For the third and final scenario of the Night of the Zealot introductory campaign for Arkham Horror: The Card Game, we found ourselves short one plucky librarian, owing to the whims of the weather. So Ray, Tom and I decided we’d call this a practice run and see what happened before playing “for real” when Carlo could join us.
In short and without getting spoilery, we got housed. We had one decent shot at achieving anything resembling a victory, but the path to that pyrrhic, ethically ambiguous victory was clogged with extraneous monsters and there was no way to clear it.
The general consensus seems to be the introductory scenarios are highly variable. Some people report walking through them without breaking a sweat. Others, like I and my friends, get walloped every time and seemingly without any ability to fight back. I imagine we’re just not playing very efficiently and that people who are more used to this style of cooperative card game — Arkham reportedly shares as much DNA with Lord of the Rings: The Card Game as it does with Netrunner, if not more — are more used to the deck design and play style that gets stuff done in spite of the endless series of obstacles the game throws up.
Also, Tom wanted me to talk more about what he did during the game, so I guess I’ll mention that Skids got trapped in the woods and spent the remainder of the game, which was four or more turns, completely unable to get out of that location or contribute to the nonsense happening just one space over.
Furthermore, during setup for the game Tom couldn’t find his tokens — they were hidden under a Terry Pratchett novel — so after tearing his basement apart, we mocked up a chaos deck with a stack of playing cards.