The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.
Only a handful of investigators stand against the Arkham Horror. Will they Prevail?
Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close gates to other dimensions that are opening up around town. With too many gates open the Ancient One awakens and the players only have one last chance to save the world - defeat the Ancient One in combat!
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- But I don't read horror fiction to be scared.
- This thing never stops. It is action-packed and it's packed with scares and with gore and just all kinds of things.
- I absolutely love The Exorcist.
- The medium that actually scares me when I participate with it is horror video games.
- I don't think the purpose of horror fiction is to scare or terrify the reader, and that just doesn't happen.
- The Weird, a compendium of strange and dark stories.
- I absolutely love A Night in the Lonesome October.
- To Sleep Per Chance to Dream: Nightmare 30 Terrifying Tales.
- I love Stephen King.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Fast setup for a large, sprawling game
- High-quality components and art; sturdy standies
- Enormous variety in investigators and play styles
- Unthrottled sandbox adventure with strong atmosphere
- Engaging storytelling and memorable moments
- Rulebook can be opaque and fiddly to learn
- Requires substantial table space and organization
- Long play times, especially with expansions
- Expansions can be expensive
- Potential alpha/gamer overload if played with a dominating player
- Lovecraftian investigators against eldritch threats in a cooperative, exploratory adventure
- Arkham, Massachusetts, 1926; gateways to other dimensions opening around town
- sandbox, emergent storytelling with modular scenarios and rich mythos flavor
- Arkham Horror
- Eldritch Horror
- Pandemic
- Ticket to Ride
- Settlers of Catan
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to manage threats, close gates, and defeat the Great Old One.
- cooperative play — Players work together to manage threats, close gates, and defeat the Great Old One.
- deck-based encounters — Extensive decks for items, spells, skills, allies, and encounters drive the narrative.
- Dice pool checks — Skill checks use dice pools based on investigator stats, items, and luck/blessings/curses.
- Dice rolling — Skill checks use dice pools based on investigator stats, items, and luck/blessings/curses.
- Gates and doom track — Mythos phase spawns gates and monsters; doom track advances; final confrontation occurs when doom hits the end.
- Investigator variety and abilities — 16 investigators with unique powers, starting gear, and skills; high character diversity.
- Modular board — Eight Great Old Ones in base game; Elder Signs help seal gates and mitigate doom.
- Modular scenarios and Elder Sign mechanics — Eight Great Old Ones in base game; Elder Signs help seal gates and mitigate doom.
- Phases and tempo — Turns follow upkeep, movement, encounter, Mythos phases; simultaneous play can speed games up.
- Resource management — Clue tokens, sanity, and stamina tokens influence checks and gate sealing.
- Resource management and clues — Clue tokens, sanity, and stamina tokens influence checks and gate sealing.
Video topics + discussion points
Quotes (from this video)
- Arkham Horror second edition is an unthrottled adventure game.
- I can access absolutely everything on my very first turn.
- Arkham Horror does a fantastic job of telling stories with atmosphere and brevity.
- This game creates memories and you connect the dots at the table.
References (from this video)
- deep, classic Lovecraftian experience
- ample thematic storytelling and event variety
- high complexity and learning curve
- older edition may feel unwieldy to new players
- Investigators band together to stop cosmic threats and solve eldritch mysteries
- Worldwide Lovecraftian conflict, Great Old Ones loom across the globe
- world-spanning, epic horror with a heavy ruleset and narrative flow
- Eldritch Horror
- Mansions of Madness
- Cthulhu Death May Die
Mechanics (from transcript analysis)
- Combat: Deck/Hand — Encounter cards drive events and monster spawns.
- Cooperative Game — Players work together to survive encounters and thwart mythos events.
- cooperative_play — Players work together to survive encounters and thwart mythos events.
- encounter_decks — Encounter cards drive events and monster spawns.
- health_sanity_tracks — Characters lose health or sanity resulting in consequences.
- mythos_deck — Mythos phase triggers global events and elder threats.
- world_wide_locations_board — A large board with multiple locations spread around the world.
Video topics + discussion points
Quotes (from this video)
- this is a game that replaced arkham horror second edition for me i think it is the battery of the two games
- i love these small box expansions as a matter of fact these are the only expansions i have for the game
- once you have the game set up on the table you really never have to go back in the box to dig through other components
- the investigators die a lot the investigators in this game really are kind of a resource
- Mansions of Madness and Cthulhu Death May Die are another one of his popular series
References (from this video)
- Rich thematic depth tied to the setting of Arkham City.
- Encounter-rich locations that yield memorable stories and moments.
- Mechanics like blessings, curses, and lore entries integrate story with gameplay.
- The map’s presence emotionally anchors the player in the game world.
- High learning curve and potentially punishing encounters for new players.
- Certain neighborhoods can be perceived as dangerous or punishing, affecting pacing.
- Complexity of rules can slow setup and play for some groups.
- Cosmic horror, the dangers of forbidden knowledge, eldritch entities, and investigators balancing sanity, safety, and the urge to uncover secrets.
- Arkham City, a Lovecraftian fictional urban landscape within the Arkham Horror universe, depicted as a living city with neighborhoods like Downtown, Southside, Curiosity Shop area, Silver Twilight Lodge, and Miskatonic University environs.
- Encounter-driven lore with a strong emphasis on storytelling through location-based encounters, lore charts, and secret entries that reveal deeper history.
Mechanics (from transcript analysis)
- Blessings, curses, and ritual elements — Certain locations grant blessings that boost capabilities, while others impose curses or gate-related challenges.
- Clue tokens and knowledge checks — Gaining clues advances the plot and helps in resolving gates and progressing toward victory; many checks hinge on clues.
- deduction — Gaining clues advances the plot and helps in resolving gates and progressing toward victory; many checks hinge on clues.
- Encounter cards and random events — Locations trigger encounters and lore that push the narrative forward and challenge players.
- Events — Locations trigger encounters and lore that push the narrative forward and challenge players.
- Modular board — A large map of Arkham with distinct neighborhoods provides spatial storytelling and strategic movement.
- Modular map and location exploration — A large map of Arkham with distinct neighborhoods provides spatial storytelling and strategic movement.
- Sanity and stamina mechanics — Investigators risk losing sanity and stamina when confronting eldritch threats or reading forbidden texts.
- Secret entries and lore cards — Locations like the Silver Twilight Lodge include secret entries that reveal lore and special effects, enhancing thematic depth.
Video topics + discussion points
Quotes (from this video)
- the map is an imposing presence on the table and every time I set it up I just know I'm in for a hell of a wicked game
- Arkham Asylum AKA Arkham sanatorium or even Arkham sanitarium is a place to discard the mentally unwell out of sight out of the public mind
- for me it's the heart and soul of the cosmic horror genre
- charts within card and the Encounters in Arkham Horror have a lot of interesting things to discover
- this is an entry that is both mechanically and thematically interesting
- I love a good secret society in eldritch lore
References (from this video)
- Huge content and thematic depth
- Influential in cooperative, story-driven design
- Rich in expansions and variability
- Complex rules and heavy setup
- Long play sessions can be daunting
- Investigator team battling eldritch threats in a sprawling campaign
- Arkham, Massachusetts; Lovecraftian cosmic horror
- Epic, chaotic mythos-driven storytelling
- Eldritch Horror
- Descent
- Eldritch Horror
Mechanics (from transcript analysis)
- Cooperative investigators with roles — Players collaborate to defeat threats and manage encounters
- Encounter deck and Mythos deck — Random events and encounters drive tension and progression
- Exploration across a large board with time pressure — Locations are explored to uncover clues and face horrors
Video topics + discussion points
Quotes (from this video)
- this is a top five games I sold and repurchased
- the boxes are super small so it's very easy to store on the Shelf
- Space Hulk was one of my original Hobby Games from phase one of my collecting
- it's absolutely gorgeous game that really spoke to me
- I missed that chaotic games of getting brutally beaten down
- Board Game Geek... universal heads rules summaries... absolute godsend
References (from this video)
- Pioneering design that helped shape co-op games
- Iconic atmosphere and storytelling potential
- Rich array of locations and encounters
- Older rules can be opaque and learning curve steep
- Demanding on table space and time
- Component quality not as polished as later editions
- Cooperative investigation against the mythos with epic, sprawling storytelling
- Arkham, Massachusetts; 1920s Lovecraftian horror
- Early cooperative adventure with rich atmosphere and mythos integration
- Arkham Horror: Second Edition
- Eldritch Horror
Mechanics (from transcript analysis)
- Cooperative Game — Players cooperate to manage threats, gates, and a looming doom.
- cooperative play — Players cooperate to manage threats, gates, and a looming doom.
- deck-based encounters — Encounter decks shape the narrative and random events in the streets and locations.
- Resource management — Sanity, stamina, and clues influence outcomes and exploration.
- Resource management and tests — Sanity, stamina, and clues influence outcomes and exploration.
- risk management — Gates, monsters, and doom create pressure leading to a final confrontation.
- threat management — Gates, monsters, and doom create pressure leading to a final confrontation.
Video topics + discussion points
Quotes (from this video)
- Arkham Horror second edition is an unthrottled adventure game.
- I can access absolutely everything on my very first turn.
- Arkham Horror does a fantastic job of telling stories with atmosphere and brevity.
- This game creates memories and you connect the dots at the table.
References (from this video)
- Cohesive cooperative experience
- Rich thematic aesthetic
- Complex rules and setup
- Long playtime
- Array
- Lovecraftian horror
- Root
- Catan
Mechanics (from transcript analysis)
- Cooperative Game — Players work together cooperatively against the game and its monsters
- cooperative play — Players work together cooperatively against the game and its monsters
Video topics + discussion points
Quotes (from this video)
- this is definitely not a virus
- Squarespace please sponsor
- please sponsor
- please go to our website it's really super duper awesome please bro thank you
References (from this video)
- Array
- Fantasy/Horror
- Lovecraftian
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Daniel picked up some new game called gloom Haven that looked interesting to him
- I lent Arkham Horror first edition
- we did call it Shelfs side
- the Dune video got some traction then wingspan
- Battlestar Atlantica
- Suburbia review
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cardboard Spooktacular community list is up and running right now.
- We have 10 days left to vote.
- Final Grill continues to sit at the top of the list.
- Horrified has made a huge run up with positive 13 votes.
- As a reminder, this is an up vote, down vote system.
- Witchcraft as well tied there.
- Arkham Horror card game.
- Dreadful Meadows.
- It being this high on the list had me looking at it yesterday.
- Thulu Death May Die.
- Vagrant Song.
- Arkham Horror.
- Boop.
- I like the cutesy game in there.
- And Mysterium rounds out the top 10.
- As you can see, there are tons of games that you can go vote for right this second.
- If you don't happen to see your game on this list, no worries.
- Scroll to the top, create a list. It's already hashtagged properly and you can nominate games for this list.
- You can go make your voice heard right now at crdbrd.ap.
- I want to hear from you.
- Make sure if you make a list, you can comment on each and every game and your comments will be shown on the list.
- So even if you see games on the list, go make your own favorite spooktacular game list.
- make comments there because I'd love to hear why you think the game should be on the
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cardboard Spooktacular community list is up and running right now.
- We have 10 days left to vote.
- Final Grill continues to sit at the top of the list.
- Horrified has made a huge run up with positive 13 votes.
- As a reminder, this is an up vote, down vote system.
- Witchcraft as well tied there.
- Arkham Horror card game.
- Dreadful Meadows.
- It being this high on the list had me looking at it yesterday.
- Thulu Death May Die.
- Vagrant Song.
- Arkham Horror.
- Boop.
- I like the cutesy game in there.
- And Mysterium rounds out the top 10.
- As you can see, there are tons of games that you can go vote for right this second.
- If you don't happen to see your game on this list, no worries.
- Scroll to the top, create a list. It's already hashtagged properly and you can nominate games for this list.
- You can go make your voice heard right now at crdbrd.ap.
- I want to hear from you.
- Make sure if you make a list, you can comment on each and every game and your comments will be shown on the list.
- So even if you see games on the list, go make your own favorite spooktacular game list.
- make comments there because I'd love to hear why you think the game should be on the
References (from this video)
- Arkham Horror: The Living Card Game First Edition
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The board game equivalent of No.
- War of the Ring
- Sleeping gods
- The answer is Monopoly
- The answer is Arkham Horror
- Magic the Gathering
References (from this video)
- Clarifications and FAQ provide essential guidance on edge cases.
- Taboo list adjustments aim to balance power while preserving fun.
- Discussion highlights common confusions and encourages careful rule reading.
- Some rule changes feel unnecessary or overly pedantic.
- FAQ examples can still lead to misinterpretation for new players.
- Certain interactions (like player-damage/horror triggers) remain debated.
- Investigators confront eldritch horror and cults in a cooperative mystery
- Arkham, Massachusetts, 1920s Lovecraftian mythos
- investigative, rule-centric discussion
- Marvel Champions
Mechanics (from transcript analysis)
- Actions economy — Investigators gain and spend actions; unused actions are forfeited at the end of a turn; some rules clarify when actions are gained or lost.
- Campaign vs standalone / scenario setup — Scenarios can be standalone or campaign-based; standalone setup and resolution details are provided, with implications for deck construction and progression.
- Card types and interactions — Treachery, Event, and Weakness cards have specific rules and interactions, including upgrades, restrictions, and how they interact with other game elements.
- Chaos bag / chaos tokens — Tokens are drawn during skill tests; token effects modify outcomes, with rules about sealing tokens and resolution steps.
- Engagement and combat — Enemies engage investigators; massive enemies may attack outside the standard enemy phase, with engagement affecting who is attacked and when.
- Limbo and threat areas — Limbo represents a resolving zone for effects; threat areas interact with engagements and resolution timing.
- Multi-use cards — Treachery, Event, and Weakness cards have specific rules and interactions, including upgrades, restrictions, and how they interact with other game elements.
- Skill test — During a skill test, players check play restrictions and costs; difficulty can vary based on status, and the outcome is determined by chaos token draws.
Video topics + discussion points
Quotes (from this video)
- I'm glad they did FAQ it though for those people who can't read cuz they're playing it that way.
- I think this is not good. [laughter] I think that you kind of have to let sleeping dogs lie a little bit for this kind of stuff.
- This is how the card always worked, guys.
- Massive enemy attacks. A massive enemy that is ready during the enemy phase attacks each investigator at location one at a time.
- Interpreting you when taking or being dealt damage and horror, when an ability refers to you in response to taking damage or horror, it also includes any assets you control.
References (from this video)
- quintessential horror IP experience
- rich atmosphere
- complex rules and long playtime
- investigation and cosmic horror
- Arkham, Massachusetts in the Lovecraftian mythos
- campaign-driven, scenario-based
Mechanics (from transcript analysis)
- cooperative exploration — players explore locations, collect items, and resolve encounters.
Video topics + discussion points
Quotes (from this video)
- Final Girl was number one.
- There were 61 games that made the cut.
- Death May Die. It's an S tier spooky game.
- Slay the Spire... this one is a spectacular game.
References (from this video)
- event deck works well as narrative events
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
- Rich Lovecraftian theme and setting
- Deep, expansive content with multiple expansions
- Variety of locations, monsters, and events to encounter
- Supports cooperative play, including two-player dynamics
- Good entry point in the beginner series to teach rules
- Very heavy rules and long setup time for new players
- High component count and table space requirements
- Some players may find iconography and terminology intimidating
- Lovecraftian horror, eldritch threats, cosmic dread
- Arkham, Massachusetts, 1920s
- investigator-driven, theme-heavy, mythos-driven investigations
- Arkham Horror (base game)
Mechanics (from transcript analysis)
- cooperative play — Players work together to seal gates and defeat the Ancient One.
- dice-based skill tests and combat — Investigators use skills tested via dice to overcome threats and threats escalate via the doom track.
- gate and other-world traversal — Gates connect Arkham to other worlds; closing gates is central to preventing awakening.
- investigator decks and items — Characters gain unique items, spells, allies, and skills to aid investigations.
- location and clues management — Tokens and locations on the board create clues and gate dynamics.
- Mythos phase — Deck-driven events each turn create gates, monsters, encounters.
Video topics + discussion points
Quotes (from this video)
- we're going to show you what the possibilities are for extending the game
- the basic premise of the game is that ancient forces are stirring beyond space and time
- our aim is to close those Gates or seal them forever in order that the ancient one cannot awaken
- one of the things the Dunwich Horror expansion adds is this new town the nearby town of Dunwich
References (from this video)
- rich Lovecraftian atmosphere and lore
- great group experience with varied expansions
- can be long and convoluted
- ramp-up complexity can be intimidating
- mystery, monsters, and cooperative gameplay
- Lovecraftian investigations in a haunted city
- story-driven with random encounters and investigations
- Eldritch Horror
Mechanics (from transcript analysis)
- boss battler — progression toward a climactic final threat
- boss encounters and doom track — progression toward a climactic final threat
- card/ encounter deck — encounter cards generate events and threats
- cooperative exploration — players work together to solve mysteries and survive encounters
- Cooperative Game — players work together to solve mysteries and survive encounters
Video topics + discussion points
Quotes (from this video)
- Age of Innovation feels like it delivers the pinnacle experience of that kind of whole system.
- Twilight Struggle is a borderline masterpiece.
- The arc of Twilight Struggle is so exciting; tension grows across the board.
- This is Mage Knight Ultimate Edition—changing it to cooperative mode is incredible; I’d never go back.
- Eldritch Horror highs are the top board game experiences I’ve had.
- Agricola is the best board game we have ever played and it has stayed at the top for years.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just a big mess
- this is the new norm
- it's a ripple effect across the whole thing
- quality over quantity is going to be a big thing moving forward
- expedite fees and premium rates
References (from this video)
Mechanics (from transcript analysis)
- Dice-driven resolution — dice are used to resolve common checks with modifiers
- encounter charts / charts instead of cards — use of encounter charts to determine outcomes and events
Video topics + discussion points
Quotes (from this video)
- dice are probably the first board game mechanic
- the more sides of the dice the more extreme their variables will be
- dice can add uncertainty to actions and while you may recall vividly the fistful of ones you rolled in an important battle the overall distribution of rolls in the game should balance out over time
- there's really no such thing as luck there's just probability
- get better and stop blaming the dice when you lose
- friction is all the random things that happen in war that turn it from a mathematical challenge into the messy chaotic experience
References (from this video)
- Strong staple cards (e.g., Magnifying Glass, Mind Over Matter) boost early play.
- Healthier distribution in the core set with fewer space wasters overall.
- New tools like Local Map and Fingerprint Kit enhance tempo and flexibility.
- Presence of space-waster cards (e.g., Medical Texts, Barricade) and some weak designs.
- Upgrade choices (e.g., Dr. Milan) seen as weaker alternatives by some players.
- Some cards narrowly used and not broadly applicable across investigators.
- Investigation and discovery in a shared narrative-driven card game
- Arkham, Lovecraftian investigative horror
- card-driven, modular scenario-based progression
- Original Core Set
- Legacy card pool
- Chapter 2 format
Mechanics (from transcript analysis)
- Clue management — Gather clues to advance the act deck and push the story forward.
- Deck building — Upgrade your deck with assets, events, and allies over the campaign.
- Deck-building/upgrading — Upgrade your deck with assets, events, and allies over the campaign.
- deduction — Gather clues to advance the act deck and push the story forward.
- hand management — Limited hand space and resources constrain what you can play each turn.
- Hand slots and resources — Limited hand space and resources constrain what you can play each turn.
- Investigation tests — Use skills to discover clues at locations; tests influence progress and outcome.
Video topics + discussion points
Quotes (from this video)
- This is a healthy core set.
- One space waster and one more fine than the other, but fewer space wasters overall.
- Mind Over Matter is a good card; it's a panic button in level-zero decks.
- I think this is going to break into legacy.
References (from this video)
- Character deck building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Mechanisms are the heart of every board game.
- Whatever you do, you play new cards, it's epic.
- Engine building is starting with almost nothing and then building a system that keeps on giving you things.
References (from this video)
- game that made board gaming number one hobby
- big chunky game approaching 20 years
- great cooperative game
- real legacy
- still enjoyable to play today
- strong legacy and history
- investigating cosmic horror
- lovecraft horror
- narrative_cooperative
Mechanics (from transcript analysis)
- Cooperative — big chunky cooperative game
Video topics + discussion points
Quotes (from this video)
- this is my list the video says the top 100 board games of all time but it really is just my top 100 board games of all time
- three minute board games is an independent channel we dont take money from publishers and we do not do any form of paid content
- Mosaic has the ambitious goal of being a civilization game that can be played in two to three hours and it very much succeeds at this goal
- a game that does not need to be played with a traitor because the inherent selfish goals in this game created enough internal conflict
- I love space racing games and space corp is the game that is most racy as far as space racers go
- the term I use instead of gateway game is foundation game
- Sentinels could easily be a forever game the kind of game you just play over and over and over and over again endlessly
- Modern Art is a simple and brilliant and beautiful game and easily the best pure auction game Ive ever played
- Black Orchestra models some very clever things about how conspiracy is run
- when I asked the question hey what game should I play with my non-gamer friend who's interested in gaming but hasn't done much gaming I almost always answer Sentient Golem Edition
- Arkham Horror is the game that really made board gaming my number one hobby
- there are a few things more fun and rewarding in board gaming than organizing a fight in the arena
- Twilight Struggle is one of the best head-to-head games out there
- Santorini is the definition of an elegant design
- Arkham Horror the card game absolutely should be for you it's a hundred percent for me and it is my number one game of 2023
References (from this video)
- Rich integration with Arkham Horror universe and expansions
- Atmospheric and historically grounded 1920s setting
- Encourages cross-media storytelling and fan engagement
- Can be bulky and complex for new players
- Experience often expands with additional content
- Investigation, occult horror, cosmic dread
- Arkham, Massachusetts in the 1920s, Lovecraftian town with occult mysteries
- Gothic, film-noir, historical fantasy
- Arkham Horror board game
Mechanics (from transcript analysis)
- Asset management and item/cards — Acquire items, allies, and spells to aid investigations.
- cooperative play — Players work together to solve mysteries and survive horrors.
- Investigator abilities and checks — Characters have unique stats and perform skill checks.
- Mythos deck and gate spawning — Mythos cards trigger events that spawn gates and monsters.
Video topics + discussion points
Quotes (from this video)
- the game isn't over when the book is over. You have to go on as a player and play something else.
- Mask of Silver is perfect for October.
- Bootleggers Dance was such a joy to read on that last page. Was a happy ending.
- As long as you don't put Cthulhu in a paper hat, we're good.
References (from this video)
- Immersive Lovecraftian theme and atmosphere
- Cooperative puzzle-solving with deep campaign feel
- High-quality components and thematic tokens
- Engaging encounter deck and location interactions
- Heavy rules and long play sessions
- Can be challenging to stream smoothly with two players due to complexity
- Investigating eldritch horrors, cults, cosmic threats
- Gothic Lovecraftian town of Arkham, Massachusetts
- Campaign-driven, scenario-based with story cards and encounter decks
- Sleeping Gods
- Kingdom Death: Monster
Mechanics (from transcript analysis)
- Asset management — Play cards that provide weapons, items, or allies; manage resources and hand size.
- Campaign narrative with flashbacks — Story elements and memories influence future decisions and outcomes.
- deduction — Collect clues to advance the act/agenda and unlock new locations.
- Enemy dynamics — Enemies have hunter and aloof traits; combat and movement affect board state and pressure.
- Flood and doom tracking — Locations can be flooded; doom tokens advance the agenda; environmental hazards influence strategy.
- Investigation and clues — Collect clues to advance the act/agenda and unlock new locations.
- Keys and doors — Colored keys unlock restricted areas; keys interact with locations and agenda progress.
- Skill Tests — Tests to resolve actions (discover clues, fight, evade) with modifiers and outcomes affecting progress.
Video topics + discussion points
Quotes (from this video)
- we are playing Arkham Horror we're on the six Mission
- oh my gosh these tokens are the best
- The hammer is OP
- Sleeping Gods live campaign we're going to do Sleeping Gods live because we really want to do it
References (from this video)
- Immersive Lovecraftian atmosphere that sells a palpable sense of dread and mystery even before the first successful action
- Rich social dynamics: the game rewards coordination, timely risk-taking, and memorable moments that endure in a gaming group’s memory
- Excellent support for larger groups, enabling a lively party-like experience without sacrificing thematic depth
- Distinct, memorable table moments emerge from the tension between cooperation and the randomness of mythic events
- Rule complexity creates a high barrier to entry and a long learning curve, which can dampen spontaneity for newer players
- High variability and luck can divert strategy, producing volatile games where outcomes feel more about chance than skill
- Retail fatigue: sessions can stretch for many hours, potentially leading to fatigue or fatigue-induced mistakes
- Inventory and upkeep rhythm can feel cumbersome, especially when managing a large roster of items and encounters
- Cosmic horror under pressure: ordinary people become extraordinary investigators facing eldritch powers, ancient cults, and reality-altering gateways. The core thematic tension is between human agency, cooperation, and the indifferent vastness of the unknown, with defeat often feeling inevitable unless players coordinate effectively and manage scarce resources.
- A fog-drenched, Lovecraftian metropolis centered on the fictional town of Arkham, Massachusetts, during a period loosely inspired by early 20th-century occult investigations; the board is a map of streets and locations where investigators travel to confront creatures, decipher clues, and seal gateways to other dimensions. The atmosphere blends scholarly investigation with creeping dread, as the threat grows from whispers to cataclysmic events that threaten reality itself.
- Emergent, player-driven storytelling shaped by individual investigator backstories, random encounters, and the unpredictable flow of Mythos cards. The narrative unfolds through a mosaic of successes, failures, and near-misses, with the social dynamics of the group shaping tone as much as any single event card.
- Tichu
Mechanics (from transcript analysis)
- Character progression and trauma — Investigators gain equipment and spells, but trauma and madness introduce long-term penalties that can affect future sessions, creating a balancing act between power growth and fragility.
- Cooperative Game — Players work as a team of investigators racing against an escalating mythos cycle; success depends on collective action, shared risk, and timely interventions to seal gates and avert doom.
- cooperative play — Players work as a team of investigators racing against an escalating mythos cycle; success depends on collective action, shared risk, and timely interventions to seal gates and avert doom.
- Encounter, loot, and item management — Players acquire items, spell cards, and allies to bolster their capabilities, while encounters test resource management, decision quality, and risk tolerance.
- Gate/doom track and mythos phase — Gates opening throughout the game introduce monsters and events; the doom track advances as the game progresses, increasing pressure and driving the inevitability of a climactic, dangerous endgame unless players can avert catastrophe.
- Investigator actions and movement — The action economy grants players a limited set of moves per round, forcing strategic positioning across a branching map of locations that each yield distinct encounters, clues, and opportunities for gear and spells.
Video topics + discussion points
Quotes (from this video)
- this was really the game that became my college group of friends and it's like a gamer's party game in a lot of ways
- it's got this like complexity to it that you're going to need people that like power interactions and like all this like it's not simple
- this is a wild random experience where you're jocking, somebody's gonna come out
- it's almost more the story and just like the dynamics that uh than than the end result
- the memories of those sessions still linger when we think about how the night unfolded and what almost happened on the board
References (from this video)
- Strong thematic immersion and atmosphere
- Tense, cooperative decision-making with meaningful consequences
- Varied encounters and location-specific events keep sessions dynamic
- Rules are dense and can be confusing, especially for new players
- Monster surge and limit management can create punishing turns
- Complex tracking of gates, monsters, and vortex effects can slow play
- Lovecraftian cosmic horror, investigative mystery, cooperative survival
- Arkham, Massachusetts, 1920s, open-ended mythos investigations with gate disruptions
- episodic encounters and escalating threats across a connected mythos
Mechanics (from transcript analysis)
- cooperative play — Players collaborate to close gates, seal horrors, and manage resources against a shared doom.
- Investigation and clue tracking — Exploration of locations yields clues that advance the narrative and objective progression.
- Monster movement and threat tracking — Monsters move between locations, with a global limit and vortex mechanics that alter danger levels.
- Mythos phase and gate spawning — Mythos events drive gates opening, monsters spawning, and escalating peril across the board.
- Skill checks (dice pools) — Character stats and dice determine success or failure of clues, encounters, and combat.
Video topics + discussion points
Quotes (from this video)
- five monsters open
- we've got five gates open
- color out of space
- this is such a confusing rule
References (from this video)
- Nostalgic and grand in scale; strong world-building; memorable moments
- Long setup and playtime; can be chaotic
- Cooperative, investigative horror
- Lovecraftian town of Arkham
- Epic campaign with escalating chaos
- Eldritch Horror
- Pandemic Legacy
Mechanics (from transcript analysis)
- campaign progression and upgrades — Character and item upgrades across missions
- Cooperative investigation with chaos tokens — Investigators uncover clues while dealing with a spreading mystery and monsters
- Track advancement — Character and item upgrades across missions
Video topics + discussion points
Quotes (from this video)
- This goes to Times Up Title Recall. Ryan's now calibrating how many more plays.
- Carcassonne is a classic. I would totally be down to still play Carcassonne.
- The OG of Quacks of Quedlinburg. We have the OG of it.
- This is Summoner Wars being a fantastic game.
- The decks have their own identities. Day-long KeyForge experiences are special.
- The 3D Santorini with god powers is just incredible.
References (from this video)
- Creates thrills and excitement
- Unpredictable and chaotic
- Board state frequently changes dramatically
- Not suitable for anxiety or focus-based therapy
- Supernatural investigation and chaos
- Cosmic horror with Lovecraftian elements
- High-drama horror adventure
- Pandemic
Mechanics (from transcript analysis)
- Chaos Elements — Sudden surprises and dramatic changes
- random events — Unpredictable board state changes
Video topics + discussion points
Quotes (from this video)
- change your mind you can change the world
- there's a tool for every task
- 95 percent of therapy is building relationship
- the opposite of anxiety is not calmness it's actually trust
- games are vehicles for emotion
- i'm a mood doctor
- failure you the winner you learn
- there is no such thing as a purely rational logical gaming experience
- every single aspect of your life is emotional
- grades are fine but like the way we use grades to evaluate people that is violence
- it's all contextual and it's all what i'm doing it's all what the person is responding to
- games are part of the human experience
References (from this video)
- Massive scope
- Always tense even after hundreds of plays
- Enduring and always replayable
- Lovecraft's inherent racism and xenophobia acknowledged
- Cthulhu mythos investigation
- 1920s Lovecraftian horror
- Horror adventure
- Elder Sign
Mechanics (from transcript analysis)
- Cooperative — Players work together against cosmic horror
- Cooperative Game — Players work together against cosmic horror
Video topics + discussion points
Quotes (from this video)
- Do not adjust your set
- This list is quite different to last year's and I think that mostly reflects what an absolute 2020 has been
- My subjective opinion is biased skewed irrational and probably wrong
- It is very political all war games are political
- So say we all
- What am I doing with my life
- Squishy squishy squish squish squish
References (from this video)
- rich theme and memorable moments
- strong group memory and camaraderie
- notoriously variable pace and occasional gate-burst issues
- can be lengthy and rule-heavy
- cooperative mystery with evolving threats
- Arkham universe, investigative horror across a sprawling city
- campaign-driven, story-forward
- Eldritch Horror
Mechanics (from transcript analysis)
- Cooperative Game — investigators work together to close gates and seal horrors
- cooperative play — investigators work together to close gates and seal horrors
- puzzle-solving and exploration — locations, encounters, and lore shape the experience
- scenario-driven campaigns — story arcs emerge with each session and expansion
Video topics + discussion points
Quotes (from this video)
- the sandbox of what's going to happen in this epic Cooperative experience
- the bane of Arkham Horror's existence was the stupid gate burst
- best bang for the buck
- 75 plays
- epic 3D maps
- nostalgic for me
References (from this video)
- horror
- fright
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everybody game your abc's start with a and end with z
- arkham horror that's a fright
- b is for battle or there's monsters to fight
- cosmic encounter that's right
- fury of dracula he turns into mist she is gone
- shown clever you'll feel so smart
- hogwarts battle defend against the dark arts
- jabberwocky you can't play it alone
- in that runner they don't make it anymore
- on mars get a galactic high score
- paladins for the kingdom
- quellenberg proportions the best
- space space if you like your sci-fi
- viticulture watch those wine grapes get smashed
- welcome to build a neighborhood
References (from this video)
- Strategic optimization of stats (e.g., reducing law to zero to boost luck) can improve odds on checks
- Active use of items and skills (e.g., library use) to modify dice and gain advantages
- Jacqueline's ability to spend clues to draw extra cards or avert effects adds tactical flexibility
- Dynamic mythos events (like the 4th of July parade) create engaging, narrative twists
- Rules complexity and simultaneous management of multiple tracks can be fiddly
- Memorization and careful tracking of encounters, clues, and doom can be demanding
- Doom track and gate/spawn pacing can escalate quickly if not managed
- Lovecraftian horror, investigation, cosmic dread
- Arkham, Massachusetts in the 1920s
- Cooperative investigation with mythos events and location-based exploration
Mechanics (from transcript analysis)
- Encounter cards — Encounter events occur when entering spaces or during specific phases, offering rewards or penalties.
- Gates and monsters — Monsters move through gates; the doom track advances with mythos effects, increasing urgency.
- Investigation/Clue gathering — Players move between locations to collect clue tokens that enable advancement and closing gates.
- Mythos phase — A mythos card is drawn each round, often spawning gates/monsters and driving the story forward.
- Skill checks — Tests based on investigator stats (will, lore, luck, etc.) with die rolls and modifiers.
Video topics + discussion points
Quotes (from this video)
- that's that's good tactical advice
- the odds are stacked in our favor we can't turn that down
- ashcan Pete has a zero law
- I keep forgetting to do that
- let's go for it let's play the game
- every one of these four clues that we potentially spend we've got a 50-50 chance of winning four clue tokens
- I think the four clues is what I want
- a lot of our skill checks are like law minus 1 minus 2, so having a law of one is probably not terribly helpful
References (from this video)
- atmosphere and tension
- complex rules and setup
- lower win rate in some scenarios
- mystery and eldritch threats
- Lovecraftian horror in Arkham
Mechanics (from transcript analysis)
- cooperative_play — players cooperate to stop eldritch threats
- hand_management — managing cards for actions
Video topics + discussion points
Quotes (from this video)
- there are no hard or fast rules to get better board games
- gaming should be fun
- stop blaming external factors on whether you win or lose
- learning can happen in defeat
- the end game can come on you faster than you might initially expect
References (from this video)
- high variability and sandbox feel
- rich thematic immersion
- extensive expansion ecosystem
- high complexity and lengthy setup
- long play sessions can be required
- Investigators facing cosmic horror, eldritch threats and multi-layered events
- Gothic Lovecraftian town of Arkham, Massachusetts; 1920s-1930s
- Event-driven sandbox with high variability and expansions
- Eldritch Horror
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to close gates and confront threats.
- cooperative_play — Players work together to close gates and confront threats.
- Events — Event cards introduce unpredictable twists and variability.
- expansion_driven_variability — Expansions dramatically increase content and replayability.
- random_event_card_draw — Event cards introduce unpredictable twists and variability.
Video topics + discussion points
Quotes (from this video)
- No more gate burst. Praise the Lord.
- it's leaning into the variability of the game and delivering a completely unique experience every time you play.
- the systems really streamlined from Arkham Horror to Eldritch Horror.
References (from this video)
- strong atmosphere and art
- classic Lovecraftian flavor
- complex rules and lengthy setup
- older edition can feel unwieldy compared to later systems
- mystery, cults, eldritch threats
- Lovecraftian investigations around Arkham
- story-driven horror with atmosphere
- Eldritch Horror
- Mansions of Madness
Mechanics (from transcript analysis)
- cooperative investigation — Investigators work together to avert a looming cosmic threat
- heroic exploration — Players explore a sprawling map with various encounters
Video topics + discussion points
Quotes (from this video)
- I'm a board game sommelier right
- it's not a zombie game it's a survival game that has zombies
- Dead of Winter is a brilliant game and I really like the first time I played it at a convention
- Mansions of Madness second edition is a cooperative game where you play investigators and you choose a mystery and you're trying to solve it
- Nyctophobia is all experience I think for sure
- Pandemic Legacy Season One it's like playing a movie and all these twists and turns in the narrative were really really great
- Tales of Arabian Nights is a board game experience
- Dominion was really the one that made that genre super popular
- Too Many Bones is a game and it it's about playing these weird gnome type people and it felt like a chore
- Summoner Wars which on a map and these cards represent different units so it's sort of like you're moving them a few steps at time
- Tales of Arabian Nights is a board game experience is a cool game that evokes different experiences