Arkham Horror is a cooperative board game from Fantasy Flight Games for 1-7 players. The game is based partially on the works of H.P. Lovecraft, but more based upon Chaosium's classic tabletop roleplaying game Call of Cthulhu, which is a mixture of Lovecraft's evocative horror stories with 1930s pulp action. The game was originally published by Chaosium on 1987, and was republished with substantially revised rules by Fantasy Flight in 2005, then mercilessly expanded throughout the next several years (6 at last count, with another due in Spring 2010). I have only played the 2005 version, and don't expect to ever have the opportunity to experience the original, as it has long been a highly sought-after collector's item. Thus, this review is based solely on the new version.
Arkham Horror has the players play as investigators attempting to stop a Great Old One from taking over the fictional city of Arkham, Massachusetts. The investigators portrayed by the players and the GOO to be faced are chosen randomly at the beginning of the game, allowing for a wide variety of different basic game types.
The basic play in Arkham Horror is based around moving between the different locations on the Arkham game board, having encounters (determined primarily by drawing a card from one of the many decks of cards included with the game), encountering monsters (represented by cardboard counters included in the game box), and attempting to close gates to other dimensions, which are popping up all over Arkham. These encounters will sometimes end with the investigator receiving some item of value, all represented by cards: it could be a new ally, a spell learned, a shotgun found, or even an upgrade to his or her basic skills. More often, however, the encounters will end with the character being driven slightly more insane or being more injured. Gates will randomly open each turn, based on the dictates of a deck called the "Mythos Deck", which describes where Gates open, Clues are found, and Monsters move. To top it off, the Mythos deck generally describes a BAD THING that happens to the investigators (as you may have noticed, a lot of bad things happen to AH investigators).
The goal of the game is to close a number of gates based on the number of players, and have no gates open at the time this is done. I suppose it is possible to win in this way, but I will confess that I've never done it. More often, enough gates will open that the Great Old One will receive enough Doom tokens on his card to awaken (each GOO has a specific number of tokens that he requires to awaken). If the GOO awakens, the investigators will have to fight him (or die trying; the GOOs are all ridiculously difficult to defeat). If the investigators defeat the GOO, they win. If they lose, they are driven stark gibbering mad and the world is toast.
There's a LOT more to it, but this is a review, not a complete set of game rules. Suffice to say that AH is an extremely complicated and widgety game, with a lot of bits of throwaway color. The game allows you to do things like become the sheriff of Arkham, join the Silver Twilight lodge, and dissect the creatures that you've defeated. Most of these don't have a ton of bearing on the actual game, but they're fun for big fans of Lovecraft. And make no mistake: this game is strictly for fans of Lovecraft (a group I count myself a part of).
Arkham Horror is about theme and story first, last and always. Viewed strictly as a game, it is pretty easy to be disappointed in Arkham Horror: the rulebook is organized poorly, there are many rules that seem mostly arbitrary, it's very difficult in your first few games to even figure out what you should be doing at any given time.
For players who are interested in Lovecraftian atmosphere (at least of the CoC stripe), AH really shines. The game features a wildly varying tension level, which adds to the drama. It's a fairly common occurrence to feel like the game is really in-hand, almost too easy, only to have the very next turn bring the epic pwnage to the players. Whatever interest you have as regards Mr. HP, Arkham Horror will let you fulfill it.
I suppose that the fundamental problem with Arkham as a game (rather than a Lovecraft simulator) is that it takes a long time to play, and offers an extremely variable game experience. This makes it hard to get a grip on if your intent is to win. We've played it four or five times, and it's never taken less than 3 hours. The different GOOs, invesigators and Mythos cards have made each experience completely different, such that none of us have ever been confident about what we should be doing at any given time. Instead, we just run around and explore what the game has to offer, which irritates the crap out of anyone in the group who approaches it as more of a game, with a goal and set of inviolable rules.
But, for those who can get into it, AH is a great, fiddly experience in Lovecraftian terror. Playing against the game instills a sense of terror in the players far beyond what would occur if they were playing against each other. The game being stacked in favor of the players losing adds a wonderful tension, especially once the gates and monsters start getting out of easy control. It's at these times that the game is at its best, making it highly recommended to Lovecraft and horror fans.
Who Will Love It: Fans of Lovecraft, Roleplayers, Fantasy Flight Fanatics
Who Will Loath It: Those Looking for a Controlled, Competitive Game; Eurogamers; People Who Just Want to Win
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