APR 10, 2024

Arkham, Tabletop game


<aside> 📒 I thought it was lame. It turned out awesome!

</aside>

I heard a few things about this campaign before we played. My impression was that it centers around the gimmick of cursed tokens – and that there’s a lame scenario of a care chase. Man, how pleasantly was I surprised.

This campaign is either my favorite or a strong second place (after the “Dream Eaters”). The mechanics are cool and flavorful, a lot of scenarios just have a cool mechanical side to them. Investigating Innsmouth, rushing through invaded Innsmouth, the ship travels, the car chase, the temple – all are very evocative adventures. There’s something very cool about how they utilize the space: the layout does feel as a location full of adventure.

In the last scenario, we had a dramatic moment with drawing two Ancient Evils encounters – which reduced our three remaining turn into one – a sure loss, it seemed. We needed about 40 clues/damage to finish the boss and we had about 20 of that. But one of the players unraveled the entirety of his hand and dealt 16 damage, with me getting 4 clues – so we finished the game with two more players not even taking a turn. Wild pacing, you cannot wish for better)

Other thoughts/notes:


Attribution: cover image for this post is taken from the Fantasy Flight Forum