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FFG: Arkham Horror LCG: Exiled to Myth

5 Minute Read
Feb 9 2017
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Fantasy Flight Games shows off new cards with the Exiled mechanic and how help your investigations!

Arkham Horror the Card Game is packed full of mystery and adventure. If you’re playing the game as it’s meant to be played it’s an interesting mix of card game mechanics and role playing. Players can construct custom decks for their “investigators” and these decks can change and evolve over the course of the campaign. To upgrade your decks you must spend experience points (XP) you’ve collected as you’ve faced the different scenarios.

Why do I bring this up? Because the new Exiled mechanic that will be introduced in the latest Mythos Pack “The Miskatonic Museum” will force your to choose between spending your XP on permanent upgrades or cards that will give you a one-time boost.

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Most players will, when constructing a deck for a customizable card game, choose “the best cards” for the next tournament or play session. And why wouldn’t you! That’s why things like net-decks and net-lists have become so prevalent. Folks take advantage of the fact that we live in a world were information can be disseminated quickly through the internet and it’s a great thing.

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Arkham Horror puts a spin on that entire philosophy as it forces the players to choose a deck based on their personal experiences. The game’s scenario changes each time you play. To add to that the need to spend XP to “improve” your deck and suddenly you might not have access to some of those same cards, either. Due to the fact that your deck will look very different based on the choices you make throughout the campaign, there is no “best deck” option. (As long as you’re playing the game as it’s meant to be played that is…)

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Two of these new cards are the Flare and the Fire Extinguisher. These cards each cost 1 XP to include in your deck. While that might not seem like much, over the course of the campaign, having to spend that XP to replace them adds up. The Fire Extinguisher is a card you don’t have to Exile to get a benefit – however, there are times when that static bonus won’t be enough to overcome the next challenge. At that point you’ve got to make the call: Do you risk it or do you Exile the card from your deck in hopes that you make it to the end…

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Flare on the other hand is very much a “one-and-done” card. Every time you choose to activate the flare it is Exiled from your deck. But the abilities make it very much worth the price! It is a powerful addition to a fight test with a +3 bonus to succeed and an additional +2 damage – which lets you cause 3 damage in one attack! (If you haven’t played the game yet, that’s a LOT of damage).

Alternatively, it allows you to search the top 9 cards of your deck for an Ally asset and put it into play. Ally cards are great to have in play because they can assist your investigators with skill challenges or even soak mental and physical damage for you as well!

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If you haven’t given Arkham Horror a shot yet, you really should! It scratches all sorts of gaming itches in one game – plus it’s both challenging and rewarding to play. It’s a very different experience as card game that other LCGs and I’m looking forward to this next expansion. The Miskatonic Museum Mythos Pack hits stores next week – are you ready to dive into the madness?!

The Miskatonic Museum $14.95

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The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game, and it begins with a book…

Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn’t gain access to it do not gain access to it. When recent events at the university and Clover Club lead you to believe that someone may now be searching for this strange and ancient tome – someone who should not be permitted to delve its secrets – you make your way to the Museum. The hour is late, and the place is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.

The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions even while the expansion’s twenty-six player cards (two copies each of thirteen different cards) vie for your attention. Will you make use of these cards? How will you make use of them? Several of the cards offer a remarkable focus on long-term benefits over short-term returns, and you’ll have plenty of time to incorporate them into your Arkham LCG® campaigns – provided you first succeed on the task at hand. After all, there’s something else stalking the museum’s exhibits…

 

I heard the Necronomicon is in this expansion too…Klaatu…verata…necktie?

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Author: Adam Harrison
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