Ok, finished my first couple of Eldritch games, so some comments.
The good:
Superior interaction
between elements on the board / investigators possessions / Mythos card. This is something Arkham had a glimpse of (rift mechanic in Kingsport + activation of Corruptions due to monster movement + specific triggers for moving gates and stuff), but never truly implemented, and Eldritch hits the spot, doing this perfectly (I think this would appeal also people playing mostly light Euros, in a sort of cross-over between genres)
Greater versatility in all conditions:
some bad elements, such as Madnesses and Injuries which were a constant in Arkham (only a few encounters in certain locations allowed you to get rid of those nefarious cards) can now be removed during a Rest action (1/3 odds to remove the bad condition). Important to notice is that you don't lose the Rest action to roll a die: you recover as per normal Rest action AND you're allowed to roll. Kudos to that.
Great theme
appearing from most of the encounters I read so far. The setting is marvellous: they transformed the whole 1920s into a huge scenario for the Mythos, so that you can feel the smoky tentacles of the chinese mafia strangling you slowly while drinking in nifty venues in Shanghai or you can dig into the mysteries of Rome, with both a taste of real hystory and the shiver of the supernatural.
Every Ancient One has a specific encounter deck
so that actually every game plays differently (and I do hope possible future expansions will add "thickness" to all the already existing decks) and all encounters are linked to the cult of that specific AO.
Characters
have brilliant abilities; in addition skills, even though having a fix value, can be permanently improved through encounters.
The board
with three different paths allows you to trigger different combinations of movement, so that actually you have the lovely sensation of being in a hunt for the greater Evil throughout the world. A little Indiana Jones style, maybe, but it's a lot of fun. Also the map presents different crossroads, so that you finally exit from the "double ring formation" (id est, streets in the internal part of the board and locations in the external so that you cannot enter a location but from the street in front of it) of Arkham's boards.
The difficulty of the game can be adjusted
: this option allows you to weight the Mythos deck by removing certain cards, so that you could have an easier or a heavier game, depending on your experitise / desire for sufference. Which is a big plus, also for replayability or for when you have to introduce new people to the game: you don't have to skew anything, nor restrict the characters, but simply remove during the setup a subset of Mythos and voilà, the magic is done.
The bad:
Luck, luck, luck, oh, Lord, send me some luck
: luck IS a major factor in Eldritch. It's much more relevant than in Arkham. Not only because you need to pass certain skill check in order to trigger an effect, but also because a certain effect is not always granted. Let me make you an example so that it's easier to get. In order to solve several cards of the game, you need clues. In order to get a clue, you need to reach a space containing one (and this is ok since you can strategically plan several turns ahead the movement of all your investigators) and then, during Encounters, you need to "encounter the clue". This implies you draw & resolve a card from the AO research deck (the deck thematically connected to the specific AO I mentioned earlier). This encounter is a "complex encounter": there is an introduction explaining what's going on, and then you're asked to make a check.
Point is that it's not automatic that passing the check allows you to get the clue
: in order for this to happen, it needs to be specified on the text. So you can waste two or three turns waiting for the proper encounter and then failing the check. This is horribly frustrating because it's twice luck dependant: you need the proper encounter and you need to pass the skill test. If I'm ok with the latter, I'm not with the former: you cannot pretend to have a sound game where getting the most vital resource depends on if you draw the right card or not. In the same way, for an Azathoth mystery you have to spend a clue after sealing a gate whose symbol matched the symbol on the omen track at the moment the gate was sealed. This implies a) waiting for the omen track to be on the proper place and b) passing the OW encounter and c) hoping that the pass condition for the OW exploration allows to close the **** gate. If any of these three conditions wasn't met, then it's all to do over again, and this could mean a minimum of 4 Mythos to wait. Considering you have a limited time to win the game (the size of the Mythos deck is constant and as soon as you have to draw one more Mythos and there are none in the deck, the AO awakens), this can be extremely frustrating. And has nothing to do with the game being difficult: it's something related to the luck you have at drawing encounters.
Arkham was a lot better under this point of view: luck was involved in the terms of risk management. Clues were granted, and you were aware of difficulties of checks and the dangers linked to the colours of Other Worlds so that you could work out a proper strategy and decide who was going to be sent where. This can't simply happen any longer in Eldritch: you don't only need to pass checks, but you also need to draw the right cards, which is something you simply cannot control. So, for me, this is an example of bad design. It could be realistic (you investigate a city and don't find what you're searching for) but in a time-management game this could also be a major issue.
So, you must be prepared for this. This is the major flaw of the game, and sadly it's not something that could be fixed anyway (and I can imagine many people being put off by this point).
Tons of small decks
: in the end, you keep on searching assets and items throughout the decks, and it's pretty boring. Just imagine the small decks for spells in Mansions of Madness and multiply the amount by 5. You can keep everything into a unique deck you'll have to search countless times, or you need quite a big table (and patience)
And the Munchkin:
So, our first game was a 4p game against Azathoth (second one is Cthulhu and still running, but still, first game impressions were confirmed); we won. Are we happy? Yes, the game had some interesting points even though I can't say it was *so exciting* all the time.
In the end, the real question: would I buy this game? Yes, if I'm a big fan of Mythos / wanna have a medium weight coop game / I can pay 30-35 EUR for it instead of the regular 60 AND I'm ok with getting at least one expansion to add cards to the mix (core game is desperately low on cards on some of the decks, so I do really hope this issue will be soonish fixed by something being released. After all, the coded message in the sulebook was translated). In all other cases the answer is: nope. There are better games around.
Auto-question: Julia, you happy with it? Answer: I miss Arkham so much.
Hope this helps. If you have any further questions about anything (from the setup to the teardown) just ask
JULIA