This guide is only good if you have only the core game. Someone that has all 9 cycles, as me, can play around these tips. Now we have cards that helps situational cards.
This is really helpful, particularly that you give clear principles to follow as well as two specific decklists which are achievable by players just starting out. I'd love to see more content from you about true solo. As much as I love Playing Board Games, by their own admission true solo is a bit of a blind spot of theirs.
Very good video! I know many people prefer the interaction of playing 2 or more decks, but I think there's an art in using only 30-ish card slots to cover all bases. I would add that another important point to consider is encounter card cancellation, because you're way more vulnerable to an ill-timed draw in solo. Drawing a 2nd tough enemy on top of the one you're engaged with is pretty much game over. Speaking of Survivor, they're on average the best solo class imo. Evasion is important: survivors generally have high Agility. Not much time to spend setting up in solo: survivor assets are cheap and gators can rely heavily on Survivor skill cards. Need to pass an important test ocasionally: Survivors love turning a disaster into an unexpected pass :)
Totally, there are some very few ways to outright cancel enemies though. And as cancelling encounter cards usually isn't *that* reliable, I thought it's partway in passing random tests (passing treachery tests is more versatile as you can use it for other tests) and health/sanity protection. Indeed, outright cancellation with cards like Ward of Protection and Deny existence is a viable way to tackle that problem as well.
Very helpful video, thanks! I would love to see videos about the “best/staple” cards and why they are that way. For example, people often mention cards like machete and flashlight, so hearing explanation for why those and others are so helpful would be cool
I don't know if Cuherdir has, or plans to, made such a video, but I can answer on those 2: Machete is a straightforward level 0 card with an infinite-use ability of +1 combat and +1 damage (though the damage *is* conditional). This means you often only need to play a single machete and you've got a decent enemy solution for the entire game, versus playing a .45 Automatic or Shriveling which are limited-use. Flashlight is a generically useful card for finding clues, being relatively inexpensive for its effect. Its main advantage is being able to *almost* guarantee finding a clue on a location with 2 shroud or less, because reducing the shroud by 2 means you can then pass on anything but an autofail. (If your modified skill value is below 0, it gets treated *as* zero when determining success vs failure - letting you almost always succeed on a 0-difficulty test.) It's also available to all investigators, and there are a few cards that can take advantage of the reduced shroud or difficulty of the test (eg, Rex will find it easier to succeed by 2 and therefore be able to trigger his ability to gain an extra clue).
@@morimementos you mean the taboo, right? Hm. I was never a huge fan of Machete anyway (if only because it's too obvious a choice, and if you end up getting surrounded by multiple enemies it loses the +1 damage). That said, I think most people would say - it's still worth using, but the added XP cost makes it more of a considered choice than a popular default choice.
Very helpful video. Lots of good advice. I'm curious what you think of newer investigators. Roland and Wendy have been sort of discussed to death by now. Also, since I haven't really played Survivor much (my nephew likes that class), a discussion about what that class does well in solo would certainly be very interesting to me.
I Just started playing and used the suggested starter deck. It just left me wanting more! After watching this video I picked up another Core set and DL (no Mythos packs yet) and plan on playing with a deck I built using those tips. arkhamdb.com/deck/view/793696
Cooles Video, ich freue mich mehr von Dir zu sehen, da ich AHC auch gerne true solo spiele. Würdest Du Tipps geben für ein Solodeck für Daisy true solo durch Dunwich?
Thanks for the comment. They are supposed to represent "average" (average resources per card. So the amount of resources divided by the amount of cards)
So the first one is easy: count the cards in the deck, 33, sum up all the resource costs of the cards, 33. The numbers now are the average resource you have to pay per card, so #resources/#cards. We get exactly 1 resource per card. Now the following numbers are the totals if you 1) only count one Machete, as if you play one Machete and don't lose it for any reason, you won't ever play the second Machete. This means you don't have to consider the resource costs of the second copy of Machete, which brings the resource total down to 30 and the average to ~0,91 2) Emergency Cache doesn't cost resources, but if you play it, it actually grants you 3 resources, so you can substract 3 resources from the total for the deck for each copy, bringing it down to 24 and ~0,73 (whre I just realize there is a roundoff error in the video apparently) 3) Guts, Overpower and Perception should draw you a card once you use them, cards that replace themselves like this once they're used are called cantrips which I believe is a term derived from Magic. If you discount those cards from the card count, it's 24 resources per 29 cards -> ~0,83 resources per card on average As I believe I explain, it's just a rough baseline I honestly never do myself, I eyeball the cost curve. But it's a solid way to check your deck if you struggle to build or play one as it seems too expensive (or inexpensive). As you draw 1 card and get 1 resource per upkeep, if you keep an average of 1 resource per card, you should theoretically be able to play all your cards with your upkeep money without having to take resource actions for example. And I'm happy to help further if you have any questions ;)
It certainly is rather easy using the full cardpool nowadays if you are an experienced player, but even though my answer is kind of late, your question seems to be from a new player perspective. With a limited cardpool, I would recommend to take a look at this og gem: arkhamdb.com/decklist/view/622/the-girl-who-killed-umrdhoth-combo-wendy-the-gathering-2.0 Definitely a really hard task to achieve
This is often referred to clarify that you mean playing solo controlling a single investigator as opposed to a very popular variant of playing two-handed solo (or more) where you play by yourself but control two investigators
This guide is only good if you have only the core game. Someone that has all 9 cycles, as me, can play around these tips. Now we have cards that helps situational cards.
This is really helpful, particularly that you give clear principles to follow as well as two specific decklists which are achievable by players just starting out. I'd love to see more content from you about true solo. As much as I love Playing Board Games, by their own admission true solo is a bit of a blind spot of theirs.
😊😊😢😮😊of😅o😊9th
As a just starting player of this game I am trying to experience it solo and your guide is of an awesome help. Thank you!
Thank you. Just purchased the game and eventually plan to give true solo a try.
instablaster...
I actually haven't heard about the rule of thumb of '1 resource per card in your deck' before; I'll definitely try and keep that in mind.
Just getting back into Arkham Horror LCG Im going to give this deck a try, Because I keep losing solo.
Great video! Can't wait to see more solo related videos.
Thanks. My core game arrived yesterday. I'm looking forward to playing it soon.
This was great, thanks so much for this. I'm building my first True Solo deck now. :D
Very good video! I know many people prefer the interaction of playing 2 or more decks, but I think there's an art in using only 30-ish card slots to cover all bases. I would add that another important point to consider is encounter card cancellation, because you're way more vulnerable to an ill-timed draw in solo. Drawing a 2nd tough enemy on top of the one you're engaged with is pretty much game over.
Speaking of Survivor, they're on average the best solo class imo. Evasion is important: survivors generally have high Agility. Not much time to spend setting up in solo: survivor assets are cheap and gators can rely heavily on Survivor skill cards. Need to pass an important test ocasionally: Survivors love turning a disaster into an unexpected pass :)
Totally, there are some very few ways to outright cancel enemies though.
And as cancelling encounter cards usually isn't *that* reliable, I thought it's partway in passing random tests (passing treachery tests is more versatile as you can use it for other tests) and health/sanity protection. Indeed, outright cancellation with cards like Ward of Protection and Deny existence is a viable way to tackle that problem as well.
This was great, thank you!
Very helpful video, thanks! I would love to see videos about the “best/staple” cards and why they are that way. For example, people often mention cards like machete and flashlight, so hearing explanation for why those and others are so helpful would be cool
I don't know if Cuherdir has, or plans to, made such a video, but I can answer on those 2:
Machete is a straightforward level 0 card with an infinite-use ability of +1 combat and +1 damage (though the damage *is* conditional). This means you often only need to play a single machete and you've got a decent enemy solution for the entire game, versus playing a .45 Automatic or Shriveling which are limited-use.
Flashlight is a generically useful card for finding clues, being relatively inexpensive for its effect. Its main advantage is being able to *almost* guarantee finding a clue on a location with 2 shroud or less, because reducing the shroud by 2 means you can then pass on anything but an autofail. (If your modified skill value is below 0, it gets treated *as* zero when determining success vs failure - letting you almost always succeed on a 0-difficulty test.)
It's also available to all investigators, and there are a few cards that can take advantage of the reduced shroud or difficulty of the test (eg, Rex will find it easier to succeed by 2 and therefore be able to trigger his ability to gain an extra clue).
@@prinnywizzard9608 thanks for the answer, definitely helpful. Would you say that machete is as universally good after it got nerfed?
@@morimementos you mean the taboo, right?
Hm. I was never a huge fan of Machete anyway (if only because it's too obvious a choice, and if you end up getting surrounded by multiple enemies it loses the +1 damage).
That said, I think most people would say - it's still worth using, but the added XP cost makes it more of a considered choice than a popular default choice.
Very helpful video. Lots of good advice. I'm curious what you think of newer investigators. Roland and Wendy have been sort of discussed to death by now. Also, since I haven't really played Survivor much (my nephew likes that class), a discussion about what that class does well in solo would certainly be very interesting to me.
Really good information here. Thank you! Subscribed.
I Just started playing and used the suggested starter deck. It just left me wanting more! After watching this video I picked up another Core set and DL (no Mythos packs yet) and plan on playing with a deck I built using those tips.
arkhamdb.com/deck/view/793696
Wow! They you so much for this great video and advice on true solo in Arkham.
Cooles Video, ich freue mich mehr von Dir zu sehen, da ich AHC auch gerne true solo spiele. Würdest Du Tipps geben für ein Solodeck für Daisy true solo durch Dunwich?
This is an amazing video!!!
This was very helpful, gotta add some soak to my next playthrough :)
Thanks so much!
Thanks! Hey at around 20:10 what do those "no" signs mean? (The circles with the diagonal lines through them)
Thanks for the comment. They are supposed to represent "average" (average resources per card. So the amount of resources divided by the amount of cards)
@@Cuherdir Ah thx!
Thank you!
Very interesant!
I don't understand what the numbers are at 20:10. Could you help me?
Thanks a lot
So the first one is easy: count the cards in the deck, 33, sum up all the resource costs of the cards, 33.
The numbers now are the average resource you have to pay per card, so #resources/#cards. We get exactly 1 resource per card.
Now the following numbers are the totals if you
1) only count one Machete, as if you play one Machete and don't lose it for any reason, you won't ever play the second Machete. This means you don't have to consider the resource costs of the second copy of Machete, which brings the resource total down to 30 and the average to ~0,91
2) Emergency Cache doesn't cost resources, but if you play it, it actually grants you 3 resources, so you can substract 3 resources from the total for the deck for each copy, bringing it down to 24 and ~0,73 (whre I just realize there is a roundoff error in the video apparently)
3) Guts, Overpower and Perception should draw you a card once you use them, cards that replace themselves like this once they're used are called cantrips which I believe is a term derived from Magic. If you discount those cards from the card count, it's 24 resources per 29 cards -> ~0,83 resources per card on average
As I believe I explain, it's just a rough baseline I honestly never do myself, I eyeball the cost curve. But it's a solid way to check your deck if you struggle to build or play one as it seems too expensive (or inexpensive). As you draw 1 card and get 1 resource per upkeep, if you keep an average of 1 resource per card, you should theoretically be able to play all your cards with your upkeep money without having to take resource actions for example. And I'm happy to help further if you have any questions ;)
Is it possible to kill umordhoth with Wendy? I haven't managed to kill him with any other investigator but I was very close with Duke and Ronald.
It certainly is rather easy using the full cardpool nowadays if you are an experienced player, but even though my answer is kind of late, your question seems to be from a new player perspective. With a limited cardpool, I would recommend to take a look at this og gem: arkhamdb.com/decklist/view/622/the-girl-who-killed-umrdhoth-combo-wendy-the-gathering-2.0
Definitely a really hard task to achieve
What does it mean TRUE solo?
This is often referred to clarify that you mean playing solo controlling a single investigator as opposed to a very popular variant of playing two-handed solo (or more) where you play by yourself but control two investigators
@@Cuherdir Oh i see. Thank you. So true solo is the way i definitelly prefer.