Friday, September 26, 2014

An Analysis of Arkham Horror

Me and my group have been playing the board game Arkham Horror this week, and this is my analysis of the game.

Arkham Horror is a co-op ameritrash board game for 1-8 players based on the Cthulhu mythos. Each player plays an investigator and will be walking around Arkham and other worlds searching for clues. The objective of the game is to defeat the Ancient One, or Great Old One, and this can be done in mainly three ways: 'killing' it in combat, sealing gates or closing all open gates.
It's not supposed to be easy though as the Ancient One will fight back. Each Ancient One have their own unique passive and worshippers that makes the game harder for the investigators. Not only that, every turn a gates to other world opens throughout Arkham releasing monsters the investigators have to fight in order to walk arounf the streets. If the Ancient One awakens and the investigators are all devoured, they have lost the game.

Investigators

Each player will be playing one investigator and if that investigator is devoured before the Ancient One has awakened, you may choose a new investigator to play as. Each investigator have a pool of Sanity and Stamina, if his sanity is reduced to 0 he is driven insane and is taken to the Arkham Asylum where he can regain his sanity. It's the same thing with Stamina, he gets knocked unconscious and is taken to St. Mary's Hospital where he can regain stamina.
Each investigator also have attributes: speed, sneak, fight, will, lore and luck. These are very important to keep track of and are essential for the planning part of the game. Each investigator have a max and min in each stat and you can adjust them each turn depending on what he is going to do, but you need to think carefully for increasing one skill will decrease another. They come in pair, skills: speed and sneak, fight and will, lore and luck. If you increase his speed you also decrease his sneak and so on.
Investigators also have their own uniqe abilities that make them feel even more different from all the other investigators.
And lastly all investigators start with some of these things: money, clues, common items, unique items, spells, skills, allies and a few other things.

Ancient Ones

All Ancient Ones have a doom track with room for 10-14 doom tokens, depending on the Ancient One, and it is basically the timer of the game. The doom track starts empty and each time a gate opens in Arkham, a doom token is added to the doom track. Once the track is filled, the Ancient One awakens and the investigators must immediatly fight it.
The Ancient One also have worshippers, making some monsters stronger or adding stronger monsters to the game.
It also has a power that makes it harder for the investigators to win the game.
And lastly, if it awakens, it has a combat rating and an attack.

Game board

The game board mainly represent Arkham with all it's important locations and streets. On the side of the board are the other worlds.

Monsters

Each time a new gate opens, or a monster surge occurs, monsters are drawn from the cup and placed in Arkham where the investigators then have to defeat them. If there are more monsters in Arkham than a certain number, depending on how many players there are, the terror level increases. If the terror level hits 10 there is no longer a monster limit in Arkham and the board can be overrun and the Ancient One awakens.

Gates

When a gate opens it's placed on a specified location in Arkham, if an investigator enters that location he is sucked into the gate and places his marker in the specified other world on the side of the board. He then spends two, can me more or less depending on what happens, turns in there before he returns to Arkham through the gate he entered. When he has returned he may close the gate, if he succeeds he may spend 5 clue tokens to seal it as well. The good thing with seals is that gates cannot open on them.

And finally the core mechanic of the game is; Mythos Cards

These are the game playing against the players. The start of every turn begin with the Mythos phase. A mythos card is drawn and a gate opens at the specified location and a monster is placed on the gate. If there already is a gate on the specified location, then it's a monster surge instead and a monster is placed on each open gate.
Then it's the monster movement. Each monster have a symbol and if that symbol is shown on the mythos card the monster moves.
After that, the event of the card is read out loud. These events can be both harmful or helpfum (more often harmful) and they can also stay in play for several turn.

Mythos cards are the core mechanic since they are the one that opens the gates, hence adding doom tokens to the doom track hence making the time tick forcing the players to act fast. They also make sure that the monsters do just stand there but move around in a unforeseeable pattern making it harder to plan for the future.

Here's the most interesting system; The phases of the game.

Upkeep phase

At the start of each turn is the Mythos phase and the players can't do much if anything at all in that phase. After that is the Upkeep phase, what I call the planning phase. Here the players may adjust the skill sliders, untap exhausted items and use upkeep or any phase actions. Untapping exhausted items and using upkeep actions is trivial, but the real interesting part is the adjustment of the skill sliders.
Every turn is new and there is something different in Arkham, more often than not you'll have to adjust the skills in order to have a successful turn. You'll have to disscuss with your team mates what you want to do, what they want to do, what needs to be done, which monsters needs to be killed, which gate needs to be closed and so on. When you all have a plan you need to see which skills are needed for the action you are going to take later, you cannot change the skill sliders after the upkeep phase.

Movement phase

This is pretty simple, the players move. If they encounter a monster they have to fight it.

Encounter phase

Depending on where the player stands, different things happen.
Generally nothing happens on streets.
If the player is standing on a location he may then either draw a location card or use the locations special encounter (if the location doesn't have a special encounter the player must draw a location card). On the location card several thing can happen: gates can open, monsters can attack the investigator, the investigator can gain or lose items, money, sanity, stamina and other stuff.
If the player is standing in another world he has an encounter there drawing a card from the other world deck. These can be both harmful and helpful, but like always they are more often harmful.

After the encounter phase is over a new turn begin with the Mythos phase.

Enough with explaining the game, now;

The positives

One of the great thing about Arkham Horror is that it's a team based game where everyone work for the same main goal, which allows for a lot of communication and team strategy. At the start of the game each player gets a few random items, and even if you are unlucky and do not get what you want you can always exchange items with your friends.

Another great thing is there is little down time. Everyone are often active all the time and thanks to the flavor on all the cards players feel engaged from beginning to end.

The way the game fight the players is also great. It constantly pops up more stuff to take care of and if the players doesn't handle it in time it can get out of control telling the player: "You need to deal with this". It is also semi random, there are locations that gates open more often in and when you have played a while you know of these locations without counting the cards. Also the monsters move from time to time which makes it hard to plan to far ahead because you do not know where the monsters will be.

The negatives

Arkham Horror, with out any expansions and following the rules, is way too easy. It's more like Arkham Faceroll which is not as cool of a name and it is very sad to be honest. You can make it harder for yourself, choosing harder Ancient Ones and investigators, but it's still easy with 4 or more players.

There are a few not so bad things, like; it takes a long time to set up and play, and it take huge amount of space of the table. But who cares?

Target Audience

First of all; anyone who knows of Cthulhu mythos. There is so much flavor in Arkham Horror and so many references to the mythos so anyone who have read the works of H.P Lovecraft will instantly feel at home.
Secondly poeple who likes big and complicated board games so they can learn everything there is to know and build and test different strategies.
Lastly those who want to have game evenings with a few friends and just have a good time playing together.

Conclusion

Arkham Horror is an awesome game and just gets so much better with expansions. It is fun to play alone and even more fun with others and there's enough depth to delve into for countless hours.

That was Arkham Horror, thanks for reading and stay awesome!

2 comments:

  1. Hi, I’m going to be your reviewer for this week.

    First of all I’d like to say that you’ve done a good job of covering all the different objects and mechanics. However I feel that you are lacking when it comes to the analysis. This is most notable when you describe what you think is the most interesting system and when you list the the target audience. You describe what they are and how they work, but not why you think that way. For example you list the different phases during a turn as the system you find most interesting, but I as a reader do not know why you think that way. You only explain why the different phases are interesting when you talk about the upkeep phase. There you explain how the player can rearrange his or her stats to fit what he or she is planning to do that particular turn. The other phases are just summaries of what happens during that phase.

    I also think that your target group section lacks a bit of analysis. You give some reasons to why you think the way you are, but most of your groups could be elaborated. For example, I agree that Arkham Horrors would be great for a group of friends wanting to spend an evening playing board games, it is certainly not for any group of friends. In order to get the most enjoyment out of Arkham Horrors I’d say the players should be somewhat experienced when it comes to board games, and preferably play it with someone that has played Arkham horrors before. The reason I say that is because Arkham Horrors can become very frustrating to play if you do not understand the rules. When i first played Arkham Horrors I didn’t know where I should go and what I could do, this meant lead to me reading the rule book every move I made, making that session take a very long time. The next time I played I knew the rules which made it much more enjoyable to play.

    ReplyDelete
  2. As I said above, I think that you have done a good job listing all the major objects and mechanics. I do however disagree somewhat on what I consider the most interesting system. When I say I disagree on it, what I means is that I want to focus specifically on one phase, the mythos phase.

    First of all, because I’m a stickler for rules I just want to correct you on the fact that the mythos phase is actually the last phase of each turn, not the first. Now onto why I consider the mythos face the most interesting system. You label the mythos cards as the most important mechanic in Arkham Horrors in your analysis, which is the exact reason why I think the mythos phase is the most interesting system in Arkham Horrors.

    The mythos phase is what sets the pace of the game and what creates drama for the players. It determines how many monsters and gates are on the map which in turn affects how the players has to move around the map and also where they have to go, and what they need to do in order to win the game. Environmental mythos cards makes it so that the players need to rethink how they play the game since the environmental effects can make certain things more difficult or easier. Rumor cards generally don’t have an immediate on the game, but if the players let doesn’t do anything about them they can get really nasty. Headline cards can change the pace of the game in an instant. Some the effects I encountered removed all the monsters in certain locations, opening up the map for us player to move around easier.

    What I’m trying to say is that the mythos phase have the biggest impact on how the game is played out. That isn’t to say that the other phases don’t have an impact on the game, however I don’t think that the other phases are have as big of an impact on the game as the mythos phase. Sure, the encounter phase is one of the mains features of the game, and some encounters can turn a surefire win into chaos in an instant. Encounter cards don’t however determine what the players objective is. It is more likely that a player is in a certain location because of a mythos card, not because of an encounter card.

    I mostly agree with your list of the best and worst parts of the game. Most of what I disagree with I think comes from the fact that you are more experienced with the game compared to me. I especially agree with your point on how all the players are working together towards a greater goal is a positive. The grand scale of the game combined with the setting really makes it feel like you and your fellow investigators are fighting a great evil at times.

    What I disagree with is how little you think the Arkham Horror’s complexity matters. The first time I played neither me nor the other players knew the rules. This meant that it took a long time to set up the game as well as play it because we had no idea of how it was played. I still wanted to keep playing because I wanted to complete the game, but I can’t say that I fully enjoyed that playtime. I think this matters because that means you need to play with someone that has already played in order to have a smooth first playthrough which can scare away potential players from ever playing it.

    I agree with all of your observation of the target group. Arkham Horror’s setting and theme in general makes it feel like an Lovecraft experience from start to finish and it made me more interested in the Lovecraft universe in general. Arkham Horrors seems like a great game for someone that wants to play a more complex board game that provides a unique experience.

    To summarize. I would have liked to read more of why you thought certain things. As it stands now you provide a good overview of the systems involved but there is a lack of analysis of those those systems. I think that your observations of Arkham Horrors align with my thoughts on it, although we have some different opinions on what is important and interesting.

    Esbjörn Holmerin Nord

    ReplyDelete