Let the campaign commence!

Hey everybody!
It’s time for another game day blog here at spalanz.com, and today I wanted to talk a bit about the Arkham Horror LCG, which I’ve started to play again as part of a campaign rather than just the one-off games I had back at Christmas while I was learning the ropes. I know I’m a bit late to the party on this one, as the game has been incredibly popular for months already, but I thought I’d just ramble a bit about it all, and then talk about the first game in the Night of the Zealot campaign that I had a couple of weeks ago!

Arkham Horror LCG

Deck-building
Before I go any further, I think it’s probably useful to have read my earlier blog where I talk a lot about my reactions to the game after playing through each of the core set scenarios. Back then, I was playing as Roland Banks with the starter deck suggested in the rulebook, and I didn’t feel any need to deck-build throughout the attempts. I was gaining experience, as I was trying out the campaign back then also, but the deck-building options just didn’t really do anything for me.

This time around, I’m playing different decks, headed up by Skids O’Toole and Daisy Walker. The Ex-Con and the Librarian; it’s got rom-com written all over it! Again, I’ve just mashed the ten level-0 cards from each of their possible character classes, along with ten level-0 neutral cards, to form the decks to start with. However, right from the off, I’m seeing how it can be exceptionally useful to actually deck-build here, and I’m now considering buying a second core set in order to widen my options.

The decks that are possible with the core set cards just feel very narrow, I think because we only get one copy of each class card and, to build a 30-card deck for the investigator, we need therefore to include all of those class cards. With two core sets, you could use two copies (the maximum allowed) of five cards, and refine your deck accordingly. I’m sure you don’t need me to lecture you on the art of deck-building, of course, but I think it’s worth pointing out anyway. While I’m writing this blog, I still haven’t pulled the trigger on a second core set, mainly because I’m in the middle of buying a house, but I do foresee getting it before the end of the summer, for sure.

Campaign Play
Something that I talked about at some length in my earlier blog was the idea that I didn’t want to play the core set scenarios again after the first run-through, due to the fact I knew what was happening in the story there. While this is true, and is probably the biggest factor in my not picking the game up again for the last six months, I found the game to still hold a lot of my attention despite this factor this time around.

One thing that was immediately apparent was the added benefits and disadvantages of playing with more than one investigator. For a start, the number of clues spawned at locations was doubled, meaning the game was potentially sped up that much more. However, the number of encounter cards drawn was also doubled, but as these cards were – either by accident or design – predominantly affecting the investigator who drew them, it didn’t really impact on the game overall. For example, Skids drew a card that forced him to make a skill test, then Daisy drew a card that affected the location only she was at.

Comparisons with Lord of the Rings LCG have been made all over the place, naturally, and I don’t think they’re particularly wrong, but the way the encounter deck is built with predominantly treachery effects rather than enemies means that adding more investigators usually isn’t as much a hindrance to the game as it is for the older LCG. Of course, oftentimes you do need to spend clues equal to the number of investigators to advance the act deck, leading to a nice sense of balance in the game overall.

I’m surprised at how little overall impact knowing how the story ends actually had on my enjoyment of the game this time around, however. I still managed to defeat the Ghoul Priest (mainly thanks to some very lucky cards from Skids, I have to say!) and I still opted to burn my house down – but knowing this would be coming didn’t stop me from having a good time! So that was very pleasing!

Arkham Horror LCG

The Gathering
So I’ve completed the first scenario, and both investigators managed to score six Victory points by the end of the game. Skids O’Toole has gained the company of the lovely zealot Lita Chandler, and I’ve used two of his experience points to upgrade the deck. One point went on upgrading the Leo De Luca ally, and with the second I swapped out Pickpocketing for some Extra Ammunition. With only two target cards for this in the deck, I think that’ll be one of the first things I do when I upgrade to a second core set!

Daisy didn’t seem to have as many interesting options, however. I’ve upgraded her Magnifying Glass, but that’s it. I was hoping I could get a few more Tome assets, but again, with only one core set, the pickings are slim. Of course, once I truly get underway, I should have more options from the Dunwich cards as well!

Something that I found really interesting, however, was just how much this process actually felt like a real RPG. The ability to level-up your character has, at its core, a sense of where you want that character to go. Do you choose to level-up their combat ability, or their mental attributes instead? In doing so, I feel like I made a conscious decision to refine the Skids deck into something less self-serving than the Rogue cards he starts out with make it feel. His character story tells of how he stole in order to pay for his mother’s operation, yet she died while he was in prison. There’s a noble streak to the character, and so I want to try and make something more of that, if I can, through the deck-building options. In something of a similar vein, Daisy is all about reading books, but the addition of the Mystic class to her deck allows her to actually gain knowledge from all that reading – in the form of spells. I’m considering making her something of a cleric-style character, therefore, though I need a wider card pool to choose from to do this. At any rate, I thought this was a really interesting aspect of the game, and one that I hadn’t quite expected to come across so well!

So the house has burnt down, and Skids has got four experience points and one point of mental trauma for his trouble. Daisy still has five experience points left to use, so hopefully she’ll be able to get more for them after the next scenario!

I’m hoping to write these campaign updates on a semi-regular basis, so stay tuned to see how well my daring duo get on!

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!

Mythos delvings

Hey everybody!
Continuing my tradition of reading more Lovecraftian weird tales over the festive break, I thought I’d provide another run-down of the stories I’ve been enjoying in the third annual ‘Mythos delvings’ blog entry!

The bulk of this year’s reading has been taken up with The King in Yellow, RW Chambers’ collection of short stories that revolve around the mysterious, diabolical play that has the power to drive people to insanity just by reading it. The book is a collection of ten stories that reference to a varying extent the play, and was published in 1895, when Lovecraft was just 5 years old. The stories vary considerably, but I have to say that my stand-out favourite is the first, The Repairer of Reputations. It’s a story that has all of the hallmarks of the classic weird tale, with a narrator that slides into insanity over his perceived rank of the King of Carcosa. The story has got an element of early science fiction to it, set in 1920s New York and contains startling reference to America’s victory over Germany in a world war, as well as describing America as having produced a nobility following some kind of cleansing of foreign elements. A particularly morbid aspect is the legalisation of suicide, and the story involves the opening of a “lethal chamber” where folks can go to kill themselves with ease. We follow the narrator, Hildred Castaigne, as he seeks to secure his succession as king in the Imperial Dynasty of America, with the help of the eponymous Repairer of Reputations, Dr Wilde. Hildred seeks to remove his cousin Louis from the “succession”, but is thwarted and cast into an asylum, where he dies. The story is an excellent study in weird fiction, and the horror comes out as we see Hildred slowly spiral into madness. There’s an excellent description of a mechanical safe that he uses to store his diadem, but which Louis dismisses as a biscuit box, and I’ve subsequently read that the lethal chamber could actually be a subway station, as seen through the deluded eyes of Hildred. It’s certainly one of the best short stories I’ve read in a long while!

While I did like the stories in this book, it was more because I’m a longtime Lovecraftian gamer, and so got to see who these people are who turn up in the games, such as the aforementioned Hildred Castaigne, Jeanne d’Ys, et al. However, it has very little in common with the Mythos overall, except for the odd exclamation about the lake of Hali and whatnot. Hastur is just another of these exclamations, and it doesn’t feel like Chambers really had any sort of idea for the concepts other than throwing them out as weird-sounding stuff. Of course, Lovecraft used the word as well, without much expansion, and it was August Derleth who eventually turned him into the elder god that we gamers are familiar with today. The concept of The King in Yellow as a play that causes insanity is interesting, but again, isn’t really fleshed out other than mentioning it offhandedly. It’s something very similar to Lovecraft’s own Necronomicon, which also causes madness in its readers, though I do feel that Lovecraft provides more meat for those bones. Perhaps it’s just my over-familiarity with Lovecraft as opposed to having just last week read Chambers.

Lovecraft hasn’t been neglected, of course, as I’ve been reading quite a few of his shorter stories. To start with, The Tree is perhaps one of the most un-Lovecraftian stories I’ve ever read, dealing with a pair of sculptors in ancient Greece. As a classicist, I liked it, but as a fan of weird fiction, it didn’t really feel all that, well, weird. It’s a short story, though. The Cats of Ulthar is perhaps one of Lovecraft’s more famous stories, showcasing his love of felines in a creepy little tale about the community of Ulthar, where an elderly couple kill any cats that turn up near their hovel. When a traveler’s kitten disappears, this couple is suspected, and the guy calls down a curse on the two; all of the cats in Ulthar disappear for a day, then return much fatter than they were previously. Turns out this mysterious traveler caused the cats to eat the couple…

We’re off to Kingsport for the next couple of stories, starting with The Terrible Old Man, which tells of an attempted robbery on one of the denizens of the town, only for the robbers to disappear, turning up as mutilated corpses in the sea. The story is nice and short, and has just the right amount of suspense and creepiness to it that makes it delightful. The Strange High House in the Mist is almost a sequel, dealing with the philosopher Thomas Olsen’s intrepid exploration of the strange house of the title. Olsen is hosted by the weird occupant for several hours, as he talks of the past and whatnot, before having a fantastical encounter with the god Nodens. Olsen returns to Kingsport, but even the Terrible Old Man notices the difference in him. It’s an odd story, again fairly replete with lore for an enthusiastic Arkham Horror player!

The Horror at Red Hook is a tale I’ve read before, and features our good friend Thomas Malone from the Arkham Horror base game. The story details some black magic goings-on in the Red Hook area of Brooklyn, and revolves around the strange case of Robert Suydam, who is revealed to be an occult practitioner using magic and human sacrifice to retain his youth. As one does. The story is interesting to me, as it features a police inspector as the main protagonist rather than the usual idle intellectual; I’ve mentioned before how many of Lovecraft’s stories usually derive their horror from the fact that these intellectual types are at risk of losing their mind, a much more valuable commodity than physical harm. The story is an interesting one, though does suffer from some of Lovecraft’s strident racism. As with most of these things, though, I read them for the enjoyment of seeing stuff from the board/card game universe.

The Rats in the Walls is another that I’ve read before, and reminds me of a somewhat disastrous date I was on back in 2011 or 2012. The story, anyway, is set in England, in the wonderfully gothic “Exham Priory”. The tale basically deals with rats in the walls, which prompt the unnamed narrator to dream of his family’s ancient and morbid history. Basically, the De La Poer family kept human cattle in an underground city to serve as a stock of flesh to satisfy their cannibalistic urges. The narrator, following an expedition into the lower levels of the house, goes insane at the revelations of his family’s history, and is committed to an asylum, shortly after which the Priory collapses. It’s got perhaps more of the gothic horror to it than the more usual cosmic horror, though we do get a gasp of Nyarlathotep towards the end. The expedition under the Priory has all the suspense of classic Lovecraft, however, and the physical descent beneath the foundations nicely mirrors the figurative descent into the family history – and into madness.

I’ll finish with The Shunned House, which is another of these classic horror story types that Lovecraft does so well. The unnamed protagonist becomes fascinated by the history of a house on Benefit Street in Providence, RI. Along with his uncle, he looks into the history of the Harris family, and discovers all kinds of peculiar goings-on with the members of that family. Turns out the house is built on top of the burial site of a French daemon-worshiper, who has been leeching the souls of the house’s inhabitants since the eighteenth century. The protagonist and his uncle spend the night in the cellar, and his uncle is claimed by this diabolist, leading the protagonist to pour a load of sulfuric acid into the hell-pit, cleansing the house. The story is just great, with the sort of increasing build-up of suspense that Lovecraft does so well. It’s a straight-up ghost story, without any of the cosmic horror attributes of the Cthulhu mythos around it, but even so, it’s definitely worth having a read!

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!

 

Arkham Horror LCG!

Hey everybody!
It’s time for another game day here at spalanz.com, and today I’m taking a look at the new Arkham Horror LCG from Fantasy Flight Games, having finally gotten around to playing through the campaign last week!

As a warning, this is a story-driven game, and I will be discussing some mild spoilers, so if you want a totally fresh experience, you might want to skip to the end!

Arkham Horror LCG

I was off work last week for the annual pre-Christmas break, so finally spent some time learning the game. I think one of the reasons why I haven’t really gone in for a lot of new games recently is a bit of laziness on my part, as I can’t really find the time to settle down properly with a game and investigate how it all works. However, I gave myself an afternoon to work out Arkham Horror LCG and, I have to say, it all went off like a dream!

I’ve already talked about a lot of the mechanics in this previous blog, so I don’t want to re-hash the rules again now. What I will say, though, is the similarities with the Lord of the Rings LCG are surprising – though both games were designed by Nate French, so I suppose in retrospect that shouldn’t be such a surprise. However, here’s a brief summary that should allow the rest of this blog to make sense…

You play an investigator looking into the mysterious goings-on in Arkham, and have three actions you can take on your turn, such as moving between locations, drawing cards and fighting monsters. When you’re done, any monsters engaged with you will fight you, then you get to draw a card and gain one resource (used to play these cards) before the Mythos Phase, where the evil agendas of the cultists are advanced and a card is drawn from the Encounter deck. These Encounter cards are either monsters or, more frequently, threat-style cards that can either have a one-time effect or a more persistent effect.

There is an Act deck that the investigators advance by spending clues, gained from investigating the locations on offer. Each scenario you play comes with specific Acts (usually three, from what I can see) and Agendas (varying numbers), as well as a scenario-specific Encounter set, then a bunch of other Encounter sets much like how Lord of the Rings scenarios are built. You need to advance the Acts before the Agendas have advanced, whereupon you determine the Resolution. There is a campaign included in the core set, Night of the Zealot, which is made out of three scenarios that build up a story of cultists trying to raise up an Ancient One out in the woods (what else?), and each scenario features rules and events that are based on what you did as investigators in the previous scenario.

Arkham Horror LCG

So, let’s talk about the game!

I just want to get this out there from the off: I absolutely love this game! I bought it a fair few weeks ago now, and can’t believe I’ve had it just lying around unplayed for so long! While saying “it blew me away” sounds a bit hyperbolic, but I can’t remember the last time I was this genuinely excited for a game. I took about an hour and a half to play through the first scenario, The Gathering, because I read through the Learn to Play booklet fully, and looked up everything to make sure I was doing it right, but quickly got into the swing of things – before immediately plunging into part two, The Midnight Masks, and following up with the final part, The Devourer Below, the day after.

I don’t know if it’s because of my long history with Lord of the Rings, but I found the game to play very intuitively after the first round or so, and from what I can tell, I wasn’t playing anything incorrectly. The cards are very straightforward in what they do, and while there are a number of keywords to keep a look out for, it’s not an insurmountable task to cope with them all. A big factor here was the fact I was playing solo, as there are a few mechanics that move monsters to the closest investigator, or the investigator with the lowest health – but that would always be me, so the choices were greatly reduced. I do credit the fact there are a lot of similarities with Lord of the Rings that allowed me to think of the mechanics in terms of the older game, which I suppose allowed me to get to grips with things quicker than otherwise possible.

The theme really comes out strong in this game. The Encounter decks are primarily event-type cards rather than monsters, which I feel better reflects the source material of HP Lovecraft’s stories, which are much more full of strange goings on than battles with hordes of gribblies. The investigator decks also feel quite thematic – I’ve played through with Roland Banks’ deck, using the starter deck suggested by the rulebook, and the mix of combat-orientated cards and investigative-orientated cards really felt right for a Federal Agent. The mechanics, as I’ve mentioned, are quite smooth and intuitive, and overall, I really love this game!

Arkham Horror LCG

But there’s got to be a down side, right?

Unfortunately, right. The fact that this is a story-orientated game is both a great asset and its greatest downfall. I mentioned earlier that I played through the core set campaign over the course of two nights; I no longer feel a need to play this game again. Sure, it might be different if I’d not won, and I can always go through it again with a different investigator and see if I get one of the different Resolutions this time around. But it’s very much a once-and-done feel to it. Even before the game was released, the standalone Curse of the Rougarou scenario had been announced, and earlier this month a second scenario, Carnevale of Horrors, has also been released. This seemed a bit odd – delightful, but odd – before I’d played the game, but now that I’ve run through the core set, I can see why such standalone games have been put out. I’m not planning to play the Arkham Horror LCG again until I get a new scenario to try, either one of these print on demand jobs, or else the upcoming Dunwich Legacy expansion.

I know I’m not alone in this, as there are plenty of folks on boardgamegeek and the like who have been talking in similar terms, and it does lead me to worry for the future of this game. Not in some kind of sky-is-falling “the game is over!” kind of way, but rather because I worry the designers are going to make subsequent scenarios super difficult to keep players attempting them while waiting for the next one to hit. After all, no game publisher wants their game to be played once and then forgotten about.

Of course, I think this will be a really great experience, and I look forward to getting the expansions as they come out. I really hope that they continue to make these expansions thematic and not monster-kill-fests, as I feel that would be the best way to stay true to the spirit of the source material.

At any rate, we’ve got two new scenarios coming in The Dunwich Legacy, which kick off the next campaign that stretches across the six packs of the subsequent cycle. Interestingly, we get five new investigators in that deluxe expansion, but the subsequent cycle doesn’t seem to offer any more – at least, it doesn’t sound like it from the previews we’ve seen. The Miskatonic Museum and The Essex County Express have both shown some really interesting player cards are coming our way, however, while the scenarios themselves would work well as standalone games as much as they’re meant to be integrated into the overall campaign.

I think it’s safe to say this card game is going in a really fascinating direction, and I’m really glad to be along for the ride!

Omens of Ice

Hey everybody!
It’s time for another game day here at spalanz.com, and this week I’m taking a look at the latest expansion for Elder Sign: Omens of Ice! (This blog was originally slated to come out in Halloween week, where it would have made more thematic sense…)

Elder Sign: Omens of Ice

Elder Sign is one of my favourite games to break out for an evening of cosmic horror and dice rolling. The Gates of Arkham expansion from early 2015 introduced a new mode of play for the game, where we left the museum behind and ventured into the various neighbourhoods of the town. Omens of Ice is an expansion in the very same mould, as we venture into the Alaskan wilderness, following the mysterious goings-on in the wake of the discovery of a statue of Ithaqua…

Elder Sign: Omens of Ice

I love the snow theme in pretty much any game (The Frozen Wastes for Runebound being a prime example of this!) and was truly enraptured by the Mountains of Madness expansion for Eldritch Horror for the amount of theme that comes through in the gameplay there. Omens of Ice feels very similar to these games, as you need to ration your supplies as you face the biting cold.

Omens of Ice features a staged encounter deck, where the cards you encounter in stage one vary between the green (easy) and yellow (normal) difficulty, while stage two are only the yellow and red (hard) cards. I really like this because it allows the designers to make the game feel like you’re trudging into the wilderness, and passing into stage two actually means something. It really echoes the source material such as Algernon Blackwood’s The Wendigo, where the earlier part of the story feels ‘safe’ while the later parts in the wilderness are most assuredly not!

Elder Sign: Omens of Ice

The Expedition Camp card replaces the Museum Entry card, and acts like that card in every way. The Track card tracks both your supplies (based on the time of year) and the length of your adventure. Supplies are a new commodity that have an impact on the game that can, for instance, affect the stamina of your investigators if you don’t have any. The day track is linked to the clock, unsurprisingly, and advances whenever the clock strikes midnight. If the track reaches the end during Summer, you just add two doom tokens to the Ancient One track and move back to the Day 7 space; in Winter, however, if you take too long on your investigation, you’ll lose the game!

The day track also governs the Storm mechanic. Storm tokens act like penalties on encounter cards, and are placed on encounters through various effects, such as on the Ancient One track or through failing to complete an encounter, as well as through the day track. Some of them are blank, but some of them will cause you to lose health or supplies, etc. Some of them are blank, however, merely clouds threatening on the horizon rather than an actual threat for you to deal with!

Elder Sign: Omens of Ice

There is also a new deck of Alaskan Mythos Cards that features some horrible new effects to reflect the biting winter conditions.

Elder Sign: Omens of Ice

The new investigators are a mixed bag already in the Arkham Horror universe, while the Ancient Ones feature the iconic Ithaqua himself, naturally! The item and spell cards are the usual mix of giving your investigators bonus dice – including two items that each allow you to take the red or yellow die even if it is locked. Not sure how game-breaking that could be, as while it is a pain when you have a bunch of stuff you can’t use because the die is locked, it’s still a fundamental aspect of the struggle in this game. I haven’t yet had the specific situation come up to see how game-changing it could be, but the thought is there…

Elder Sign: Omens of Ice

Overall, I really like this expansion a lot. It’s difficult, don’t get me wrong – I haven’t actually managed to win a game yet, with the timed mechanic from the day tracker causing me a lot of problems – but it’s also super-thematic, which is something that I really enjoy about FFG’s Lovecraftian games. While I wouldn’t call the Call of Cthulhu LCG a misstep, I do feel that the co-operative struggle against the Ancient Ones is a much better way to implement mythos games, and was really pleased to see that avenue for the upcoming Arkham Horror LCG.

EDIT: Since writing this blog, FFG have announced a fourth expansion to Elder Sign, Omens of the Deep, again using the Gates of Arkham mode for gameplay. Looks like this is now the set manner for the game, and I can’t wait for both it and further ‘Omens of’ expansions to come out. Maybe Omens of the Sands for an Under the Pyramids-style expansion? We’ll have to wait and see!

The Dreamlands!!

Well stop the panic about no new big-box expansion for Eldritch Horror on the horizon, because FFG have now previewed the upcoming Dreamlands expansion and it looks like it should be amazing!! I’m trying not to do too many game day blogs that merely look forward to upcoming stuff, but I’ve had this one on my mind all weekend, so need to talk about it!

Eldritch Horror The Dreamlands

This expansion brings us an Other World on the sideboard for the first time ever in an Arkham Files board game. At the start of the game, you place portals through which you can access the Dreamlands board, which is a fantastic way of mixing up the way in which you move between the boards. I really like this idea, not least it’s because it’s really quite thematic. All of the Arkham Horror boards, and both of those for Eldritch Horror thus far, have had the same mechanic: go somewhere, and access a new board. This idea of moving around like this just really appeals to me, and is the main focus for me wanting to write this short, excited blog now!

It is, of course, early days, but I’m wondering what kind of secondary mechanics we’ll be seeing in this box. Mountains of Madness introduced us to the Focus mechanic, and Under the Pyramids allowed us to decrease our skills as well as increase them. So I’m assuming we’ll see something more, but I guess it’ll remain to be seen…

At any rate, I’m really looking forward to getting this box. I find it really interesting that we’re now seeing Other Worlds on expansion boards, which really opens the door for all kinds of different expansion experiences, and the way we get there sounds super cool. I still hope we get to see something like a more expanded Europe, and an enlarged New England showing the traditional Arkham/Dunwich/Innsmouth/Kingsport locations, however!

Can’t wait!