The Dunwich Legacy campaign

The Dunwich Legacy

Hey everybody!
It’s campaign time for today’s game day, as I bring you my first thoughts and news on how I’ve fared with playing through the first two encounters of The Dunwich Legacy campaign.

Back in June, I played the first scenario, Extracurricular Activity, and this past weekend I finally got to the second scenario, The House Always Wins, so thought it probably time to give some thoughts here as I’m way behind with playing this game!

I was playing my Jenny Barnes and Ursula Marsh decks, one that has a strong emphasis on investigating locations, the other that is attempting to be a bit of an all-rounder deck. I don’t think I did too badly in the first scenario, but the second was a bit close to the wire for me, as all hell seemed to break loose and I was close to losing the game!

Professor Warren Rice was last seen working late at night in the humanities department of Miskatonic University.

The Dunwich Legacy deluxe expansion was the first such for the Arkham Horror LCG. As with all such deluxe expansions, we get two scenarios in the box, along with all of the new investigators we’ll have for that cycle, and a bunch of the “filler” cards that get used across each of the different scenarios in the cycle. What I found quite interesting, having come at this game from my long-standing Lord of the Rings obsession, is that the deluxe box used some of the filler cards from the core set too, something that wasn’t seen in the older LCG until the seventh deluxe box.

The premise of the box is that Dr Henry Armitage, that venerable old stalwart of the Arkham Horror universe, has enlisted the help of the investigators to find two colleagues – Professor Warren Rice, and Dr Francis Morgan. The investigators can choose whether to go find Rice first, or Morgan. Without really thinking about it, I set up Extracurricular Activity first, so found myself on the trail of Warren Rice!

Arkham Horror LCG Dunwich Legacy

I find it difficult to get going with Arkham Horror LCG games, because I haven’t played it enough to get a real feel for the game. Lord of the Rings LCG has seen my table so often over the years, I can go for a long stretch without playing it, and still pick it up quite easily. With Arkham Horror, however, it always takes me a lot of time and effort to get back into it. Unfortunately, I invariably then play just one game before packing it all away once again… bah!

In my attempt to ensure I found Professor Rice, and thinking that I was playing the scenario, I inadvertently allowed a horrible monster to attack the students in the school… whoops… I managed to conclude the scenario (I wouldn’t really say “win” by spending clues in the Faculty Office, discovering the professor bound and gagged in his own closet. The fiends! Ursula has now got his ally card added into her deck, which is nice!

Campaign Log:
The investigators rescued Professor Warren Rice.
The investigators failed to save the students
2 VPs were won by each investigator.
Ursula Downs has identified the solution.

In front of La Bella Luna stands a man in a pinstripe suit who sizes you up as you approach. “Enjoy yourselves,” he says with a snake-like grin as he holds open the restaurant’s front door.

Just over two months after starting on the campaign, I returned to it this weekend with the second scenario in the box, The House Always Wins. We’re going to the Clover Club, a decision that I found frankly bizarre when the expansion was first announced, but what the hell!

After the events at the University, my intrepid duo of Jenny and Ursula now entered the sleazy life at the speakeasy, as they attempted to track down Dr Morgan. First of all, I have never played a game where I managed to gain so many resources and do so little with them as when playing this one – I think Jenny managed to gain pretty much the entire bank of resources by the end of the game!

This scenario really pleased me, though, as quite a lot happened that felt quite thematic for the sort of story we’re telling here. It came right down to the wire, with the agenda one doom counter away from the club collapsing around me!

Campaign Log:
Naomi has the investigators’ backs.
Dr Francis Morgan was kidnapped.
1 VP was gained by each investigator.

“I’m afraid I must apologize. There’s something I didn’t mention to you earlier.” Dr Armitage then spins a tale you would scarcely believe had it not been for your harrowing experiences earlier that night…

I really enjoyed playing through the two scenarios in this expansion. While they were separated by months, it’s nevertheless quite easy to pick up the story, and whether through the design of the game itself, or just the fact that I’m wired that way anyway, I thought it felt like a well-matched pair of games, despite the different locales.

The Dunwich Legacy is set several months after the events of The Dunwich Horror, one of my all-time favourite Lovecraft stories. While nothing in the deluxe expansion really feels like it bears anything but the most tangential relation to that story, I do get the feeling that we’re gearing up for a cycle of adventures that deals with the fall out from the destruction of Wilbur Whateley’s brother.

I think it’s interesting to see the comparisons between this game and Lord of the Rings LCG, which took quite some time to develop its campaign play system. I mean, there was always an element of narrative thread running through a cycle from the off, but it wasn’t really until the saga expansion idea that we began to see a real campaign implemented. Right from the off, Arkham Horror LCG gives us this, with real consequences in-game for the events of the previous outing, and adding cards to our decks if we manage to discover certain things, etc. It’s quite fascinating really, to view this game as an evolution of the older game, and I find it interesting to read comments from folks who have praised this as almost the pinnacle of the co-operative LCG. I say this, because I find the campaign structure to be so well-integrated overall that it becomes almost impossible to play a scenario out of step with that campaign. I mean, for sure, there’s nothing literally stopping you from doing exactly that, just picking up a mythos pack and going at it, but the game is so narrative-focused, and the story of the campaign is so deeply ingrained that it becomes almost cheap to just play it for what it is. Of course, I’m not trying to say that Lord of the Rings LCG is better because you can so easily play those packs as a stand-alone adventure, but I feel like there could well be a limited replay value to Arkham Horror LCG that I hadn’t previously considered.

I said earlier that I haven’t played the Arkham Horror LCG enough to feel like I’m all that fluent with the gameplay yet, which could well be in part due to this limited replayability issue, but I’m hoping that I can change that soon. Having played through the core set campaign two or three times in a previous effort to get into the game, it does feel really nice to finally be moving on with the game, and experiencing more of the stuff it has to offer, as that experience can feel quite stale, even with a year or more between each play through.

All of this may sound like I’m actually quite down on this game, but I’m definitely looking forward to moving ahead with the campaign and seeing how I fare in the rest of the cycle and beyond!!

4 thoughts on “The Dunwich Legacy campaign”

  1. Pingback: What’s New?!
  2. Pingback: The Dunwich Legacy

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