Horror in your Dreams!

Hey everyone,
It’s game day here at spalanz.com, and for today’s festive offering, I’m attempting to revive my custom of playing Eldritch Horror! There are still a couple of expansions that haven’t yet made it onto the blog, so today I’m going to investigate The Dreamlands, a big box expansion that first came out back in 2017.

Eldritch Horror: The Dreamlands

As with both of the previous big box expansions, Mountains of Madness and Under the Pyramids, The Dreamlands comes with a new side board for the main game, featuring locations from HP Lovecraft’s Dream-Cycle stories such as Ulthar and Dylath-Leen. Travel between these boards is, however, much easier than previously seen, as an investigator can either spend 1 clue or test Will -1 while performing a Rest action, and immediately move to the Enchanted Wood location. During set-up, three gates are drawn from the gate stack, ensuring each is for a location not on the Dreamlands board – these locations then receive Dream Portals which also link the boards together. It’s all quite thematic, and depending on where the locations of the Dream Portals are, can make things fairly straightforward to travel back and forth.

Eldritch Horror: The Dreamlands

The expansion is very much in the vein of more of the same, as we follow the now-established formula for these things, with two new Ancient Ones, about eight new investigators all from the Arkham Files universe, more cards for the base game locations as well as item decks, and then cards for the new board, and in this case an Expedition-style deck called the Dreamquest deck, which functions in the same way as previous iterations by giving you more complex encounters to follow. There are, of course, Prelude cards that allow you to determine how you’re going to use the new content if you like to structure things that way, and there is a small deck of Adventure cards that work with the Dreamlands board if you aren’t using a Dreamlands Ancient One.

Eldritch Horror: The Dreamlands

For my first game, I went up against Atlach-Nacha, created by Clark Ashton Smith as the spider god who spins a web between Hyperborea and the Dreamlands. I seem to recall always being fairly creeped-out when playing against this Ancient One in Arkham Horror, though that’s likely due to my arachnophobia. Here, Atlach-Nacha feels like a fairly straightforward Ancient One to overcome – it is more than likely down to the Mysteries that I drew, of course, but I didn’t feel like there was a great struggle as I went around the boards. True, only one of the three mysteries that I drew required me to have Research Encounters, so whereas normally I can be a little bit frustrated with the lack of clues spawning and so forth, here it didn’t really come to pass. I was also very lucky with Luke Robinson gaining the friendship of the cat unique asset which grants you five clues, as this happened just when I needed it!

Atlach-Nacha

The second Ancient One included in the box is Hypnos, who I’m fairly sure has been upgraded from simply a Herald (or was he a Guardian?) in Arkham Horror. Hypnos always works with the Dreamlands board, and has some fairly interesting mechanics for advancing his mysteries. He also has three separate decks of special encounters, which is really neat!

However, I feel like neither of these Ancient Ones is particularly nasty.

I don’t mean this to sound in any way disdainful when I say that this expansion gives us more variety without really breaking any of the rules of the base game, because it really isn’t a bad thing. Eldritch Horror has, in many ways, provided nothing but more of the same in each expansion. The Focus mechanic is back from Mountains of Madness, and that is pretty much the only change from the base game. Everything else is self-explanatory once you start playing, and while we get some tweaks on existing concepts (more Conditions that are actually boons, for example), there’s very little to confuse the uninitiated.

The eight investigators included are all familiar faces with new artwork, some of them are quite welcome having been staples from the core set of Arkham Horror, but only now making their appearance here.

There isn’t really a great deal more that can be said, if I’m honest – the expansion provides much of what we’re used to seeing from Eldritch Horror at this point, and continues the trend as we would expect it. The side board is interesting, with some thematic stuff going on to enjoy, and overall any fan of the base game will appreciate this for its strong ties in to the theme of the source material. I don’t think I’d say it is my favourite of the Eldritch Horror expansions, but it does its job well, and that’s all that we can ask!

Eldritch Horror: The Dreamlands