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Sinister
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Indiana
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We played a 4 player game at Inconjunction (sci Fi Con in Indianapolis). This game was complicated but fun all the same. Anyone whose a fan of the mythos knows that sometimes fighting the mythos is alot like banging your head against the wall while you go insane.

I don't think I could go into the mechanics without this being 30 pages but here's what we liked:

1. There's a real pressure cooker feel to the game.

Arkham was filled with monster pretty quick(the normal limit to monsters in arkham is # of players +3) and on top of that before the game even started we played a card that gathered monsters to the street at miskatonic U and kept adding monsters until 10 monsters were added which then jacked the terror level of Arkham to a 10 and took away the monster limit rules.

2. Strategic Options-

The game was brutal on the players choices. From looking at all the cards, all the tokens, and all the locations there would seem to be alot to do in Arkham. Unfortunatley you don't just get to tool around Arkham if you expect to win. I'm guessing a higher # of players would give you some leedway in your actions but it seemed like we were behind the gun from the get go and every turn had to count. This meant closing portals and fighting monsters had to be everyone's turn every turn. During the game we never once visited a location to use it's text on the board. 3 of us wailed on the monsters at miskatonic while the other player tried to shut the gates. It become apparent that a couple of monsters in the monster stack at miskatonic were not going to be easily defeated. We left two guys there to stop the monster stack (from a mythos card) from getting too big I ventured out to help close portals. (there were 3 open by the end of turn 2).

Eventually we had to abandon the monster thing and hope we could get all the portals shut. Everytime a portal opens however it raised the doom track by one and before even though we had shut 7 portals by the end of the game we couldn't get them all sealed at once and the YiG came through the gate (or portal) and attacked the investigators.

I went insane after 1 round and after two rounds the other investigators were dead save 1. He put up a good fight but died in round 6 of combat.

I was expecting a much more mystery aspect (I never played the orginal AH but I'm a huge fan of the CoC Rpg) instead the game is a huge monster and portal hunt, which was very fun, just not what I expected at all. All in all it was so challenging to try and win a game that doesn't seem like you can win that it makes the game all the more appealing.

3. The artwork is great - The game "feels" like 1926.


Things we didn't like:

1. Game time is pretty long. A 4 players game (the game can have 1-8 players) went about 3 hours. I can't imagine what and 8 player game is but prep yourself for at least 4 1/4 - 5 hours.

2. The rules are very hard to remember every little detail the first few times. Even though I had read the rulebook 3 times before playing we were constantly refering to it. We kept passing the book around to players that just took their action so they could look up something. I bet the rules were consulted 20 times. There are lots of numbers and symbols, and it takes time to get used to all these little notations.

Each monster has:

a shape symbol that refers to movement
a mod on the front which refers to awareness
a border color which refers to the "way it moves"
a mod on the back of the token that refers to combat mods
a mod on the back of the token that refers to sanity mods
a symbol on the back of the token that refers to it's toughness
a heart symbol that refers to the damage it does to an investigator
a mind symbol that refers to the sanity loss it gives an investigator that fails a will check
Special Ability Name- which refers to a special ability of the monster.

This is all uber complex and causes players to consult the rulebook to dechiper each and every monster. After a few games you will get the mechanic down pretty easily but the first couple of games is a real pain reminding every player what all the symbols mean. We had to consult the rulebook for about the first 8 monster fights and, even once everyone was getting it, we still had to consult the rules for the special ability text when we first encountered it. Teaching it to player that wants to throughly know all the rules could be a fricken nightmare. This was the worst part of the game.

Despite defeat however and the uber complexity eveyone who played wanted to play again. The challenge of the game is very very appealing.


Comparing it to the other popular horror game right now Betrayal at House on the Hill is easy enough.


Time Factor - House on the Hill. You can get in 2-3 games of this in the time it takes to play Arkham, maybe even a 4th game if you hurry.

Complexity - Arkham Horror.

Extra Fun Pieces and Bits: Arkham Horror. The box is filled with nifty cards, tokens, and monsters, not to mention 10 more investigators than House on the Hill and a ton of more cards.

Strategic Play - Arkham Horror is more strategic than House on The Hill but house on the Hill Gives you more time to explore your surroundings. There's ALOT to do in Arkham but less time to do it. Your actions are pretty much mandated by stopping portals and monsters ASAP. In betrayal the whole first half of the game is just exploring and doing "what you want". This makes House on the Hill more appealing to the occasional board game fan and less appealing to the hard core strategy gamer. The reverse is true for Arkham.

Team Feel: House on the Hill throughout most of the game had the best team or co-op feel, but once the old one is revealed in Arkham, there's never more of a team feel in any game I've played.

Mood: Arkham, betrayal might be a scary house but Arkham is way more frightening place.

Rules: Tough call here. House on the Hill has too few rules and leaves you scratching your head in places, While Arkham has so many rules the begining players spend more time reading the rulebook than playing the game.

Art and Graphics: Arhkam Horror is beautiful. House on the Hill is great artwork but it's a bit campy, cartoony, and simplistic. Arkham feels dark and real.

Replay Value: House on the Hill has very high replay value but after 50 haunts that's the end of that. Arkham has so much to do, so many different places to go, and so many monsters to fight it'll be a long long time before it loses replay value.


Comparing it to another co-op game - Shadows over Camelot

Time Factor: Shadows Over Camelot

Complexity: Arkham Horror

Fun Extra Bits: Arkham, although I love the Camelot Minis and the way you can setup camelot's boards in any pattern.

Strategic Play - Shadows over Camelot. Both games have a pressure cooker feel and both games have high strageic value but there's less luck in Camelot and when you undertake an action you have a pretty good idea of if it will fail or succeed in shadows over camelot. In Arkham the results are left up to the dice and luck can bone you ALOT.

Team Feel: Shadows Over Camelot has the feel that you are all knights on the same cause. Many of the quests let you work together. In arkham the only time you feel like a team is if the Great Old One shows.

Artwork: Shadows of camelot is so nice and happy and arkham is so dark and brooding. Camelot's artwork is a little more abstract in places so I give the edge to Arkham.

Mood: Between these two games it's all about mood. Both capture the feel of the story very very well. Arkham perhaps provides more backstory to make it moodier (see the investigator's backgrounds) of course who isn't in the mood to play a knight of the round table?

Replay value: Sorry Camelot, but it's the same quests everytime. After 10 or so games shadows gets stale and old. Arkham Horror wins by a long shot!

Overall Thoughts:

If you got the time and effort it takes to learn Arkham it can be a very rewarding game. Despite the complexity I can't wait to play it again. It won't be a favorite of my rpg/boardgaming group because of the time investment (we can play a whole session of an rpg in the time it takes to play Arkham)and rule complexity but I'm sure it'll find it's way into the occasion rotation for it's strategic value, very high replay value, and mood and theme. It's one of the most eye appealing games I have ever played. It will play different everytime and it's a pressure cooker game (more so than shadows over camelot) and it gives you the Lovecraft feel of fighting something your not likely to beat, which is often enjoyed by my group. It's NOT a beer and prezels game however, if your looking for something with a horror feel that's easy and quick your best off sticking with house on the hill or a game of zombies.

Jon Dockter
United States
Grand Forks
North Dakota
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During the game we never once visited a location to use it's text on the board. 3 of us wailed on the monsters at miskatonic while the other player tried to shut the gates. It become apparent that a couple of monsters in the monster stack at miskatonic were not going to be easily defeated. We left two guys there to stop the monster stack (from a mythos card) from getting too big I ventured out to help close portals.

I have played a few two player games now and we had this same problem. We are franticly tring to close/seal gates the entire game. One turn spent in a shop means one less turn that could be spent sealing a gate. (those doom tokens add up fast) The first game we played we just meandered around shopping and picking up clues, boy did we learn the hard way that you don't mess around! We have yet to come close to sealing off enough gates to win the game, the closest we have gotten is three of the six and closing every gate is virtually impossible with two players. The Ancient Ones are just as hard and we still haven't won a game yet, but I love challeging games so it doesn't bother me one bit. :)

Sinister
United States
Unspecified
Indiana
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Arkham Horror » Forums » Reviews
Re: 4 Player Game What I liked, What I didn't, And how it compares to House on the Hill.
We won with 2 players yesterday but not on gates, we put the hurt on yig big time.


I recommend in a two player game not turing over the first mythos card until the first mythos phase. I know you are supposed to start the game with a portal open but it's a slight advantage to take a turn to do what you want and not have two portals open by the end on round 1.
Dead Eye Dick
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Overall I appreciate the review - however, I would like to argue/counter some of the points you made.

1) You made it sound as if the monster system was "uber complex." My group just did not feel that way in the slightest. The symbols are very intuitive (brains equal sanity, hearts = stamina) and the movememt and combat system is very elegant. In fact, for movement, you don't have to know anything. You just look at the mythos card, if the symbol there and on the monster matches, you move them white or black. The abilities require a bit more But I don't think it requires that EVERYONE master that aspect but rather learn it as they need to. I was the only one who had read the rules (twice) before play, and we didn't have to look up info on monsters & their movement more than twice (colors = what sort of movement). More to the point, we all had the concept down after 4 or 5 turns (and not a number of games like you suggest). Of course, mileage will always vary on people's uptake of rules - but here I think it is beneficial to have one person who is very familiar with the rules who can direct the monsters and explain their abilities pre-combat, but even with that, I can't consider it "uber complex." My guess is you guys were being overloaded with rules and concepts which added to the feeling - this doesn't have to be so, though.

2) Co-op. Here I find just as much if not more a feeling of "All-together-know" than I do in SoC (haven't played HoH). We've had many games where another player will cover the arse of another whose trying to get to the asylum or hospital (by taking out a monster along the path that the injured player couldn't handle without dying). And it's important for those who can focus on closing gates to do it (and the appropriate ones at that), while the others stock up on clue tokens/items/healing or off fighting monsters to prevent the Terror Track from running off the table. The game has a lot of choice in it (sometimes SoC seems like many of the choices are very evident and hence not much of a choice), and it is important for the investigators to work together to achieve certain results.

Again, these were just my two contentious points from my own experience. As always, mileage varies!
Sinister
United States
Unspecified
Indiana
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deadeyedick wrote:
Overall I appreciate the review - however, I would like to argue/counter some of the points you made.

1) You made it sound as if the monster system was "uber complex." My group just did not feel that way in the slightest. The symbols are very intuitive (brains equal sanity, hearts = stamina) and the movememt and combat system is very elegant. In fact, for movement, you don't have to know anything. You just look at the mythos card, if the symbol there and on the monster matches, you move them white or black. The abilities require a bit more But I don't think it requires that EVERYONE master that aspect but rather learn it as they need to. I was the only one who had read the rules (twice) before play, and we didn't have to look up info on monsters & their movement more than twice (colors = what sort of movement). More to the point, we all had the concept down after 4 or 5 turns (and not a number of games like you suggest). Of course, mileage will always vary on people's uptake of rules - but here I think it is beneficial to have one person who is very familiar with the rules who can direct the monsters and explain their abilities pre-combat, but even with that, I can't consider it "uber complex." My guess is you guys were being overloaded with rules and concepts which added to the feeling - this doesn't have to be so, though.

2) Co-op. Here I find just as much if not more a feeling of "All-together-know" than I do in SoC (haven't played HoH). We've had many games where another player will cover the arse of another whose trying to get to the asylum or hospital (by taking out a monster along the path that the injured player couldn't handle without dying). And it's important for those who can focus on closing gates to do it (and the appropriate ones at that), while the others stock up on clue tokens/items/healing or off fighting monsters to prevent the Terror Track from running off the table. The game has a lot of choice in it (sometimes SoC seems like many of the choices are very evident and hence not much of a choice), and it is important for the investigators to work together to achieve certain results.

Again, these were just my two contentious points from my own experience. As always, mileage varies!




Well it's ok to have varying opinions. I do see your points but I stand by my review.

1. The monster system is complex compared to just about every other monster game on my shelf. Much more so than zombies, house on the hill, talisman, return of the heroes, dragonstrike, runebound, and the 50 other games I can't think of at the moment. I believe the system can be both elegant and complex. It is very elegant and adds to theme. I'm just saying attempting to teach someone how combat works in a game of house on the hill is much much more easier than Arkham. Also for what it tries to accomplish I'm not sure all that is needed. For instance it took us awhile to figure out the blue sanity markers because the blue circles do NOT look like the tokens used to mark sanity (beyond the color) also why couldn't they have just marked the kind of movement the monster makes on the card rather than color code and cross reference? The game really does need a 1 page reference sheet at least for the new players. I've got 6 games under my belt and understand the aspects pretty well but my review is for those that may be thinking of buying the game and while I don't want to tell anyone not to buy it (I gave it an 8) there are some that would say (and already have said in their reviews) that the game is needlessly complex. That issue for the beer and pretzel gamer I think needed to be addressed.

2. Your second point I think is linked to the number of players that play the game. My review was based on 4 players. In an 8 player game the threat level of the game does not increase so I'm guessing there is lots more choices. I've played 3 games now with 3 or less players and I can tell you there isn't much choice at all. We ALL must seal portals. We did decided to fight the GOO in the last game and spent 3 rounds doing what we wanted just to fight it. Sure the game has tons of options but you never get a break, at least in games where there are few players. My review says that there are MORE choices than both betrayal and shadows BUT less time to do what you want. Let's look at it. In any game of Arkham 2 portals are opened by the one of round 1 with 2 monsters. This means in a 8 player game at least 2 of the players are shutting portals and maybe 1 or 2 players are attacking monsters. This leaves 4-5 investigators doing what they want. In a game of 3 or less investigators as soon as you seal a portal another opens. This dictates your actions greatly. So much in fact we use a "house rule" where we don't open a gate to start the game in a 3 or less player game. This gives us at least 1-2 rounds of freedom before we have to start closing gates. Also you mention "all together know" in Arkham and I think here you are refering to strategy. There is a huge amount of dice rolling in this game. There is a high failure rate. In fact 66.6% of the time when you throw the dice you are going to fail. This is why I gave the strategic edge to Camelot in my review. Camelot simply doesn't have the luck factor of Arkham. If I'm going on the black knight quest and fearful that a black knight card may pop up other characters can choose to progress evil in different ways. The luck factor is WAY WAY lower in Camelot than Arkham. Just the simple fact that the same goo in a two player game may have 20 hit points and in an 8 player games would have 80. It creates a game really hugely centered on luck. It's why clue tokens were invented because the game can bone you badly and destroy a good strategy simply because of luck.

That said these are my only two points with the game. If you accept the luck factor and are patient enough to learn all the rules it's a very very wonderful game.
ShNar gRu
United States
Elk Ridge
Utah
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mb
I don't understand what you mean by "once the old one is revealed in Arkham". The Ancient One is always revealed from the beginning of the game. And as we play the game, it's highly cooperative, with the players talking amongst themselves deciding who should do what, some players getting items and then sharing, while others performing actions (closing gates, etc). We win more often than lose, maybe it's due to teamwork?

-shnar
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