|Arkham Horror | Published 21 May 2009|
The forces that were responsible for the quakes have returned after their initial defeat. The hordes of the undead have once again shambled into town, carrying with them the stench of terror. In the middle of these twin forces stands a select group of investigators. They have given up all thoughts of a normal life, and have dedicated themselves to the eradication of this foulness plaguing the town. They have fought long and hard, they have bested the Black Goat with a thousand young, they have defeated the icy chill of the god of the cold white silence. Now they must face down the combined efforts of the world shaker Shudde M'ell and the spiked bringer of terror, Glaaki!
Chapter 8 (pdf, 692 kb)
Calvin Wright (pdf, 524 kb)
Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.
To find out more about the Arkham League, check out From the Mythos.
Not as hard as I thought it would be, but that's probably because I got lucky. It wasn't until near the end of the game that the terror level rose to level 2, which screwed me over on my common items. Luckily by then, I only needed to seal 1 last gate. For the most part, it wasn't to hard because the monster surges kept happening at Wizard's Hill and Gardner's Place, which kept the doom track low, though it came very close at the end. The trick to winning whenever Glaaki is in play is to do whatever it takes to prevent the terror level from rising.
Ugh, Another double GOO. I haven't even gotten to the first one yet. Can't wait to see what the last two will be.
Not as bad as it could be. These are some pretty dangerous AO, though, and we know we got lucky in our fights against them both last time. Here's hoping for a 3 for 3.