Had a go at Nick’s brand new copy of Arkham Horror last night. It’s a co-operative board game based around HP Lovercraft’s Cthulhu mythos, set in the New England town of Massachusetts and connected alien worlds.
I arrived at about 3pm. They’d already started laying out the board, sorting the pieces (more than 700…) and identifying the main game elements. We didn’t get started properly until Mat arrived which might have been about half an hour later. The same game was still going at 10.30 when I had to leave to catch the bus home. I learned on Facebook when I got home that the Ancient Ones had been defeated while I rode the bus home. So on a first attempt it appears the game took 6–7 hours to play.
Now I think you understand the scale and scope of the undertaking, we should look in more detail at how it works.
Interdimensional gates between Arkham and horrific other worlds open up at various spots around town. It’s your job to investigate these worlds by diving into the gates, and coming back to close the gates behind you. Oh yes, and killing all the monsters that flood through onto the streets of Arkham every time a gate opens.
This game plays like a regimented role-playing game, particularly battling monsters. Most things you do involve examining your own stats, examining the stats of your enemy, rolling dice for the numerical difference and seeing if you won/lost that bout. It’s quite a fast process to do when you get the hang of it, but because everything is stats-based it can be hard to remember which number gets subtracted from which number at each point.
(A detailed example. You are travelling the streets of Arkham and come across a monster. You’re on an errand and don’t want to dally so you attempt to sneak past. Roll N dice, where N is the difference between your Sneak and the monster’s Awareness. You’re aiming to throw a 5 or 6 to win. N will be large if you have a high Sneak value and your monster has a low Awareness, and the higher N is the more likely you’ll throw at least one 5 or 6. If you win, you can continue on your way. If you lose, receive damage for being caught unprepared while sneaking past, then proceed to do battle with the monster. First, test your mental fortitude: is this monster so horrific you go mad at the sight of it? As above, roll N dice where N is the difference between your Will and the monster’s Horror. Receive damage to your sanity if you lose. If you still retain your sanity, roll N dice where N is the difference between your Fight and its Combat rating. Many monsters have a toughness rating greater than one, and that’s the number of successful rolls you need to throw in order to kill it. If the number of dice you can throw is less than its toughness rating there is no way you can win this fight. Run away!)
The basic mechanism is quite straight-forward but the number of modifiers, special-cases and special adapted rules quickly spirals out of control.
The complexity of the rules is made so much worse by the awful manual which describes them. It’s 24 pages long and is terrible. It introduces terms which it makes no reasonable attempt to define, has an incomplete index, introduces descriptions out of order and sometimes omits them altogether. Sometimes whole paragraphs are devoted to making simple scenarios more complex, less transparent and altogether harder to follow. We wasted so much time hunting backwards and forwards through the book looking for “what to do in event of…” and eventually gave up. We probably accidentally omitted about 20% of the rules just because they’re not introduced in any sensible order. It seems altogether unlikely that we would win the game on the first attempt, doesn’t it?
But for all my complaints — and there are many — the game itself seemed powerful and worth investing time in. Once the rules are internalised (or easy to research: there are manuals written by fans available online) it should be easier to gather some momentum. In the last hour or so of play we seemed to move through the steps faster and with more fluidity, although there’s a good chance that’s because we all wanted the damn thing to finish.
If anyone does sit down for a game of this I have a couple recommendations: start earlier than you’re thinking and get more table space than you think you’ll need.