This is a stronger restriction than, say, Spheres in LotR but not much different in practice to the influence model in Netrunner or the faction-wheel in Conquest. Players play a single investigator, who is a particular character class and they get to deckbuild using cards from that class as the main number of cards. All cards of various types (Events, Skills, Assets) and keywords (e.g. The core concepts are more similar to Warhammer ACQ than other FFG games, though it uses the standard LCG style card structure. Useful background can be found at the developer’s introduction (link is a video).Īrkham Horror’s main selling point is that is an attempt to combine card games and roleplaying games, so that there is a strong narrative and decision point running through the game. I’m also assuming that if you’re reading this then you’re at least familiar with FFG’s product quality (high), what an LCG is (non-random card distribution model), the Cthulhu mythos, and that Arkham Horror is a co-operative rather than a competitive game. I’ve not seen this hit the table in a social environment yet, but I’ll also talk a little bit about what that might be like. This article captures the impressions and experience of playing the first couple of games: once as a genuine solitaire and the second using a two-handed playstyle that might be familiar to Lord of the Rings players. This isn’t an in-depth review of cards, strategy, deck building and such like. And let’s be clear about it: these are genuine first impressions. We’ve been sceptical about whether it was real, we’ve been concerned whether it will be deep enough a game, we’ve compared it to Lord of the Rings… And now we have copies in our grubby paws (thanks to pre-orders!).Īnd now, after it has hit the table we’re going to talking about our first impressions.
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