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Arkham Horror (Third Edition) box art

Arkham Horror (Third Edition)

Game ID: GID0028744
Game Info
Year
2018
Collection
Rating
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Description

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 thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

—description from the publisher

Description

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 thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 3 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video qqCWtmcueUI Playthrough at 0:01 sentiment: positive
video_pk 68519 · mention_pk 164786
Arkham Horror (Third Edition) video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Good story generation.
  • Well-done advancement of good and bad things.
  • Enjoyable scenario.
  • Good use of expansions to add options and surprises.
  • Players are often blessed, which helps with success.
Cons
  • Atmosphere not felt as strongly as in Arkham Horror: The Card Game or Eldritch Horror.
  • Encounter cards sometimes lack a strong narrative feel.
  • Initial negative impression not fully justified.
  • Deck for locations appearing frequently can become repetitive without expansions.
  • Can be difficult to manage anomalies and doom accumulation, especially with gate bursts.
Thematic elements
  • Saving the world from ancient evils and cults
  • Arkham
Comparison games
  • Arkham Horror: The Card Game
  • Eldritch Horror
  • Arkham Horror (original edition)
  • Arkham Horror: Second Edition
Mechanics (from transcript analysis)
  • action selection — Players choose from a limited set of actions each turn, such as moving, attacking, warding, testing skills, or using items.
  • Card Play — Players use various cards (spells, items, allies) to augment their abilities and influence the game.
  • clue gathering — Investigators collect clues from the environment, which are important for progressing the scenario and achieving victory.
  • Doom and anomaly tracking — Doom tokens accumulate on the board and scenario sheet, triggering negative effects and advancing the game's threat level.
  • Encounter resolution — Players draw and resolve encounter cards based on their location, which often involve skill tests and narrative choices.
  • Monster engagement and combat — Monsters appear on the board and must be dealt with through combat or other means, with consequences for failure.
  • Movement — Investigators move between different locations on the game board to achieve objectives and react to game events.
  • Mythos phase — At the end of each round, a Mythos phase occurs, introducing new threats, advancing the game state, and drawing new cards.
  • Skill Tests — Players test various skills (like Lore, Observation, Will, Strength) by rolling dice, often with modifiers and rerolls, to overcome challenges and perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I feel like I was overly negative for it and I didn't really want to play it again. But, I've turned around on that now. I think it's still a pretty great time.
References (from this video)
No references stored for this video.
Video fKCEXLT2URk Review at 0:02 sentiment: mixed
video_pk 65763 · mention_pk 159535
Arkham Horror (Third Edition) video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • A lot of content in the box
  • Good number and diverse range of characters
  • Can choose from sets and unique skills and equipment for each character
  • Lots of spells, equipment and allies to recruit
  • Huge pile of encounter cards
  • Each scenario has its own set of unique clue based encounter cards as well as codex cards making each scenario feel quite different
Cons
  • Very managed gameplay
  • Game's length can be fixed in a way
  • Can lead to turns where actions are very obvious
  • Comes at the cost of spontaneity
Thematic elements
  • Solving a mystery and averting disaster by uncovering horrors
  • Old Arkham town
  • Story-based encounters
Comparison games
  • Eldritch Horror
  • Arkham Horror 2nd edition
  • Arkham Horror LCG
Mechanics (from transcript analysis)
  • action selection — Each player can take two actions. The most common of which are, move up to two spaces on the map, although you can spend a dollar each to move up to two extra spaces.
  • card drafting — Arkham third edition comes with a lot of content in the box. Starting with a good number and diverse range of characters.
  • Combat/Evasion — And you can also fight and evade monsters.
  • Dice rolling — The core resolution mechanic in this game is rolling dice based on the matching skill. Fives and sixes normally count as successes.
  • hand management — Lots of spells, equipment and allies to recruit.
  • Modular board — Each scenario has a different map
  • Push Your Luck — you draw two tokens from the mythos cup for each player.
  • Resource management — Defeating some monsters gives you remnants which are a valuable resource.
  • set collection — I also like that you can choose from sets and unique skills and equipment for each character.
  • threat management — the doom token means you add a doom to the area shown on the card. and the gateburst symbol means you add one doom to each area in a region. too much doom in an area can make it unstable and it makes it harder to win as further doom tokens get added to the scenario card.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Kia Ora and welcomes Arkham Horror 3rd edition in about three minutes
  • A dank wind blows in over the river docks in old Arkham town. Carrying with it the fetid stench of rotten fish
  • A deep unsettling fog has lowered all around and the curtains are drawn tight
  • Something is not right and you know it.
  • Can you solve this mystery and avert the oncoming disaster or will you be driven mad by the horrors you uncover
  • Cooperative: everyone is working together to defeat the servants of the old ones
  • Narrative: this game has a lot of story based encounters
  • Dice: the core resolution mechanic in this game is rolling dice based on the matching skill
  • Fives and sixes normally count as successes
  • Each turn has four phases, the first of which are player actions.
  • Each player can take two actions.
  • the most common of which are, move up to two spaces on the map
  • although you can spend a dollar each to move up to two extra spaces
  • ward: which allows you to remove one doom token per success on a lore check
  • focus: which allows you to increase a skill by one
  • focus tokens can also be spent for rerolls on any roll
  • investigate: which allows you to place clues on the scenario sheet with an observation roll
  • and you can also fight and evade monsters
  • defeating some monsters gives you remnants which are a valuable resource
  • Once all players are done the monsters move
  • if a monster ends up in your space it attacks doing damage to health or sanity
  • if you take too much damage that character is killed but you can get a replacement
  • then each character resolves an encounter card based on what region they are in
  • there are normal encounters and clue encounters that are the black and white cards
  • Clue encounters are the main way of advancing the story
  • once all encounters are done you draw two tokens from the mythos cup for each player
  • the clue token means you draw the top clue encounter card and shuffle it into the two cards of the matching deck then add a clue that location
  • the doom token means you add a doom to the area shown on the card
  • and the gateburst symbol means you add one doom to each area in a region
  • too much doom in an area can make it unstable and it makes it harder to win as further doom tokens get added to the scenario card
  • the monster token spawns a monster from the bottom of the monster deck
  • the headline token means you draw a headline card and resolve it
  • and finally the reckoning token triggers any effects with that symbol
  • mythos tokens from the cup don't go back into it until it's empty
  • why would you like this game?
  • Arkham third edition comes with a lot of content in the box
  • starting with a good number and diverse range of characters
  • I also like that you can choose from sets and unique skills and equipment for each character
  • and there's all the usual Arkham files stuff. Lots of spells, equipment and allies to recruit
  • as well as a huge pile of encounter cards both for the city itself as well as encounters for locations with too much doom
  • the best thing about this game is that each scenario has its own set of unique clue based encounter cards
  • as well as codex cards making each scenario feel quite different
  • However, this game is very managed.
  • clues are needed to drive the story along and they get on the board from the mythos cup
  • which means the game's length is fixed in a way
  • and that can lead to turns where your actions are very obvious
  • move and ward an area to remove doom or stay still and focus so you can get the next clue encounter
  • it's a tighter design than most of the Arkham files games but that comes at the cost of its spontaneity
  • in many ways this game is closer to the eldritch horror in it's design that it is to Arkham Horror 2nd edition
  • and if you want more story in your game check out the Arkham Horror LCG
References (from this video)
No references stored for this video.
Video XooR4b5_xQg Meet Me at the Table Playthrough sentiment: positive
video_pk 11612 · mention_pk 140758
Overall sentiment (raw)
positive
Pros
  • Compelling narrative
  • Multiple scenario options
  • Immersive storytelling
  • Complex game mechanics
Cons
  • Complex rules
  • Long play time
  • High difficulty
Thematic elements
  • Supernatural crime investigation
  • 1926 Arkham
  • Scenario-based storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative — Players work together to complete scenario objectives
  • Cooperative Game — Players work together to complete scenario objectives
  • Dice rolling — Success determined by rolling dice against skill values
  • Token drawing — Mythos bag determines random events and challenges
  • Token/Chit Drafting — Mythos bag determines random events and challenges
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love this game. I can see why people said this one was fun.
  • We did it. Oh my gosh.
References (from this video)
No references stored for this video.
Video qGUzTAfpvfc The Secret Cabal Gaming Podcast Discussion at 8:14 sentiment: positive
video_pk 4594 · mention_pk 116890
The Secret Cabal Gaming Podcast - Arkham Horror (Third Edition) video thumbnail
Click to watch at 8:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • immersive Lovecraftian experience
  • strong narrative across sessions
Cons
  • rules-heavy, lengthy sessions
Thematic elements
  • cosmic horror, investigation, cooperation
  • Lovecraftian Arkham, investigators vs. Great Old Ones
  • story-driven, immersive
Comparison games
none
Mechanics (from transcript analysis)
  • board-based exploration — locations generate encounters and events
  • card-driven / event cards — cards drive encounters and outcomes
  • Cooperative Game — investigators work together to avert disasters
  • cooperative play — investigators work together to avert disasters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this one is sort of a pure version of Rising Sun
  • you get a hand of cards
  • I can't beat the miniatures in the box
  • I happen to like Norse mythology so I think this one just fits me a little better than Rising Sun
  • it's such a heavy theme of like you're you get you have this attachment to your brothers in arms
  • City of Iron is my absolute favorite
References (from this video)
No references stored for this video.
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