ESTABLISHING THE CULT
You got money, you got lore, you got contacts.
Pick a Lore that you want (I won't go into the diferent cults, just know some have really good advantages) and start your cult.
This will generate Notoriety. If you got an investigator, this means he'll generate Evidence, unless you do the "Card-Hold" trick I told you about. IF you don't have an investigator, you should do it anyway to prevent one from appearing.
If you fuck up and the Investigator generates evidence from it…. lay low. Don't do anything suspicious (like expeditions). Evidences takes 500 seconds to disappear, but will disappear given time. Be patient.
Important note: there's a card you can get by dreaming called "A Peculiar Rumor". You can explore with this and instantly meet someone new, BUT this generates Notoriety. Never use this. There's a reason it's in the game, and I'll explain in the next post, but if you're starting out, NEVER USE THAT CARD.
After you generate the cult and deal with the first notoriety hit, you're in the clear again. Now is the time to promote all your cultists. If you got lucky with your Lore, you'll manage to get everyone to lvl 2. If not, you'll get everyone to lvl 1 and the cultists from your element to lvl 2. That's not so bad.
Once you're in the clear Notoriety wise and everyone is promoted, you'll need to get started on expeditions.
THIS IS THE TIME YOU START USING THE DREAM VERB FOR REAL.
If you did anything besides using money for contentment with it before this point: you're dumb. Curious, but dumb.
Now is the time you do it. Basic game loop:
>Dream, get Secret Histories Lore
>explore with Secret Histories, get Location
>Explore with location, assign cultist to it
>deal with post-expedition problems (hurt cultists, Notoriety)
Rinse and repeat. Exploring the mansus gives you more WAYS into the dream, giving higher levels of secret histories and new/thougher expeditions. When you get new rituals, you'll also have gathered ingredients and tools by then, so Rituals become a viable tool now. You usually want Summons leading expeditions (they can die without making corpses and are renewable, unlike your cultists).
The rest I'm not spoiling. You do this things to gather knowledge (Lore) and power (tools, ingredients, cultists).
You can and should upgrade them as much as you can, explore their abilities and know when to use them AND WHEN NOT TO, HOLY SHIT YES WINTER CULTISTS CAN GENERATE CORPSES FOR YOU BUT UNLESS YOU GOT A REASON TO GATHER A CORPSE, DON'T DO IT.
Don't Dream unless you need to. You need the verb free to deal with Dread, and Dreaming is the main cause of Fascination.
Don't forget about money and health. Clerk job will carry far, but when you got Lore 8 in every field, comissions should be your main source of money.
I can tell you a lot more about the game, and it's many characters and quirks (for instance, all Patrons have the "Mortal" tag, except for one. Can you guess why?).
But a good part of the experience is exploring by yourself.
Just know this: I once ate 3 of my cultists to save me from death.
I burned all the moths in my lanterns in search of enlightment.
I've managed to get 2 investigators at the same time on the table. I laughed about it, killed one, ressurected him and had him kill his colleague. I then sunk him in a boat.
I've seen and done things you would not believe. Things that you can and will do, once you open your real eyes, the ones that look inward. Press one and ascend.