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On the Table: Arkham Horror's lesser expansions
Conrad Zimmerman | 4:12 PM on 05.24.2008 16 comments



While I adore video games, I'm equally fond of board and card games. On the Table is a weekly feature of my cBlog that examines some of these analog entertainments. If you have a suggestion for a game to appear in this column or suggestions on how to improve it, please let me know.

In the last two weeks, On The Table has been all about Arkham Horror, a cooperative horror board game for 1-8 players. If you haven't read the column describing the base game yet, I highly recommend you check it out before reading this one. Continuing with our Lovecraftian theme for the month of May, I now bring you two further expansions for the game, Curse of the Dark Pharoah and The King in Yellow.





Arkham is already a pretty dangerous place. From the monsters lurking in the dark corners of the sleepy burg to horrific rites performed by the secretive Silver Twilight Lodge, things are just bound to go wrong here. These expansions introduce new threats in the form of cultural events where man seeks to understand that which he was never intended to.

One of the things that makes them interesting is they come with two suggested methods for their use: Permanent and Visiting. When the cultural event is a permanent one, it's just a part of everyday life in Arkham and all the new cards are simply shuffled into their respective decks. Should you choose to play with the Visiting rules, however, cards are typically placed on top of their decks, ensuring that you'll have to face new and unfamiliar challenges. Visiting rules are far more difficult for the players to win.





Curse of the Dark Pharaoh concerns a museum exhibit recently opened at Miskatonic University which hails from far off and mysterious Egypt. Along with adding some new allies and spells, it introduces many powerful new relics and ancient threats.

The first of the additions to the base game are Relic cards. These are treated just like unique items, except that they have no value and can only be acquired through encounters either in Arkham or in another world. Most of these can have considerable benefits for the investigators but come with consequences for their use.





Another new wrinkle comes from Benefits and Detriments. These new cards are awarded to players as a result of specific encounters. They range from reducing the maximum movement of an investigator to giving them a second sight into what the Mythos might have in store for them (and even giving a chance to avert more dire fates). All of these cards also feature a condition that removes the benefit or detriment, allowing investigators to eliminate a disability should the chance arise while keeping positive effects always at risk of loss.

Some events in Arkham can result in your investigator causing too much trouble for the powers that be. Should this happen, the character may find themselves barred from a neighborhood. While barred, the investigator may still pass through the streets of a neighborhood where they are no longer welcome but cannot enter any of the locations there.





The last significant change are new Other World encounters. Included with an assortment of cards that work just like all Other World encounters but are specific to Curse of the Dark Pharaoh, come a few dual-colored cards. Unlike most of these events, there is only one named Other World. If the named world matches the one you are currently in, you must immediately have a battle with the Ancient One associated with that world. They're easier to defeat than should you be in the final battle but failure is just as devastating for your character.

This is an interesting expansion, though not what I would call a significant one. All of the concepts added to the game could cause major changes to the way you play it but, in my experience, this rarely actually happens. If anything, I would consider taking the dual Other World cards and integrating them without bothering with the rest of the set, as they bring the most drama and excitement into the game.





The second small expansion, The King In Yellow, refers to a play of the same name which is currently being performed in Arkham. Surrounded by rumor and myth, it is said that reading or viewing a performance has the effect of driving men mad.

The set supplies still more equipment and spells for the investigators. Along with some of the new spells come Magical Effect cards. These are used to represent continuing effects from the use of these new spells. Having one does not count as an item, though they are used in the same manner as a weapon and often have conditions for their continued use.





The greatest threat that the expansion offers comes from the play itself. Three Act cards are included along with six Mythos cards which govern when they enter play. Should you draw a Mythos card which reads "The Next Act Begins", you place the next Act card into play and must immediately make a decision. In order to prevent the play from continuing on its course, the investigators will have to make a sacrifice. If they choose not to (or cannot) give up what is required at this time, the Act stays in play forever. Should the third act begin, the entire city of Arkham descends into madness and the Investigators lose.

Finally, The King in Yellow introduces a gameplay concept called "Heralds". These represent malevolent beings which seek to pave the way for the Ancient One to enter our world. Heralds add new rules and challenges to a game. When the set was released, Fantasy Flight Games made a second Herald available to fit with the Curse of the Black Pharoah expansion as well.





The Herald which associated with this expansion is The King In Yellow, who adds challenges to the game as the terror level rises in Arkham. When the terror level is supposed to rise, the players must choose to place a yellow token either on the Doom Track (thus bringing the Ancient One closer to arriving) or on the Terror Track. When the latter happens, an important member of Arkham society is driven mad and introduces a global effect on the remainder of the game.

The King in Yellow is an excellent expansion for Arkham Horror, despite being relatively small. The Act cards are utterly terrifying in their high cost and damning effects, bringing a whole new level of intensity to the game. Heralds, too, crank up the deadliness of a round of play through extending the already powerful reach of an Ancient One.


All of these expansions can be played individually or in concert, though attempting to play with all of them (Dunwich Horror included) is tantamount to suicide. More affordable than the larger expansion, they still bring a considerable amount of depth to Arkham Horror. If you were going to choose only one, The King in Yellow is the obvious choice and, frankly, should be a part of a Lovecraft gamer's collection.



MOAR ON THE TABLE



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15 comments | showing # 1 to 15
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's Avatar - Comment posted on 05/24/2008 16:19
Clint
They sounds great! I have a question though, how do you decide which expansions (if any) you want to play with?
Passionate Styos's Avatar - Comment posted on 05/24/2008 16:24
Passionate Styos
Curse of the Dark Pharaoh looks really interesting, specially the consequences on using a relic.

Man, I need to play more board games.
Conrad Zimmerman's Avatar - Comment posted on 05/24/2008 16:34
Conrad Zimmerman
SWPM: The way I usually decide is by talking about it with the people I'm playing with. A typical game for me is using Dunwich Horror because it adds so much., though we do really enjoy the challenge of using The King in Yellow and its visiting rules.

Whenever I'm not playing with Dunwich, there are typically a few rules from it that I still include, particularly Madness and Injury cards.
Maurice Tan's Avatar - Comment posted on 05/24/2008 16:36
Maurice Tan
More boardgames I will never ever play! Nicely written up though, I think I'm gonna hunt down a couple of Cthulhu movies now.
's Avatar - Comment posted on 05/24/2008 16:43
Clint
@Conrad
I see. Would I be missing out on a lot if I started by just playing Arkham for a while to get acclimated, or should I dive in completely and try it with Dunwhich as well?
Conrad Zimmerman's Avatar - Comment posted on 05/24/2008 16:46
Conrad Zimmerman
Professor Pew: I have a couple of recommendations. The HP Lovecraft Historical Society (who are fucking awesome) made a silent film version of The Call of Cthulhu which is quite good. Also, I'd look for consummate Mythos filmmaker Stuart Gordon's contribution to the Masters of Horror series based on the story Dreams in the Witch House (he's also the guy who made Re-Animator which, if you haven't seen it, is amazingly cool).

Dagon is another film that I'm almost embarassed to say that I like. It's very loosely based on Shadow over Innsmouth and, while quite cheesy at points, has some impressive make-up effects and is a decent B-movie.
Conrad Zimmerman's Avatar - Comment posted on 05/24/2008 16:51
Conrad Zimmerman
@SWPM: Frankly, I'd recommend playing at least a few games without any expansions, just to get a feel for how everything works. That way, you can just add in the new mechanics without over complicating things.
's Avatar - Comment posted on 05/24/2008 16:52
Clint
@Conrad
Will do :) Thanks for your help!
Wexx's Avatar - Comment posted on 05/24/2008 17:16
Wexx
I wish I had some cash to invest in some of these games =\ Great review/write up thingy, as always Mr. Zimmerman :D
Butmac's Avatar - Comment posted on 05/24/2008 17:36
Butmac
Very awesome I gotta go for now but I look forward to reading this as soon as I can
mariohammer's Avatar - Comment posted on 05/24/2008 19:52
mariohammer
Everything I read about this game makes me want to try it out even more. I've got to try and convince my friends to try it with me...

Oh and I enjoyed Dagon as well, just expect bad B-movie going into it.
NotAZombie's Avatar - Comment posted on 05/24/2008 20:39
NotAZombie
I went back and read your original Arkham Horror post. This game looks awesome and you just might have encouraged me to go and get it.
Quisling's Avatar - Comment posted on 05/24/2008 23:49
Quisling
I played a sweet-ass game today, it was called Mr. Jack. It's this amazing retelling of the story of Jack the Ripper's escape from whitechapel. It was actually really enjoyable, and at about 30 min per play it was short enough to go through 3 or 4 playings at a time.

You should totally check it out Conrad.
13thDragon's Avatar - Comment posted on 05/25/2008 01:16
13thDragon
It's a shame I don't know anyone who would play these types of games, because I am a total Lovecraft fanboy and this looks cool as shit.

Anyone play this in New Orleans?
Darren Nakamura's Avatar - Comment posted on 05/26/2008 20:25
Darren Nakamura
Why do they like to take a game that's already hard to beat (I know we won when we played, but we were playing a bit liberally), and then make it even harder?
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