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Beyond the Veil – The Arkham Horror Card Game: Dunwich Legacy - House Always Wins
- thegiantbrain
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The Dunwich Legacy kicks off with your old friend...
This is a series of articles looking at the individual scenarios of Arkham Horror, starting with the Dunwich Legacy expansion. These will be 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.
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Thematically it's all aces. From the effects of the special tokens to the gangsters that keep their distance until you start a fight or nose around a little too much, everything just makes sense for sneaking around a speakeasy and gambling den. Almost three years on and only a handful of times have the designers come as close to creating a scenario that feels as right and immersive.
One complaint I do have is that the reward for rescuing the owner of the club, an option only available if you visited Miskatonic University first, is pretty weak for the effort it takes. In fact, a lot of players have found it better to leave him behind as your only punishment is an extra encounter set added to a later scenario. That may actually make the scenario easier as it dilutes some of the nastier treacheries in it. This is one of the more fun additions in the 'Return to The Dunwich Legacy' expansion, as you can now gain a powerful, unique ally for saving the club owner and the punishment for leaving him behind makes the aforealluded scenario more difficult.
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