I don’t even think I’m the right guy to do this, since I play with Heralds less than half the time, but somebody’s got to toss out the first grenade.
How does one gauge a Herald? There’s the difficulty factor, the versatility factor, the fun factor, all of which are subjective, often stiflingly so, depending on how one plays the game or how masochistic one is. So I tried to throw up an umbrella to cover all of each Herald. I rarely play with more than one big + one small (+MH) expansions, but I have done so on occasion, so I generally know how each Herald operates. Obviously, your mileage may vary.
Rated Bottom to Top:
Dark Pharaoh – Aw, I know this is just gonna tick so many people off, but here’s the problem: this Herald isn’t FUN. Sanity is precious, and dinging Investigators on their STARTING items is just tacky. It’s one thing when it’s the Great Cthulhu on your Maxes; it’s another when you’re starting the game with your own padded room at the Asylum. Worse, now that the Curse of the Dark Pharaoh Expansion has been brilliantly refurbished with Ancient Whispers, this Herald just makes everyone avoid Exhibits, burying an awesome mechanic. Lastly, this Herald is WAY too specific: it’s got five rules, but play without the DP Expansion and Nyarlathotep, and it’s reduced to one (the lamest one!).
Dunwich Horror – This one is slightly better than the last one: it’s still extremely specific (must play with Dunwich), but it is designed to speed up the Dunwich Horror mechanic, and does a fairly decent job of it. Investigators must keep an eye on Dunwich, or else…but then that’s the thing. If Dunwich ends up “sleepy”, this Herald sleeps with it. Often this Herald is reduced to a single discussion on whether to worry about it or not, and then trying to beat the time bomb before it goes off. (For people who play racing the Doom Track anyway…hardly a big deal at all.)
Ghroth – There is every chance that you won’t even get to “spin the wheel” at all, and even if you do, it’s never a big deal. But Ghroth fires one NASTY bullet at the beginning of the game, starting any Ancient One on Doom 3 after the first draw. No more slow leisurely Doom Track on some of the real heavies, and it’s a real challenge to keep zippers like Yig and Rhan-Tegoth asleep. So Ghroth is barely a Herald: he’s more like one painful House Rule, and that lowers him quite a bit on the fun scale.
Lurker at the Threshold – Almost too controversial to include, the Lurker splits right down the middle of us. If you don’t fear the Reckoning Deck, and exploit the heck out of the Dark Pacts, the Lurker may become—say it with me, Avi—a Guardian (with, say, a bad body odor). MH doesn’t seem to increase his threat too much, mostly because the problem is more in the Pact mechanics than the Reckonings. However, for those of us who disagree, the Lurker is a decent blob of unpredictable fun. (With even some minor Pact house ruling, the naysayers can’t argue with that.) And a permanent penalty on Gate Checks is terrifically effective.
Black Goat – The absolute Beast of the Heralds, the Black Goat punishes. Monsters flow thick, and this is the only way to get some serious yardage out of the Corruption Deck. But you only have thirteen or less turns to enjoy it, since monster surges are no longer a respite from Doom Tokens. For those who love “Speed Arkham”, this Herald is an afterburner; for those who don’t wish to ignore everything not related to Gates, this Herald is a party-pooper. (However, similar to the Lurker, if one edits the “Pagan Rites” rule, everyone can enjoy it.)
Father Dagon and Mother Hydra – I’m taking these two together because they operate very similar to each other. On the surface, both appear to be as specific as the Dunwich Horror, but you really don’t have to be using Innsmouth at all to use the fun parts. With Innsmouth in play, both make the Deep One Rising Track an even quicker threat, but without Innsmouth, either can still run an amusing racket on regular game mechanics—Dagon on the Doom Track, Hydra on the Terror Track—that works even better when they swim together.
Tulzscha – The best use of the Elusive mechanic, Tulzscha takes away easy trophies and uses them to threaten one of the worst things possible: your Elder Signs (and victory). Horrifyingly effective in Dunwich and Innsmouth, and not too bad at filling up your Monster Limit and increasing your Terror Track. A great deal of fun.
The King in Yellow – The first is still the best. Now that there are so many ways for the Terror Track to move, you are guaranteed to have either a deadly Doom Track or a couple of strategy-busting Blights dogging you all game. MH even adds more Blights so other towns can get in on the insanity now. The perfect Herald for anyone: so effective, so fun, and it works with ANY combination of gaming you can come up with.
) I'll admit I've only played with the MH-boosted Reckoning Deck once, and it wasn't much different, so maybe I need more time with it.
. I meant without abusing seals. (As clever as a lot of the modifications are, my current preferred method of dealing with the Lurker is to just adhere to some vaguely specified standards of sportsmanship. In this case the line is somewhat less clear than that of not using bank loan or ashcan exploits, but it works well enough.) But even if one is still going fast enough for the accelerated doom track to not be a concern, the combination of extra monsters, corruption, and MH reckonings seems like it should keep the game pretty interesting (depending on the AO, of course)