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Greg Forster
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A Touch of Evil, The Supernatural Game » Forums » General
ATOE/Arkham Horror question
I own neither ATOE nor Arkham Horror, nor have I played them.

I'm intrigued by ATOE and I have been reading with interest the discussions of whether ATOE is "Arkham lite" or "a cross between Arkham Horror and Talisman." (I don't own Talisman, either.)

The main reason I don't own AH is because of this review, specifically this passage:

Quote:
Thoughts on the Gameplay

Unfortunately, this intense, "let's-kick-some-ass" vibe only lasts until players glimpse the details and game mechanics underneath the game's surface. After playing this game the third and fourth time (which, granted, is already a 16 hour return on my investment in the game), I felt like one of the investigators who sees something he isn't supposed to see and starts to go insane. So what did I find? Well, for one thing, I began to realize that when you draw a random encounter, there is a 50-65% chance that something bad will happen. Not might happen. Will. Your skills, equipment, and ability to make intelligent decisions are all basically forfeit when you draw an encounter card, because odds are you'll be worse off than before (and if something good happens, you'll rarely feel like you can take any credit for it). Certainly, this plays a big factor in the appreciable 'plans-gone-terribly-awry' effect I described above. But here's the problem: as an experienced player, you begin to realize that perhaps the most intelligent decision to make in Arkham Horror is not to have an encounter unless your reward is guaranteed before you draw the card. And the game lets you do this (see strategy description below).

A lot of potential role-playing is lost once you realize that there isn't point in going for a walk in the woods if you're a photographer, robbing the bank if you're a gangster, going to the boarding house if you're the salesman, etc. You can think up these decisions ad infinitum and none of them will make sense given the way the game works. The random encounter cards don't know you're an author or a magician or a psychologist. And more importantly, they don't give you room to behave as if YOU know. If you're not the role-playing type, but instead are simply curious, a time or two through the game will teach you that, no, you don't actually want to know what will happen if you go hang out at the Library. Curiosity kills the cat in this game, and the cat doesn't have a say in the matter.

By way of comparison, consider the classic encounter-based game Tales of the Arabian Nights. In that game you encounter a random category of person/creature/thing (princess, djinn, slave, ne'er-do-well, hunchback, etc.) the type of which is then randomized (cunning, powerful, wicked, insane, etc.). Based on what you've encountered, you can then choose a reaction from a matrix (rob, attack, honor, grovel, trick, court, and so forth.). Basing that choice on your skills gives you a decent shot at a desirable outcome, though the game is by no means predictable or transparent. In Arkham Horror, the simple ability to affect the outcome of a random encounter is almost non-existent. Sure, some encounters involved being attacked my monsters, and players who are equipped with powerful weapons will usually win in such situations. Most of the time, though, you'll have no such impact.

There is essentially only one practical way to win in Arkham Horror, which is to seal six gates. (If you appreciate games that provide varied paths to victory, Arkham Horror is not for you). Sealing gates requires clue tokens or elder signs. At the start of the game, a single clue token is placed on about half the locations on the board. At the end of each turn, an additional clue token may appear at a random location, and inevitably, there are often locations which have two or even three clue tokens on them. Two or three clue tokens are worth the effects of nearly any random encounter card, so as I said above, you can guarantee a suitable reward before drawing a card, treating any consequences as either a price or an unexpected and irrelevant bonus.

Furthermore, several locations on the board allow you to purchase items, clues, spells, etc. Only two of these things matter: clues and unique items. The unique items are better than the common items, so there is no incentive buy the latter. Most spells are useless (the major exception being Find Gate), so a trip to the magic shop is not likely to be worth it. To get unique items, you need money, and players gain access to money via surprisingly narrow paths. You can 'cheese the game' and follow a perfectly legal bank-loan / default strategy (though on the BGG forums, designer Kevin Wilson says this will be ruled out in the next edition of the game) or you can go to the Newspaper. That's right, the town newspaper is the primary font of wealth in Arkham. For no apparent reason, the newspaper is also the only location in Akrham where there is only a 1/7 chance that something bad will happen to you, and as bad things go in this game, it's a pretty negligible outcome. Despite all of the atmosphere and varied locations, it's hard to want to go anywhere when you know you need money, you know where to get it, and you know where to spend it, especially when tantalizing possibilities turn out to be a sham.

Want to win a game of Arkham Horror? Apply the following simple strategy. Always have someone pick up pairs and triples of clue tokens. Have everyone else get money from the newspaper and buy unique items from the curiosity shop. Always buy Elder signs first, 'King in Yellow' tombs (equivalent to 4 clue tokens) second, and weapons third. When Elder signs are purchased, hand them to the person with the least clues and send them to explore and seal a gate. When any player amasses five clue tokens, send them to send them to explore and seal a gate. In the meantime, kill all monsters of one or two toughness (should be easy with weapons from the unique item deck) so the town is not overrun. You should be able to avoid tougher / rarer monsters and they'll probably end up getting banished when gates are sealed.

The flow of events will vary from game to game, but when the above short paragraph is governing your decision process for four hours, it can be hard to stay interested, even in a game as admirably atmospheric as this one.


Now, again, I've never had the opportunity to play AH. But all the additional reading I've done, and seeing the compositions of the encounter decks, has led me to believe that 1) this criticism is probably basically right as regards the original game, but 2) this seems to have been addressed in the expansions, or so a lot of people say. But I don't want to blow all the money it would take to buy the expansions in addition to the original game, and in any event I won't often get the chance to play a three-hour-plus game. Hence I don't own AH.

By now you've guessed: I'd like to know whether ATOE falls afoul of the problem identified above in AH. Suppose for a moment that the theme appeals to me, but not so much that I would play it for that alone. Suppose I also want the game to work as a game - I want to make choices, not have the game make them for me. Would you recommend ATOE?

Feel free to be as open-ended as you want in giving me advice; I'm working from not much information here and would appreciate any contribution you'd like to make.
Team Bourdain
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The criticisms of Arkham Horror are fair, and in my opinion accurate for the base game with only a few minor quibbles. Without going in depth, buying just Dunwich Horror mitigates them to a large extent, and all of the expansions help, both individually and cumulatively. At its heart, Arkham Horror is an efficiency machine, and in the base game it's pretty easy to figure out what's most efficient.

Touch of Evil does avoid the "path to victory" problem of the base Arkham Horror. The fact that it is (at its heart) a competitive game (honestly, the co-op version is a nice addition, and a pretty fun diversion, but I wouldn't consider purchasing it for that alone), means that there are race and "screw your neighbor" elements that just don't come up in Arkham Horror. That presents more options for when to act and when to use cards or not. It's very rare in Touch of Evil that I feel like there's a 100% "must-do" action, except on the rare occasions that I need to fight the villain or heal my character at the Doctor. Even then, are you ready to fight the villain? Are you sure one of the elders isn't evil, or that your opponents don't have cards that might make you lose in the final battle? Should you maybe buy that musket to increase your chances, even though your friends or the villain could get stronger while you try?

That said, there's an important caveat based on your question. If you're looking for Important Choices(tm) of the sort you'd find in a complex Euro, Touch of Evil will have them rather seldom. There may be a reason to visit the Windmill over the Manor, but luck will play a big role, and the end results are generally in the same ballpark, granting the fluctuation for luck. There's a big "press your luck" element in timing the Showdown with the villain so you can beat him just before another player, and Event cards can be critical, but a turn may very well consist of "Hmmmm. I guess I'll pick up those two investigation instead of going to the Woods."

To contrast, if there are four clues on a location in Arkham Horror, someone will definitely, absolutely want to pick them up 95% of the time. In Touch of Evil, this sort of thing is rare, but what is more common is a sense of open-endedness where no choice is necessary, but none is incredibly compelling, or incredibly "better," either.

I hope that helps a bit. I realize my answer is brief, but would be happy to answer any particulars that you would be curious about. (I'm a pretty hardcore Arkham Horror fan, with all of the expansions, and I've been playing Touch of Evil since its prerelease at GenCon.)
David Schneider
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I do not agree with the original quote. Much of what he/she states is subjective. while there are truths in the statement, AH is not nearly as cut and dry has stated.

as far as ATOe goes, I only played it once but would easily call it AH Lite. This my opinion only and many will disagree but I found the game kind of boring when compared to AH.
Anders Kernel
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Hi all!

Good discussion. This should by no means be seen as an end all answer, as I have almost no experience with A Touch of Evil, and only played two games with AH.

I have ordered AToE through my local gaming store for the following reasons:

1. I bought Last Night on Earth and later Growing Hunger because of their theme Zombie B-movies and Horror, and because of the gameplay in the game. I believe the designers made a game where there were suspense to the last turns, where the heros battling the zombies almost always felt it was just a question of time before they lost and sometimes suddenly they made a miraculous victory instead. That feeling combined with the in my opinion a very great gameplay where you have as zombie or hero a lot of choices thrilled me, and my gaming group have almost not touched another boardgame for a long time. I therefore hope that the designers made a game with as much challenge in it as LNoE, and just as interesting gameplay.

2. The theme is very much like sleepy hollow, a theme I have a lot of interest in right now.

3. I have played AH 2 times as said, and I found that with the new expansions there are two ways to win: 1. If you can (rarely) close the gates you win, 2. Stock up on weapons and kill the sod in the last encounter.

Both games ended with the second solution, and as described above in the review of AH I felt that I was beated sorely by every event I went for, that there were too little time to actually make plans and follow them through and the most sensible thing to do was just to stock up on items, money and eventually investigation tokens.

I hope the guys from Flying Frog will do a better job, and I am convinced they will from LNoE.

Cheerio,
A
Paul
Ireland

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I have played AH once only: I didnt like it for the "pre-ordained" issues mentioned in the review above as well as the excessive length required to play it. YMMV.

I played ATOE for the first time in two, 2 player games last weekend, once co-op and once competitive. As mentioned by another poster, the co-op game is ok but the competitive game is the one that I found to be more entertaining.

There appears (at my early stage of experience with the game) to be a little more freedom in playing ATOE rather than the railroaded feeling that I got when I played AH. Perhaps the paths to victory will become more obvious with experience but after playing both games for roughly the same short amount of time each I would not recommend AH. ATOE looks to me at this stage to be a game that I am much more likely to play and enjoy.

Im not sure if that info is what you are looking for but there you go :)

William Gaskill
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I have AH with all its expansions including a preorder
for BGotW.I also have AToE.Frankly I'm home brewing
my AH stuff to play more like AToE.

AToE gives off more atmosphere with fewer rules than AH.
The thing about AH which disappointed me was the rather
grab bag approach to HPL Mythos.Its basically Monsters
in the Streets which were just too much suspension of
disbelief for me.AToE keys its encounters to the Evil Enity
your fighting where as AH will throw in a random selection
of Beings (Your against GOO YIG-so why do you run into Mi-Go)
its doesn't effect the game but theme wise it doesn't really
envoke Lovecraft.

I really think AToE better presents the feeling of investigators
trying to discover & overcome evil beings.

OD
Last edited on 2008-10-08 12:47:21 CST (Total Number of Edits: 1)
Jack Wells
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I think there aren't enough minions in the co-op game, I didn't really feel under pressure, well I kind of did, but not exciting pressure. It seemed that the mystery cards I drew just mostly moved the shadow track down, and hardly any of them spawned minions. Not played competitive/team game yet, but I think those will be better.
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