Arkham attempts to not get transformed into Tentacle Ground Zero for the third… seventh… twelfth… however many times across however many games. Because, in the end, barring the greatest luck, no matter if you’re playing Arkham Horror, Eldritch Horror, Elder Sign, or whatever other Cthulhu game is out there, Arkham, and the world, are destined to fall.
But cheer up! You usually find an interesting way to die. Just look at Old Man Henderson.
This is the third edition of Arkham Horror, and it marks a massive departure from the first two. Gone is the massive board displaying the glory of Arkham, the kind of board that (along with the many, many peripheral pieces) requires a legit gaming-friendly table to play. In this game, Arkham consists of five hexagonal tiles, each representing a neighborhood. Like the neighborhoods in the other versions, each one has three locations, with encounter cards for each neighborhood split into the three locations, so this edition manages to basically maintain the number of places you can go while containing it to a much smaller area.
However, the game’s functions are largely similar to previous Fantasy Flight Cthulhu games. You take two actions per turn, performing no action no more than once; movement is limited to two spaces, though there are ways to extend that; and monsters are a roadblock unless you manage to evade them. The game moves in phases, investigators first, and if your character dies, you pick up a new one and keep going.
The main changes (besides the style of the board) are with the characters and the storytelling. Every character still has a familiar set of stats, albeit familiar from Eldritch Horror, not the slider system of old Arkham Horror. However, improvements to stats are called focus, and boosting a stat through focus doesn’t require a special event or item; you just take the focus action and raise a stat. The limitation is that almost every character has a limit on how many focus tokens they can have, and almost every character can only have one focus boost in a given stat. Still, the ease of ramping up your character is nice. Furthermore, focus tokens can be discarded for rerolls, which adds to the strategy in their use.
The storytelling is… different. It’s better, mainly, since the old game didn’t really try to tell a story at all. In this version, there are story cards that see use depending on the scenario you’re playing. The scenario card tells you which cards to start with, but from there you have to dig into the deck to find whatever the initial cards say you need, which is generally dependent on game state. Did the investigators complete their goal? Take one card. Did too many doom tokens pile up before that? Take a different card. Some goals can both happen, and eventually you’ll get the cards from both sides of that equation. Each scenario has its own set story, so if you play one through, you’ll see the same one coming next time you run it. But it adds a nice flavor to the proceedings, especially on your first run through any given scenario.
Like all FF Cthulhu games, there are a TON of cards and tokens that you need to keep track of for potential use. If you didn’t mind it before, it’s no worse; if you hated it before, it’s no better. What does suck is that there is basically nothing to help you sort or organize all those pieces. There aren’t nearly enough baggies to keep you from dumping a bunch of stuff into the box loose, which makes finding everything the next time a huge pain in the ass. It’s a relatively small problem, at least in the sense that you can fix it with a handful of your own baggies, but it’s a dumb oversight.
The game itself is a definite improvement from the old Arkham Horrors. Mind you, that’s on the most objective level possible—the storyline aspect means it’s basically impossible to wind up in the six-hour slog that a big game of old Arkham Horror could become. The game runs like other Cthulhu games in style and pace; if you enjoyed those games on a basic level before, you’ll probably like how this one palys as well.
Minimizing the space taken up while not carving off any substantial part of the game is extremely impressive. I saw back of the box and immediately questioned what kind of nonsense they were pulling, but it works, and it definitely feels like Arkham Horror. That said, the smaller physical space taken does mean that a bigger (5-6 player) game can get cramped with stuff. The same concept with bigger hexes would have also taken up much less space, but with room to place everything you need in any size game, not just 2-4 players. It’s more a quality of life issue than anything with the game itself, but unlike the baggie problem, this isn’t anything you can change.
Basically, this is an updated Arkham Horror that makes some things better and nothing worse, unless you require an epic board to have fun. If that’s a need of yours, I can’t help you.