Thankfully it hasn’t been quite so long since the last game this time, but I have made some more progress with my ongoing Dunwich Legacy play-through. It’s the third time I’m playing through this campaign, as I’ve said already, and I’m playing as Tony Morgan and Mandy Thompson, who I am not convinced are the best partners for this one! Though I suppose I played through the Carcosa campaign with Daisy and Ashcan Pete, so it’s not like I haven’t played with mis-matched pairs before now!
After escaping from the Miskatonic Museum with the Necronomicon, I’m on the train to Dunwich. I had definitely forgotten just how much fun the Essex County Express is, though. In my mind, I think I was writing it off as being a bit of a road block to us getting to Dunwich, but in reality, I really enjoyed the mechanics of the scenario, as the end carriages of the train were sucked into the void and we had to make our tortured progress onwards towards the engine. At least Tony had much more to do this time, with there being more enemies for him to gun down. There are plenty of Cultists on the train, one of my favourite encounter sets for the game that sees them enter play with a doom token, and there are numerous other ways to play around with this mechanic. I am using the alternative encounter cards from the Return To box as well, Resurgent Evils and the like, which is nice to help this run through feel a bit different. It isn’t a proper Return To… campaign per se, although I have begun to think maybe I could start to sub in those cards as well, and get more of a flavour of how that goes.
After playing the Essex County Express, I finally went through to use all of that experience and level up my decks, as I had a total of 13 xp from the campaign so far, and I suppose I am at the half-way point! In my head, they were using their time on the train to ready themselves for what will be facing them when they get to Dunwich!
The next scenario, Blood on the Altar, has us racing around Dunwich itself as we try to find out why the townsfolk have been disappearing. It’s all very wonderful, as I do enjoy these sorts of quests where the old boardgame is recreated for us. I was able to rescue all but one of the townspeople, anyway, so have now got a bunch of assistance as we go forward into the campaign. Indeed, this scenario is then followed by another interlude, which has the flavour of a re-set about it – no matter how badly we’ve been doing up to this point, we have another opportunity to rescue the folks who we should have already got while still in Arkham in the earlier quests, and indeed, we have two ways to get the Powder of Ibn-Ghazi, which I think becomes critical in the next scenario. It’s all very useful, though, and I have another 4 XP to add to the bank, so I can’t complain! I think I’ll need another pitstop to upgrade some more before I carry on, anyway.
However, deck-progression (as opposed to deck-building) in Arkham Horror LCG is definitely something that I feel I’m not good at, as I often get into these situations with a lot of XP and no idea what to do with it! I might write up some thoughts on that at some point. As it stands, I’ve just made some fairly basic swaps for stuff at a higher level, and I’ll see how I get on with them. Oddly, though, I’ve found myself wanting to deckbuild for some new investigators, so I can try out some different things!
So, after having taken my time so far this year to get moving with this campaign, I am now well and truly in the thick of it, with just three more scenarios to go before I see if I can indeed save the world. Fingers crossed…
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