Arkham Horror LCG, solo 2 handed
My play tracker says that last scenario of this was my 250th play of Arkham LCG. Pretty remarkable for a game that I put down in disgust after playing it like 3-4 times with the truly shocking base game product and didn't play again for several years.
I guess it's appropriate that a milestone number is being played on the old Dunwich campaign, which when you play it these days really shows its age in several ways. First, some of the scenarios are just terrible. The one pictured I played today is a poorly designed scenario that serves to absolutely blank out certain investigators and approaches to deckbuilding. I hope you brought your static boost and resource spend boosts to try to hit sky high difficulty numbers like 6-8! Really a pretty bad experience all the way around. In general, going back to Dunwich (I'm doing Return To) shows off how the team didn't really know what they had on the their hands; it's quite clumsily designed, and not only because of one-off stinker scenarios like this one. They didn't really know that they would have like 10 years of expansions to grow into, or the directions they would go, so the encounter decks are often just quite unconditional fuck yous---I got a card I just don't think they would have made in the Return To train scenario (Essex), a notorious scenario in general, which makes all players unconditionally lose an action and then some other punishment for some arbitrary damage limit. That's just not the kind of encounter card they would make later in the game's life. It isn't fun to just get a card that says "fuck off" with not even a slight possibility of mitigation or preparation. It's weird because this unfun gotcha stuff is paired with an otherwise easy difficulty, since the modern card pool is so flexible after 10 full campaigns or whatever.
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