Dunwich Horror isn't an expansion to Arkham Horror; it's an integral part of Arkham Horror.
I have 3 problems with Arkham horror. Sometimes there's no good move to make (which can be especially frustrating if you can't do anything because of one unlucky die roll). The game gets easier after a certain point (closing a certain number of gates). One Great Old One is basically the same as the next. Dunwich solves my problems.
There is always something that can be done with the new expansion. Maybe try that task or mission you've gotten. How about heading to Dunwich to keep the Dunwich Horror under wraps? Or even take insanity or injury instead of losing the critical items and clues you need to seal the next gate. With Dunwich there is a choice between different strategies. Is it better to head to Dunwich? Close a gate? Do that mission?
Gate bursts prevent the feeling of safety given from sealing gates in the original game. Now a sealed gate is just a temporary stop-gap before the Great Old One awakens and everything destroyed. This does make the game harder, but saving the world from eldritch horror should be hard.
Speaking of Great Old Ones the 4 new ones change the dynamic of the game more than the original ones. These aren't like Ithaqua (street locations are slightly more hazardous).
Shudde M'ell destroys buildings forever. No more pat strategies relying on trading monsters at South Church for blessings or newspaper for money. And if there are too many monster surges (from open gates) too many buildings are destroyed and the Great Old One arises and everyone loses. Open gates are a big deal now.
Glaaki's strength lies in his undead servants. Each time one enters play it triggers bad effects for investigators. If all of them enter play Glaaki awakens and go immediately to the end game. It might seem like a good idea to always kill Glaaki's servants, but you don't get a trophy and they just go back on Glaaki so their negative effects hit the investigators when they come back into play. Also Glaaki's attack raises the terror level. If you ignore terror during play (focusing on arming for a fight with Glaaki) then the last fight might end before it begins. Servants enter play when allies die which makes the terror track more important with Glaaki.
The upcoming Kingsport Horror expansion sounds like it will add event more diversity to the end fight with the Great Old One (although, hopefully, it shouldn't come to that). Epic Battles sound like another welcome addition to the game.
Showing posts with label Arkham Horror. Show all posts
Showing posts with label Arkham Horror. Show all posts
Thursday, 28 February 2008
Tuesday, 19 February 2008
Unfair Comparison: Runebound with All Expansions Versus Base Arkham Horror
Runebound isn't so much a game as it is a gaming system. With so many different rules tweaks and expansions (even a second edition) it is a hybrid role-playing game/board game.
Just like RPGs there is a lot of customization. Each group can play Runebound differently. Some groups play as multiplayer solitaire. Others add class decks for more interaction. Don't like the default fantasy setting? Play in Arabian deserts with Sands of Al-Kalim. Tired of the same old monsters, use a challenge deck expansion. Play an all against one game with Midnight expansion. Sail around with the Isle of Dread. Don't like fighting Dragon Lords, there are Giant Lords, Storm Lords, members of the dire Cult of the Rune, and so forth available in adventure variants.
Arkham horror is based on the Call of Cthulhu RPG. There are 8 different Ancient Ones in the base game. Everyone always works together to stop the Ancient One from doing whatever evil it wants. The Ancient Ones do give a bit of variety to the game, but each Ancient One is basically trying to open Gates. The differences between them are minor game effects and different number of gates needed to open.
I like Runebound better than the base version of Arkham Horror. There always seems to be something to do to get closer to the win in Runebound. Maybe save up money for that nice item in Dawnsmoor (it is nice to see what you will get so you can try to manage your money). In Arkham, I frequently find myself without a viable option on my turn (maybe I'm just bad at Arkham, but having no good moves is boring).
You can also level up your Runebound character and improve their stats. What makes the game work is leveling your character, moving on to harder encounters (as you level). And trying to keep ahead of the other players leveling. In Arkham there is no leveling. Monsters just come out at random (easy and hard mixed).
How do they compare on story? There is an effort at giving flavour text which has a story to encounter cards in Arkham. These cards are randomly drawn and typically give a boon or just bad stuff depending on the location you are in (and if you need to roll against stats).
In contrast, Runebound has story progression. It does have random stuff (not tied to location) called Encounters, but it also has Events. Events are global effects which give the game a progression, and sense of story. Even games where Event text is ignored have this sense of progression (seeing the Cult of the Rune spreading its corruption across the land, experiencing increasingly worse Storm cards, and so on).
This is not to say that Arkham is a bad game. I love it with expansions, but the base game is sorely lacking fun for me.
Just like RPGs there is a lot of customization. Each group can play Runebound differently. Some groups play as multiplayer solitaire. Others add class decks for more interaction. Don't like the default fantasy setting? Play in Arabian deserts with Sands of Al-Kalim. Tired of the same old monsters, use a challenge deck expansion. Play an all against one game with Midnight expansion. Sail around with the Isle of Dread. Don't like fighting Dragon Lords, there are Giant Lords, Storm Lords, members of the dire Cult of the Rune, and so forth available in adventure variants.
Arkham horror is based on the Call of Cthulhu RPG. There are 8 different Ancient Ones in the base game. Everyone always works together to stop the Ancient One from doing whatever evil it wants. The Ancient Ones do give a bit of variety to the game, but each Ancient One is basically trying to open Gates. The differences between them are minor game effects and different number of gates needed to open.
I like Runebound better than the base version of Arkham Horror. There always seems to be something to do to get closer to the win in Runebound. Maybe save up money for that nice item in Dawnsmoor (it is nice to see what you will get so you can try to manage your money). In Arkham, I frequently find myself without a viable option on my turn (maybe I'm just bad at Arkham, but having no good moves is boring).
You can also level up your Runebound character and improve their stats. What makes the game work is leveling your character, moving on to harder encounters (as you level). And trying to keep ahead of the other players leveling. In Arkham there is no leveling. Monsters just come out at random (easy and hard mixed).
How do they compare on story? There is an effort at giving flavour text which has a story to encounter cards in Arkham. These cards are randomly drawn and typically give a boon or just bad stuff depending on the location you are in (and if you need to roll against stats).
In contrast, Runebound has story progression. It does have random stuff (not tied to location) called Encounters, but it also has Events. Events are global effects which give the game a progression, and sense of story. Even games where Event text is ignored have this sense of progression (seeing the Cult of the Rune spreading its corruption across the land, experiencing increasingly worse Storm cards, and so on).
This is not to say that Arkham is a bad game. I love it with expansions, but the base game is sorely lacking fun for me.
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