ARKHAM HORROR (Fantasy
Flight Games, 1-8 players, ages 12 and up, 2-3 hours; $49.95 )
Fantasy Flight is on an interesting
tack. Not only do they create their own totally non-Euro massive adventure
games, but they have started on a journey to resurrect a lot of classic 80's and
90's adventure games. This is the sort of stuff that people are paying literally
hundreds of dollars for, copies with limited art, die-cut cards with perf edges,
paper maps, and die roll event tables. Do you even still remember die roll
tables?
The old Arkham Horror was an odd
little game, mostly fondly remembered for its inclusion of Lovecraftian
critters, its fully cooperative gameplay, and its horrifying difficulty. I
fondly remember unnameable alien entities roaming freely through the streets of
Arkham, and jumping repeatedly up and down on my chest. I also remember the
frustration of being unable to do absolutely anything for an hour, and having to
roll dice repeatedly to randomly move each and every monster.
The new Arkham Horror, reworked by
original designer Richard Launius along with Kevin Wilson, has been vastly
remodeled, although there does appear to be an Usher-like crack in the
foundation that permeates the entirety.
The production is amazing. The art is recycled from Fantasy
Flight's extensive art collection from their Call of
Cthulhu CCG. The number of components is simply staggering. There is an
oversized board, tons and tons of counters, and a brick of several hundred
cards. The game in play has the giant board in the middle surrounded by 6 or 8
piles of counters and something like 19 different decks of cards.
The tables are all gone. They are scattered among the 19 decks of
cards. You no longer roll to move the monsters. There is a deck for that which
tells you exactly how to move the few monsters that move. The game is quite a
bit easier. (Is that a crack?)
In spite of the daunting terror of that rulebook, the core of the
game is simple. You move up to your Speed characteristic, and then encounter
whatever you meet. Monsters you fight; events make you draw a card. Much of
these involves building up your arsenal to
deal with monsters and gates. After the players take turns, the monsters get to
move. A
new gate to the other dimensions opens, and a monster pops out, the monsters
move a bit, and an event happens. When you collect enough clue tokens, you can
jump through a gate, spend a couple of turns drawing event cards in the other
dimension, then pop back through the gate to try and close it. Once a location
is sealed, any gates that try to
open there are ignored. (Was this crack here a
moment ago?)
The rest of the game is all flavor and there is a ton of little
mechanisms to deal with the various aspects. Some monsters fly, some do not
move, some are immune to things. There are townsfolk who can help you out, but
die off. There is a "Big Bad" that adds an overall event to the game, and you
actually have to fight in a massive battle if too many gates open.
The game does move at a decent clip. Monster turns move incredibly
quickly, and the cooperative nature means that every player is trying to work
out what the team should do during every aspect of player turns. There is even a
passable amount of strategy: knowing what sorts of weapons are in the decks, and
roughly what sort of things you can
find at the locations (these are even marked on the board) let you effectively
work out what you and your team need. Healing and new weapons are easy to come
by (unlike the original game where healing took FOREVER, and getting a good set
of weapons was difficult at best.)
And the game as a whole is kind of easy. We've never lost.
Actually...we've never even come close to losing. We're starting to look at
Fantasy Flight's suggestions for making the game more difficult.
Most cooperative games are on the hard side...at first. Because the
game is one-sided, a lot of the fun comes from being brutally slaughtered on the
first outing and then slowly figuring out the best ways to deal with the
challenges the game puts in your path.
In Arkham
Horror, there are two ways to win, kill the big bad or close the gates.
Sealing the gates is where the problem occurs. There are 8 places in which new
gates can spawn but the distribution for these is quite uneven. The first gates
that appear are more likely to be in only 3 locations and, once a couple of
these are closed, new gates and monsters appear very infrequently. The start of
a game can be rough, as you are ill-equipped and there are quite a few monsters,
but as you get more powerful, the number of monsters actually tends to diminish,
because new gates are opening only every 2 or 3 turns.
This flaw really does seem to affect things throughout the design.
The Horror Track, for example, is a way of keeping a manageable number of
monsters on the board at one time. Whenever the monsters go so far over a limit,
they go into a reserve box. When the reserve box fills up, it bumps up the
Horror Track. This kills off townspeople and closes stores as things get worse.
This adds tension to the game in other ways instead of just having legions of
monsters roaming around. In our games, I think it went up once (maybe twice)
early in one game. There weren't enough monsters, and our investigators pretty
much owned the streets.
This new reworking took a game that was mired in 80's tedium and
streamlined all aspects of play, making for a game that feels less like work.
But after about the third game, Arkham Horror
stopped being addictive and fun. While I have enjoyed my early plays of
the game, now all I can see is that horrible crack in the foundation. I really
am of two minds about this. In its current form, Arkham
Horror is not worth playing more than a
handful of times. I SO want there to be a simple change that will fix it,
because there are tons of clever little elements and balances that you find
within the cards and events as you play. There is a wonderfully evocative
adventure hiding within the game, and with a few tweaks and adjustments, perhaps
it can be resurrected. - - - Frank Branham
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