Beyond the threshold gave us two complementary investigators, the "key item" mechanic, 6 new map pieces (i thought they were put to really good use), the "moving tile" mechanic, some new insanities which i thought were somehow/somewhat better than the original ones, a new condition, two new spells, and a few new horror/damage cards, and two new scenarios. It's possible there were "card" additions in-app, too, but i wouldn't know, becaue i haven't played MoM 2ed w/o expansions to complete exhaustion. There were also some added fire/darkness tiles and clue tokens, as a minor extra.
What would you like to see in a future expansion, especially mechanics-wise`?
To start things off, here's my list. Not so much a wishlist as a list of ideas (i'll be fine with whatever they come up with; i just thought it would be fun to discuss such things).
-Expanded monster movement "cards" - i think the 'ai' could be improved this way, with careful elaboration. By now, i know the mechanics of most mosters and they've become somewhat 'stale' to me. I like how zombies shuffle on when they see an investigator. But there could be more instances of choices. If a monster can't see an object of malign interest (or, like the hunting horror, has a keen sense of smell), is there any certain type of room they're drawn to or appaled by? Open spaces, small spaces, corridors/alleys, darkness, fire... I'd like to see more behaviour in the monsters. After all, many of the lovecraft's stories spend much time and detail on exactly this matter, before the monster or horror is revealed in the end. In the case of darkness/fire, the game actually knows these conditions and can enable/disable such cards to be 'drawn' from 'the deck'.
-A flock of rats monster NPC. Especially known from 'the rats in the walls'. Unlike their role in conventional RPGs, such rats would have certain thematic effect on gameplay and lore. They could for example, as a failed horror check, lure away an investigator in a direction of a greater danger (or away from party).
-A blocked path mechanic and token or resin figure. Blocking off certain spaces dramatically change the possible functions of a variety of map tiles. It's a really simple mechanic that could potentially help the game make more out of currently existing map tiles. This would also mean new possibilities to display monster traits (phasing/flying/aquatic).
-A 'flip map tile' mechanic; used by new tiles. Alternate versions of the rooms would be on the other side. Dream cycle-themed changes; maybe?
-Ally cards (there's currently only duke) and possibly ally rules could be further developed.
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-New wounded cards or wounded mechanics. They could add or replace the current set. I guess this stems from my pet peeve that the 'wounded' condition doesn't offer any chance of agency, like the 'insane' cards do.
-More mesmerized cards. Unlike the other conditions, which are the same on each copy, each one of these are unique, so they fill a somewhat different purpose. I feel five variants might be a tad few to cycle around.
-Item cards of the type "gain/do [x], then discard this card". X being extra action, two clues, successful evade, ignored horror check, +1 to all stats until end of turn, or what not.
-A spell or two with a movement abilities. For example "action: move up to three spaces as if you had flying. Then flip this card." or "action: move one space as if you had phasing. You can only move within explored rooms. Then flip this card".
-Thematically, there's a few locales which have been left unexplored in arkham. A few specific tiles that could work for museums, university campuses, exhibitions, and historical societies would be awesome, i think. Harder to blend in with the rest would be a few rooms that hint at ancient temples (known from the nameless city, the rats in the walls, under the pyramids, polaris, etc), but that'd be amazing.