aaron belmer
United States St. Louis Missouri
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GAME REPORT (skip to the REVIEW section for review)
Captain Hawkins and The Scarlet Shadow heed the call of the desperate peoples of Shadowbrook to see what evil lies in wait, and to lend their professional style of assistance. Word in the east is that a Banshee terrorizes the town, and the people are growing restless.
After much investigating, based on rumors around town, the Captain checked around at the Manor and the Olde Woods to see what he could find.
The Scarlet Shadow, eager to avoid the town because of his past, found himself at the Abandoned Keep.
Suddenly, the Scarlet Shadow was repeatedly attacked by wretched Barrow Shades, sent forth from the banshee, to attempt to rid the heroes from the town, but the heroes, determined in their endeavor, defeated the shades in pure form.
The good Captain, also realizing the enormous and significant presence of the local militia, enlisted their military expertise to constantly attack the evil shades.
In the end, the Manor House was the scene of a most evil and treacherous battle to the finish. Both heroes made it to the final round, and enlisted the help of both a local militia, but also Lord Hanbrook. The banshee on the other hand had apparently spread her nasty evil influence to not one but TWO town elders. The battle was touch and go, both sides throwing and taking wounds.
In the end, The Scarlet Shadow threw a Holy Water that he'd obtained from the Monastery Items, and did 5 damage to the foul beast. After a few more blows, the Banshee was defeated, with both heroes with one more wound left each. The shadow track also had two spaces left to go. This was a very close and epic battle, with a satisfying finish. Yay heroes!
REVIEW
OVERALL
The short: WOW. Amazing, unbelievable, blew away my expectations. GREAT JOB Flying Frog!!!!
The long: Ok, first let me preface this by saying I'm mildly a Flying Frog Fanboy, but mostly towards Last Night on Earth. I bought A Touch of Evil just because I liked their game system, especially their use of theme, and both games have it in abundance. At first I thought the Original Touch of Evil was very good, but not great. It had wonderful aspects, and I still enjoy playing it. In retrospect, (and I suspect after playing 5+ games of Arkham Horror) I guess I just thought it was too...easy.
I have about 12 games of the original under my belt, 5 with competitive the rest with co-op. I'm also a fairly big co-op fan, and actually prefer the co-op version, while others in gaming group don't but aren't huge co-op fans.
I think the other thing about the original game was while there were indeed different villains, it still felt like you were playing the same game. The different heroes were fantastic, and the minions were nice, but the villains seemed lacking a bit.
Let me pause and say that Arkham Horror is still one of my top 5 games, and I get it: you're not supposed to fight the villain, you're supposed to close portals, but I guess I always wanted to fight the villain and kick some arse at a climactic battle at the end.
Enter A Touch of Evil: Something Wicked. Oh man. This expansion is an absolute necessary must when playing this game. ATOE was already compared to 'Arkham Lite' by a few folks I'd met, and it did have it's similarities. But with Something Wicked, it seems like it got both closer and further away to Arkham Horror. Let me explain.
Closer: Another big board, more areas. And it just feels right. You're constantly wanting AND needing to move to various areas, and it's actually pretty easy to get from one to the other, a huge strength of the board(s). Also, one of the main villains is 'The Unspeakable Horror' that looks and feels like something straight from Arkham. Ok, at first was like, yeesh pulled straight from Cthulu mythos, but ok I'll go with it for now. Last but not least, there are void markers that can whisk you away into another dimension. I'm just focusing on a very small aspect of the game, and it's only used if you're fighting the horror, but still, felt very Arkham (which ISN'T a bad thing).
Further: This expansion really focuses on it's villains. And it's amazing. Unlike Arkham, you look forward to fighting the villains, you expect it, you plan for it, you work around it. And most importantly, each different villain feels like a completely different game, something I didn't feel from the first one.
(Now granted, only played the Banshee so far, but reading through rules for mechanics below, and playing around a bit solo with a few of the following counters to get a feel how they work, here are the different villains and playable scenerios/themes to the game)
With the BANSHEE, the shades are coming at you left and right, and thematically you feel like you're in a haunted situation. The banshee flying at you, sending out a UNIQUE minion, the Grounds Keeper, to finish out the dirty work.
With the UNSPEAKABLE HORROR, it again feels very Arkham. For those non-Arkham players out there, you are about to fight a BFM at the end, but in the meantime, there are 'summoning rituals' placed at hero's locations, followed by several distinct minions coming at you. If you happen upon a circle, it becomes a void which can whisk you away to a world of hurt. Beware the Crimson Hand.
The BOG FIEND has a very very cool ability that makes parts of the board sink, some becoming swamp, some sinking away all together. A very cool mechanic which changes the way you approach movement to the board.
Finally, the GARGOYLE sends zombie-like creatures at you, and can turn you to stone. Very cool.
A couple of things to note while playing:
- investigation seems to be used a LOT MORE in this game. It was always important before, now it seems like you're gaining and spending a lot more than you were before, tends to play a greater role.
- I like the fact that the expansion board rewards you for going over there. Many of the locations start with Investigation, and it's actually very simple to get over there via the Manor House for 1 investigation marker.
- Thematically the expansion location cards were very immersive and impressive.
- For the co-op game, they recommend you play the Advanced Co-op Minion Chart. I say you absolutely have to as well. Not only does it make the game just hard enough (feels right, like with smart play and choices each round, should probably be 51% in heroes favor). Without it, the game is just too easy, despite the 'x wounds extra' scaling mechanism from the first game. Plus thematically it adds some really cool happenings to the board which are just way too fun to pass up.
The board and bits are the same high quality of the first game.
Now for some nit picks (aren't there always some)
- now that you're combining both games together, there are a LOT of pieces. Takes both boxes to hold all of the pieces. Email me if you want a good storage suggestion.
- I thought the back of the first rules guide was great, had a summary of all of the charts, very handy and right there. Unfortunately the second one doesn't. In the first few pages, they have a REVISED mystery phase (apparently rethought from the first go around, and yes it is better), and the advanced co-op chart on the back, but not both. Kind of annoying having to flip back and forth, but just a nit pick. Ideally, I'd like to have seen a complete revision of the entire rulebook including the expansion into one go to book, so don't need first one, INCLUDING all the revised handy chart on the back. Didn't get it. Oh well, can always make one I guess.
- Unless you have an enormous gaming table, which I don't, it's going to get crowded. Instead of the recommended discard pile next to each location stack, I'd recommend turning the discard pile face up under each respective stack, works just as well and saves space.
Overall am very impressed and highly recommend it. My wife is not a huge gamer, but really likes this game, the ability to play co-op, the fact that the villain is something you love to hate, not just a soulless board you're playing against. The game setting kinda reminds us of Tim Burton's Legend of Sleepy Hollow meets Hot Fuzz.
It was great playing Captain Hawkins, as his ability was to call out the militia (militia play a much greater role) in order to assist in battle and kill minion baddies, very fun and distinct skill.
Wife had great fun with the Scarlet Shadow, and liked the fact that he was a loner, a rebel, and was penalized for going into town (which further enhances the expansion aspect), and can go anywhere on the board w role of 6. Just a perfect companion to the board and what they're trying to do.
Also, there is an expansion road to another expansion board!
Last but not least, looks like some very fleshed out rules for solo play in here, so looking forward to testing that as well.
That's all for now, very impressed with everything I see. While at Gencon I also got the Hero pack, which adds 4 new heros and a villain, but haven't really looked at em yet.
Thanks and good luck!
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Great review.
Sounds like an excellent expansion, I've just got the base game myself.
You mention Captain Hawkins and The Scarlet Shadow, are ther any other new Heroes? What stats do the Heroes have?
Does the road to the next expansion say where it goes?
Can't wait for you to do a review of the new Hero pack.
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aaron belmer
United States St. Louis Missouri
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The expansion board expands again to 'the coast' whatever that is. more to come
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Gordon Adams
United Kingdom
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Really enjoyed your review.
I agree with you that the basic game was a little too easy and I am now looking forward to getting this expansion.
51% in favour of the Heroes : great. 
Still 20 to zero ? Or is there a new "countdown" of sorts...that would really add to the suspense.
As for the storage problem....yes, the insert (basic game) was a joke, to be honest. I threw the insert away. Pity about the rule book, though. Hate the thought of going back and forth between the two.
As for the discarded card solution, I always use this method as it saves on space.
Looking forward to more of your adventures.
Kind regards.
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james graham
Canada Oromocto New Brunswick
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Does the expansion add anything to the original game in anyway?
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♫ Eric Herman ♫
United States West Richland Washington
I like elephants. I like how they swing through trees.
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zenmazster wrote: Last but not least, looks like some very fleshed out rules for solo play in here, so looking forward to testing that as well.
More about that, please?
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aaron belmer
United States St. Louis Missouri
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solo play:
"...first you must choose if you want to play as a team of heroes or as a lone hero, hunting the villain one-onone, as a lone hero the game can be very difficult but asl ocreaties a potentially far more exciting story"
I soloed this myself, using 2 heros. I ended up losing, but had great fun doing it, works just like co-op, however you're more in control of what is happening, and the villain scales depending on how many heros you have. Kind of like a video game, you can pick what level of difficulty:
"normal: no additional difficulty Hunter: use the co-op shadow track (duh, do this every time, tellin ya) Master Hunter: use co-op shadow track, + advanced mystery phase chart) Insanity: same as above + optional showdown chart from ATOE rulebook) Apocalypse: same as above + if you are KO'd 3 times you lose.
Hmmm, I did insanity, and ended up losing in the showdown, ok I didn't lose, he completely destroyed me. I was in a million pieces. So'k.
But looking at apocalypse, brings up another good point. In this game, if you get 'killed' or KO'd, not really that big of deal, roll a d6 and lose that much investigation. big deal, there's tons of investigation going around. So I kind of like this rule. You may wanna initiate this as a home rule, or a recommended rule to increase difficulty. Maybe if ANY ONE hero ever dies 3 times heroes lose. I like it, games aren't really that epic that this would ruin a 6 hour gaming session, and I guarantee you'll play more carefully. Something to consider.
Don't have much time, but played this again last night at a local gaming group, and played against the Bog Fiend.
(and this should answer the something different question).
The bog fiend was a really cool villain becuase his 'minion' was the mosquito which seemed really pretty standard, but he also had the SWAMPS and SUNKEN markers which changed the feel of the game. Everytime a swamp came (and there were a lot of them), you soon realize that this is one 'minion' that you can't kill. Once a swamp is down, it's down for good. Each swamp token gives you -1 fight dice, and turns the game in villains favor in various ways.
And the longer then game, the more and more swamps turn into more and more sunken areas, which really are pretty horrible. Then you can't encounter the space (you can, but with new rules, kind of like the marsh), and you can't get the bonus (Can't buy items from blacksmith, can't heal at dr, etc). so that aspect was VERY fun and very frustrating, put us on an interesting clock, and made us develop new movement strategies.
I suspect the summoning circles and portals are much the same, more to come on that. Very fun game, so far the only downside is the million piece, but not a big deal, can't wait to play this again. Really has exceeded my expectations.
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Bill Jones
United States Niantic Connecticut
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zenmazster wrote: That's all for now, very impressed with everything I see. While at Gencon I also got the Hero pack, which adds 4 new heros and a villain, but haven't really looked at em yet.
Awesome review zenmazster! 
I haven't gotten the base game yet, but it is definitely on my radar and on my Wishlist here at BGG. Too many mixed reviews for me to buy it yet, but the good reviews are really tempting me, to be honest.
Now, your review has almost got me considering buying both the base game and the SW expansion at the same time and just learning the game that way. Do you recommend a few plays with just the base game first, or combining them off the bat? Is it too much too soon (for say 5 new players), or no more complicated than the base game?
Also, have you tried the Hero Pack One expansion yet? Is this another must-have expansion? If you have played it, do you recommend getting the base game and both expansions right away, and playing the game for the first time with all 3? 
ps - btw, I personally prefer competitive games to co-op, but am open to either. I actually prefer team games to co-op, and one of my favorites is the hybrid co-op/team game Battlestar Galactica. But Arkham Horror is on my Wishlist too, and judging from the reviews, that is one co-op game that I think I would love. The only thing I don't like about co-ops is when they become dictatorships with one person running the game, and that has happened to us in Pandemic (although mainly this was due to one player being experienced in the game while the others were new).
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aaron belmer
United States St. Louis Missouri
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Good questions! I did enjoy the hero pack, but not a must-have, as there are enough heroes to see if you like the game.
I do believe that the expansion really enhances the game (much deeper without being overly complicated or making the game longer), but not necessarily a must on the first few go-arounds. I think the game is strong as it is, but I also recognize two big board games is big $, so before you make that type of investment, get 3 games under your belt, and if it makes your top ten games, then the expansion is an easy must purchase.
Storage solution for both:
In the main box, I have all of the cards (except Event and Mystery cards) stacked sideways. This goes from top left to top center of box. On the top-right to top-center, I have all the hero character cards (including hero pack) which stacks up nicely to the cards and keeps them snug.
The rest of the box is a clear plastic fishing tackle box / sewing buttons box with all of the pieces to the game separated in all of the compartments, very handy. On top of the plastic storage, I have the monster sheets (thin sheets), 20-point lair cost track, and the first player FF marker. Also the rulesbooks.
In the second expansion box, it comes with a cool black plastic insert. In one space I have all of the mystery cards. In another I have all of the event cards. In the biggest space, I have all of the round markers( militia, etc), and on top of those, all of the monster character cards. The other card slot I keep all of the plastic characters. On top of that both game boards.
Whew, that's a lot of plastic!
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Bob Marso
United States
Oregon
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Thanks for the review. I'm so torn on this game! Some like it for all the reasons you state, others say that having only one way to lose the game and not having missions or quests for the characters to go on really makes this long and boring.
Bob
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Fantasy Quester
England
Google 'NinjaDorg Fantasy Quest'
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bobm174 wrote: Thanks for the review. I'm so torn on this game! Some like it for all the reasons you state, others say that having only one way to loose the game and not having missions or quests for the characters to go on really makes this long and boring.
Bob
We put together a quest deck for the heroes here:
http://www.boardgamegeek.com/filepage/60327/ninjadorgs-inves...
But seriously, you don't need to print that out to have tons of fun with this game. Especially once you've got Something Wicked too...
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Bob Marso
United States
Oregon
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Thanks!
Bob
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