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Elder Sign: The Gates of Arkham Expansion
It is a new way to play and a lot of the extra stuff is more tuned for this variant. I felt like there were more things to consider on a turn which was nice. And we didn't even get half the Elder Signs needed before the GOO woke, but we smacked it down pretty good.
Gates of Arkham is a great expansion if you don't mind the base mechanics but feel like the game is almost but not quite there or if you want something a little bit different. (Also, you know it's gonna be good with Mr. Steve "MIA" Avery listed as a play-tester).
hotseatgames wrote: I don't have the new expansion yet, but the first expansion is mostly just more of the same, with some different success / fail effects. You can now get cursed or blessed, which affects your dice odds a bit.
Unseen Forces (the first expansion) also has a handful of replacement cards for adventures/characters, and some light rules changes. One important change: Players can't purchase Elder Signs. (Originally you can buy them for 10 monster tokens.) However, when purchasing stuff, you can purchase two things at a time instead of one (e.g., two unique items, one unique and one common item). The curse/blessing dice are also fun.
When playing, we always use Unseen Forces. I look forward to trying the new expansion (Gates).
We played against one of the GOOs that opens lots of gates on the doom track, so we had a lot of Other World adventures. Then of course a Mythos card hit anyone who had Other World trophies for 1 St/Sa... and the next one removed all trophies from all investigators.
I felt there was an ebb and flow to the game that wasn't there before, and the sense of location, even if still abstract, was nicely thematic. I can imagine the poker players not liking it quite as much, because you can't calculate the odds for each adventure until it's revealed*, but as a tentacle adventure, I really enjoyed it. I'm looking forward to playing again tonight.
*maybe they will. Unknowns are an element of risk management.