I play true solo 90% of the time (and 100% of the times I play alone) so I would add this, in a random order: - Evasion is way more valuable in solo - More actions (not in terms of compression) is essential, yes, especially moving. Movement is more taxing in solo. - As said in another comment, have 4-ish cards that can grab 2 clues - You will see fewer treacheries but I still think you should pack ways to pass a few clutch tests using cards like Unexpected Courage, Take the Initiative, Promise of Power etc. - Whatever the investigator played, dedicate a THIRD of your deck with clue getting. You won't see many enemies, you won't see many treacheries but you will NEED to fetch the clues on board - Accept critical luck. Less tests are passed in true solo than multiplayer and pulling a bad token on a critical test hurts more when no one has your back - Testless clueving (or side clueving) is good even for a seeker. If you can, get True Understanding, String of Curse etc. 😊
Primarily I learned from the series the power of 20+ Elder Signs. Jokes aside, it was an awesome series to watch as someone that struggles to play true solo. I appreciate you verbalizing what you're thinking/pondering your next step without taking too long or lingering on a decision till it becomes dull. Your content is always great to see as is your card analysis!
Just found out about your channel, instant sub. Your point of view is highly inspiring, and draws me to give true solo in AH as seond chance. While I usually play Marvel Champions solo and AH with a triend thinking it was better with two (and it still is), I'm really glad to learn that true solo is actually doable and enjoyable. Thank you!
I am playing original TCU true solo with a limited card set (core+set+PI) so I like your advice a lot - it makes me feel better when I have to scum a scenario several times over to get a good result ;-) I find the key to a good win in true solo is action economy + scenario knowledge. True solo is often much more about solving a puzzle than playing a game. It's great to play the scenario blind for the lols but when I have finished it I read every card and replay it immediately. It's the best of both worlds !
Fun deck. Stealth 3 is completely nuts in Kymani (using it for the 2nd evade, so you get the +2 from dirty fighting). I really like the singleton + tutoring builds, they're a lot of fun to play.
I haven't played that campaign yet, will have to catch you later then. Still got the "like" just cuz the topic and you have a good delivery/presenation. Thanks.
Glad to see Skids making it out of rehab. When the game first came out, I played a 3 person game. My brother played Skids and never wanted to play the game again afterward. Fascinating to see him do well. Finn is the Rogue I've been thinking about trying to solo.
While it's true that there aren't many locations with multiple clues in true solo, the advantage that can be gained from being able to gain 2 clues in a single action when it counts cannot be discounted. There are many scenario that have as a victory condition to remove all clues from a specific location and usually it's 2 per investigator. Often that location is guarded by a major enemy. In true solo that means that you can just go there, tank the AoO and get your victory in just one action, whereas otherwise you would need to take 2 actions and suffer 2 AoO. And that's assuming that you can perform 2 actions, otherwise that's another round, which you might not have, and therefore another enemy attack and encounter card. You might be forced to evade that enemy and then evade it again the next round, ultimately this could make a difference between 1 action vs 4 actions. My advice is to always have a pair of events or skill cards (just 2, that's enough) that can let you gain 2 clues (every class has an option for that), there's hardly ever going to be a situation where those won't be useful, because almost every scenario has at least one location with 2 clues per investigator, and usually they are at the end of the scenario, so you can keep them in hand for when it counts.
@@JannPoo Rex is one of my favorite investigators for that reason, but in solo it seems like his superpower would largely be wasted. And yet, here's Skids doing well, and I never expected him to succeed. So, huh.
Played the core set for the first time and man skid marks o poo was not optimal; coreset has very little to offer for gaining resources so i wasnt able to get that extra turn but maybe once/twice per encounter. Im excited to whip him out again once my collection strengthens… love your content! Has been very engaging to a new player like me
Lets say enemy deals 2 damage and two mental damage.My asset can soak 1 damage and 1 mental damage.Can i deal 1 damage and 1 mental damage to my asset, and then to deal rest of 1 damage and 1 mental damage to my investigator,or even to my other assets if i have?
I play true solo 90% of the time (and 100% of the times I play alone) so I would add this, in a random order:
- Evasion is way more valuable in solo
- More actions (not in terms of compression) is essential, yes, especially moving. Movement is more taxing in solo.
- As said in another comment, have 4-ish cards that can grab 2 clues
- You will see fewer treacheries but I still think you should pack ways to pass a few clutch tests using cards like Unexpected Courage, Take the Initiative, Promise of Power etc.
- Whatever the investigator played, dedicate a THIRD of your deck with clue getting. You won't see many enemies, you won't see many treacheries but you will NEED to fetch the clues on board
- Accept critical luck. Less tests are passed in true solo than multiplayer and pulling a bad token on a critical test hurts more when no one has your back
- Testless clueving (or side clueving) is good even for a seeker. If you can, get True Understanding, String of Curse etc.
😊
Great adds! This totally matches up with my experience!
Excellent. I haven't played solo much but plan to, and this is the kind of advice I'm always looking out for.
i'll be ur friend bro
@@Aflacist Lol why? (I mean that's nice to hear!)
Primarily I learned from the series the power of 20+ Elder Signs. Jokes aside, it was an awesome series to watch as someone that struggles to play true solo. I appreciate you verbalizing what you're thinking/pondering your next step without taking too long or lingering on a decision till it becomes dull. Your content is always great to see as is your card analysis!
It's hard to understate how important getting ahead in Arkham is! And to the extent that a powerful elder sign does that -- well, yep!
Just found out about your channel, instant sub. Your point of view is highly inspiring, and draws me to give true solo in AH as seond chance. While I usually play Marvel Champions solo and AH with a triend thinking it was better with two (and it still is), I'm really glad to learn that true solo is actually doable and enjoyable. Thank you!
Welcome aboard!
I am playing original TCU true solo with a limited card set (core+set+PI) so I like your advice a lot - it makes me feel better when I have to scum a scenario several times over to get a good result ;-)
I find the key to a good win in true solo is action economy + scenario knowledge. True solo is often much more about solving a puzzle than playing a game. It's great to play the scenario blind for the lols but when I have finished it I read every card and replay it immediately. It's the best of both worlds !
Fun deck. Stealth 3 is completely nuts in Kymani (using it for the 2nd evade, so you get the +2 from dirty fighting).
I really like the singleton + tutoring builds, they're a lot of fun to play.
I haven't played that campaign yet, will have to catch you later then. Still got the "like" just cuz the topic and you have a good delivery/presenation. Thanks.
I'm going to play Jenny in true solo.
Glad to see Skids making it out of rehab. When the game first came out, I played a 3 person game. My brother played Skids and never wanted to play the game again afterward. Fascinating to see him do well. Finn is the Rogue I've been thinking about trying to solo.
Solo Finn is great. You should definitely give him a try.
For extra spice, try dark horse Finn.
After you reveal the ES, just drop it on top of the tokens in the bag. After you reveal the tentacles, mix it into a corner. Got it. 😂
While it's true that there aren't many locations with multiple clues in true solo, the advantage that can be gained from being able to gain 2 clues in a single action when it counts cannot be discounted. There are many scenario that have as a victory condition to remove all clues from a specific location and usually it's 2 per investigator. Often that location is guarded by a major enemy. In true solo that means that you can just go there, tank the AoO and get your victory in just one action, whereas otherwise you would need to take 2 actions and suffer 2 AoO. And that's assuming that you can perform 2 actions, otherwise that's another round, which you might not have, and therefore another enemy attack and encounter card. You might be forced to evade that enemy and then evade it again the next round, ultimately this could make a difference between 1 action vs 4 actions.
My advice is to always have a pair of events or skill cards (just 2, that's enough) that can let you gain 2 clues (every class has an option for that), there's hardly ever going to be a situation where those won't be useful, because almost every scenario has at least one location with 2 clues per investigator, and usually they are at the end of the scenario, so you can keep them in hand for when it counts.
For sure. I had Snitch, Intel Report, and Eavesdrop for that purpose
Interesting advice. Presumably you're not making a case for Rex Murphy though.
@@ronaldbell7429 Of course, Rex can get two clues by himself anyway.
@@JannPoo Rex is one of my favorite investigators for that reason, but in solo it seems like his superpower would largely be wasted. And yet, here's Skids doing well, and I never expected him to succeed. So, huh.
Played the core set for the first time and man skid marks o poo was not optimal; coreset has very little to offer for gaining resources so i wasnt able to get that extra turn but maybe once/twice per encounter. Im excited to whip him out again once my collection strengthens… love your content! Has been very engaging to a new player like me
Lets say enemy deals 2 damage and two mental damage.My asset can soak 1 damage and 1 mental damage.Can i deal 1 damage and 1 mental damage to my asset, and then to deal rest of 1 damage and 1 mental damage to my investigator,or even to my other assets if i have?
Yes, unless it is direct damage/horror (which you have to put on your investigator). Check the Rules Reference, page 7.
@@ricardoasouza Thank you.
your deckbuilding gives me anxiety
Sorry! But it's working for me.