These reviews were left by users who have played the game. If you'd like to leave a review, you can start by going to the game page.
Understand that this is for the core only: Even playing on "easy" mode, Act 3 kept kicking my team's rear. And yes, while we can weight the bag towards us even more, the fact that we would have to doctor the game beyond the rulebook really deters us from invest anymore into the series. While I hear great things about the expansions, I think I'm going have to shelve this for a bit. Because of the work that goes into the setup of act 2, the difficulty quickly ramping from act to act (easy, hard, insane), and the fact that you don't really "win" the game because it's essentially a starter kit, in my opinion, you're better off looking for another game. I personally might try Elder Sign or Arkham Horror (third edition), but until I do, I don't have a recommendation.
Nope, that's it, I'm done. I have finished with scrambling for clues to throw at some event so the game can proceed. The game is also kind of sloppy; you don't see many of your cards in a given game, which undermines deck-building substantially and makes it all the more arbitrary when you draw your weakness.
I just felt like the game was OK. I didn't feel like the game was good enough to make me want to spend more money to get the new sets and really go any deeper with the deck building part. I had fun with the first playthrough though.
Absolutely my favorite game i've played in my collection so far. The story is thematic, the atmosphere is tense, and the artwork is gorgeous. Wonderful production. Expensive as all hell to collect all of it all though (which i have so far)
Great theme and story telling for this LCG. Rules are a little tough sometimes but the video play throughs help. Artwork is excellent and there is good strategy when using 2 investigators for solo play.
I never was too into anything Chuthulhu before. I don't care much for the boardgame or much anything else. But I love the constructed deck style of this LCG and how, like LotR before it, it plays along a storyline and that it's a great co-op. It's the only LCG I maintain in my collection. Even though they're different kinds of games, this has replaced T.I.M.E. Stories for me. While the stories the modules are built upon are rather thin, there's enough content to make it replayable infinitely. As opposed to T.I.M.E. Stories, whose modules have little to no replay ability.
1.setup and find cards take too long -> need to organize better 2.need marker for 3 action per investigator 3.market linked locations 4.Ambient music and text read from agenda to act
A card game that feels nothing like a card game. An entire story unfolds with unique interactions and exploration of a world -- all just with cards. It's very impressive and almost always a tense experience.
Fun, elegant, and not only has a story, but has a big focus on story. I've yet to really get into the deckbuilding, but the core mechanics are brilliant and evocative. Need more plays to better judge story arcs and campaign play.
Initial rating of 7. Like it , but need to play more to know if it's great. Scenarios that come with the game are, ok, but dont rate the game on them. Playing Dunwich - now an 8 Verical option , select fit to page https://boardgamegeek.com/filepage/155987/arkham-horror-lcg-dividers-ryno-style-path-carcosa
A much better game than its inspiration. While Arkham Horror (the board game) tries to force systems and modules into the same mold, the Card Game is smart enough to have different set ups for each different scenario. All of the active pieces feel valid and important, which helps alleviate the aimlessness of the predecessor. My criticisms are less about the mechanics and more about the storytelling design of this storytelling game. Firstly the game offers little potential for emergent stories to come out. There is a lot of script to read and not a ton of room for interpretation, so at times the game feels like a choose your own adventure book. I understand this is the design of the game, so it's not really a misstep, but rather a style that doesn't appeal to me. Additionally at times the mechanics get in the way of the atmosphere that the game is trying to convey. Monsters are rarely threatening but instead feel like mechanical ways to control the pace of player movement and momentum. For a game built on atmosphere I think the presence of combat at all hurts more than it helps.
Just the first box - I hate the business model for LCGs and wish I knew more when I bought this. While the stories were fun, I'm the type of gamer to not replay the campaign the different deck builds. I disliked the "finding clues" mechanism - felt like it should have been something a little more clever. Going around and discovering an abstracted clue was missing the thematic flair that could have made is more interesting. Maybe a deck of interesting clue cards. Imagine picking up an amulet, a spell book, tentacles, a chemistry kit, a journal, scratch marks, potion materials, sulfur smell, etc., some of which give you extra clue tokens, some of which give you none but maybe a special ability. I just wish it was more. Maybe the expansions did cool things. Maybe the Arkham Horror game does it (I have not played it). I also wish I could cycle my deck better. And the fact that people recommend that you get two core sets is just infuriating. Borrowed by Alex.