Sat
Jan 2 2010 11:29am
Arkham Horror: The next best thing to being there

Arkham HorrorCan’t make it to Arkham this year to celebrate Cthulhumas? That’s okay, you have one more option: the board game Arkham Horror.

As Jolly Old Cthulhu slumbers, people in Arkham have to deal with shoggoths, formless spawns, gugs, and mi-go. (The plural of mi-go is mi-go, right?) The investigators are there for their own reasons, but all work to fight monsters, uncover clues, read dusty tomes, purchase swords of glory and whiskey, and jump through inter-dimensional gates. Now that’s how you celebrate a holiday.

Originally released in 1987, Arkham Horror was redesigned and released in 2005, becoming as close to a role-playing board game you can get. Each character has a detailed background, unique abilities that help in magic, combat, item gathering, clue seeking, healing, and a multitude of others. The incredibly intricate game includes enough fiddly bits to thrill any die-hard board gamer, which is the same amount of bits to intimidate any newbie to the hobby. But it’s worth your time to learn this game.

You spent turns moving through Arkham and having encounters in various locations (like the river docks, Miskatonic U, the woods, and Ma’s Boarding House). But you have an elder god stirring in his or her sleep, which causes gates to pop open to other dimensions, monsters to be vomited out onto the streets, and general chaos to reign.

Chosing a character is one of the most rewarding aspects of the game. Each one has a detailed history on the back, giving you a way you can play that character. You can, of course, just play the game to win, but you can also role-play this co-op game, which is more fun in the long run. In one game I played, the hobo character, Ashcan Pete, discovered you could buy a new skill at the college for $8. It became an obsession; his entire goal in the game was not to win, but to earn enough money to “get an education.”

Each old one brings different modifiers to the game, making it difficult in a unique way (Cthulhu is nigh impossible to beat, at least for my gaming group). Every time a gate to the other world opens, the elder god becomes more awake. When it finally wakens, the mucking about in Arkham hunting shoggoths becomes insignificant and the elder god becomes the priority.

While it is my favorite game, it does have its flaws. It has six expansions now: three small ones adding just cards and new plot elements, and three much larger expansions consisting of extra game boards to the cities of Dunwich, Kingsport, and Innsmouth. If you play with all six, all the added cards will dilute the others, making their plot impact negligible. You could play with one or two, but it becomes a pain to separate all the expansion cards from the main game cards. Also, economics makes the game extra hard, as money is difficult to come by and if you have a bad draw for items in the beginning (say, two tomes and some food, which are all useful in gameplay but useless against a formless spawn), then monster hunting will prove difficult.

This game is worth the trial of all the bits and the possibilities of stalling through getting the wrong items, though. Consider it like a holiday feast: it takes a long time to prepare, and stuff can go wrong, but when you get it right, it’s a wonder to behold. I don’t role-play much anymore so I find this an excellent outlet to play a cranky author, an heiress (the only character with no money problems), a magician, or a corrupt politician who finds a deep need to hunt the monsters plaguing Arkham, Innsmouth, and other places.

If you’re new to Arkham Horror and interested, try the core game to start out with, no matter how you may be tempted by expansions. Get a good feel for the game before you start adding the other stuff, and before you know it, you’ll be on Board Game Geek loading up your own homemade elder gods and characters. (To celebrate the season, we just battled the homebrewed elder god San-Ta and his evil herald, Fros-Ti.)


Mur Lafferty is an author and podcaster. She is the host of I Should Be Writing and the author of Playing For Keeps, among other things. You can find all of her projects at Murverse.com.

7 comments
Arachne Jericho
1. arachnejericho
Oh, how I love Arkham Horror. It's such a thematic, atmospheric game that every session becomes its own story, running the full plot gamut with character development, climaxes and everything. Amazing that way. (I think the Battlestar Galactica co-operative game from the same company is close in terms of thematic immersion, but Arkham Horror still takes the cake.)

For people who already know the core game and want to explore the expansions:

The small expansions are usually drop-innable, and more generic (extra item cards, event cards, Otherlands cards). Each still adds a unique element, usually a another main plot line (the exhibition from Curse of the Dark Pharoah, for instance, which can either be permanently mixed in or kept separate).

I usually only incorporate parts of the large expansions that are generic (especially character and Old Ones cards; I think all the characters I've seen still start out with homes on the main board, not the expansion boards). But there are some other parts of the large expansions I don't do without...

- difficulty settings cards from Dunwich Horror expansion (very simple, actually, they regulate the number of clue tokens that show up and other things, making the game easier or nightmarish difficult)

- plot cards from Innsmouth Horror expansion (they make a lot of so-so older characters really shine, and add to plot development for individual characters. Oh yes, they do. But they do add another layer of complexity on top of this game)
Nevin Steindam
2. TheNevin
I'm a board-gamer, but I'm not a fan of Arkham Horror. The main problem for me is that the game doesn't feel Lovecraftian at all. Your characters all start out with perfect knowledge of what they need to do, they tour a town where monsters prowl in the open, and magic artifacts can be bought from a public store. None of that makes me feel like I'm facing an unknown horror. You gather an impressive set of spells and skills without any of the sacrifices that you see in a game like Call of Cthulhu, and you travel through extra-dimensional gates without much more risk than you take walking in the streets of the town.

Though you have health and sanity stats, it's impossible for you to die or go insane! If one of those stats goes down to 0, you lose a turn and wake up in the hospital or mental ward, ready to jump back into battle. A Lovecraftian game without the threat of death or insanity is just wrong. (An expansion adds extra penalties that you receive when you take damage, which does improve it a little.)

Once you get past those problems, the beginning and middle of the game seem pretty appropriate for Lovecraft. You're scurrying around trying to close portals and fight monsters. But then at the end, there is a direct battle between you and a Great Old One. That's right, you'll be standing toe-to-toe with Cthulhu or one of the others, and you'll most likely WIN. The Great Old Ones are not the sort of boss you should be able to kill with a tommy gun. If you reach the point that you're fighting them, you've already lost.

Arguably worst of all is how easy the game is. As I implied above, you'll probably win when you fight the boss monster. In fact, I've NEVER lost a game of Arkham Horror. It seems a little overwhelming at first when monsters show up everywhere and event cards give you new obstacles, but it all works out in the end. Just look at the details of the Old One you're facing, and plan for that monster. "Oh, this one is immune to physical weapons and devours our monster tokens? Well, then, we'll be sure to buy magical weapons and focus a little extra on killing the monsters that come along in the first 2/3 of the game." (My friends tell me that since they bought a few expansions, they only win about half the time. That still seems like too much for me -- most cooperative board games are challenging, and a Lovecraftian one should be especially bad. But of the 2 times I've tried it since then, we won both easily.)

The game is really complex, with expensive bits and so many rules that even veteran board gamers will keep forgetting things. But the game that lies underneath all that is an unremarkable dungeon crawl, and nothing like the works of Lovecraft.

If you want a Lovecraft-based board game, I recommend Witch of Salem. It still has some of the flaws that Arkham Horror does -- it's a board game rather than an RPG, so there's no GM to surprise you, and you know more or less what to expect. But it's much more challenging, plus you find yourself depending heavily on the help of an NPC warlock, so you can still imagine that you are a lowly human without much significance in the universe. The game is won by discovering gates and studying to determine which Old One is the threat (which restores a little bit of the feeling of discovery that the protagonists should have), and in the end you sacrifice one of your characters to seal the Old One in R'lyeh, rather than fighting it directly. Admittedly, it feels a lot different from Arkham Horror (this one has more strategy gaming and less role-playing), so I know that some people will still prefer Arkham Horror. But I find Witch of Salem to be much better - both as a game, and a Lovecraftian game.
Matt Carpenter
3. Matt Carpenter
Both of these reviews are very helpful; thanks for posting them.

Have either of you ever played The Hills Rise Wild?
Nevin Steindam
4. TheNevin
I'd never heard of The Hills Rise Wild before. I just looked it up, and it sounds like it could be a good miniatures fighting game.

Like I mentioned in my first post, I don't ever expect to find a perfect Lovecraftian board game. For me, a game set in Lovecraft's world would need to really surprise me and make me unsure what will happen next. Not just "I'm not sure what effect the next card will introduce", because that's still within the boundaries of the rules I've read and the game sessions I've played before. I want the feeling I've gotten from Call of Cthulhu role-playing sessions: With a GM planning it out, I can have moments of actual horror when I realize that I'm in more danger than I thought, and I haven't even figured out yet what it is killing my friends. Because another person made up a scenario that I haven't read about, I don't even know if I'm going to need to solve a puzzle, find a way to escape, or end up in a direct fight. Similarly, video games can achieve this, since you are usually only going to play through the game once and don't need to know all the rules up front.

I don't know if I will ever find a board game that reaches that point. I can keep enjoying them for other reasons, though. The Hills Rise Wild, for example, looks like it adds in humor to make up for the fact that the players aren't actually fearing for themselves, and it becomes a fun way for Lovecraft fans to joke around and enjoy their hobby. In the end, that's important, too.
Roland of Gilead
6. pKp
I have played it twice and had a lot of fun. I love cooperative boardgames, and this one is well-balanced and good once you've mastered the rules. They're not that complicated, either - it's no Monopoly, but it's no Twilight Imperium either.

Sidenote : I have also used the system's character "sheets" and general health and sanity rules to play a pulp RPG with Cthulhu components (think Indiana Jones meets HPL). It was heaps of fun, very quick to play and worked good, if a little goofily. Not what you'd want to play a very simulationist game (Rolemaster, anyone ?), but it's simple and it works.
Marcus W
7. toryx
I love this game and have been wanting it for years. It's too cool.
Matt Carpenter
8. Pat Berry
Thank you, Mur! I was thinking yesterday about how much I'm going to miss Paul Tevis's Have Games, Will Travel podcast, because his reviews consistently clued me in about games that I ought to try and would probably love. But it looks like you are just as good a source. I've played AH so little that I still hadn't formed a clear impression of it, but you've opened my eyes to what makes the game special. More like this, please!

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