Eldritch Horror: Cities in Ruin

Eldritch Horror

Well, after Friday’s post about playing more Eldritch Horror, here I am again! This time with another expansion that has only seen the light of day the once, Cities in Ruin! This one is quite the box, I have to say – there’s a lot going on with it, perhaps more so than we saw with the Hastur expansion last time. Shudde M’ell is of course the arch-Cthonian, so the box is themed around destroying parts of the world as these horrible monsters erupt from the earth. I remember playing the expansion almost four years ago now, and being impressed with how it changes up the game – you start at 15 doom, which feels like a walk in the park because it’s so far out, but there is so much that just advances doom, and when you add in the fact that the Mythos deck and other elements are working to destroy board spaces, things can get pretty wild!

Playing with expansion investigators, I took Roland Banks and Bob Jenkins on an unlikely adventure against the outer evil. Roland hilariously kept getting Debt or Detained conditions, while Bob actually solved all three mysteries pretty much single-handedly. He even managed to defeat the Worldrender epic monster thanks to an artifact that buffed him amazingly. Definitely wasn’t expecting that from the salesman, I have to say!

Eldritch Horror

However, this game did feel pretty easy, somehow. The combination of mysteries drawn obviously works towards that, and I think having some where you just need to have encounters, and some where you have to spend the clues but we’re getting lots of those regardless, all contributed to a pretty quick game – just over an hour, from set-up to finish! It’s all well and good having a quick game, of course, but I do prefer to explore a bit more, and I suppose I could have avoided the Worldrender to draw it out a bit longer, but even so! This is the second game, easily, where I haven’t been to the eastern side of the board at all, which I think is something of a theme for me overall. I was thinking that I would try to interact with the Expedition more on this game, but that didn’t pan out, either!

Eldritch Horror

All that said, I have since found out that I have actually been playing the combat rules wrong – I have basically been playing it as a slugfest between the investigator and the monster, but the rulebook is clear in that you only resolve a single encounter each round. Eek! I think I need to play this game a lot more, and get to grips with this side of things!

The Devastation deck is a nice addition to this expansion, and there is a Prelude card that allows you to use the mechanic without Shudde M’ell as the Ancient One. I think Preludes have been something that I have, in general, been avoiding for a lot of my games, so I should probably look into these more now that I have played through every expansion at least once. They’re a great way to pick-and-choose which elements, like the Devastation deck here, to include in your games, and I think I need to try them out some more.

Eldritch Horror

And that’s exactly what I did, almost immediately afterwards! I went on an adventure using just the core set and the Devastation rules, sending Trish Scarborough and Akachi Onyele up against Yog Sothoth! I thought this was a very interesting game, because I tried to focus on getting my investigators to be the best they could through assets etc, but also keeping an eye on the mission, as Yog Sothoth isn’t the most forgiving of the core set Ancient Ones. It was interesting, though, because even while the doom track ticked down quite a lot, and I think three Disaster cards were drawn, it seemed to have such little impact on the game overall. I mean, I was too busy with the main mysteries to really bother to have encounters with the Devastation deck, and without Shudde M’ell’s specific mysteries requiring those encounters, it became very easy to just ignore that aspect of the game going on.

I would imagine that the prelude cards which bring out the sideboards and all of their associated stuff would lead to a more involved game overall, as there are additional incentives to explore those boards thanks to the gates spawning there and so on, but it was quite interesting to me to see just how little an impact these things can have on the game. That said, I suppose it is slightly hit and miss, because there are Prelude cards that alter the game in more subtle ways, such as that one which adds a fifth asset slot courtesy of the Silver Twilight Lodge. I want to try and use these some more, though, as I see them almost functioning like mini-expansions for the game, somehow. The Masks of Nyarlathotep has some very interesting Prelude cards, such as one that adds spells to the reserve for regular purchase, or the zombie apocalypse-style game, or one of my personal favourites, where if the investigators win, actually they don’t – you advance doom to 0 and awaken the Ancient One regardless! I think every expansion except Forsaken Lore, which came instead with additional cards for the base game, has a selection of Prelude cards to choose from, so it could be fun to explore those more as time goes on.

Eldritch Horror

However, that’s not to forget about the actual expansions themselves, of course. As I’ve been playing more of the Edge of the Earth campaign in Arkham Horror LCG to try and wrap that up, I am thinking I’d like to try out the Mountains of Madness expansion once again! I haven’t played with that box for almost 7 years, so it would be nice to get back to these things!

Eldritch Horror

I talked last time about how I want to try to play more and explore the expansions more, and this is definitely going to continue for me as we go into 2023. I do enjoy the game so much, I think it’s pretty much a no-brainer really. Elder Sign is another Lovecraft game that I hope to get to the table again soon. I have all of those small box Omens expansions, but I think I’ve only actually played Omens of Ice once, and the others are still new. Hopefully they can come to the table soon, and I can see what I’ve been missing all of these years!!

I also think I’m going to aim for more Arkham Horror as well, as that’s another game that I’ve enjoyed, but have barely scratched the surface with really. I have recently picked up the small box expansion for it, Dead of Night, which increases a lot of the content we already have in the base game, so hopefully I’ll be able to play more games there as well. Both of these games are what I like to think of as Saturday afternoon games, where you can sit back with the entire table covered, and just enjoy the experience in an unhurried manner. Nowadays with the kids, of course, that isn’t quite so easy, but I used to really enjoy having game days with a stack of games to play, and at least one “big box game” like this. It’s not about trying to rush through and just get it finished in the short time I have when the girls are napping, but rather I’m trying to enjoy an expansive adventure! So I’m hopeful for more of this in the coming year!

Eldritch Horror: Signs of Carcosa

Hey everybody,
Well, November has definitely seen an up-tick in the number of games that I’m playing, after the last few years really seeing that number averaging around 4-5 games per month. So far this month I’ve been able to get quite a few favourites to the table, such as Lord of the Rings LCG and Arkham Horror LCG, as well as a few of the classics like Runebound and Eldritch Horror! I’m very excited about these developments, because they’re games that I enjoy greatly, but which I’ve only been playing sporadically, in the case of Eldritch Horror, of which have been MIA for years, as is the case with Runebound!

Eldritch Horror: Signs of Carcosa

Eldritch Horror holds a lot of good memories though, and it was one of the first games that I played with my wife back in the day. It’s something that I used to associate quite closely with Christmas, as I used to enjoy getting in a game either on the big day itself, or else soon after. Many of the expansions came out at that time as well, or I would keep them until I got to my festive play-through. Recently, I got to play it with the Hastur-themed small box expansion Signs of Carcosa, which I have only actually played once, years back when I first featured it here on the blog!

That seems to be another theme of my recent game nights, getting to play with games or expansions that have rarely seen the light of day!

Eldritch Horror: Signs of Carcosa

Eldritch Horror, as we know, is a game where the investigators travel the world trying to stop the nefarious schemes of a Great Old One. The Hastur expansion very much gives us more of the same, as do all of the small-box expansions for the game, although the small tweaks that we see in this one can still help to make it feel really interesting. The impairment tokens are back, after first coming to the game in the big box Under the Pyramids, and a lot of the new encounters have skill impairments as a fail condition. There is also the new Blight condition card, which forces us to discard allies when we gain it, reflecting the madness Hastur causes. Interestingly, Hastur as an Ancient One only requires two mysteries to be solved for victory, rather than three, but it can be quite difficult to actually solve these mysteries!

Eldritch Horror: Signs of Carcosa

The first one that I had, The Yellow Sign, was the longest to resolve, as I had to spend sanity and gain a madness condition to claim an eldritch token and place it on the mystery. Needing four tokens, and requiring sanity for all sorts of stuff going on, it seemed to take a while. Unfortunately, I think I was one token away when I drew a mythos card which, by dint of the fact I had already used so much sanity in my investigators, drove both of them insane! I’ve never actually had that happen before, and was a bit worried that it might actually be game over. I had been using Jenny Barnes and Michael McGlen, the gangster and his moll, so they were replaced by Dexter Drake and Wendy Adams, the magician and his… assistant? Hm. Anyway, it’s nice to get to use all four of the new investigators – I don’t think I’d used Wendy before, and by a stroke of luck I was drawing all manner of things that made the little street urchin into a combat monster! Dexter gained all of Jenny’s items after sending her to the asylum, and he was similarly tooled up for greatness. That said, he has the very useful effect of being able to send monsters to another gate, so that came in handy!

Eldritch Horror: Signs of Carcosa

Indeed, I don’t remember a game quite like this one for closing gates! Due to Hastur’s reckoning ability that forces sanity loss for each gate on the board, that was another thing to keep in mind as we went about our business! I was trying to use the asset inventory more as well, because I know in previous games I’ve tended to almost ignore that entirely. Often with Eldritch Horror, I find myself coming back to it like this and thinking, “right then, I’m going to try x this time” to get more out of it. I find there’s just so much going on with the game, usually, that some things do get ignored.

At any rate, Dexter and Wendy were able to solve the second mystery, which merely required each investigator to have an ally and a clue, but also to then spend clues to solve. Fortunately, Wendy had been on an expedition and gained quite a lot of clues, so that worked out well for us in the end!

Eldritch Horror: Signs of Carcosa

It’s a cracking game, and even with the built-in timer of the mythos deck and so on, there is still opportunity to explore the board and whatnot. I particularly enjoy the encounters when they allow for you to build up a bit of a narrative in your head, like Wendy gaining the help of a Vatican Missionary while she was in Istanbul. It all makes for some really good storytelling, and is one of the reasons why I keep coming back to this game time and again! Unlike something like Runebound, which I enjoy greatly but hadn’t played for eight years, I have been steadily playing Eldritch Horror throughout this time. I suppose in part it is helped by the fact I had two big box expansions that I hadn’t played until recently, but pretty much all of the expansions have had little replays. 

My stats on boardgamegeek tell me that I have played Eldritch Horror 29 times now, but the most-played expansions are Strange Remnants and Forsaken Lore, each of which has been played 4 times. Cities in Ruin and Masks of Nyarlathotep have each only been played once, and it’s just terrible! Across all the expansions for the game (four big boxes, four small boxes) I have played them all 20 times in total. Considering it is such a good game, and considering that I enjoy it so much, you’d think I would have played it more often! I realise that it can take a lot of set-up beforehand, but it doesn’t actually take all that long to play – I think it was around an hour and a half for the most recent game, so it’s not that bad!

Now, I’ve always been quite the stickler for storing my games and expansions rigidly, with all the expansion material kept in its own box so that I can make that kind of conscious decision to include an expansion in my game. However, Signs of Carcosa does feature investigators that were from the core set of Arkham Horror, which has got me thinking about how I keep these kinds of things, going forward. Actually, it was my recent games with A Touch of Evil that first put this idea in my head, but I’m now considering storing some things all-in, and then when it comes to investigators, for example, I can pick one or two from across the whole line. It’s interesting to me because it’s quite the departure, really, but when there is a game with just “more of the same” content, does it really matter if that stuff is already in the base game? Sometimes, if an expansion gives a new feel to things, then you might not want to have all the stuff stored together, but it’s got me thinking. Another reason for storing it all in the same box is the location decks, which are really quite thin in the base game. I know Forsaken Lore did a lot to plump up the card content of the base game, but it might be useful to have some stuff just always there. I don’t know, I can’t quite bring myself to do it for this game yet, but I am very close to taking out the plastic tray from A Touch of Evil and having most of the stuff in the same box there, as the base game for that is quite choc-full of stuff now!

Anyway, that’s quite a tangent, there!! 

I realise that I often say stuff like, I hope I can play more of this soon, and then it goes unplayed for six months or more. However, I am intending to get more Eldritch Horror played as the weeks roll on towards Christmas. While I am sort of in the middle of three different campaigns between Arkham Horror LCG and Lord of the Rings LCG, I’m hoping to draw those to a close soon and then I can focus more on the sort of pick-up games, with board games making more of an appearance. Don’t get me wrong, I love some of the early Arkham campaigns, but I think they do kinda tie me into having to play that game when I get some spare time, rather than just playing what I fancy!

#shelfie

Hey everybody,
I just wanted to share this with you all today. It’s a shelfie that I took of the current selection of games, after a bit of reorganisation at the weekend.

It’s by no means all the games I own, as there are plenty more up in the loft, or under the bed, but I have been trying to get a bit of a wider selection here so that they can be accessed and enjoyed! It’s now that time of year when I am really partial to a sit down with a big game, like Runebound or A Touch of Evil, so I’m looking forward to potentially getting more games with these in soon!

I’m one of the crazy folks who logs all my board game plays over on boardgamegeek, and looking at those stats, I’m quite horrified to see that it’s been almost 8 years since I played Runebound, and 6 years since I last played A Touch of Evil! These are two of my absolute favourites, so I definitely want to try and get a couple of games with each of them before the end of the year. I’ve had a lot of fun getting stuff like the new Arkham Horror to the table lately, and while I have definitely morphed into more of a card gamer than a board gamer over the years, I do still have a soft spot for these big games that take over the table!

I actually had a surprise game of Eldritch Horror the other day, just using the base game, and that was a lot of fun as well. So I’m fully intending to try to get more games to the table as time goes on, anyway. It’s great having game nights when the nights are drawing in. It’s only coincidental that I have a fair few horror-themed games and we’re approaching Halloween, as I’m not really into all of that myself, but I suppose it does help to bring those games to the table!

I’m really looking forward to Runebound though. It’s one of the classics of the genre, for me, and I really can’t believe it’s been so long since I had a game with it. I suppose my obsession with Games Workshop has overtaken me though, and I’ve moved away from a lot of the more regular gaming.

For now, though, I have about a dozen games that I can get to without foraging in boxes in the loft, or furtling under the bed, so I’m looking forward to more game nights as the autumn turns into winter!

The End of the Horror

Hey everybody,
Tuesday is of course game day here at spalanz.com, and a Yuletide Tuesday can only mean one thing – let’s play Eldritch Horror! It’s been a wild ride over the last few years, but we’ve reached the final expansion for that tremendous game: welcome to my Christmastime review of Masks of Nyarlathotep! This big box expansion was released three years ago now, and has been languishing untouched for far too long – so I am very pleased to have finally gotten round to playing a game with it! Up to now, though, I have only played one game, so this is very much a first impressions sort of blog, rather than an exhaustive review!

The expansion comes in a big box, but it’s worth noting right off the bat that there is no side board in this one. Curious, for many, especially because the content is only slightly more expansive than that of a small box expansion, but I suppose the amount of work that has gone into this box needs to be taken into account. So let’s start looking at what we get for our money!

Comparisons are bound to be made with Arkham Horror, of course, being the former big-box boardgame set in this universe, and it’s interesting to me that there is the inclusion in here of a mechanic that is lifted straight from the older game – personal stories. These are small cards that you take control of at the start of the game for your investigator – only two cards per investigator, though the entire game line is represented here, going right back to the core set, so don’t worry if you think someone might be missed! The front of the first card has a copy of that investigator’s picture, then the back tells you what they’re trying to do. When that condition has been met, you get to move to the front of the second card, which will give you a permanent boost effect for the remainder of the game. The story also has a second condition to watch for, however, which is usually determined by the game itself; if that is met, then you flip the second card and gain a permanent burden instead. For example, if Daisy Walker takes a rest action and spends 5 clues, she gains her permanent boost, which is to gain a free Tome asset, and in addition she reduces the sanity loss from Tome assets by 1. However, if she’s reduced to 1 health or 1 sanity, she gains the amnesia condition (or discards 1 clue or 1 spell if she already has the amnesia condition). All of the cards include their respective expansion symbol, too, so you know where they came from (and can sort them into those expansions, if you so wish).

It’s a very nice side-quest effect to have as part of the game, though I always feel like these things take something of a back seat to the actual game itself, especially in the game I was playing, which was against the new Ancient One, Nyarlathotep himself! There are two Ancient Ones in the box, which I guess bumps this up from a small box expansion. Nyarlathotep comes with just four mysteries, two special encounters and a wad of research encounters as we’d expect, and also a deck of four Adventures. We first saw this mechanic back in Mountains of Madness, of course, though here the Adventure is much more central to the story, as each of Nyarlathotep’s mysteries is tied to one of the Adventures, and completing that Adventure will solve the mystery. As a bit of mitigation, then, you only need to solve 2 mysteries to win, but it was a nice way to implement his Masks mechanic that is so integral to the character in other Arkham Files games. Each Adventure is linked with one of the Masks, such as the Bloated Woman or the Dark Pharaoh. The investigators are tasked with essentially stopping these cults to solve the mysteries, which I thought was a very interesting way of implementing this. I was also on the right hand side of the board for the longest time that I think I have ever played in this game! Each cult is linked to a part of the world, mainly Africa, Shanghai and Australia. Having Sefina Rousseau as one of my investigators helped in that sense, then, as she starts in Sydney after all! Nyarlathotep’s Cultists give out Corruption conditions, which allows for you to gain benefits at the expense of gathering Eldritch Tokens – if an investigator ever has tokens equal to their max sanity, they are devoured. It’s definitely an interesting mechanic, and I think this is perhaps the craziest incarnation of the Crawling Chaos that we’ve seen – he’s come a long way from being one of the simplest Ancient Ones to defeat in Arkham Horror!

The other Ancient One is Antediluvium, a reference to the Biblical flood. In game terms, we seem to be attempting to put down cultist uprisings, this time represented by a new take on the Mystic Ruins encounter deck that we last saw in the Strange Remnants small box expansion. The Ruins deck this time features encounters in Atlantis, Hyperborea, Mu and Pnakotus, so once again they’re really spreading out across the board. It’s a wonderful idea, and one that I had hoped we would see more of when Eldritch Horror first came out – the bland, numbered spaces on the board are all in specific locations, after all! There are no special encounters for Antediluvium, instead just a bunch of research encounters and the standard 6 mysteries, three of which are needed for victory. Taken side by side with Nyarlathotep, I find Antediluvium to be a little bit boring, though they are united by having the theme of international cultist rings, and I do like the new Mystic Ruins deck.

Seven new investigators join the team, rounding out the cast with a couple of new faces that were first seen in the second edition of Mansions of Madness, such as Agatha Crane and Carson Sinclair. Many of these feel like old timers now though, through their inclusion in the Arkham Horror LCG! Masks of Nyarlathotep brings the total number of investigators available for the game up to 55, which beats out Arkham Horror by 7, as it happens! There are some new monsters, including a horrific Star Vampire, and some new Epic Monsters. We get a dozen new Prelude cards to help make games of Eldritch Horror more varied and interesting, and we get three new gate tokens for the generic numbered spaces – Hyperborea, R’yleh, and Atlantis. New assets, unique assets, conditions, spells and artifacts round out the box.

One of the selling points for this box was the new campaign system, which seemed to fall pretty flat when it was released. I think that’s not entirely unfounded – a single page that describes the process doesn’t really seem a lot, after all. In a nutshell, you play six games with the same investigators, and if you’re devoured then you’re permanently out. Surviving investigators don’t come across to the next game with all possessions, but conditions do survive. It’s quite thematic, and I suppose it’s really not a bad way of doing this, but given how we’ve seen campaigns develop for other games, it does feel a bit simplistic.

That said, I don’t think I play something like Eldritch Horror for the campaign idea. I’ve said something similar when talking about the Hellboy board game a few weeks ago, but I do like the idea of a game existing on its own, and being played for the sake of the game, not as another step on the ladder, or whatever. Games of Eldritch Horror have fluctuated fairly wildly for me, either taking 1-2 hours max, or an entire evening. And I would rather keep it as a game that takes a while but one that I don’t feel it necessary to make more regular time for. I mean, I haven’t played a game of this since last year’s Dreamlands game, and that’s fine. (I mean, it isn’t, because I really enjoy it and would love to play more of it! But you know what I mean!)

As a finale to Eldritch Horror, I think it does fall a tiny bit flat. I don’t know if it was designed to be a full stop for the game, or whether there had been plans for more expansions that ended up shelved, but I think there could have perhaps been more added if it was in fact designed to finish off the product line. More generic encounters, maybe? Or more cards that allowed for mixing of expansions, much like Miskatonic Horror for the older game? I don’t really know how that could be implemented, as the Prelude mechanic seems to be a decent way of treating the whole game line as a big sandbox, but I’m sure there could be more done there. As it is, that big box does feel a little empty in comparison with other entries in the line, and that kinda makes me a bit sad for it as a whole. But this is the trap that I’ve previously warned against, and we need to take it on what is in there: Nyarlathotep is a fairly complex Ancient One, and I imagine he would have cheapened any small box by requiring so much content. It’s great to have him as part of the game, and his companion deity does provide another good opportunity to revisit the Mystic Ruins idea. We then have more of the same, in the great tradition of Eldritch Horror expansions, with the Personal Stories forming a nice little addition and gives content to the entire game series. Overall, I’m very pleased to have this stuff available for me to play with for many years to come, I suppose I just wish the game had gone out with more of a bang!

Now that I’ve explored each of the expansions for the game, I’d like to continue with covering Eldritch Horror with more gameplay style blogs, maybe with some degree of storytelling as each game unfolds. The game I played with this expansion ended up with many such storytelling points, including Sefina gaining a Dark Pact and going well down the wrong road, while Daniela really levelled herself up as a monster-hunting beast! There will no doubt be fun times ahead for the blog as I carry forth this plan, so stay tuned for this, and more!

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

Dipping into Madness…

Hey everybody,
Today is once again game day here at spalanz.com, as I was lucky enough to get some time to myself yesterday where I could actually play some games! I know, it was quite spooky really! My daughter is now thirteen months old, and is certainly in more of a routine where I can plan stuff like this, so it was definitely time to grab that while I could!

I managed two games, along a similar theme, and it was just glorious.

First up, we have Eldritch Horror. This is one of my all-time favourite games of globetrotting mystery and supernatural dread, although it suffers somewhat for being such a juggernaut to set up! This time around, it took some time for me to get back into the swing of things, although I think it was literally just one round for each of the investigators – Mark Harrigan and Diana Stanley – before it all came flooding back, and I was off! I chose these investigators because I had finally actually read that little introductory blurb at the start of the rulebook, where it seems to be the pair of them looking into the weird occult mysteries of the world…

I followed this up with Arkham Horror LCG, a game that I have been trying to get back into for a couple of weeks now. I have built two new decks since I last played back in the summer of 2019 (when I actually ran through the entire Dunwich Legacy campaign). Roland Banks is the first investigator that I ever used, and even though I’ve not exactly played this game a lot, I have something of a soft spot for him all the same. Akachi Onyele is usually a very powerful investigator in the other Arkham games, though I’ve played two games with this duo now and it’s clear already that she really needs the right spells out to be any good. That’s probably a bit harsh, but in the game yesterday, I noticed particularly how she just couldn’t really do anything before I had Wither out, whereupon she became more of a tank than the Guardian investigator!

I’ve really gotten back into the whole Cthulhu mythos and Arkham Files games lately, and part of me is now really annoyed with myself for having sold off my Arkham Horror 2nd edition collection last year. I got a good price for it, don’t get me wrong, but it was such a good game, and I never got round to featuring each one of the expansions on the blog before it went.

However, I’ve found myself looking into getting the 3rd edition for Christmas, so that will be quite nice when the festive season is finally here! Definitely need stuff to look forward to as we’re on the cusp of a new lockdown, as well!

Eldritch Horror was just lovely to get back on the table, I must say. I’ve still got a couple of expansions for that game to feature up here, so I’m thinking that I’ll get back into the tradition of looking at those roundabout Christmas time! Indeed, playing yesterday’s game was mostly about getting back into the game so that I could look at playing the expansions – seems like I’ve only played some of them once or twice, but The Dreamlands box is still in the shrinkwrap! I’m really behind with the times here.

I kinda fell away from the Arkham Horror LCG last year, thinking that I was barely playing it anyway, so didn’t buy any of the Dream-Eaters cycle as I had three full campaigns still to play through. However, I’m now thinking that I need to catch up with it all! I’d spent a few days recently looking into it all as if from scratch, and have sleeved all of my cards and bought the ‘Return to’ boxes to make sure everything is stored up properly, so I’m really finding myself quite hungry for more now!

Having taken that time to get to know the game again, though, I can definitely see myself playing this one for a long time yet. It seems as though the Dunwich Legacy campaign is fairly tame in comparison to some of the later ones, and a lot of people seem to favour the Path to Carcosa set, so I’m thinking that my next proper foray will be there – everything is ready for me, anyway!

Interestingly, now that Lord of the Rings has finished, I’m finding myself almost moving away from that game in favour of this one. For sure, I’m not going to be sacking off my collection of the older game, as I’ve had far too much fun with it over the years to want to be without it, but I think that game did seem to suffer a little for the designers’ efforts in making it more challenging. Mirkwood and Dwarrowdelf are still the high watermark for me, although I’ve not played so many cycles from the game I could be selling it short. However, with Arkham, it seems to have been designed as fairly tough from the outset, but the variable difficulty of the Chaos Bag allows for it to still be enjoyable. In fact, as I think I’ve talked about before, the game really benefits from not being a simple kill-the-monsters sort of thing that Lord of the Rings can sometimes become – the encounter deck for Arkham is very often full of treachery cards, with just a couple of enemies to keep things interesting. There are so many different moving parts in the game that keep things moving, so that the formula allows for much greater variety on the whole.

Like I say, I’m not getting rid of Lord of the Rings, but I do feel that Arkham Horror has overtaken it in my affections lately!

Cities in Ruin!

Hey everybody!
It’s the first game day of 2018! It’s also the first game day in quite some time! With several life-changes going on these last few months, it’s been difficult to devote any real time to board games, but as per my Boxing Day tradition, I managed to get Eldritch Horror to the table, with predictably wonderful results! I sat down to no less than three games this time around, as the game proved to be a huge hit with my SO Jemma (and, it takes so much time to set up, once it’s there you might as well settle in for an afternoon!), and for the middle game we tried out the latest small box expansion, Cities in Ruin!

Eldritch Horror Cities in Ruin

This expansion brings one of my favourite Ancient Ones to the game, Shudde M’ell. The world-cracking king of the Cthonians originally appeared in the Dunwich Horror expansion for Arkham Horror, and of course was created by Brian Lumley in his short story Cement Surroundings. One of the non-Lovecraftian creations that has managed to retain significant traction among the mythos today, it’s also one of my favourites to go up against in Arkham Horror, so I was really looking forward to seeing how he’d be implemented in Eldritch Horror.

Like Yig and Ithaqua before him, Shudde M’ell has become so much more vicious in his Eldritch Horror incarnation!!

Eldritch Horror Cities in Ruin

Starting at 15 doom, Shudde M’ell looks like he should be fine, starting at the same point as Azathoth from the base game. However, true to form, he gets to destroy points on the board, which is where this expansion becomes a bit of a beast.

Eldritch Horror Cities in Ruin

To start with, Rome is ‘devastated’ – the city is wiped off the map, and all that remains are crumbling ruins. During set-up, three eldritch tokens are placed on the doom track and, when the doom counter reaches those, there is the chance that more cities will meet a similar fate.

Of course, they’re not really gone in the sense that you just skip over them if you’re moving through Europe, or something. When you arrive at a devastated location, rather than drawing from the normal deck you instead draw one of the Devastation cards, complex encounters that can net you useful stuff from poking about in the ruins. I found these to be particularly interesting, as the card will present you with a choice, and you can actually choose to resolve the failure part instead of the pass part, each of these then involving some kind of test with rewards for passing and detriments for failing. We’ve seen a similar thing with some Other World encounters, where you can still fail even when you passed the first part of the encounter, but even so, it’s interesting to see the depth going on in the game right now.

The other deck is, of course, the Disaster deck, which is drawn when finding out where on the map is going to be hit next. Shudde M’ell has got three in-built disasters in terms of the doom track anyway, but there are Mythos cards and other ways that can bring about Disasters, which range from destroying cities to removing all of the travel tokens from the game, as sea voyages become too perilous. It’s an added dimension to the game that I really enjoyed, especially if you’re relying on a specific location to buff a skill, or gain a spell, etc. I think it’s a tremendous addition, and I’m happy to say that there are additional Prelude cards included in the box to allow you to use the Disaster deck even if you aren’t trying to fend off Shudde M’ell. Excellent stuff!

Eldritch Horror Cities in Ruin

The investigators are more from the Arkham stable, I particularly liked Bob Jenkins and his ability to trade items with anybody on the board. We also get new assets and artifacts, conditions and spells, as well as new encounter cards and mythos cards that all help to bring in the feel of a monster lurking beneath the surface of the world – though without being quite so overt that you could still shuffle these into the deck and play against Yig, for instance. There are also Expedition encounter cards that make Shanghai and London possible locations, which I quite enjoyed – especially considering there is a Disaster that destroys these locations as well!

All in all, Cities in Ruin is another excellent expansion in what is becoming possibly the best game line Fantasy Flight is publishing right now! It’s certainly my top board game of the moment, and I am forever just bowled-over at how amazing these expansions are. Don’t get me wrong, I enjoy the expansions for Arkham Horror as much as the next man, but I feel that these for Eldritch Horror are designed with such care and attention that every single one of them has been so much more than simply, “more of the same”.

Definitely worth picking up if you enjoy this game!!

Cthulhu on the horizon!

Hey everybody!
It’s game day here at spalanz.com, and today I want to talk about some of the news from FFG about new Cthulhu-themed games coming on the horizon that I’ve only recently had the time to digest (the new Star Wars trailer dropping has primarily been responsible for my tardiness here!) So let’s kick off the Halloween season with a look at the next big box expansion for Eldritch Horror: Masks of Nyarlathotep!

Masks of Nyarlathotep

This was an expansion that was both entirely expected, and yet completely blew me away with the announcement last week. I mean, for sure we would be getting Nyarlathotep in the game soon enough – it’s a Cthulhu mythos game, what would it be without the wearer of a thousand masks? But I had entirely been expecting to see him in a small-box expansion, with some specific Mask monsters, and nothing more than that. Oh, how wrong I was!

Masks of Nyarlathotep introduces a campaign mode of play to Eldritch Horror, and currently we only have a few lines towards the end of the announcement that tell us what is involved here:

When taking on a Campaign, players will need to win multiple games, with consequences and benefits carrying over to the next game after each threat is sealed away from the world. If stopping any single Ancient One seems an impossible task, can the investigators possibly hope to succeed as these otherworldly beings attack one after another?

However, earlier in the article we learn that there are several cults springing up across the world, each seeming to worship a different entity, and it’s up to the investigators to stop them. While my first thoughts about campaign play were that we could play games using different expansions, and they would all somehow feature into this mode, I think rather it will be implemented as more self-contained within this box. I’m going to guess, then, that this expansion won’t have a new sideboard, but instead will just be choc-full of cards that allow for several different gameplay experiences, maybe even mini-Ancient Ones like the Heralds from Arkham Horror, all of which will add up to some climactic endgame against Nyarlathotep himself. Nyarlathotep will still appear as a more regular AO if you want to just play a straight game with him involved, but for the campaign mode he’s probably going to have some kind of mechanic that makes him stronger the more Mask villains we don’t defeat, or something.

We’ll see in Q1, 2018!

Omens of the Pharaoh

The next bit of news I was really happy to see was the new Elder Sign expansion, Omens of the Pharaoh!

Have you played Elder Sign: Omens? It’s a pretty good re-interpretation of the card game for Android/iOS, and features an expansion based on the sinister goings-on in Egypt. The Dark Pharaoh, Nephren-ka, has already made it into Eldritch Horror of course, and now he’s making his malevolent presence felt here, too!

I really like how the new mode for Elder Sign has allowed games to move out of the museum. Don’t get me wrong, I still love the classic game where you’re wandering the deserted exhibits at night, but Omens of Ice was an incredibly flavourful (and difficult!) game, and while I still haven’t managed to get round to Omens of the Deep, I’m sure that will also be a delight.

Whoever made the connection between having locations to explore inside a museum, and locations in a more general sense, should definitely feel a deep sense of pride at that achievement!

Adding the Egyptian horror feel to this game is definitely something to be pleased about, as it’s a classic setting for the mythos, though if we’ve already had the frozen Alaskan wilderness, the deep sea and now Egypt, I wonder whether this line of ‘Omens of’ expansions can continue for much longer? I’m guessing there will be an Amazonian jungle (or some kind of tropical theme) expansion at some point, but then what?

FFG’s Lovecraftian games are always a true delight, and I cannot wait to add both of these games to my collection when they arrive early next year!

World Cracking!

Eldritch Horror Cities in Ruin

Shudde M’ell is coming to Eldritch Horror!

I am very excited for this, as it’s one of the classic Old Ones that we have yet to see in the game, so upon reading the preview article that has gone up on FFG’s site today, I had to come here and ramble excitedly about it!

The new small-box expansion features the mother of the Cthonians, Shudde M’ell, and the game looks like it is really going to be shaken up as a result. Like previous small boxes have tweaked the game a little, Cities in Ruin sets about destroying cities through the Disaster Deck, a card from which is drawn whenever doom advances to specific points on the track, and which will cause some godawful thing to happen before destroying another city on the board. That’s right, another city – because the game begins with Rome wiped off the face of the earth!

Oh, the horror!

Also, how good is that subtitle, The Cataclysm from Below?

Shudde M’ell was created by Brian Lumley in his short story Cement Surroundings, my mini-review of which you can check out here. The big tentacle-snake-thing has also featured in Arkham Horror and Elder Sign, so it’s nice to have it come over into Eldritch Horror as well. Always love to see how the existing things are re-imagined whenever they come into the new game! That’s not to say new stuff like Strange Remnants isn’t very welcome indeed, but it’s just a nice bit of nostalgia for the fans of these older games to see them re-implemented.

Cities in Ruin is scheduled for the second quarter, so we should hopefully be getting this in the summer. I still haven’t yet managed to get a hold of The Dreamlands, shockingly, but I’m already much more excited for this than I perhaps should be!

Signs of Carcosa

Hey everybody!
It’s the first game day of 2017! I’m hoping to have lots of awesome games on the blog over the next 52 weeks, and I think I’m starting with an absolute cracker! As per my Christmastime tradition now, I’ve been playing Eldritch Horror with the new expansion, though in this case, “new” is kinda pushing it a little. With no new big box expansion for the game until later this month, I’d been saving the smaller box, Signs of Carcosa, until the festive period – no mean feat, considering the game was released in June!

Eldritch Horror Signs of Carcosa

So, Signs of Carcosa is a small-box expansion that follows in the manner of Strange Remnants in that it includes new investigators as well as a new Ancient One, and a glut of new cards to support that ancient enemy. Signs of Carcosa is particularly exciting for me, because we have four investigators from the Arkham Horror base game, which is always something of an event in these circumstances – they’re investigators who have been a part of this mythos for so long now, after all!

Eldritch Horror Signs of Carcosa

Hastur is the big bad guy from this expansion, and while his subtitle there might be “the unspeakable one”, this is very much a King In Yellow-themed expansion, similar to The Yellow Sign expansion for Arkham Horror. Naturally, there isn’t a lot of focus thrown specifically on the play from RW Chambers’ short story collection, but its presence does loom large in many of the game pieces. Encounters in the various board locations focus on artists and seeing the Yellow Sign, etc, while all of the Other World encounters are focused on Lost Carcosa.

Much like Strange Remnants brought back the focus mechanic from Mountains of Madness, Signs of Carcosa brings back the impairments mechanic from Under the Pyramids, which has a lot of focus placed on it through Hastur’s ability, along with a lot of the fail conditions on the encounter cards.

Hastur is one of the more difficult of the ancient ones to defeat in other games such as Arkham Horror and Elder Sign, but his incarnation here seems at first glance to be much more simple – you only need to solve two mysteries to win! However, these mysteries have a reliance on spending clues, and there are a lot of Mythos cards that will force you to discard your clues, which makes solving even two of Hastur’s mysteries a lot more difficult than it perhaps might seem! I actually managed to win the match against him, but it was a close-run thing, and the eventual win was actually highly luck-dependent, as I’d had an Other World encounter that gave me the clues I needed to go on to solve the mystery. One of my investigators had already gone insane, and I was keeping another pretty much permanently in London in an effort to spawn more clues before they kept getting discarded!

Eldritch Horror Signs of Carcosa

We also get the now-usual batch of new assets and artifacts (mostly King in Yellow-themed, of course!), new spells and unique assets, and Hastur gets three sets of special encounters. Considering you only need to solve two mysteries to win, he comes with a total of eight – a nice touch for replayability! The new Prelude cards offer some interesting set-up options, including doling out copies of the new Promise of Power condition card, one that allows the influence of The King in Yellow to be felt even if Hastur isn’t the ancient one, and another that brings the Order of the Silver Twilight to the game through a fifth reserve slot. I really like the Order, and for years had tried to make a Silver Twilight deck work in Call of Cthulhu, so it’s always fun when they show up. Part of me hopes we’ll get something of a full-on expansion with them in or something, but I also like the way they insinuate themselves into other expansions.

All in all, this was a fun box. Didn’t feel quite as exciting as Strange Remnants, which has a lot of stuff going on of course, but anything that adds so integral an ancient one as Hastur to the game has got to be close to the top of anybody’s wish list!