HI all
Our group of 4 intrepid investigators have played our 10th total game of Arkham and we're still definitely enjoying things. We've decided to get some expansions and due to the difficulty of ordering them in a timely manner here in Australia, we've had to take what we can get so far. This means that we have Black Goat of the Woods expansion with Lurker at the Threshold just arrived in the mail today.
I'd like to share some observations and invite people to respond please.
The Black Goat herald certainly makes the game much harder! We had our first ever loss with the Goat + Hastur - basically we couldn't seal gates early enough to prevent the monster surges cluttering up Arkham and making it very difficult to actually get anything done. Add to that the Doom token on surge effect and the game raced to the final encounter very very quickly. Which brings me to the observation that while Goat certainly does increase the difficulty, it does so at the expense of removing certain aspects of the game.
Played as written, it seems as if it's far more efficient for the investigators to use their time preparing for the final battle than to attempt to close or seal gates. We discussed and decided to temporarily make a house rule that the Goat did not add a Doom token on surge and found that the difficulty was certainly tougher but there still seemed to be hope for a win by sealing. Our second game paired Goat with Ithaqua and we just squeaked through to a victory right before the Corruption deck ran out - we'd also had two investigators devoured.
A quick forum search revealed that our observation that cult infiltration just wasn't a big part of the Goat expansion was generally well known. We did love the Corruption cards though, the slow (and sometimes very quick) descent into evil was fantastic and the frustration of Endless Greed & Jealous Guardian was great.
We've noticed overall that spells in general are very powerful and extremely useful.
Combat
spells are generally much less useful, especially if there are multiple monsters at a single location. I'm sure I can't be the first to think that Wither is pathetic
Has anyone got any ideas on making combat spells more in line with other items? (we thought of making a minimum lore of 2 minus the casting modifier a requirement for using a spell but not actually rolling to cast combat spells)
Cheers