Arkham Travel Guide is a roll-and-write game where you explore the grim, narrow streets of Arkham, filled with Curio shops, mysterious Gates, and Horrible places. But you’re not just an unfortunate citizen, investigator, or cultist… In this game, you take on the role of a travel guide, creating tour routes through a city you probably know like the back of your hand.
During the game, players roll and collectively choose dice that determine where players can draw tourists and chart routes. This way players have a fair degree of control over the randomness of dice, and can strategize.
Your goal is to create a route with as many tourists and landmarks of different types as possible, because they score you victory points. Before the end of the game, you will be confronted by one of the Old Ones: Cthulhu, Yog-Sothoth, Dagon or Shub-Niggurath. Depending on how well you avoided Horrible places and used special abilities provided by otherworldly creatures, you either gain rewards or lose tourists.
At the end of the game, tourists and attractions in city blocks along your route earn you victory points. You also get victory points for Personal Objectives and Old Ones’ rewards. The player with the most victory points wins the game!
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Um let's see here. Phantom Ink is again, I love that game. All Play is releasing a smaller box version of it.
- Um Star Trek Space Hunt. This is one that at Dice Tower East is Captain Sonar, but it's Star Trek version, right?
- This game is incredible. I'm a huge fan of this game. I'm going to pick up a copy of that.
- 10 Penny Parks has a collector's edition. Sold.
- So, I mean, if you have played Codenames, even if you bounced off of it, if you're like cuz Codenames a lot of people were like very hot and then they're like I won't really play it much. But man, this one is different.
- This is one to definitely definitely check out.
- but we are looking forward to seeing you at Gen Con. Come by our booth, the Dice Tower booth, which is two What did I say? 249? Two 249.
References (from this video)
- Travel guide
- Arkham
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's being sort of talked about like the Splendor killer.
- This is really gorgeous art. It looks really thoughtful, really um really beautifully crafted um with a similar sort of Splender style gameplay.
- you can't talk to each other about the cards you have.
- Specific player count games, are always very interesting to me because it's a big swing for a publisher to publish a threeplayeron game is a risk.
- Phantom Inc., full disclosure, is a game that I did work on. Uh, it is my favorite of the team-based party word games. I think it is a phenomenal game.
- So, it's a really neat push your luck game. What the really cool twist is if you have an odd number of fruit in your hand up to five, you can you must sell all of them.
- It's got dinos, so I think it's going to be a really good seller uh for um I think it's three three WS games.
- I have I have everything wingspan and it's too much. It's objectively too much.
- Hard. Not interested. Three boxes to play one game. No.
- Michelle and I have played Ma Jong every night for the last two weeks. It's been incredible.
- it's a meaningful game beyond just a surface level, right? So, it's very cool to see younger generations getting back into it to keep that tradition alive.
References (from this video)
- Thematic integration with Arkham Horror.
- Clever dice drafting and route building mechanics.
- Engaging boss fight element.
- May be too complex for families.
- The publisher and designer were not explicitly stated.
- Arkham Horror themed roll and write game with a boss fight.
- Arkham
- On Route
Mechanics (from transcript analysis)
- Drafting — There's a clever method for players choosing dice.
- Roll and Write — It's a roll and write game where you're going to be rolling dice at the start of your turn.
- Route Building — what you're trying to do is you're trying to put visitors into the city and then you're trying to draw a route.
Video topics + discussion points
Quotes (from this video)
- This is going to be a bumper issue.
- Builders of Bow's Gate, designed by Matthew Dunston, published by Whiz Kids, who have been clients of mine for many years.
- Unfortunately, some of the wording on some of the cards made us think that a certain thing worked a particular way.
- For me, not really. And Builders of Balders's Gate is in the same category.
- It actually felt quite thematic, especially with the with the boss fight at the end.
- It is still my favorite game in the genre of fantasy cooperative adventure games.
- And for me, like I've said most months, I prefer it to Gloom Haven.
- I had this game where at the point I could have ended the game and scored over a hundred, I think the next highest player was on about 40.
- So, I would say if you do play spellbook, try not to go for the rush end by just putting things on your thing.
- Let the game breathe a little bit and let everybody get a few spells because it's a it's a much more much more interesting game.
- So, as of this morning, we are on 1,182 Patreon supporters.
- Unfortunately, that means it's dropped since last month.
- And I will be absolutely honest with you here. You know that I'm a very emotional person and I take a lot of things personally.
- So, let's try and get 1,200 patron supporters.
- Please don't think this is me begging for money or trying to guilt you into supporting me or anything like that.
- So, we've made three donations to charity at £500 each.
- So huge thank you to Phil for not just providing us with the panels, but for all of the technical support that he's given us with regards to our sound issues that we've been having in the new studio.
- On screen now is a list of all of the people who started supporting me on Patreon since the last video log.
- I dread to think how long this video is.
- And there's going to be a bonus vlog as well.
References (from this video)
- Cool theme
- Appealing artwork
- Interesting mechanics
- Potentially high replayability
- Uninspiring board design
- Theme might feel pasted on
- Players explore Arkham, drawing cards representing locations and encountering elements of the Cthulhu mythos.
- Arkham
- Choose your own adventure style narrative.
- Rear Window
- Clue
- Wandering Village
- Root
Mechanics (from transcript analysis)
- Hand Management — Managing cards seems to be part of the gameplay, possibly for actions or scoring.
- Movement — The core gameplay involves moving around a map, likely representing exploration within Arkham.
- Roll and Write — The game is a roll-and-write game where players draw based on dice rolls.
- Set Collection — Players collect landmarks and tourists, aiming to create specific routes for scoring.
Video topics + discussion points
Quotes (from this video)
- Factions that win that have their own abilities that have their own winning combinations.
- It's too heavy for me.
- Yeah, it sounds absolutely amazing.
- Yep. And nobody knows it exists.
- I played Circadian First Light and I liked it.
- Scrolling through this thing with you said with the 300 responses and the people arguing about this game and I s there and it's like it's so amusing. The best part about it is you have these people arguing about Marxism and and uh and democratic socialism everything like that and then you have the people that are just trying vainly to get answers about the mechanics of the game. How does this work with the tricks when you do the thing? And it's just people going back and forth about, you know, screaming about uh, you know, like like how they're going to fix the world or whatever, which I I get it, you know, just it's it's who doesn't do that? But that's that's the part it it reminds me of.
- I watched in disbelief as businessmen voted for a repeat bankrupt, laborers for a boss infamous for stiffing his workers. Evangel evangelicals for a serial adulter for an admitted sexual assaulter. Patriots for a draft dodger who would sell his country's secrets for trivial gain. educated men for an ignoramus. But they did so with fierce gladness in their hearts because what their chosen one had done was open Pandora's box. Yes, the old one filled with the ancient calamities of race hatred and rage and cruelty and blood lust and infinite greed. and tell them that these things were the remedy for all of their grievances, that all their anger was justified, and most important, none of what ailed them was their own fault or ever had been.
- That is like the best paragraph I've ever uh Greg Isles in his book Southern Man.
- That is that is one of the that is uh yeah that was that is one of that is poetry.
- I played it and I could not remember anything. And that's it was such a quarter eater because they would like you'd be dead and it would like make you repeat the the move again and be like, 'Okay, is it left or right or up or down?' And you hit the button.
- No, it was free play, but it was like I played it and I'm like, 'Man, I really loved this back in the day and now I don't like it at all.'
- Everything but the ninjas is easy. The ninjas were like the the the And the ninjas just went on and on and on. You had to defeat like a thousand of them. It felt like
- Happy birthday, Bruno.
- It's just a It's just a It's just a virtual reality pinball.
- The elbow back. It was the most powerful move in the game.
References (from this video)
- strong Lovecraftian theme with goofy, inviting tones
- variance between Arkham-specific powers and map interactions
- creative integration of theme with route-drafting mechanics
- production quality issues (packaging, markers, resealing)
- the system can feel mathy and a bit dry for some players
- not overwhelmingly standout compared to other Roll & Write titles
- Lovecraftian lore integrated with travel planning and light resource management
- Arkham, a Lovecraftian city reinterpreted as a guided-tour experience
- travelogue/diegesis feel with map-based routing and temporary powers
Mechanics (from transcript analysis)
- artifact/score synergies — points come from visiting buildings and multiplier effects from various tourist types
- Drafting — lead player rolls all dice and drafts to form coordinates for map options (pick one, then pick a second)
- endgame push-your-luck — final score is shaped by how far you push fixtures like sanity and weariness
- location selection — choose locations (e.g., 64 or 46) that don't have visitors to maximize points
- map-building — players draw routes on a personal map by connecting legs to chosen locations
- Network/Route Building — players draw routes on a personal map by connecting legs to chosen locations
- Push Your Luck — final score is shaped by how far you push fixtures like sanity and weariness
- puzzle-like navigation — warp points/gates allow for more complex routing and maneuvering
- special locations — mystic shops confer random powers at the start of each round
Video topics + discussion points
Quotes (from this video)
- the idea of being a tour guide in an actively haunted Lovecraftian city just seems rife for devilish high jinks
- it's fine I mean it's not my favorite roll and right by any means
- the theme does make it a little bit more goofy in a good way and inviting
- this is the best rolling right Lovecraftian system that has ever been made
- packaging is ludicrous