I took a break from Arkham Horror LCG but I'm ready to get back into it. Scarlet Keys was a bit too much for me and I would really love to see the designers going back to the roots of the product. Simplicity is best. I'm glad that the new player cards and investigators seem to be more grounded. And after the disappointment in Scarlet Keys regarding Japan... please let us visit Japan through scenarios or a whole campaign at some point :)
You may prefer the simple structure of the mythos pack system, but the new campaign model allows for much deeper and richer experiences so I don't think they'll be going back, nor should they just because some people are more comfortable with the old system. Besides it's been hugely successful. Embrace the changes, you'll be much happier for it.
@@ioannispaxinos5171 I like the game either way. I just think that sometimes they overcomplicate things. Like with the player cards where you had to print extra sheets yourself to keep track of the card effects. They have a great system and sometimes it's best to not experiment too much.
"Only" a welder? My guy, you meld pieces of metal together with fire. Don't sell yourself short. There's plenty of others in this world who will try to tear you down. There's no need for you to help them.
I found the bless/curse tracker completely unnecessary. There's 10 tokens of each kind, just stack them together in front of you and you can easily see how many are in the bag. Adjusting the tracker all the time can be awkward. You might forget to do it a couple times and then rely on false information etc.
Designers are humans as well: keep forgetting weird triggers, keywords, spend time finding tokens in the bag, ask for what happened because of all the manipulations, missplay weird resolutions. It happens to us all the time as well - I would love if Arkham would avoid those less-fun situations by design in future expansions.
absolutely@@spiritreacher im not bitching about errors being made, but about errors easy to make wiht the current triggers. Take marvel champions for instance, all triggers are concentrated at key moments that makes it easy and flowy to play.
Surely part of what makes Arkham such an elevated experience is the steady mental strain that's required to stay across all the interdependent conditions in an ever changing game-state. If you think about it, the mechanical complexity functions as a meta facet of the game design, in that it provides a base level of stress and tension upon which the competitive and narrative stresses and tensions can be built to even greater heights.
@@MattCrawley_Music Having a player not following the game because he is busy emptying a bag every other turn is a complication not a complexity with even more setup - doesnt serve the theme, the roleplay, or the cooperative nature of the game - Im hermetic to this and wont be playing it. I played the rest of the content up to scarlet keys which I found extremely busy and annoying.
Loving the art/design of what I'm seeing!
I took a break from Arkham Horror LCG but I'm ready to get back into it. Scarlet Keys was a bit too much for me and I would really love to see the designers going back to the roots of the product. Simplicity is best. I'm glad that the new player cards and investigators seem to be more grounded. And after the disappointment in Scarlet Keys regarding Japan... please let us visit Japan through scenarios or a whole campaign at some point :)
You may prefer the simple structure of the mythos pack system, but the new campaign model allows for much deeper and richer experiences so I don't think they'll be going back, nor should they just because some people are more comfortable with the old system. Besides it's been hugely successful. Embrace the changes, you'll be much happier for it.
@@ioannispaxinos5171 I like the game either way. I just think that sometimes they overcomplicate things. Like with the player cards where you had to print extra sheets yourself to keep track of the card effects. They have a great system and sometimes it's best to not experiment too much.
Loving all the new mechanics! Looking forward to play this campaign. Thanks for the showcase.
Cool playthrough, great to see all the new art
Looks/feels great so far y'all! Thanks for the demo!
Very excited for this expansion! I look forward to playing it
Are your deck lists available somewhere?
Did I hear correctly that the investigator box comes out next week, and the campaign box comes out a week afterward?
Great job! I'm only a welder, but if you guys need any help making more campaigns, let me know!
"Only" a welder? My guy, you meld pieces of metal together with fire. Don't sell yourself short. There's plenty of others in this world who will try to tear you down. There's no need for you to help them.
Why does Alessandra look like Agnes?
Excited for this! Now do one final expansion for Arkham 3e.
I don't understand 13:00, why 10 against 4, drawing a -3 is a fail?
If you watched a bit longer Nick realises the mistake and corrects it
The bargain was for a clue. Sorry I had to leave earlier due to work.
I found the bless/curse tracker completely unnecessary. There's 10 tokens of each kind, just stack them together in front of you and you can easily see how many are in the bag. Adjusting the tracker all the time can be awkward. You might forget to do it a couple times and then rely on false information etc.
Designers are humans as well: keep forgetting weird triggers, keywords, spend time finding tokens in the bag, ask for what happened because of all the manipulations, missplay weird resolutions.
It happens to us all the time as well - I would love if Arkham would avoid those less-fun situations by design in future expansions.
A lot, if not all of them, were retroactively fixed because they realised later they made a mistake.
Which is alao very common at "normal tables".
absolutely@@spiritreacher im not bitching about errors being made, but about errors easy to make wiht the current triggers. Take marvel champions for instance, all triggers are concentrated at key moments that makes it easy and flowy to play.
Surely part of what makes Arkham such an elevated experience is the steady mental strain that's required to stay across all the interdependent conditions in an ever changing game-state. If you think about it, the mechanical complexity functions as a meta facet of the game design, in that it provides a base level of stress and tension upon which the competitive and narrative stresses and tensions can be built to even greater heights.
in other words...AHLCG is just a more complex game. Thats not a problem@@batmansmk
@@MattCrawley_Music
Having a player not following the game because he is busy emptying a bag every other turn is a complication not a complexity with even more setup - doesnt serve the theme, the roleplay, or the cooperative nature of the game - Im hermetic to this and wont be playing it. I played the rest of the content up to scarlet keys which I found extremely busy and annoying.
👎🏻