[Tuesday Night Board Games] Miskatonic Horror

I may have to rethink my decision not to pick up Miskatonic Horror. Last night at Quarterstaff, Dan took advantage of the store’s Facebook check-in discount to snag the latest expansion to Arkham Horror.

From online accounts and promotional material, I already knew it was a heap o’ new cards to mix into all the other existing expansions. But I didn’t know much in the way of the details. And that’s Miskatonic Horror got my attention.

Take the mythos cards, for example, the ones that determine where gates open, clues appear and other generally terrible things. One of the biggest drawbacks to mixing expansions is the mythos cards affecting the expansion towns — Dunwich, Kingsport and Innsmouth — are generally overwhelmed by all the cards affecting only the town of Arkham, which come from every other expansion.

In Miskatonic Horror, the designers came up with what seems like a neat way to resolve that. All the mythos cards have two gate locations listed. The rule is that on drawing, a gate opens at the top listed location if that location is in play, otherwise the gate appears at the second location. The same seems to hold true for clue tokens appearing, so this could be a very slick solution to making the outlying towns more active as well as appealing to visit. Who wouldn’t want to stroll around sleepy, gateless Kingsport, hoovering up precious clue tokens?

I will endeavor to be a smart consumer and give this a couple plays before picking it up myself — Dan’s already talking about holding an “all-in” game at his house — but Miskatonic Horror‘s off to a strong start in drawing me in.

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