Teaching the Game with TCU-Prologue

By Raahk, in Arkham Horror: The Card Game

Yesterday i had my first go at The Circle Undone Prologue scenario. I figured i play 4-handed since there weren't many cards to manage. It was so much fun playing the prologue!

Then i realised that this scenario might be great for teaching the game. You don need to build a deck, read through all the cards (as there are only 8ish per player) or worry about the agenda and scenario too much. You dive in, play, gather clues, fight monsters, get wrecked by the mythos...

(Spoiler for prologue resolution)

..and eventually die

It's all straightforward.

I will try that out with 2 friends who are eager to learn and test this game.

Edited by Raahk
removed unnecessary spoiler

That spoiler isn't really a spoiler - the game straight out says it in the setup for the prologue.

I don't really think it's the best as a tutorial given you don't have a deck to work with. Maybe to give a quick taste of the game, not the best for teaching, though.

1 hour ago, mwmcintyre said:

That spoiler isn't really a spoiler - the game straight out says it in the setup for the prologue. 

That's true :D

Mhm i also see that as an advantage. With new players, they often seem overwhelmed by the game and every card they're drawing they need to read and remember more. I can see this scenario being easier for some people

I don't think the TCU Prologue is a great teaching moment unless you're dealing with veteran gamers. There are a lot of fairly complex things going on and you're missing out of the randomness of drawing cards. I think the original Night of the Zealot scenarios are much better. Just my two cents. I'm a veteran AH player at this point and while the prologue was far from overwhelming, I was surprised by how much was going on. I think I was expecting a quicker and simpler scenario.

It was really more of a static puzzle in a way that a normal game of AH isn't.

Lord, I'm itching to play that prologue. But right now our campaign queue is: Return to the Night of the Zealot (2 scenarios remaining), Guardians of the Abyss, Return to the Dunwich Horror, and only then to we get to The Circle Undone.

I think I might make a solo run at Disappearance at the Twilight Estate in the meanwhile.

There should be a manual to demo the game to people with things on the board and cards in your hand, only. Play maybe like 3 turns for people and end the game.

Maybe i will teach the game with tNotZ after all :D

Honestly I think the TCU prologue is a great teaching tool, if a veteran is teaching new players. It's true there's a lot going on, but it's very helpful that there's no deckbuilding, and since you know what's in everyone's hand you have at least a general idea of what they ought to be doing. Also, The Gathering suddenly has a lot going on at the end, which may overwhelm new players.