Game Play
The game does look complex when you first open the box but it is reasonably simple to play once you get the hang of it.
Two Investigators |
Great Old Ones |
The game is split into 3 phases per round, the Action Phase, The Encounter Phase and The Mythos Phase.
Action Phase
The first part of each turn is the action phase. This is when each investigator takes it in turns to complete two actions. These can be moving to another space, preparing for travel (buying a ticket that lets you travel further by train or boat as part of a move action), buying equipment, resting to regain lost health and sanity, trading items with other players or using a special action either from their character card or an item or spell they currently have. Investigators cannot use the same action more than once per turn so it can make choices quite hard and limit how far you can travel each round.
Encounter Phase
Generic Encounter Card |
European Encounter Card |
Expedition Encounter Card |
The cards for encounters are really good, they all include plenty of flavour text which is mostly very well written and they really add to the story especially as they are set up for the area you are in, you won't get flavour text telling you that you are in an urban library if you are on a sea or wilderness space.
Monster Token |
It is also in the encounter phase that you will fight monsters. These are just test exactly the same as during regular encounters but each success is 1 damage to the monster. You have to complete two tests, first a willpower test to see if your can keep your mind while witnessing a supernatural creature and second a strength test to actually damage it. The way monsters hurt you back is based off the same rolls, for both your willpower and strength tests the monster will have a toughness number, if you get fewer successes than that number you take damage equal to the difference to either sanity or health, run out of either and you are defeated. Defeated investigators are out the game and can be encountered to try and regain some or all of their equipment. Players draw a new investigator if theirs is defected and continue the game with a fresh (and unupgraded) investigator.
Mythos Phase
The final part of each turn is the Mythos phase. This is were the game fights back. You draw a card from a deck and complete whatever it tells you to on the back. There are standard actions like spawn clues, spawn gates, complete special actions on monsters and condition cards, move the omen track (which will lower doom if you have portals with the matching symbol on the board) and spawn extra monsters. There will then be some flavour text (again very well written) and an event which gives you some special thing that you need to do. These events can be anything from all monsters re-gaining all their lost health, investigators being forced to make a choice or giving up items or clues to stop something bad happening.
Easy (frosted sides), medium and hard (tentacles) Mythos cards |
If you run out of cards in the Mythos deck before completing your 3 mysteries (of defeating the Great Old One if they have awoken) then you lose the game. This is normally how I lose the game when I play so it is important to be acting fast and not get too sidetracked with the other problems that come up as the game goes on. The advantage is it does put a clock on the game meaning it can't drag on for too long.
My Thoughts
So you probably guessed I like the game. The game play is simple once your understand it but thematic enough that I enjoy doing it for 2-3 hours which seems to be about the average game length. It is also hard and can be quite tense, I have never played the game and been confident we would win even when we seem to be doing quite well because it only takes a few bad events or the number of portals to start stacking up and you are suddenly in a really tight spot. There is plenty of replay value in the main box with 4 different Great Old Ones that change the way the game plays and offer different flavour text on the cards to build the story. There are also a large number of different investigators to choose from each with their own strengths and weaknesses.
As for negatives, it is a longer game. There are defiantly games out there that are longer but you do have to set aside a significant amount of time to play Eldritch Horror which means it doesn't hit the table as much as I'd like. The player count is also an issue, it say 1-8 players but you'd have to be crazy in my experience to try and play with 8 people, the time per player does go up a lot so it will take way too long with that many for my taste. At the same time too few players can also be difficult, the game does compensate in some ways depending on the number of investigators in the game but because you do have to be dealing with lots of things all over the map at once if you have too few investigates it can be hard to do everything you need to in a turn and there are very few "Jack of all Trades" investigators so you might find you aren't good enough to buy equipment you need or fight monsters if you don't have a range of different investigators on the board. I find that 4 is the perfect number, it is enough to spread around the board and to have a variety of investigator skills to complete anything that comes up. If I play solo or with 2 players I normally still play with 4 investigators and either control all 4 myself or each control 2.
I was drawn to this game because I wanted a big thematic game in my collection which this definitely is and because I love the Cthulhu Mythos and H.P. Lovecraft's work. I have read almost all of his stories and also own the Call of Cthulhu RPG. It always ranks highly in my board game rating and I regularly see it high on other people lists as well. For me it is one of the most tense and thematic games I own and even when you win it feels like you were close to losing which really fits with H.P. Lovecraft's storytelling.
Eldritch Horror and it's expansions |
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