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.
(4.3 / 5)
Keyforge is hailed as a game where “every deck is as unique as the person who wields it”.
To that I say… have you met people?
Keyforge comes straight from the mind of Richard Garfield, creator of Magic, and Fantasy Flight Games, publishers of card games that aren’t really like Keyforge at all. The premise is simple: most competitive card games have an effective entry cost, where you can’t expect to do much at even small tournaments unless you spend a certain amount of money building your deck. Keyforge attempts to do away with that scheme, selling full-fledged decks for $10 a pop and—most importantly—making them unalterable. The deck you buy is the deck you play with. Every deck is procedurally generated by a system that’s supposed to make them relatively balanced against each other, maximizing player agency and minimizing cost in the competitive scene.
Let’s cut to the main question: Does it work? Did they succeed?
The answer: Yes…?
Better answer: It mostly seems like it, though we’re early in the game’s run and that could change for better or worse.
By and large, as far as I can tell, not many decks stomp hard or get stomped hard. Given the breadth of the card pool, it makes sense. The number of potential deck combinations is bonkers, and mathematically only a tiny percentage of decks will roll over everyone (except similarly powerful decks) without the player needing to be better than her opponent. Likewise, rare is the deck that’s hopelessly outmatched by almost everybody. There will be small advantages for some decks over others, but it seems that you’re as likely to find those advantages because one deck matches up well against another as you are because one is simply stronger.
More importantly, to the designers’ credit, they’re implementing methods of curtailing the power of those oddly mighty decks on the competitive scene. First is the deck-switch method. Players play each other, then switch decks and play again. If the match is tied, if they each would prefer to play the same deck for a tiebreaker, they bid chains for the right to use it. This is a very useful way of keeping competition balanced, but may suffer from game length (more on that later).
Another method uses the game’s chain system. Normally, the chain system is similar to the overload mechanic in Hearthstone—play a card that’s very strong, but suffer consequences on later turns, in the form of reduced card draw. Competitively, however, chains are also used to handicap decks that overwhelm all the others.
On a small-time level, if a deck wins a local competition (going 3-0, for example), that deck is tracked and given a chain for its next competition. If it wins again, it gets another chain, because it’s clearly too strong for the available competition. If it doesn’t, the chain goes away, because maybe it’s only slightly stronger.
At larger competitions—and this is through the grapevine, nothing solid is written and posted—decks that keep winning will have chains added during the tournament. At a glance, this may seem unfair, like success is being punished. However, if a serious, large-scale competition didn’t have this in play, one of two things one happen. First, the slim percentage of powerful decks would run everyone else over, making serious competition feel like it requires either a lucky draw or buying the deck from whoever has it, killing the entire goal of making Keyforge a minimally pay-to-win game. Alternately, if decks were tracked and chained going into the tournament, it would incentivize players to never take place in trackable events and instead test decks on their own, which would hurt community events and participation.
In the long run, Keyforge’s viability will depend on the competitive scene’s foundations, which makes these questions of paramount importance. Let’s set that aside, now, and briefly talk about the game itself.
The system of play, where you choose one of your three houses and are free to play or use any cards from that house on that turn—but you can only use cards of that house, barring some special effect—will offer a welcome sense of freedom for some and a weird sense of limitation for others. Players who are comfortable using and manipulating outside energy sources in CCGs (mana in Magic, mana crystals in Hearthstone, wind stones in Force of Will, etc.) may find it awkward figuring out how to play efficiently with this system. The simplicity will be a major draw to some, though, and given time most players who are used to maximizing efficiency will adapt to Keyforge’s mechanics.
The games tend to run longer than other games, though. Things speed up once you’re comfortable with the game, but the mechanics combined with the fact you’re less likely to be familiar with what your opponent is playing compared to a Magic tournament (where the same relatively small subset of cards keeps showing up) slows down the proceedings. A best-of-three finishing in fifty or sixty minutes is less likely than in other CCGs, which is unfortunate since the aforementioned best-of-three style has the best odds of creating a strong competitive format. The game is young, though, so game speed may increase more and more with time, rendering this issue moot.
Finally—and this isn’t about the function of the game itself, but man, did it irritate the hell out of me—Keyforge is advertised as a game that doesn’t require anything besides a $10 deck to play and compete. Technically, that’s true. However, where cards on the battlefield in Magic have two states—tapped or untapped—that’s not the case in Keyforge. Tokens are necessary for a number of things, including stuns on creatures (stuns can add up, so keeping it tapped isn’t enough), embers (I’m not calling them ‘aembers’, bite me Garfield), and keys. You need something to represent these things. Unless you buy the starter set, the game doesn’t provide any of them. You can use whatever you want, be it coins, dice, whatever, but that still requires having those things available. Someone new to the game isn’t going to know that and is unlikely to be appropriately prepared, making the whole “buy a deck and play” not exactly how it works.
All that being said, if the biggest complaint I have is about peripherals, the game can’t be that bad. The biggest concern about Keyforge as a gaming experience is if long games (30+ min.) are the norm or outliers. In addition to the previously mentioned issues, because Keyforge is a game where the deck cycles its discard pile, you see the same cards again and again, which can become tiresome when the game just won’t end. But if the game matures and game times shorten to twenty minutes or so, I think that problem will be largely alleviated. Then it’s just a matter of whether or not they can sort out the competitive scene.
Short version, Keyforge needs work in some spots, but it’s better than I expected.
(4.2 / 5)