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Author Topic: Arkham Horror  (Read 4308 times)
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« on: August 12, 2006, 07:37:47 PM »

anyone played this game before? what do you think about this boardgame?  !amazed
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« Reply #1 on: August 12, 2006, 09:06:15 PM »

I read a little about it on boardgamegeek...haven't played it though.  My impression was that there was an issue with game balance.
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« Reply #2 on: July 19, 2007, 10:32:36 PM »


Author: Richard Launius/Kevin Wilson    
Manufacturer: Fantasy Flight
Playing Time: 2-4 hours
Number of Players: 1-8
Age Range: 12 to adult
  
The End Is Near

The year is 1926. The place is Arkham, Massachusetts. Gateways to places horrible beyond imagination are opening up all over town, releasing hideous creatures into the streets to stalk the night. Worse yet, if enough of these gates open up, then a creature of unfathomable power will be unleashed on the world.

Pitted against these overwhelming odds is a small band of investigators determined to beat back the uncaring forces of the universe. They'll have to delve deep into the mysteries of the Mythos and use all of their skills, weapons, and spells if they want to have even a slim chance of success.

The classic game of Lovecraftian adventure returns in a new edition after almost 20 years! Although it will work with 1-8 players the recommended number is 3-5 which is in line with our experience with the original game.



REVIEW By Tom Vasel

In the past couple years, I was introduced by some friends to the Cthulhu mythos, which for the uninitiated, is a literary universe begun by HP Lovecraft. The stories are dark and horrific, involving monsters from beyond the deep - probably the most famous being Cthulhu himself and the terror, insanity, and destruction they cause. While not necessarily my cup of tea, I understood why some people were drawn to these tremendously dark tales, and so wasn't surprised to see Arkham Horror (Fantasy Flight Games, 2005 - Richard Launius and Kevin Wilson) being republished this year. Not only was the story behind the game of interest to people, but the fact that it was a cooperative game also caught people's interest.

After several playings of the game, I confess that it is intriguing and fun. Some have compared it to Betrayal at House on the Hill, since both are horror-filled, but each fills a different niche. Arkham Horror (AH) is a game deeply rooted in the Lovecraftian mythos, with a fair amount of complexity. Betrayal is simpler and is based on "B" horror movies. AH is probably the most complex cooperative game I've ever played, yet the payoff is probably equal to the time put into the game. Instead of going over the rules (which are quite lengthy), I thought I'd just comment on parts of the game…

1.) Rules: I'm not a fan of complex games, and AH is about the most complex type of game I would ever be interested in playing. The twenty-four page rulebook is very large - the same size as the box and each full-color page is packed with rules, diagrams, examples, and illustrations. Once a player learns the game, it's fairly easy to proceed; but I found myself referring to the rulebook often. After a couple of complete games, the dependence on the rulebook will shrink; but the huge amount of options offered by the game pretty much demand a rulebook of this size. If complex rule sets scare you, then this may not be the best pick for you; but I assure you that the end product is worth it.

2.) Components: I don't know for sure, but I think that there are more pieces in AH than in any other game that I own, even the massive, component-filled Twilight Imperium 3. There are twenty-one different DECKS of cards, piles of money tokens, clue tokens, stamina tokens, sanity tokens, skill sliders, etc., etc. In fact, there are seven hundred and thirty-seven total components in the game! Now, that makes setup time a bit long and demands the use of plastic bags (the plastic insert holds the cards well, but not the multitudes of pieces.) But at the same time - WOW! - the game has so much inside. After one game, I mentioned to a person that we hadn't even seen 1/4 of the cards provided with the game, and they mentioned that it meant replayability was high. All of the components are of high quality - the tokens are shaped in different shapes and are thick, two-sided tokens. The cards, which come in two different sizes, have different colors, icons, pictures, and text - all of which help differentiate between the two of them. There is a LOT of text in the game, enough that it would be a major problem for anyone who is not a native English speaker.

3.) Setup and Time: Just a quick note - the game takes a LOT of space. Not only does the game take a while to set up, it also takes up a lot of room on the table. This isn't a game you're going to play at a moment's whim - a game can take anywhere from two to four hours. That isn't a negative assessment of the game - a person should just be prepared to invest some time when playing the game.

4.) Cooperation: AH is a cooperative game, in that all players are working together to stop unspeakable evil from destroying the world. That's a noble goal and all, but some people just aren't going to like it. There is a method to get a final score, similar to Lord of the Rings, but in the games I've played - no won really cared - we won or we lost. Now how does the game compare to other cooperation games? It's not as simple and linear as Lord of the Rings; it doesn't have the traitor dilemma from Shadows over Camelot. In fact, I think it most closely resembles Vanished Planet, if Vanished Planet increased its complexity ten-fold. Much of the game is spent with players discussing what to do each turn. This wasn't a problem for me - I like deliberations in a game, but a few players felt like the game was playing us, rather than the opposite way.

5.) Theme: In theme, AH is going to be compared to Betrayal at House on the Hill more than any other game, as both are cooperative (kind of) horror-themed games. But the horror factor is different in each. In BaHotH, the horror is the in-your-face, "jump" type horror you'll often find in a "B" horror movie. In AH, the horror is more subtle and sophisticated and is of the type that drives people mad, rather than slashes off their head. I thought the theme worked really well. The amount of flavor text and good illustrations work well. I'm assuming that the game would work better with Lovecraft fans, but I played the game with many people who had no idea who Cthulhu even was, and they still enjoyed the game.

6.) Characters: One thing that AH has over other cooperative games is that each player controls a completely different character. Of all the aspects of the game, this is one that impressed me the most. Every character has different statistics, starting possessions, and different special abilities - all that seem to fit quite well with their back story. And every character has something that makes them special. So far, no one has complained about a character; for while some are weak in a particular area (say - physical combat), they are strong in another (perhaps magical ability). The divergence of investigators is so great that the game pretty much has a role-playing game feel, with each of the players striving to use the characters that they have to the best of their abilities, to help the party as a whole.

7.) RPG: In fact, while I haven't seen AH advertised as a role-playing experience, that's what I feel it works best as. Players must work together as a team to beat the game; and since each player controls a unique character that brings some sort of special ability to the table, all are important. In one game I played, one player used Joe Diamond, the private eye, who with a couple of guns, walked around like a killing machine for a while. But Joe, as tough as he was, couldn't handle creatures that had physical immunity and had to depend on the "weak" Professor Harvey Walters to handle them. Together (this was a two-player game), they managed to make a tremendous team, stopping the evil.

8.) Players: The box says that the game handles from one to eight players. So far, I've played with 1, 2, 4, and 5 players, and all of them seem to work well, although it does appear that the number of players does affect the difficulty. I don't think I'll play a solo game that often, because it just seems like a lot of work to set up a game, where I am the only participant (I have the computer for that). But with two or more, everyone seemed to have a blast. Because everyone is interested in everyone else's encounters, there doesn't seem to be a lot of downtime in the game.

9.) Difficulty: This is a HARD game, but it is beatable. I think the final, evil enemy that is randomly chosen for each game has a major impact on how hard the game is. Some of the enemies, like Azathoth, must be stopped before they enter the fray with the players, others, like Cthulhu himself (itself? herself?) put difficult restrictions on the players, causing them to have a difficult time when attempting to complete the game. The game is difficult, which is important for a cooperative game; and AH leaves players with enough choices so that when they DO win, they can congratulate themselves on a game well-played, and yet not feel as if they've "solved" the game.

10.) Monster Movement: There are a lot of interesting mechanics in the game, but I really enjoyed the monster's movement. At various points in the game, monsters roam throughout the streets of Arkham. Each monster has a symbol on it, denoting what alternate dimension they are from. At the beginning of each turn, a Mythos card is turned over, which has a variety of effects on the game, including the monster movement. On the board, each space is connected to other spaces by white and black arrows. Each Mythos card shows what type of monsters move, and whether they follow a black or white arrow. This gives monsters a random movement that can't be determined yet follows some general patterns. I thought this was exceedingly clever, and hope to see it in some form in other games.

11.) Monsters: The monsters themselves are a very varied lot. Some of them have different movement abilities (a chart for these would have been nice), some are immune to magical weapons; others can't really be killed (they'll show up again), while still others can't hurt investigators but can scare them half to death. I thought the range of monsters was really neat, although players will often be turning the counters over to examine the special abilities and stats.

12.) Skill Checks: The combat system and skill check system are fairly simple, WHEN you know them. I found them a bit difficult to explain, as I'm not sure I've played any game that had a system like this before (modifiers affected the number of dice rolled, not the number on those dice). Once players get the uniqueness of the system down; however, it's pretty simplistic. I thought that the fact that two of each character's stats were tied together. If one stat was raised, the other lowered, and vice versa. This meant that no investigator, no matter how powerful, was always weak in something, and kept players on their guard. There are some "lucky" and "cursed" cards in the game that are crucial for these tests, and Ally, skill, and item cards also enhance the tests. In this regard, the game reminds me slightly of Duel of Ages. Both games, taken clinically, are a series of tests that are resolved by die rolls. Yet the thematic events behind these tests keep them from becoming dry or boring for me.

13.) Final Fight: If players don't accomplish one of the victory conditions of the game (shutting down gates, etc.), eventually the big bad bruiser of an enemy will attack players. In our games, we almost hoped for this; because this final confrontation, while long and hard, has such a rewarding benefit and is a climatic ending to a tense game. Still, rushing to shut down the last gate before this beast of evil is released also brings a lot of tense fun to the game.

14.) Cards: Apparently the original game had a reference book that players looked up when having an encounter. AH uses several decks of cards instead, and I think that works fairly well.

15.) Stress: Good cooperative games have a nice level of stress in them - will you finish the game? In this one, the stress is that players must save the world from Evil So-and-So. And it never seems that players can keep up. If they shut down one gate, another opens. If they kill one monster, two more appear. The terror level keeps rising, driving away valuable allies and shutting down useful stores. And that stinkin' Cthulhu is just sitting in the background, laughing and waiting to come in and sweep the invaders away. I LOVE this level of stress - it's a lot of fun and bands the players together in a way that even Shadows Over Camelot didn't achieve.

16.) Fun Factor: There are dozens of other factors that I could talk about when discussing this game, because there is so much involved in the game. AH is definitely a "meaty" game. And, if you enjoy the theme and the various decisions to make in the game, it's a lot of fun. Some people, who don't care for horror themes or cooperative play, will not be interested in this game. Others, especially those who want to play an RPG like game with horror thematics, will have a great time.

This is certainly a game that you should try before you buy if you can. If you are a Cthulhu fan or love cooperative games, then it's a no-brainer - get it! The good amount of complexity, the massive amount of pieces, and the various options may not be for the fainthearted, though; so you should check it out and see if that's your cup of tea. For me, I really enjoyed it. Arkham Asylum was one of the games that I lay awake at night, wondering what would have happened if I had done something differently. It's one of those games where we didn't talk about the mechanics afterwards, but rather the story. It's one of those games where everyone stands up and high-fives each other when something good happens for the team. That, my friends, is a game I'm glad to own.

Tom Vasel
"Real men play board games."
www.tomvasel.com
« Last Edit: August 11, 2007, 05:45:28 PM by brel » Logged

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« Reply #3 on: September 03, 2007, 08:34:37 PM »

It really helps if you're a fan of Lovecraft. If not, I suggest playing it first. I know a few people who own the game and I used to own it myself.
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« Reply #4 on: September 04, 2007, 11:08:09 AM »


I have a copy of the game and we play it almost every sunday Smiley It's a fantastic cooperative boardgame! At first it takes too long to play (4 hours ++), but after a while it only takes us two to three hours to finish Smiley Damn hard to beat! But that's what makes it so addicting. Best thing is, I'm not a fan of Lovecraft at all (i.e., this is no fanboy opinion)! I never read any of his novels, but I still very much enjoy the game Smiley

We're open to people who want to try out the game Smiley Sunday afternoon in Makati. PM me for my contact number and location if any one of you is interested Smiley Limited seats! Bring snacks! Cheesy
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« Reply #5 on: November 22, 2007, 09:21:21 AM »

Wow... An Arkham Horror group. This is way cool. ^_^ I've been dying to play the game since I'm a huge Lovecraft fan. ^_^
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« Reply #6 on: November 26, 2007, 12:30:01 PM »

Finally, I someone was able to come to my place to play Arkham Horror with me Cheesy Many thanks to Howl! Too bad it was only the two of us, but man! I've never played this game three times in a row! We won two out of three times Smiley We've managed to experience all three victory conditions:

1. One by fighting and defeating the Ancient One (Yog-soggoth in this instance). Though we didn't exactly win through this one, we got to experience fighting the big battle against the Ancient One. We hardly made a dent against the big guy Sad But alas! This was Howl's first game and mine for a very long time so maybe it was understandable :p

2. One for closing every gate on the board. EXTREMELY hard to do, and against Hastur, who I've never beaten before ;p Luck was on our side since gates were only appearing in the Woods and one other location. Two gates closed early, and no gate remained at the board, thus satisfying this victory condition. I was actually dumbstrucked that we actually won, since this victory happens very rarely :p

3. One for sealing five gates. An exciting race against time/Azathoth. We were going to go for closing all gates again since there were too few clue tokens to seal gates, but Howl managed to get an Elder Sign in the Curiositie Shop, enough to stall the End of the World for one more turn, giving us enough time to seal the fifth gate Cheesy

Hope you get to play again Howl! Many thanks for the pizza too! Cheesy Hope we get to gather more players to play to rachet up the difficulty. Hehehe.
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« Reply #7 on: November 26, 2007, 02:12:17 PM »

You'll be in for a treat. Next time you have a session, I'll bring 3 people with me.

That doesnt include my fellow arkham community members, who are very interested in playing. ^_^

And maybe we can interest you (and to any other interested) in the works of Lovecraft. We hold movie marathons every now and then. ^_^
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« Reply #8 on: November 26, 2007, 05:11:27 PM »

Thanks for having me over pare Smiley it was great fun!  In fact last night I dreamed I was playing the game again! LOLOLOL  (ok lang "playing" instead of "being a character" hehehe)

game 1 - I didn't comprehend how much time it would take to close a gate: 1 turn to go there, 2 turns in the otherworlds, and only on the turn you escape the gate would you be able to try to close it.  Because of that mistake, pasyal-pasyal lang ako at first.  I was playing the detective, James Diamond (tama ba?).  Although minalas kami because of the rumor which basically accelerated the doom tokens.  yamasaki played the researcher character, whose ability is extremely useful - but we were still plagued with bad die rolls.


game 2 - I was still using the detective.  But no dicking around this time: we went for the gates and we got very lucky.  many times we drew a gate that would open in a place with an existing gate.  so instead of increasing the gates we had to close, it just increased the monsters on the board which is not really an insurmountable problem.  We stepped away from the board for a few minutes while waiting for the pizza guy to get to the front door, when I suddenly thought "hey, didn't he just close a gate?  how many gates are still open?"   so we looked back at the board - and surprise surprise! No gates remained open and between the two of us we had closed 3 gates (i think).  This happened by the 4th turn I think. 


game 3 - for kicks I switched to the Mandrake The Magician lookalike, and one of my starting spells was Find Gate.  This saved us a lot of time in the otherworlds Smiley it got even better when I turned in some gate trophies to become the Deputy (and got the cop car to drive around town Smiley )  Eventually I lost it, however I probably forgot to roll for the car after exiting a couple of gates - so I could have lost the car sooner.  The Deputy's paycheck also helped us buy from the Curiosities Shop, where we got lucky and drew an Elder Sign item.

All in all it was a very satisfying game session Smiley I don't think I've ever played so many times in one afternoon!  I guess it helped that we were only 2 players; there was almost no downtime and the turns went by very fast.

Thanks again for the invitation dude!  Hope we can do it again soon, with luck maybe my work sked will change and there will be more time for games Smiley
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« Reply #9 on: July 13, 2008, 01:02:01 AM »

Are the expansions available locally? Thanks.
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« Reply #10 on: July 13, 2008, 05:40:34 PM »

Curse of the Dark Pharaoh and Dunwich Horror, the first two expansions, are available locally Smiley
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« Reply #11 on: July 13, 2008, 11:05:21 PM »

Do you know how much they cost? Where can I find them? Which do you suggest I get first? Smiley
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« Reply #12 on: July 14, 2008, 09:33:17 AM »

If you have a big enough table, get Dunwich Smiley It adds 1/3 more board to the Arkham board. Also more cards, monsters, Ancient Ones, characters, etc. Ratchets up the difficulty of the game too. I suggest you get the expansion when you finally figure out how to beat the game consistently and you need to make it challenging again.

There are mixed reviews about the Dark Pharaoh... I think you should only get this if you're a "completist" or have spare cash Smiley This is more of a monsters, items, spells, mythos, etc (small and medium cards) expansion; no new Ancient Ones or Characters ("big" cards), I'm afraid.

You can find the expansions at Neutral Grounds Galleria at 2.5k (I think, for the Dunwich Horror) and 800 for Curse of the Dark Pharaoh.
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Your will gives me courage.
Your spirit ennobles me.
And though I aim to defeat you, should I succeed, I will not humiliate you.
Instead, I will honour you.
For without you, I am a lesser man.
- "Opponent"
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« Reply #13 on: November 24, 2008, 01:21:28 AM »

Video Review by Kevin McLeod
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« Reply #14 on: November 24, 2008, 01:39:45 PM »

Here is one issue I remember we were having trouble of when last we played Arkham Horror.  When do Flying Monsters from the Sky attack player characters in the streets?  Since Movement of players come first before the Mythos Phase, do flying monsters attack immediately when a player's character enter/pass a street?
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