Hi everybody and welcome to the horror
(and fun!) of another installment of Arkham Series. I will be your
guide to the unspeakable madness brought to us by the creators of Arkham
Horror: The Card Game.
So how about starting with few words
about me? I consider myself to be quite a veteran in regards to
board gaming, especially the Arkham series, created by the almighty
Fantasy Flight Games. My first and most beloved game will always be
Twilight Struggle (which I even enjoy playing competitively (by the
way, if you happen to be a TS fan, who wants to try their skill and
luck against the best players from around the world, please consider
joining probably the best organized TS league around ->
http://yatsl.zimna-wojna.pl/)).
However, I have spent countless hours playing different cooperative
board games with my beloved wife and the vast majority of the games we’ve
played were part of the Lovecraftian themed FFG series. I might consider
describing my journey through the mysteries of Eldritch beings
lurking just beyond the Threshold in a later entry. For
now it should be enough for you to know, that I have extensively
played Arkham Horror and Eldritch Horror, while also having a couple of
plays of Elder Sign under my belt. No wonder then that when I found out
about the Arkham Horror: The Card Game (which will just be called
“AH:TCG” or simply “Arkham” later on, while all FFG games
with Lovecraftian theme will be called “Arkham Files”) I was
beyond excited. Even more so, as it seemed to deliver, what Lord of
The Rings failed to – namely more of a story and less of a
deckbuilding exercise (played it as well for a while, being a huge
Tolkien fan I had extreme expectations and got somehow disappointed
in the end, mostly due to reasons mentioned previously). So far it’s
perfectly meeting my needs and expectations. I’ve been playing it
as much as I can between work and managing my new family member.
This is where the Madness started |
I play cooperative games almost
exclusively in 2 player setup, with the other player being my wife. We
have similar expectations from the games and our playing styles
nicely match each other. Since this is my primary source of
experience and also the main goal I have in mind, all of my opinions
and judgments (unless explicitly stated otherwise) will be based on
the assumption that one is playing 2 player variant. I will also
assume that one is not limited by any card limitations (meaning - you have 2 copies of each card, since this is the limit of identical cards in
your deck; and has all the current sets/expansions)1.
For some of my basic examples related
to concepts of the game, or comparison between cards/characters I will
allow myself to use story/gameplay information from the first
campaign – Having at least one full play through the core set
campaign under your belt is not an unreasonable assumption for me to
make and it helps a lot when writing. If you haven’t completed
your first campaign, I would strongly recommend you to stop reading
(for now!) and go through it first. I will however not spoil other
story elements (unless warned. No worries, I’m going to use all
capitals and red font, I promise).
My last assumption is –
one is playing on standard difficulty level (I have a feeling that
easy is not enough of a challenge, while hard seems to be too
punishing and random in a way, just adding tokens, which negative
value is too high to be considered worth taking into account while
planning checks… maybe quite thematic strike of uncaring and brutal
universe, but not very good for playing… )2
…which leads us to another point I
was planning to put in this short introduction. Board games at their
heart are a mix of gameplay and theme. One cannot exist without the another and ideally they should perfectly match and complement each other. I
definitely prefer games with a strong theme, reflected nicely in the
mechanics, and even though while playing some more competitive games
(Twilight Struggle, for instance)3, I am much more focused
on just playing the perfect move(s), in the Arkham Files. I am just as
much interested in the slowly creeping madness infecting my
mind and soul theme. Therefore I will also take into account
the “theme” part while posting, though I will try to keep it
separate from the purely mechanic part of things4 (I can’t
promise I will always succeed, though).
I very often feel
tempted to share my own ideas about the execution of certain game
elements – abilities, cards and scenarios, for example. I hope you will find it
interesting to read them. I should, however, start with a disclaimer.
I am not a game designer. You might consider my ideas bad. I also understand that some calls are to be made due to a
bigger picture (the need for certain types of cards to exist in meta,
sacrificing theme for gameplay etc) and that ultimately it’s FFG
who call all the shots. Nevertheless, I hope, you’ll find my ideas
interesting.
If you’ve been carefully reading so
far (and I hope you have), you might have noticed that I put those
tiny little numbers, called superscripts, every now and then. I
decided to introduce them to put my inclination towards adding lots
of digressions at bay – I strongly encourage you, my dear readers,
to read them at any time you see fit, either after dealing with the
main text or just at the time the number shows up . I just would like
to keep the logical structure of the text intact, while also being
able to share all my thoughts, related to the subject.
Where was I at? Eating cultists? Damn you, digressions! |
I will try to post regularly. My current
plan is twice per week – every Sunday and
Wednesday. I will endeavor to keep my word, unless a mind-shattering
experience wrecks my sanity and turns me into an empty-eyed madman,
mumbling not understandable words (or maybe a regular every day event
stops me).
Please note, many of the graphics I
am using (the ones directly from AH:TCG, specifically) are the intellectual
property of Fantasy Flight Games.
Last (before the digressions make their
appearance), but definitively not least – should you like my blog,
please spread it among your fellow gamers. The audience is what
really matters for me, so your help with building it up would be
much appreciated. I hope you will find its content both interesting
and useful in repelling the Eldritch Things. Regardless of your
opinion, feel free to share it or any other Arkham related comments
under my posts. I’m already looking forward to reading it.
1As much as I adore FFG and
understand they are here to make some bucks, not only for our
entertainment, I really consider it a questionable to pretty much force
everyone considering serious playing to buy lots of superfluous stuff
just to get 2 copies of “Lucky!” or 4 copies of “Unexpected
Courage”. More insight to the topic at https://whingewood.wordpress.com/2017/01/04/lcgs-is-needing-multiple-core-sets-bad-value/
2The luck matter is a quite
heated debate among boardgamers. While I don’t want to go into the
details, it’s worth to mention it in some broad strokes. First of
all, we need to differentiate between 2 types of luck/randomness –
first one is randomness, that just allows for more replayability –
random order of cards in encounter deck, random layout of locations
etc. Even though it can lead to easier or harder setups, it’s a
very useful tool and with some basic design skills can easily be put
to good use without affecting difficulty too much. The other kind of
randomness is using dice/any other random number/symbol generators
(Chaos Bag, I’m looking at you). Some amount of randomness does not
impact playing too badly, in my opinion (it’s matter of taste,
obviously and I’m rather on the non-random side of the debate,
though more liberal on coop’s than on classic competitive games).
However it’s important that players can adjust their decisions
based on the possible spectrum of outcomes and make meaningful
decisions based on it (more about decisions in Lovecraftian world in
another digression). So adding possible “-5”s and “-6”s
(which is more or less what harder difficulty does), basically equals
adding more auto failures, since you won’t really take into account
drawing them - it will ultimately just be bad luck outside of any
control. I would much rather fill bag with more “-3”s, for
instance, so you can consider assigning extra icons for extra
important skill checks. I might write an entire post about Chaos Bag,
so consider it just a brief explanation of my standpoint.
Dice - ultimate symbol of luck |
3I actually happen to
consider TS a very thematic game – not only because of the cards,
depicting the real-life events. It incorporates some of the very
ideas/concepts behind Cold War (Domino Theory, Brinkmanship, Crisis
Management), elegantly translating them into rules. It also creates
exact kind of tension one would feel when leading a Cold War
Superpower (or at least that’s my assumption, since I have never
led one).
4Games are always some sort
of abstract representations of the depicted events and as such
necessarily must simplify some aspects of them and sometimes
sacrifice the theme or even “realism” for the sake of simplicity
or gameplay experience. It’s obvious it’s happening in every
game, also in AH:TCG. How would we otherwise imagine an ally
appearing in the middle of a mission – was he around the entire
time, but just decided not to bother, until we played the card? How
comes, moving between Attic and Hallway in the 1st mission
takes same amount of time as moving between Arkham’s districts does
in the 2nd mission? Resources and cards themselves are
just very abstract concepts, baring very little resemblance to any
real life objects/ideas. This also means there are times, when theme
and gameplay sort of contradict each other, oppose each other –
more thematic choice might lead to much worse game experience. Good
example was mentioned above – it would be much more thematic to
just fail skill checks for no reason (drawing “-6”s or
“autofailures” from Chaos Bag), since this is Lovecraftian world
– we’re all doomed to die and we have no control over our fate.
However, it won’t be a game anymore, since a good game by
definition assumes making meaningful choices. And (almost) always
when the two contradict, I side with gameplay. Blasphemy? For some
maybe, but isn’t >>blasphemous<< a most thematic word
of Lovecraft anyway?
Thx for doing this, but I think twice a week is a little much.(once every 2 weeks would be cool, but obviously up to you. Great job!
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