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Sunday 26 November 2017

Arkham Horror The Card Game: The Dunwich Legacy Part 1

So I have now started my solo flight of the Dunwich Legacy campaign from the Arkham Horror card game, opting to use Jenny Barnes as my investigator once again, however I have chosen not to carry over my previous experience from the Night of the Zealot campaign where I also opted to play as Jenny. When setting myself up for this campaign I wanted to make different choices than my team made in our 4 player run through of the Dunwich Legacy campaign and to make a start I opted to tackle The House Always Wins scenario first and the Extracurricular Activity second. I won’t go into too much detail as I have already written play through reviews for all these scenarios an I want to keep spoilers to a minimum.


The House Always Wins
I really wanted to stay away from using the reaction ability of the Act 1a card to switch a chaos token for another chaos token, then having to note that I cheated. However the chaos bag was not being very nice to me and I ended up resigning myself to using the ability to get my final clue to advance the act deck. I did take advantage of multiple victory points being available in this scenario and managed to rack up 4 experience points and managed to wake Francis Morgan out of his trance and get him out of the Clover Club alive.

Extracurricular Activity
This time I really wanted to end the scenario with a different resolution than my previous attempts at this scenario, sadly I wound up doing the same, rescuing the students from The Experiment instead of just trying to kill the swine. Sadly this scenario only netted me 2 experience points and I did not manage to rescue Warren Rice. I did not feel as in danger with this scenario as I did with The House Always Wins, The Experiment was quickly approaching but I was very confident I could get out of the scenario alive and intact.


Armitage’s Fate
Luckily I managed to get back to Henry Armitage before anyone could get to him and I was able to note that I had rescued him. As this was not an actual scenario, it didn’t give me any experience points and moving forward I opted against putting any of the extra story assets into my deck moving forward, simply because I would never have played any of them over Dr. Milan Christopher, who is my go to ally asset.


The Miskatonic Museum
This scenario did not seem as easy as my previous attempts and I only managed to score a measly 2 experience points as I opted to get out before the Hunting Horror became a major concern to me. Sadly this game also didn’t go the way  I hoped it would as I again opted to get clues to find a way in to the museum instead of breaking down the door. However I did make the correct choice to destroy the recovered Necronomicon unlike the previous campaign, where we took it and my Daisy build used it to great effect.


So from there I am a little under half way through this solo play through of the Dunwich Legacy campaign in Akrham Horror the card game. At this point I have yet to use the Experience points I obtained from the Miskatonic Museum pack but I have opted to take the Hot Streak and lockpick cards to bolster my deck for the next chapter in the campaign, The Essex County Express.


You can follow me on twitter @bigboss010 and Instagram @bigbosstp010. Thank you for reading, I’m Big Boss, I’m out.... Peace.

Wednesday 22 November 2017

Arkham Horror The Card Game - The Path To Carcosa Roll Call

After a gruelling journey, my team finally managed to finish the Dunwich Legacy campaign with a big win where we all survived the wrath of the Mythos intact. However we have little time to enjoy our victory as the game continues on with the Path to Carcosa campaign. With this new campaign we have decided to not continue with our Dunwich Legacy characters and we have opted to construct 4 new decks.


I really wanted to try and get four characters who would complement each other but be able to cover all the main facets of the game, the driving forces as you would, investigating and combat. I am always set on having a Seeker and a Guardian in any team, both are specialists in their respective roles and with that team you are pretty much set for whatever the game decides to throw at you. With that said, we all wanted to see characters previously not played before make their debut in this campaign and with that in mind I am constructing Mark Harrigan (Guardian) and Rex Murphy (Seeker) as our first two members. Rex is replacing Daisy Walker, who has been our Seeker for the last two campaigns. Both these characters will bring new elements to our games as Mark has all the makings of a tank in combat and Rex Murphy will be an investigating machine once he gets a few experience points under his belt. Stuart has opted to pilot Mark and Shaun decided to go with Rex, which will make this the first time Shaun hasn’t played as a Survivor character.


So, with two slots left open the field is narrowing, Josh had a look at the remaining characters and made the choice to go with the Mystic class, with two options available, we opted to go with Agnes in this instance. Mainly because her ability allows us to throw out some sneaky damage to bad guys while giving us access to level 0 to 2 Survivor cards and the Mystic class cards were extremely useful in the Dunwich Legacy campaign, especially in the later scenarios. Although we were using Jim Culver to fill the Mystic role, which gave us certain advantages when the skull token was being pulled, I do think Agnes will also bring some fun aspects. With her signature card she has the potential to cycle through her deck to get the cards she needs. Giving our team a fair amount of drawing power potentially, between Marks ability, Rexs card pool and Agnes’s signature card, we should never be short of cards.


The last slot is where my brain starts to hurt, I recently played a Jenny Barnes deck in solo playthrough of the Night of the Zealot campaign, which I really enjoyed and was really tempted to roll it back out for this campaign, my only real issue with the deck was that it was built to pilot in a solo game or to not really be hanging around any other investigators. So it was with much sadness that I decided to leave Jenny for my solo games. As I have already used Skids ‘O’ Toole in our first campaign, I did not wish to replay him so soon and in all honesty I am starting to sour on the idea of having a Rogue character in our team. The last option in this class was Sefina Rousseau and im not too told on her, her abiltity to essentially start the game with 13 cards instead of 8 is amazing, but her pretty awful stat line has really put me off as I feel I would have to go Mystic heavy in her build to really make her a viable.  


Lola Hayes is a new investigator from the Dunwich Legacy campaign; she can play level 0 to 3 cards from all five classes, which blows the potential deck lists wide open and as much as that is awesome, that also makes it incredibly tough to settle on what goes in and what doesn’t. I drafted a couple of different deck ideas and I just couldn’t get anything I was really happy with. I am quite keen to give Lola Hayes a try, the uniqueness of the deck restrictions would make for a phenomenal play experience, but for now my search for our fourth team member continues.


We finally get to the Survivor class; in our last two campaigns we have seen Wendy Adams and ‘Ashcan’ Pete all make an appearance, which leaves us with the gravedigger William Yorick. This character sees the Survivor class team up with the Guardian class for what can only be a phenomenal combination. The cards released in the Path to Carcosa campaign fit really nicely into his theme, cards like Gravedigger Shovel and Lantern as examples of this. His stat line emphasizes the fact he can be a fighter and with access to the guardians fighting tricks, such as Vicious Blow and Guard Dog, I’m confident he can bring some fight to the Survivor class’s ability to make the most out of success and failure. His ability allows you to play assets cards from your discard pile when you defeat enemies, which really inspires me as you can easily get cards into your discard pile which you can then play and also his elder sign ability allows you to pick up a card from your discard pile, should you be lucky to pull the elder symbol of course.


At this point I have opted to go with William Yorick as my character, unless of course I can come up with a Lola Hayes deck which I can settle with, which at this stage isn’t looking too promising in all fairness. What we have opted to do prior to starting the campaign is play the Curse of the Rougarou as a standalone game, upgrading all our new starting decks with 9 experience points in order for us to get a feel for how they play and interact with each other before making the commitment to use them for the next few months. The roll call is as follows:



Tom – William Yorick (Survivor)

Shaun – Rex Murphy (Seeker)

Stuart – Mark Harrigan (Guardian)

Josh – Agnes Baker (Mystic)


I know I did not manage to do a write up of the bulk of the Dunwich Legacy campaign when playing with the guys; however I do plan on writing up a piece for our stand alone game and will be aiming to do a write up of my solo Dunwich Legacy campaign.


Thank you for taking the time to check this out, I really appreciate it, I’m Big Boss, I’m out.... peace!

Sunday 11 June 2017

Arkham Horror - 3 player Review, Chapters 3 and 4 of the Dunwich Legacy Campaign.


So, I know I said this would be a 4 man game but sadly our 4th man again couldn’t make it, we are hoping to have a 4 man game when we continue with the campaign in a few weeks and that should hopefully bring a new element to the play experience.


We continued the Dunwich Legacy campaign with The Miskatonic University. I again took the reins of Daisy, the trusty librarian. Josh continued with the Zoey, the monster hunter, and Shaun once again played as the nomad “Aschan” Pete. Josh and Shaun both used all but one of their experience points obtained through the previous scenarios of the campaign.


The Miskatonic University


Ok, so we are on the hunt for a translation of the Necronomicon, which some hidden forces are attempting to steal from the University and it’s our job to stop them.


Act 1

So the first order of business is to gain entry to the museum, this could be done in two ways, we could either get the attention of the security guard to let us in and aid us. Or, we could break down the door ourselves. We opted to gain the attention of the security guard to advance the act. The security guard was then assigned to Shaun, for what we believed would be the best. Oh boy would we be shocked.


Act 2

Now the next step was to find the necronomicon hidden within one of the halls of the museum. Unfortunately we ended up being stalked by what would be a recurring villain for this story and sadly Shaun ended up losing the security guard and Duke in an horrific chaos bag fail. The loss of the security guard meant we had to add another token to the chaos bag for the remainder of the campaign. Luckily Josh managed to tackle the recurring villain easily while I located the necronomicon in the restricted hall of the University Museum, which advanced the act.


Act 3

Now the bag guy materialised with me in the hall, so I quickly evaded and ran to the main hall where he of course followed and ran straight back into a waiting Zoey (Josh) who again chopped him to bits with a machete. This allowed me to sneak back into the hall and discover all the clues we needed to obtain the necronomicon. Yes I will be using this word ALOT during this review.


So we finished this scenario pretty quickly, we did not want to hang around and get swamped by the encounter deck. Following the conclusion of this scenario, we had a tough choice to make, keep the necronomicon or destroy it. Now I am playing a Daisy, who already has a necronomicon, and I wanted to have another one. So we opted (by we, I mean me) to keep the book intact and add it to my deck for the foreseeable future. This also resulted in another chaos token being added to our chaos bag. Sorry guys, totally my fault.


The Essex County Express


So with the necronomicon in our possession we opted to get out of dodge and head to Dunwich Village. Sadly this train journey would not be without peril as the train came to a screeching stop and a vortex opened in the fabric of reality with aims on taking the necronomicon from me!! I was not about to let that happen.


Act 1

So we wanted to get set up and have a good tool set to aid us moving through the train towards the engine car. Sadly the encounter deck advanced the agenda deck and the train car we were in was sucked into the vortex, defeating us..... Now we opted to be crafty here and decided to reset the story.


Act 1 – Take 2

Ok, so now we actually opted to not “tool up” but instead opted to run as fast as the game would allow us towards the engine car. We did encounter some resistance from the encounter deck however we did just about manage to stay away from the advancing agenda deck which with every advancement took more of the train away, along with anything which was remaining inside it. While Josh and Shaun took to tackling the monsters and cultists which were spawned by the encounter deck, I managed to enter the engine car and begin clearing the clues required to clear the scenario.


Act 2

So now the agenda deck had managed to clear the entire train aside from the engine car and with only a threshold of 3 doom to clear the engine, we quickly went to work. 2 doom later and we managed to finish clearing the engine car of clues, thus clearing the scenario. This resolution was with merit as the necronomicon was retained and we gained a further 3 experience points each. However it was a very close call, with one card remaining in the encounter deck which would have added a further doom to the agenda, which would have resulted in our team being defeated.


This chapter was a bit of a shocker, as the timer on the agendas were considerably smaller than previous scenarios, however I am happy to say we will learn from this and won’t be making the same mistake again. We are hoping to play the next scenario on a week night so we can have a full four player turnout. With Stuart opting to play as Jim Culver, the musician, we should be in for an interesting game when our full team is on hand.


So there it is, we have survived once again with our souls intact and will now make out next move in the battle against the mythos.


I would again highly recommend this game to anyone who has any interest in card games or role playing games, or even an interest in the H.P Lovecraft stories.


I’m Big Boss.... I’m Out.... Peace.

Thursday 1 June 2017

Arkham Horror: Living Card Game Campaign 2 - Chapters 1 & 2


So we finally managed to start our new campaign, unfortunately one of my team was unable to make the first outing in this campaign, so they will be joining us for the next parts of the campaign. This outing saw me taking the reins of Daisy, as the investigator of choice to discovering clues it made sense to keep her in the line up for this campaign. Josh took the role of fighter again, this time piloting Zoey from the Dunwich Legacy expansion. Finally Shaun playing my Aschan Pete deck, which I had used in my solo outings, to provide a level of diversity of play style.



We opted to go into the Clover Club first for our campaign, where as you may recall from my previous posts I went to the University first for the Extra Curricular Activity. So the scene was set in the seedy underground club located in the heart of Dunwich.


Arkham Horror: The Card Game: 3 Player Review – The House Always Wins


Act 1 – Beginners Luck

In the same way I ignored the Pit Boss I n my solo play through, we aimed at discovering as many clues as we could and exploring as much of the club as we could. We swiftly obtained the clues we required to move forward in the scenario.



Act 2 – Skin Game

Luckily Josh had managed to obtain some weapons and managed to tackled the bad guys which were starting to be thrown out by the agenda deck. Shaun also took advantage of his faithful Duke to tackle to bad guys, while I sticking to my role discovered more clues and revealed more locations for the team to explore. I must note we really flew through this scenario and advanced through the acts pretty quickly, the Pit Boss and the random monster (name avoids me) were taken down rather swiftly.



Act 3 – All In

Once again, Professor Rice was found, the VIP Room of the Clover Club was obviously the place to be, however at the same time the new uber bad guy had materialised in the club to hunt us down. Again, we opted to gather up the entranced professor, sneak out the back door, carrying cab fare and leaving a fake phone number to complete the scenario.



The main thing we noted from this scenario was that Josh really did end up tooled up to the eyeballs but never really got to utilise everything he had equipped. Where Shaun and I did most of the lifting, discovering clues and rescuing Professor Rice to advance through the chapter. We quickly reset the board and opted to move straight into the next scenario.



Arkham Horror: The Card Game – 3 Player Review – Extracurricular Activity



Act 1a - After Hours

In a similar way to my original solo play through, we rushed to get enough clues to gain entry to the museum. One thing we did note early was that Josh wasn’t finding those weapons like he did in the previous scenario so I held little hope we would be able to tackle the big bad guy I knew would be spawning later on.



Act 2a – Rice’s Whereabouts

This was an interesting act, the objective was to take control of “Jazz” Mulligan, an asset who was shuffled into the encounter deck. For the cost of 1 clue, we could discard the top 10 cards of the encounter deck and luckily for us “Jazz” came out without us needing to spend any clues. We convinced him to join are merry band on our adventures to advance.



Act 3a – Campus Safety

So once again we came to face with “The Experiment” and as Josh had not managed to really get tooled up this time, we opted to get the hell out of there and go through the path of resolution 2 as I did with my solo play.



Not a too detailed a report I know, however this play through really flew by. We managed to obtain 7 experience points to take with us into the next scenario. Next time we will be tackling the Miskatonic University  scenario and fingers crossed it will be a four man play through moving forward, sadly Stuart will be entering with a 0 level deck but I am not worried about this as the rest of us can pull some of the slack.



I am also hoping to drop in the stand alone scenarios while we play this campaign as I managed to pick up both of them in the New Year. I am a huge fan of this game and I would highly recommend anyone to pick it up from their friendly local gaming store.



You can follow me on twitter @bigboss010, Instagram @bigbosstp010, and my pals at SOS on Twitter @siteofshite


Sunday 5 March 2017

Arkham Horror – The Card Game – 1 Player Review: The Miskatonic University


I managed to pick up my copy of the 1st scenario pack of the Dunwich Legacy campaign a couple of weeks ago and as with the Dunwich Legacy expansion box itself, I couldn’t wait to give this a try. Since I was playing this as a standalone game, I built the chaos bag as instructed by the scenarios set up guide and once again opted to pilot Aschan Pete for this outing, I have found from playing him in the other Dunwich Legacy scenarios that he can handle most situations with a relative level of competiveness on his own, making him my go to deck for testing these scenarios.

With the game set up and ready to go, I started my journey to locate the Necronomicon within the exhibits of the Miskatonic University museum.




Act 1a: Finding a Way Inside

I opted to swiftly move through this act and discovered the clues required to gain entrance to the museum instead of trying to break down the door.

Act 2a: Night in the Museum

This was the act which my resolution of Act 1a directed me to, had I broken down the door a different act would have been selected instead.  In order to resolve this act I needed to gain access to the Restricted Hall, to do that I needed to spend 6 clues as actions to draw the top card of the Exhibit Hall deck and then try to discover which one was the Restricted Hall. However I ended up advancing the Agenda deck and had to fight off an annoying recurring enemy for the remainder of the game. Eventually I managed to locate the Restricted Hall to advance in the scenario.

Act 3a: Searching for the Tome

Now I was in the Restricted Hall, I could continue my search for the Necronomicon in peace and it did not take long to trigger the resolution of the act and in turn the scenario.

I quite enjoyed this scenario and it really didn’t take too long to play, I would imagine with more players this would change dramatically especially with the pesky hunting bad guy chasing us down! I really don’t want to note too many spoilers for the scenario but I was lucky and his forced ability never actually hit, this aided me in keeping him at bay. The standalone chaos bag also threw a spanner into the works for me with having more negative tokens in than the campaign chaos bag would have.



The negatives for me would be the ease of getting through part 1 and 3 of the scenario, however act 2 will be more challenging with more players, so I am imagining that won’t be such an issue during a multiple player game.

I am looking at starting the campaign soon and kicking that off with a campaign day to play through the original core campaign along with the two stand alone expansions to bulk it up. Will be writing a report on how well that day goes too and as soon as we start the campaign off again I will be writing the reports for that also. Really excited about getting started and seeing what the Dunwich Legacy holds for the 4 man play through.

You can pick up your Arkham Horror core set and expansions from your friendly local gaming store. If you are in the Crewe area then please check out Watchtower Games on Nantwich Road in Crewe.

You can follow me on twitter @bigboss010 or Instagram @bigbosstp010.

I’m Big Boss.... I’m out.... Peace.

Monday 6 February 2017

Arkham Horror: The Card Game: 1 Player Review – The House Always Wins


So having really enjoyed the Extra Curricular Activities scenario of the Dunwich Legacy, I decided to not wait for my cohorts before trying the second scenario from the deluxe expansion and gave this a quick go. I again took the reins of “Ashcan” Pete to play this scenario, as before simply because the deck has more flexibility than my Zoey build which is almost solely focused on combat.


Act 1 – Beginners Luck

The Clover Club is the venue for this scenario, throwing a curveball straight into the mix is the enemy the game has starting in the Lounge, who has Hunter, so will follow the investigators around. The Aloof keyword starts on all villains at this point, so he wouldn’t automatically engage me, so hoping I played it correctly, I simply ignored him and explored the area obtaining clues away from him so he didn’t attack me. I utilised the locations abilities to get enough clues to proceed in the act and as a side note I “Cheated” here to get the Elder Symbol from the chaos bag, don’t worry though, I remembered this for later.


Act 2 – Skin Game

Ok now I had to deal with another bad guy the encounter deck threw at me and some new hidden locations. The Agenda act advanced by this point also meaning the bad guys would now automatically engage me and attack. I wasn’t too worried about this yet as I was a couple of turns away from the bad guys getting me. I built up on those turns and waited so I could take down the Pit Boss away from the other bad guy who had spawned out. I took a fair few hits to the face here but I managed to sacrifice my Leather Coat to take the blunt of the damage. After finishing the Pit Boss with the help of my trusty companion Duke, I moved to advance the Act deck once more.


Act 3 – All In

Professor Rice was found, the VIP Room of the Clover Club was obviously the place to be, however at the same time a new uber bad guy had materialised in the club to hunt us down. Again, luckily I was a few turns away and I had no intention of tackling the enemy all by myself. I instead opted to gather up the entranced professor, sneak out the back door, carrying cab fare and leaving a fake phone number in my wake to complete the scenario with all my faculties intact.


Again this was a real quick play through, and no doubt at some point I made a mistake during my game. One thing I did notice about this scenario was that I finished it with 4 experience points, where my play though of the Extra Curricular Activities scenario left me with 1 experience point, although I could have gotten 2 had I been smarter.  I feel like this is the scenario to work on, so you come out of it with a good number of experience moving forward in the campaign.


Based on my games I would be moving forward in the campaign with 5 experience points, which certainly would give me some options moving forward regarding upgrading my deck. I am hoping that the 4 man game will reap some extra points, as the team can make sure we hit those targets to obtain those extra points I missed during my solo play through. One thing the game required me to note was that I had “Cheated” during Act 1, this would have resulted in a new token being thrown into the Chaos Bag for the remainder of the campaign had I been continuing.


A fun game and surprisingly nothing like the core campaign; enjoyed the fact there was a big bad guy present from the start and that dodging him for the first few turns was critical. I really enjoyed that the game added locations to the board as the act progressed; it gave the feeling of secrets being uncovered and definitely gave the feeling of an evolving storyline. This scenario has really set the tone for the Dunwich Legacy campaign and I am very excited to start the campaign properly with the rest of the team.


As usual thanks for reading, I would again highly recommend getting yourself down to Watchtower Games in Crewe or Even GTG Guys That Game in Hanley and get yourself a copy of the core set and give this game a try. You won’t regret it.


You can follow me on Twitter @bigboss010 and on Instagram @bigbosstp010. You can also follow my Tag Team partners at SOS on Twitter @SiteOfShite.


I’m Big Boss..... I’m Out..... Peace.










Saturday 4 February 2017

Arkham Horror: The Card Game – 1 Player Review – Extracurricular Activity


So I have had the latest Dunwich Legacy for little over a week now and I really wanted to give it a go, so while I had some time today, I opted to take the expansion for a spin. I built an “Ashcan” Pete deck to tackle this scenario, sadly the deck was built to be used in a team and not on solo operations, however the end result was fairly positive.
                                

This game also sees my first custom deck build too, I was tempted to use Zoey originally, however I felt that Pete would bring a level of flexibility to the game where Zoey would just bring attack ability.


Act 1a - After Hours

This act felt very much like an expanded version of the 1st act in The Gathering, the objective was simply to get three clues in order to advance the act. The additional locations to discover mixed things up and also the 3 shroud on the two locations I did investigate certainly increased the difficulty. I managed to get the 3 clues after being bogged down for a few turns by enemies and moved forward in the act.


Act 2a – Rice’s Whereabouts

This was an interesting act, the objective was to take control of “Jazz” Mulligan, an asset who was shuffled into the encounter deck. For the cost of 1 clue, I could discard the top 10 cards of the encounter deck and luckily for me “Jazz” was in the first lot of ten discarded. I managed to parley him into joining my little team and advanced the act once more. This was a fairly speedy act to get through and without giving away too much about the contents of the encounter deck, I sure was grateful.




Act 3a – Campus Safety

This act was pretty cool as it provided multiple ways to advance. The game threw a monster called “The Experiment” towards me and with the “Beast Unleashed” agenda in play; the creature was advancing towards me. However I opted to not try to tackle the large bag guy moving towards me and I continued my search for the missing professor to obtain resolution number two.




I quite enjoyed this play through with “Ashcan” Pete; I wasn’t so sure I would enjoy playing as him when I first built the deck. My variation of the deck has a lot of drawing power to capitalise on Pete’s ability to ready an asset and this was really pivotal in completing this scenario without going mad. I am thinking about moving away from the Backstab card though as I thought his evasion was 4 basic and sadly it is 3 basic, although I am playing cards to increase his base evasion value, I never got much use out of Backstab when I drew it.


The main reason I built the deck was for my friend to use when we restart the campaign and I am really excited to see how the game plays out once we all jump in on the latest expansion. So far we have Zoey and Pete in the Team, we still haven’t confirmed the final two characters yet and im looking forward to seeing what mix of characters we can come up with.


I will be posting more detailed review once we have organised a time to sit and play. Sadly its a case of getting the time where my partners and I are all free to delve into the mythos. I will most likely give The House Always Wins scenario a go too prior to going in with a full team. I would highly recommend this game to anyone with an interest in the HP Lovecraft books or wants to delve into the living card game format. If you are in the Crewe area I would recommend dropping by Watchtower Games on Nantwich Road to pick up a copy of the core set.


As always thank you for reading, you can follow me on twitter @bigboss010 and Instagram @bigbosstp010.



I’m Big Boss.... I’m Out.... Peace.




Saturday 21 January 2017

Arkham Horror: The Card Game – 4 Player Review- The Devourer Below


So we finally got a time when we could all sit down to play the third and final chapter of the Night of the Zealot campaign contained within the Arkham Horror: The Card Game core set. I had been a bit naughty and caught a glimpse of the scenario on YouTube prior to us playing, but did not manage to get a proper look at the horrors to come.


To set the scene I took the role of Skids ‘O’ Toole, Josh took the role of Roland Banks, Shaun played as Wendy Adams and Stuart reprised his role as Daisy Walker. The game was considered to be “Past the Midnight Hour” so we all had to discard two random cards from our hands which crippled our chances of mass killing a load of bad guys later on in the game and in the previous scenario we allowed 5 of the 6 cultists to escape, which resulted in the agenda card starting with 3 doom tokens.


Act 1a – Investigating the Trail

This act took so much longer than it should have, we all moved into our hidden Arkham Woods locations only to find we had ventured into a location where out skills were wasted and this slowed our clue gathering down to a snail’s pace which resulted in the Agenda deck advancing to the next step. Eventually we managed to get the 12 clues required to advance the act deck and we crawled into the next part of the story.




Act 2a – Into the Darkness

Things went from bad to worse here when our awful showing in the Midnight Masks scenario came to back to haunt us. Our path was blocked by 5 cultists and a random monster which was lurking at the location. Sadly due to having to randomly discard two of my cards I lost my Dynamite Blast which would have made the world of difference here, leaving us with two bad guys to fight so we could get to the ritual site. Sadly though the doom counters were stacking quicker than we could get our acts together and we failed to stop the agenda from advancing yet again.


Agenda / Act – The Devourer Below

In the words of Michael Caine “I’ve got a great idea”, I drew Lita Chantler and had the brainwave of sacrificing her to the Umôrdhoth so we could survive the scenario. Like most plans, this did not go well and in fact it all came together like the start of an episode of Casualty.  Sadly Shaun moved into the middle area to try and clear some of the cultists out, he managed two but sadly once Umôrdhoth moved into the location, the team up was too much, with Shaun being the first eliminated. Next if fell over to Stuart who failed a check thrown at him by the encounter deck, resulting in him taking too many damage tokens, removing him from the game. I felt that all was not lost as Josh and I were still in the game, with Lita Chantler in tow, she would soon be thrown to the wolves so we could live. The start of the turn arrived and my encounter card forced me to take 3 horror, when sadly I only had 1 horror left. Our only shot of surviving was gone and Josh did not have the health remaining to best Umôrdhoth, who quickly defeated him.




Well as per the resolution we unlocked, with our defeat the summoned Umôrdhoth would be left to stalk the city of Arkham uncontested for now and all of our investigators were killed. Absolutely gutted about this result since we had been building this up, but it was a really fun experience and it was a run through using the basic decks from the Learn to Play guide, will build my own decks moving forward. Now that the Dunwich Legacy has been released, I am hoping to build a couple of tougher decks to play through the scenarios again and expand into the Dunwich Legacy campaign after that. I think the four of us are happy to play through it again and to try the Dunwich Legacy campaign also.


I have really enjoyed playing this game and I cannot wait to get my hands on the new packs when they are released. I have also pre-ordered the stand alone scenarios and I am quite interested to see what they will bring to the game when moving through the main scenarios. If you have any interest in this game you can check out the forums on CardGameDB.com or have a wander into Watchtower Games in Crewe to pick up your copy of the games core set or deluxe box.


Fingers crossed I will be able to write a report about the Dunwich Legacy campaign as I play through it and thank you for reading my report of the Night of the Zealot campaign. Check our adventures out on Twitter @bigboss010, Instagram @bigbosstp010 and my pals at SOS on Twitter @siteofshite.


I’m Big Boss.... I’m out.... Peace.