Arkham Horror: The Card Game - Shut Up & Sit Down Review
Video Statistics and Information
Channel: Shut Up & Sit Down
Views: 509,363
Rating: 4.9460611 out of 5
Keywords: Shut Up and Sit Down, SUSD, SU&SD, Shut Up Show, Shut Up, Sit Down, Board Games, Board Gaming, Family Games, Boardgame, Board Game, Gaming, Tabletop, Fun Games, Quintin Smith, Matt Lees, Arkham Horror, Card Game, Arkham Cards, Arkham Review, Fantasy Flight, Arkham, Lovecraft, Cthulu, Co-op games, card games, Arkham Horror card game
Id: 3WA16gyRZyY
Channel Id: undefined
Length: 20min 16sec (1216 seconds)
Published: Fri Feb 10 2017
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This video perfectly encapsulates everything that I love about the game. It really is brilliant.
I would add to their points about a few things. Firstly the personal and basic weakness cards, as well as being great narrative elements they also create great gaming moments. They subvert the expectation that every card in your deck is good for you and that card draw is always a good thing. As the game goes on you're only creeping closer to drawing one.
And the Chaos Bag for the skill checks is great for all the reasons they said, but it also creates a tangible visceral moment of tension and uncertainty as you dip your hand into the void; it's also great because if a bad token came out it's 'your fault, because you chose it'.
I think they overstated the lack of replayability of the core set. There's 5 investigators/classes and 3 scenarios to explore - each of which have replayability with the different possible endings and branching narrative and the randomness of the encounter deck and how the scenario goes in general. If you're curious about the game I implore you to try a single core set - I think you can easily play the whole campaign 5-10 times before you'll feel it's 'exhausted'.
Also on replayability - for this game I think there's two types - the narrative and the gameplay. Whilst the narrative replayability may well become exhausted after a scenario has been played 3-4 times (which I think is fine anyway) the gameplay replayability is very good. One thing I really like about the game is how it morphs over time from a narrative experience to one a bit closer to optimisation. The first few times through any given scenario is about the story but over many games it becomes a bit more about tweaking, about optimising.
And yes it's an LCG so that does mean 'an aggressive release schedule' but for me it's a perfect mix of co-op, deck construction, narrative elements and campaign play that's certainly worth $15 a month. And being co-op there's no meta or local scene to keep up with.
Arkham Horror Colon? Is the theme about an inescapable horror deep within the digestive system?
Arkham Horror Colon; Dr. Alhazred's Weird Proctological Practice.
Amazing game, glad to see it's getting all this attention :)
I question their claim about being able to "twist with" the various twists the game throws at you. Once you're engaged with a monster, you really only have two actions you can do: fight or evade. And if it's a tough monster or you're not good at those things, you have zero actions you can do. This is probably one of my biggest criticisms of the game: it's difficult in a way that doesn't just beat you, it shuts your character down.
This is something I'm very careful about as a DM for D&D games. The players have to be able to do stuff or the game is not fun for them.
Edit: removed a rules discussion.
This was probably my biggest disappointment in gaming in a long time. I was excited to buy the game. The rules looked great, the chaos bag was fun, characters were interesting, and I LOVED the way the scenario deck worked. Then I played the game, and my heart sank.
The choices you make don't have all that much impact on the later game, and once you know the optimal ones (probably after one play through) they won't change. After that there is only one strategy that works well. Perhaps the biggest issue I has was how much you relied on luck to win. You need to draw just the right cards from your deck, and pull only 0s from the chaos bag. Especially with one core set, there is really no amount of deck building that can improve your odds.
Then there's the cost. Two core sets is widely agreed to be the minimum for the full experience. That's not terribly expensive in the realm of boardgames, just disappointing. Especially since that doesn't even give you full the options for two players; for that you need two more core sets.
The game has a lot of potential, but it's outside of my budget right now. There's just not enough replay value for the money.
So I've decided to purchase it. I've brushed it off because I already have the LOTR LCG and Netrunner. But it seems like it tells a great story and I'm looking forward to those evenings full of wonder. I do question how the persistence of the core box would work into and with the expansions? Maybe I should watch a playthrough.
This game bounced off me.. It feels exactly the same as regular Arkham/Eldritch, with deckbuilding giving you the illusion of choice. It's a storytelling game that makes you work too hard for the story.
I don't know about this one. I tried watching their lets play they released a few months ago and it just seemed like thematic token collecting.
Also, the phrase "you're also buying into an aggressive schedule of expansions!" is nowhere near the turn on for me that it seems to be for Quinns.