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Arkham Horror The Card Game: the greatest deck construction introduction of all time… if you can get there.
Arkham Horror The Card Game by Fantasy Flight Games is the best deck construction/deck building game I have played; no small feat because I find most of the biggest card games in the genre to be completely impenetrable and intimidating. It is also probably the most difficult game to get into that I have, nevertheless, grown to like, presenting a wholly deceptive façade as a light “experience” adventure game when it is actually an exceptionally hardcore product. Arkham Horror CG a bit like a jewel locked behind multiple layers of elaborate security: security guards, electronic locks, heat sensors, the whole bit. If you can get through the tall walls standing in your way, it has an enormous amount to offer. But getting there is not easy and is, in practice, also staggeringly expensive.
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While I've played the game several times (a friend's copy), we keep talking about committing to a campaign and it's yet to happen. I need to get over the hump.
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To your point on how it got to be this successful: I think this (and all LCGs) seem much more impenetrable as time goes on but if you got in close to the ground floor, picking up a core set is enough to show you the possibilities even if the prebuilt decks suck and the deckbuilding options are limited. As time went on a single deluxe box would add so many options to your card pool and then the steady drip feed of mythos packs would let you build up and learn the card pool gradually. It also helped that cycles are mechanically themed so by buying things in sequence you'd dive deep into suggested archetypes. It's only now with so many cycles completed that jumping in looks so daunting.
It may be worth mentioning FFG has since recognised how terrible their core sets are for beginners and the revised core should really address a significant complaint in your review. I wonder how your experience would've been different if you had been able to start with the new core from the get go.
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I think we disagree on the core, sornars. I think the core is bad enough feeling that I would just never have played again if I only had the base investigators and lists as an option. It's why I had the core for like a year or two and played it once and thought about selling it multiple times. It's only because I'm an insane person and I had such positive feedback from people I trust like you that I dug in deeper instead.
I do think the coming new bigger core set is a good point and important context. It won't dispel all the problems I outline with a bad first impression but if they tuned and updated the base investigator lists with it in mind, ideally to add much needed 2nd copies of stuff that should now be available in the core, I think it will help to at least make the base investigators make better first games. You won't feel as powerless and your losses wouldn't feel like there was nothing you could do unless your deck was better.
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- Jackwraith
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- Maim! Kill! Burn!
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- Cranberries
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- You can do this.
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My wife pointed out that I'm running a complex money laundering scheme. Buy a handful of board games cheap from the family general fund, as opposed to my "fun money." Tikal cost $12. I sold Arkham for $20. It was a gift. I don't think I paid much for Theseus. So my argument that "I paid for this air fryer by selling board games so it cost us nothing!" is kind of hollow. However, we had roasted vegetables, asparagus with butter and lemon juice, and crispy chicken sausage last night while we watching the Olympics.
It took me far too long to figure out that "Gary Sax" games, because his writing is so compelling, always sound amazing, but are not always Cranberries games. The idea that the game is essentially a game about how to play a game that essentially costs $200 to play properly sealed the deal. Now I'm saving up for Sleeping Gods, based on Dan Thurot's review.
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I have also played this game about 15 times over the last week and a half so...
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Played again this afternoon.
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I do think the new core set is a real missed opportunity. I would have loved to have seen a new mini campaign alongside a rejigged set of cards that would ease you into the game better. It's good that it gives a full playset and the new way of releasing the campaigns will help with accessibility. The new core set just feels really lazy.
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I still think, even with the big improvement of the expanded player card corpus they're putting in the new box, it's still not enough to get into the really engaging deckbuilding that keeps me with this game. I don't know if one product can realistically do it, even if this is admittedly better.
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What would you do different for the campaign? The first two scenarios, at least, are pretty great for newbies. Gathering drips in new elements to not overwhelm you with options at the jump, and Midnight Masks is wide open that won’t punish you too hard for not playing optimally. Devourer, unfortunately, isn’t terribly interesting outside of seeing how earlier actions can impact you.thegiantbrain wrote: Lovely work.
I do think the new core set is a real missed opportunity. I would have loved to have seen a new mini campaign alongside a rejigged set of cards that would ease you into the game better. It's good that it gives a full playset and the new way of releasing the campaigns will help with accessibility. The new core set just feels really lazy.
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