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Beyond the Veil – The Arkham Horror Card Game: Dunwich Legacy - Extracurricular Activity

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25 Jul 2019 00:00 #300016 by thegiantbrain
The Setup
The Dunwich legacy kicks off with your old friend...

This is the first of a series of articles looking at the individual scenarios of Arkham Horror The Card Game, starting with the Dunwich Legacy expansion. These are my impressions after playing through the scenario at least once and will be focusing on the mechanics and how those reinforce the story elements of a given scenario. These articles will contain extensive spoilers and assume a familiarity with the terms and mechanics of the game. Please do not read on if you have not played the scenario in the title yet.

If this is your first contact with the Arkham Horror LCG I would recommend starting off with this beginner's guide on my site.

Still here? Excellent let’s go.

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25 Jul 2019 00:25 #300017 by Gary Sax
This is a cool series idea. My partner got me the base game for my birthday, so I'm excited to read this one when I get to the Dunwich cycle (if we like it!).
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25 Jul 2019 03:12 #300020 by thegiantbrain
If you want a mostly spoiler free overview of the Dunwich core you can find a review up on my site.
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25 Jul 2019 20:33 #300068 by Ah_Pook
I love this as a series! I look forward to reading them after I play through the Dunwich Cycle.
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26 Jul 2019 10:21 #300085 by DarthJoJo
I actually find Extracurricular Activities one of the weaker scenarios in this campaign. Not that it does anything wrong, but that it doesn't really do anything to stand out. That's okay. Dunwich is probably the best first buy after the core box and shouldn't need to go crazy complex yet, but Extracurricular is less exciting on return plays.

The strongest elements here are probably the RPG-type stuff: you begin the campaign by picking your starting scenario and the three distinct victory conditions in Extracurricular. You have real choices, and they have real consequences, limited as they may be in order to make the rest of the campaign happen.

One complaint I do have, and this comes up several times in the first half of the campaign, is that the presence of the monsters doesn't really make sense. Yeah, the Dunwich folk are trying to kidnap Armitage and his friends, but the Experiment isn't their doing, is it? Miskatonic University apparently has an Alchemical Department, and the Experiment was something that just happened to go wrong while you were walking around. On the macro level, I think the campaign narrative of Dunwich is one of the strongest alongside Forgotten Age: this happens, so the investigators do this. Armitage fears someone wants to steal the Necronomicon, so the investigators need to find it first. Makes way more sense than some of the leaps you make in Circle Undone. Witches are bothering Arkham? Well, there are a lot of accused witches buried in the graveyard. Let's spend the night there. Unfortunately the story within the Dunwich scenarios doesn't always make as much sense.
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26 Jul 2019 10:22 #300086 by DarthJoJo
And thanks for doing this series. Any excuse to talk more about Arkham.

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