Hello fellow investigators!
I wanted to share my first impressions on the Arkham Horror: The Card Game. The good, the bad and the ugly. I want people to also share their thoughts on the aspects below so we can have a productive discussion =D. I play all the FFG LCGs (CoC, Wh40k, LotR, WhIn, SW, GoT, NetR) and other card games online and offline (magic, yugioh, hearthstone, faeria, M&M, etc). So i really love cardgames and their design.
I´m going to put number on each impression to make the reference easier. The impressions are in no particular order.
- I really like the travel/location mechanic compared to LotR. You feel more like exploring. There is a lot of open space there, with new locations appearing from the encounter deck and/or agenda, maybe even player created location like "Safe Refuge" or "Behind the Corner". You can have maybe more then one version of the same location, so you not exactly sure what will happen. Or some location can have some test to enter (like do a "punch" test to deal with a locked door).
- Each location can have 2 texts; one in front (before entering the location) and one behind (after you enter), which helps a lot the design space.
- I don´t like that in the first adventure, if you know what each location do, you can split the party accordingly (one does meat dmg, the other does mental dmg. One has a easy investigation check, the other has a hard). I hope next adventure we don´t have the name of the location in front of the card or that we have more then one version of the same place. But maybe that is good, so player knowledge comes in play if you know the adventure.
- Deck size is 30 cards plus the unique helpful card, unique weakness and a common weakness, total 33. So you probable can put 2 copies of each card in you deck, similar to hearthstone. The heroes comes with basically a "legendary" card, which is a cool way to introduce special rarer more powerful cards. You start with 5 cards in hand. In normal play maybe you buy 10-12 cards? So you have +-50% more or less of seeing you legendary card.
- The legendary cards are POWERFUL, compare the .45 automatic with Roland pistol. Roland's cost 1 less, does similar things, but somewhat consistently gives you +4 attack instead of 1. This is a cool way to make each hero more unique, but also means sometimes you can find you super card in your opening hand, which makes the game a lot easier (like starting with Stewart of Gondor does in LotR).
- I think there is 6 "factions" in the game plus neutral cards. Blue (guardian), Red (survivor), Yellow (seeker), Green (Rogue), Purple (???), Gray (Neutral).
- I find it weird that the game indicates that 1 core box = 2 player, 2 core boxes = 3 players, but the games is up to four players. Maybe there is a lot of overlap between the investigators decks.
- The action mechanic is very similar Netrunner. The game is a race against the agenda. You want to maximize the efficiency of you actions. So you probable don´t have much time to gather resources or cards.
- I hope they address the snowball nature of cooperative games, like LotR had. In that game, sometimes you lose before you drew cards (like you revealing 3 trolls at once, or treacheries that kills a hero, both things that can happen at setup) or got location locked (revealed so much locations that you cant progress) or got slaughtered (reveled tons of enemies when you couldn't deal with then). In that game, the first and second turns were monumental to set the pace of the game. Also, every time locations/enemies appeared, the best was dealing with then ASAP. Even keeping one enemy alive was horrible. Losing one hero also probable meant defeat, cos you lost one resource per turn plus their action. Basically, if you had a incredible first/second turn, you won. If you had a horrible first/second turn, you lose. And when you begin losing, you lose faster and harder. Also when you begin winning, you win more and more easily in LotR.
- Monsters can snowball the game. If you draw a strong monster and don´t have a way to deal with him, you probable going to have to waste one, maybe two, actions every turn to evade. If you somehow get 2-3 monsters in you location, you screwed. If you good in fighting, you pretty easily kill most monsters on one or two hits, so they are dealt permanently, which makes the encounter easier, while evade means you have to evade again.
- I like they did a anti-snowball mechanic in that after the first part of the adventure pass, all the monsters and bad **** in the game goes away too. Means that you can evade, investigate and then run to the next part of the adventure without needing necessary to kill everything. Not sure it will happen in the next quests.
- I like that there is cards that are comeback mechanic like the Rabbits Foot or the event that when you failed, you get 2 clue tokens. In LotR there was a **** tons of cards that were of the "win MORE" type which are generally bad. I like when there is cards that helps you get out of bad situations, instead of winning more.
- Most cards are not permanent buffs. Most has some condition to go away (baseball bat) or ammo (flashlight) or one time use (stray cat). That means less snowball from the player side. In LotR you had a ton of incentive to play mostly permanent buffs like allies/attachments. That meant that if you lucky, you could get tons of Permanent stuff on the board and steamroll the encounter with a army of allies or equipment. This not true anymore. You probable play what you need to deal with whats on the board or that you expect to see soon.
- Also you have only one "slot" for each type of permanent buff, including only one ally. Helps with the army of allies/equipments problem.
- Getting more cards/resources seems hard. You only get 5 card/resource starting and plus 1 card/resource per turn, unless you use a action. One action equal 1 card or resource. Actions are valuable. They had a card that gave you 3 resources for free, but that is basically net 1, since you used 2 things to get 3 (you spend 1 action and 1 card). Since card and resources has equal value, probable there is a card that let you draw 3 cards that cost 0.
- Hard resources means less design space for cost. I guess that this game will have similar problem with LotR where most of the viable cards are 0, 1 or 2 cost. Probable you will have 2-4 cards that cost 3 or more in your deck, the rest are 0-2 costed cards.
- I also thing that drawing cards is fun, so i like mechanics similar to Star Wars where you refresh your hand, instead of drawing a measly 1 card each turn.
- One of the things i liked in LotR was the "shadow" mechanic. Every time a enemy attacked you draw a encounter card and resolve a special "shadow" effect that could maybe let the enemy attack again, or attack stronger, or run to the staging area, etc. Here you take one chaos token which is a static effect (buff or scenario effect), which is less interesting.
- Personaly I don´t like the "levelup" mechanic. It means there is the same card with different level. It means some things: A) Means if the card is a binder card (cards you will probable never use) not only you waste that card, but you also waste the levelup versions of that card. B) Less variaety of cards in the core/packs, since you have the normal version and the leveled version C) Most likely some cards are have good normal version, others will only have viable upgraded versions. So one of the other version can be a binder card.
- As in LotR, probable there is a lot of wasted cards if you buy 2 cores, because all those encounter cards duplicates are not that useful.
- I think monsters are interesting. You can fight then, evade, throw stray cats in their direction, use magic to kill then (blinding light). They have 5 spaces (attack, health, evade, text, damage) and since the game has 4 atributes and 2 health mechanic (meat and horror), you have enemies that attack using other stats (like a ghost that you punch then with willpower), of incredible powerful monster with 6-8 attack that you dont want to fight, but that does supportable dmg (like 1 meat and 1 horror). The keywords show where also interesting like Prey (they go after some specific investigator), Hunter (they chase you across locations).
- Chaos token mechanic is interesting. I would prefer it to be dealt like the shadow effect in lotr. But I must admit that it adds another layer of design and save space on the cards. The special tokens have different meanings in different quests, maybe cards or monsters can change the meaning of the token, tokens can be removed or added cos of encounter/player card effect/because of difficult level of the scenario.
- Chaos tokens feel fiddly. Having to repeatedly get a token, throw in the bag, get another, again, again and again sounds annoying. Also, it is possible to get the "automatic fail" and/or -4 and/or special super bad Special token several times in a row.
I will post more when I think or find more. Overall, im super exited to play the game!
Edited by Edvando
