We recently had the opportunity to play Arkham Horror again, not once but twice, in quick succession. The first one was a five-player session with three complete newbies to the game. The second one was just me, Shan and Sean, and Sean surprised us by opening his copy of Curse of the Dark Pharaoh for the occasion. I’m a bit pressed for time at the moment as I’ve leaving soon for an extended holiday during the Hari Raya, so here are some brief thoughts:
- Playing Arkham Horror with unenthusiastic people who have no idea what they are in for is a bad idea. The game is so rules-heavy and takes so long to play that you just can’t waltz into it casually. I think by the time I was done going over the rules, the group at the other table were already on their second game. This is definitely not a case of the more the merrier. Much like Tales of the Arabian Nights, this game is better played by a compact group of players so everyone can keep track of what each other are doing and the game won’t drag on for too long.
- Having the right mindset is important and being a fan of the Lovecraft stories helps immensely. This is definitely not a generic horror theme. Reading aloud all of the encounter text is also part of the fun. If you’re just skipping to the game effects, you’re missing the point. One QT3 poster suggested that you should really think of Arkham Horror as a highly structured role-playing game. At the same time, it’s probably best not to try to optimize your decisions too much. In our first game, one player took twenty minutes to decide whether or not to confront a monster, working out the probabilities and such. Not only does that annoy the other players, it goes against the spirit of the game as well.
- On the other hand, it’s also important that the investigators actually try to win. Another player from our first session seemed to have given up on understanding the rules and simply wanted to do interesting stuff, such as trying to confront a monster when she obviously had zero chance of survival. When one player does stuff like this, it makes everything feel sort of pointless to everyone else. This is why getting a good game of Arkham Horror going is so hard as you need a very particular type of player.
- Even if you get a good group, it seems to me that you still need just the right alignment of the stars to make it work. If a game becomes too much of a cakewalk, no one feels satisfied. If the investigators get horrifically bad luck, everyone quits in disgust. It’s a fine line to walk. Alternatively, you could also get a situation in which the investigators essentially cannot lose, but it would take a long slog for them to actually win. I guess that’s just something you have to put up with in games with lots of randomness.
- We won both games rather handily though I forgot to spawn two monsters per gate for the first few gates in the first game. I tried to compensate by adding an extra monster to each open gate when I realized this but it probably did mean that the game was much easier than it was supposed to be. In the second game, neither the Doom Track nor the Terror Track posed much of a threat, though at one point, we did come close to losing due to the “too many gates open” condition.