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Arkham Horror: The Card Game
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Ok, so you need the base game. From there, you can buy a big box and the 6 mythos packs associated with it. Is that right? Can you go in any order in terms of which big box and mythos pack series or only by release order?
Now they're being extra confusing. What are these?
www.fantasyflightgames.com/en/products/a...return-night-zealot/
www.fantasyflightgames.com/en/products/a...turn-dunwich-legacy/
Do I buy these with the big box and mythos packs? Is it worth it/essential? Or is this just a component upgrade? wtf are these?
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As far as playing the campaigns in different order, there's nothing to stop you from doing so rules wise. The issue is them ratcheting up in difficulty and you not having the library of released cards to respond effectively with your decks. Plus they add more and weirder mechanics as they go.
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Or just buy whatever campaign you can actually get everything for. It would be pretty rough to get everything but scenario five and wait months for the reprint.
You also missed the standalone scenarios like Rougarou and Carnevale. They’re a lot of fun and can be crammed into a campaign but are inessential. Maybe a good idea if you want to bring one and some leveled decks to a game night.
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Something I'm not understanding about the campaign structure is if the new campaigns add new investigators, how does that work? Am I wrong that the game is about building up your investigator and customizing their deck over many plays? How does that work unless you buy a couple of the other big boxes that have investigators in them from the start? Do most people just play base game investigators, in practice?
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For me, jury is out a little. It has this weird quality of being very simple, with refreshingly brief overhead. You can see that they really cut out as many administration points as possible when redesigning it as an LCG. The way the enemy just damages you with predictable amounts of horror and physical damage without checks, etc.
On the other hand, despite its mechanical simplicity, it is definitely not an intro game for casual gamers. Every card, every objective, every item is a wall of text that is *different.* I get that that's the draw, but it really ups the investment level in the game. So even though mechnically it's very streamlined, every element requires careful reading and consideration of how it interacts with everything else. The stage three with the ally in the parlor. My spouse trying to parse the interaction between the urchin's amulet and a fast event ability she pulled from the discard. Etc. It's a lot of moving parts, with no static parts.
We're both interested in playing it again.
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Glad to hear you’re looking forward to the next play. The second scenario is tops.
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Al and I started playing, but then got busy with other things. We keep saying we need to play again. We are way behind, so I have been trying to prep "Beyond the Veil" without actually reading it.
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