Front Page

Content

Authors

Game Index

Forums

Site Tools

Submissions

About

Review Detail

Eldritch Horror
Board Games 932
Flappers & Academics as Globetrotting Murderhobos
(Updated: July 29, 2019)
Rating 
 
5.0
Stuff to do before world ends:

√ Party at Hearst Castle
√ Party at Alcatraz
√ Strangle a wizard

This is my favorite kind of game, a choose-your-own-adventure book cut up and pasted onto cards.*

*For best effect, have the left-hand player draw and read the card for the active player—in dramatic fashion—while keeping the pass/fail results secret. Only tell them the choices, and then once made and rolled-for, the resulting outcome—don't give away any results they didn't get. This keeps things mysterious. (It's best for the left-hand player to do this as the right-hand player may still be doing bookkeeping while finishing up their turn, and it gives everyone a rotating slot as storyteller.)

Now that we've played enough to get the rhythm of the thing I quite like it, especially the feeling of putting your own team together, via allies, and taking on different aspects of the mega-plot while coordinating with other globe-trotting groups. You can almost see the red arrows gliding from place to place while the adventure-travel music beats a tattoo of ominous progress.

The mechanical stuff's fine, I guess—I don't really notice it, which says a lot—but so far the emergent narratives have been fantastic. Which is all I really care about.

So, does this replace Arkham Horror? Not really. They're two different beasts. Arkham is a mechanically quirky and convoluted thing (facets I find charming) about three-fisted Mythos adventures in New England, while Eldritch is the cleaner, tighter, "more modern" global version. They're different enough to be distinct and enjoyed for the unique experiences they provide.
Was this review helpful to you? 1 0

Comments

Already have an account? or Create an account