Contact

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