I now have a few games of Mansions of Madness under my belt, all of them with three players - a Keeper and 2 Investigators. And I've noticed that there doesn't seem to be time for them (the Investigators) to get even the majority of the house explored or make much progress once the objective is revealed.
So, I turned my designer's eye on it and thought this thought:
In a 5-player game (a Keeper and 4 Investigators), the Investigators will have 4 actions per turn. So an Event card that takes 3 turns to flip expects 12 actions to occur before it's activated. With 2 Investigators, only 6 actions have been taken in the same span. Since the Event card timings do not scale with the number of Investigators, it is no wonder that it seems the players are running out of time.
I saw two possible fixes for this:
- Give Investigators in a 3-player game 2 actions per turn.
- Scale the number of tokens required for an event to keep the number of actions between events the same for a given number of players.
I have decided that the "2 movements and one action" structure of the Investigator turn is too integral to mess with. So I am thinking of doubling the number of "clock ticks" between events for my next game - I'll almost always have 2 Investigators playing.
- Has anyone else encountered this problem?
- Have you solved it?
- Is your solution satisfactory?