Eldritch Horror

 
4.1 (4)
 
3.7 (3)
386   0
Eldritch Horror

Game Information

MSRP $
59.95
Fantasy Flight Games

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? 

Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One - an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature.

Discover the true name of Azathoth or battle Cthulhu on the high seas. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game.


Editor reviews

4 reviews

Rating 
 
4.1
Rating 
 
4.5
Rating 
 
3.5
In some ways a more modern, more cohesive design than Arkham Horror. Ultimately, however, it does not capture that AH random story generator magic with its tighter narrative and I finally sent it on its way to a new home.
Rating 
 
4.0
Rating 
 
4.5

User reviews

3 reviews

5 stars
 
(1)
4 stars
 
(0)
3 stars
 
(2)
2 stars
 
(0)
1 star
 
(0)
Rating 
 
3.7
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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.
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