less fun.
Are the signature guns and the pair of derringers enough damage output if we have a Zoey in our 3 person crew? A quick stick of dynamite makes the medicine go down, is what I always say. I guess I'm trying to second guess our Blue and Yellow specialists with backup clue and fighting cards. I'd like to do something interesting in her own style.

We're doing Dunwich cold with our iteration of Jenny. Zoey (our new player) will be our crazed mongoose and meat shield. Rex goes with our rules lawyer. I ran her as a mobile troubleshooter in NotZ and can pull off some twisted stunts when the Cards are Right.

Xlorp fucked around with this message at 03:56 on Nov 26, 2018

Xlorp
Jan 23, 2008


I never considered Sefina. My first play ever was a campaign with Agnes and her slow start made me leery of Mystics. Sefina has 0-60 in the opening hand.

4 head, 4 agility, 2 on the things my compatriots are really good at.
She's a rogue class but the mystic cards have such a punch.

Xlorp
Jan 23, 2008


Most agree that a single core is not enough card inventory to throw the game around. Two's been good for me, but I'm hosting two other people with their lists, and I can't quite cover Rex, Zoey, and Sefina for everything.

Quite the run on Shortcut, Unexpected Courage, and Arcane Studies...
I know I can proxy but it does bring up the question of whether or not a third core is worth it.
* more core set player cards to support a 3rd investigator better.
* Encounter sets pre-built for Night of the Zealot, Return to Night of the Zealot, and still a set for any other campaign.
* Yet more tokens and another set of the fab five cards.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

I'd just not run Shortcut or Arcane Studies on two investigators or Unexpected Courage on all three. There are plenty of other good cards and loading up on any of those isn't necessary.

Given how hard Sefina gets hit when her deck runs low, how do you feel about Quantum Flux for her?

Xlorp
Jan 23, 2008


Zerf posted:

So, if someone hasn't seen it spoiled on other places, here's some Circle Undone spoilers:


We know that there are going to be 6 new gators

Diana Stanely in the preview article
Rita Young(survivor, spoiled on a spanish site)
Carolyn Fern(weakness shown in paper article)
Marie Lambeau(weakness shown in paper article)

That leaves Rogue and Seeker. Give us a Rogue with 5 combat already!


Return to... boxes would be a nice way to give us any variant cards for the investigators included in the original deluxe boxes.

Xlorp
Jan 23, 2008


There's a difficulty pattern in the four official standalones, STANDARD and HARD. And here are the chaos bag worst case number options at both levels
Curse of the Rougarou, -6, -8
Carnevale of Horrors -6, -7
Labyrinths of Lunacy -5,- 6
Guardians of the Abyss -6, -7

What kind of a jolt would it be taking a crew that's only played on Easy with the basic Fantasy Flight investigator decklists?
For most campaigns the chaos bag number chits bottoms for EASY at -2, STANDARD at -4, HARD at -5, EXPERT at -8. Forgotten Age goes at bit harder with -3, -5, -6, -8.

Xlorp
Jan 23, 2008


I've gotten two coworkers hooked with 1-2 sessions per month.

Did Night of the Zealot to teach the newbie
(New - Roland, Grognard - Daisy, Me - Jenny)

Solidly into Dunwich now; ran Blood on the Altar tonight. This is a cold campaign run for all three of us. Worth it for making us sweat the decisions.
(New - Zoey, Grognard - Rex, Me - Sefina)

The nicest people become so heartless when the alternative is risking a trauma to their own investigator.
Will try to get them out of color comfort-zones for Carcosa.

Xlorp
Jan 23, 2008


Xlorp posted:

I've gotten two coworkers hooked with 1-2 sessions per month.

Did Night of the Zealot to teach the newbie
(New - Roland, Grognard - Daisy, Me - Jenny)

Solidly into Dunwich now; ran Blood on the Altar tonight. This is a cold campaign run for all three of us. Worth it for making us sweat the decisions.
(New - Zoey, Grognard - Rex, Me - Sefina)

The nicest people become so heartless when the alternative is risking a trauma to their own investigator.
Will try to get them out of color comfort-zones for Carcosa.

We ran Undimensioned and Unseen this week. There was a decision point where we were all pretty close to being defeated, and they voted to go for all the marbles instead of resigning. We finessed it without losing anyone, but they're really nervous about the final two scenarios given how hard we almost got smacked. I give them the encounter set names of the next scenario ahead of time so they can anticipate some old friends. I just have to say the words "Ancient Evils" or "Sorcery" and they're in the proper mood of doom and gloom.

Scavenging and Acidic Ichor are one heck of a combo in general. Like Rex needs any more help...

Xlorp
Jan 23, 2008


KPC_Mammon posted:

How does Rex discard Acidic Ichor from play? Or are you only using it as a skill card?
I looked that up just now as we never thought to check, and unslotted assets cannot be discarded unless specifically instructed. It doesn't use a hand slot.
That sounds like a good rule to avert making anyone a relentless grenadier.

He does have 2 acidic ichors in his deck, but no other disposable assets, so I'll have him adaptible out his scavenging from his splash cards. It didn't change the outcome as we needed his final actions to do things with clues while Zoey and Sefina did the final needful.

Edit: I remember part of his original logic. He is paranoid about deck milling effects and this would work then if the card got milled and he wanted his combat comfort blanket back.

Xlorp fucked around with this message at 06:39 on May 23, 2019

Xlorp
Jan 23, 2008


We have a three-player group taking a LONG (insane work schedules) time to work through Dunwich cold. Averaging 1 scenario per month and next up is Where Doom Awaits.

I'm getting zero play in otherwise and my collection is holding three mid-campaign decks built for Rex, Zoey, and Sefina.
Have 2 cores plus all currently released campaigns and all standalones except Labyrinths.

What's a good way to scratch the itch without impeding future group play?
Try solo runs through a campaign not likely to get played by us soon? Play two investigators for less swingy luck dependency?
Use a campaign like Forgotten Age and get totally spoiled on it knowing we'll probably do Carcosa or Circle Undone next?
Any of the standalones well suited to solo or duo play? Better to save for groups of actual players?
I control their decklists so I could pull out the ones I'll have to borrow for my own play and hand them back before our group scenarios.

You are Dead could be watered down to Take (x) Physical and (x) Mental Trauma. A crippling result but still a chance to hang in there.

Xlorp
Jan 23, 2008


Our 3-player group were all available tonight for Where Doom Awaits. Rex, Zoey, Sefina.

Doing a scenario cold to everyone means you have to read the cards closely. We are doing much better on recognizing rope-a-dopes and how each new scenario specifically wants to traumatize us.
Rex was critical of course, and Zoey loves her Timeworn Brand for slicing and dicing. Sefina can do a lot of utility and cleanup.

In two weeks it's Lost in Time and Space. We have no idea what's coming; we got 3 last XP to spend by then, which rules out any new exceptionals.

Xlorp
Jan 23, 2008


KPC_Mammon posted:

How does Rex discard Acidic Ichor from play? Or are you only using it as a skill card?
Pulling a Herbert West on this question

Pushed into the Beyond is a neat way to put it back into the player deck, albeit with some risk and it's only in scenarios with the encounter set "The Beyond"

Xlorp
Jan 23, 2008


Our intrepid players finished Dunwich Legacy a month ago and didn't want to retire our Untouchable Trio of Rex, Zoey, and Sefina.
So we went to the bayous and found us a mess of terror and treachery. After one particular round of "oh crap!" encounter draws they realized just one more wrong card would nuke us all. The post-Dunwich traumas changed their notions of what was safe damage and they elected discretion over getting all tricky. Our trophy pelts from the scenario got us enough VP for passage to Venice.

More headstrong now, and certainly no wiser, we head off to the the Carnevale.

Xlorp
Jan 23, 2008


Our Untouchable Trio of Rex, Zoey, and Sefina finished our run of Dunwich with some VP left over and went for a standalone/
Down to the Bayous to boogie with the Rougaroux, and had the 3VP to go to Venice next.
Carnevale of Horrors is a challenge and one must not dawdle. We had to plan more action chains than usual to work out our turns. Still, encounter chaos worked in our favor and we got 4VP and that's enough for a ticket to the Abyss.

So far these have been all cold runs for us. For Carcosa we'll be looking for a 4th to add in, and up the bag from Easy to Standard.
We have 2x Core and all campaigns through TCU. No taboo list. We're coworkers running this on site as a rush hour social alternative with pizza.

Current Zoey player wants Jenny.
Current Rex player wants Agnes.
Current Sefina player (me) might have to run Joe Diamond for the Guardian/Seeker action
If we get a fourth that would give me some better options. Love to try playing Rita or Wendy but we do need more blue and yellow to advance with any speed.

Xlorp fucked around with this message at 08:09 on Nov 7, 2019

Xlorp
Jan 23, 2008


We ran Dunwich with dedicated guardian Zoey, dedicated seeker Rex, and troubleshooter Sefina.

Zoey was our fearless shield and basically burned her cards and charges erasing threats non-stop.
Rex neutron-bombed locations to grab bulk clues, and used Strange Solution to assist when we needed an Illudium Q-36 Explosive Space Modulator.
Our Sefina went mystic heavy to do light-to-occasional clutch monster-kills, clues, rescues, or scenario goals. The rogue cards are situationally gonzo good.

Always have lead and backup people for handling monsters and clues. Sometimes they will be busy when the game is about to steal your tempo and you have to throw in the next best backstop.

Xlorp
Jan 23, 2008


jeeves posted:

Increases difficulty but has some much needed bug fixes, like when climbing that fukken hill or the possibility of first turn kills on the train.

It sounds like Carcosa needed less fixes so that return to box is less necessary than Dunwich.

We're all waiting to see how they attempt to fix Forgotten Age.

Surprise, supplies from the skies!

Test agility (6) or take two physical trauma crushing damage

Xlorp
Jan 23, 2008


Our Dunwich survivors (Rex, Zoey, Sefina) have been running some standalones for a while before we pick up again with Carcosa with all new investigators.
We got back to back cold runs of Rougaroux, Carnevale, and Guardians of the Abyss. Tonight was The Night's Usurper, and a close-run thing. Two of us were hanging on just 1 health and sanity left when we passed the act-clinching test on our last possible action. Our team just does not give up trying and this was the one scenario we gave a thought to the resigning option.

Our player evolution moving through Zealot, Dunwich, and Carcosa
Grognard: Daisy Walker, Rex Murphy, Diana Stanley
RPG Dad: Roland Banks, Zoey Samaras, Joe Diamond
Me: Jenny Barnes, Sefina Rousseau, Rita Young

Xlorp
Jan 23, 2008


It's been interesting to see a trend of threads on boardgamegeek trying to figure out if any full campaign sets (deluxe + 6) are still obtainable anywhere. Some people are going straight from Night of the Zealot to Forgotten Age on one core. At least they're a bit more forewarned than players when it first came out.

New product releases in the US:

Where the Gods Dwell (Dream-Eaters expansion #5) made it into general distribution.
FFG March 30 update indicated all new releases would be postponed through the end of April.

As of April 6 "In Production"
Barkham Horror: The Meddling of Meowlathotep - no release date noted
Weaver of the Cosmos yet (Dream-Eaters expansion #6) - release date June
The Blob That Ate Everything - release date July
Return to the Forgotten Age - release date August
5 Investigator Starter Decks - release date August

April 30 FFG announced The Innsmouth Conspiracy "to release early in the fourth quarter of 2020"

Books
6 novellas; 3 in stock, 2 out, 1 pre-order status
2 trilogies; (2 in / 1 out), and (1 in / 2 out)
2 standlones; 1 in stock; 1 out
artbook - 1 in stock

Playmats
5 models; 5 out of stock

Xlorp
Jan 23, 2008


Baron Fuzzlewhack posted:

I think there's a custom swap for Mark that makes Sophie the investigator and Mark the photograph/memory.

fake edit: There's a whole imgur album of them, but here's the swap I mentioned:




A fridging story I can accept. Headcanon updated.

Xlorp
Jan 23, 2008


Our in person group is coming up on a year of no gaming soon. We have had no time away from work (same esteemed employer) and that's slowly shifting now. What's a good way to play on line?

I've had to GM the whole group as it's my collection and blingy stuff. On line might be a chance to get us into Carcosa by Groundhog Day. Or even add a 4th player since we're now virtual.
They've gone through two campaigns Rougarou, Carnevale, and Guardians of the Abyss. We're ready to ride bikes now and get investigators Final Destinationed.

IP shouldn't be an issue. I have everything released to date except for Labyrinths of Lunacy, the novels, and the parallel investigators.

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Xlorp
Jan 23, 2008


I now have a Steam account and TTS. How does one obtain the Super Complete Edition needfuls? If I want to host up to three other people, they'll need Steam account, TTS (I bought 4), and the SCE, and that would be everything?

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