Game Info
Year
2021
Players
1-4
Age
14+
Playtime
180 min
Complexity
3.8/5
Collection
Your Tier
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Description
Edge of the Earth: Campaign Expansion is a cooperative living card game expansion for Arkham Horror: The Card Game that sends investigators into the unspeakable horrors of Antarctica across a branching multi-scenario campaign.
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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 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video ObbZNOFbd_Q
PlayingBoardGames Analysis at 37:39
video_pk 81569 · mention_pk 203278
Click to watch at 37:39 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think this police dog is a is a goated card.
- I think this is a very powerful card.
- Um in two to three years for a cycle to stay current and supported, I think that also means two to three years in print.
- I don't think this game is big enough to be scalpable.
- All I can say is that I personally intensely dislike the trend of scalping scalping games or anything for that matter.
- And Snakebird Priestess, that is a very funny message.
- Which is certainly there are many non-obvious signs that someone is chat GPT.
References (from this video)
No references stored for this video.
Video ON850bFbM_8
Playthrough at 1:06:33 sentiment: positive
video_pk 78514 · mention_pk 191209
Click to watch at 1:06:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The campaign was described as 'probably one of the best campaigns I've ever played'.
- The final scenario was considered 'pretty chill' and 'easy to win'.
- The ability to handle the mob and enemy killing duties was effective.
- Players experienced significant value accumulation and efficient turns.
- The game provided a satisfying conclusion to the campaign.
Cons
- Players suffered significant trauma, including physical and horror damage.
- Some enemy effects were punishing, like forcing discards or placing doom.
- Certain mechanics, like location flooding and enemy mechanics, presented challenges.
- The narrative involved difficult moral choices and betrayals.
Thematic elements
- stopping a ritual that will drown the earth
- underwater city of the deep ones
Comparison games
- Scarlet Keys
- Arkham
Mechanics (from transcript analysis)
- Deck Building — Players discuss building and modifying decks, including controversial cards like 'Studius' and the desire to 'push this deck to the limit'.
- Doom placement — Doom tokens are placed on agendas or enemies, advancing the game or triggering negative effects.
- Enemy engagement — Enemies like the 'Deep one Bull' and 'Dagon' engage investigators, forcing discards, dealing damage, or placing doom.
- Flashback sequences — The game includes flashback scenarios triggered by specific conditions, providing narrative exposition and plot twists.
- Hand Management — Players draw cards, play cards from their hand, and sometimes discard cards due to enemy effects or limitations.
- Key collection — Players need to collect various colored keys (blue, red, yellow, green, black, purple, white) and place them on specific locations to advance or achieve objectives.
- Location flooding — Locations can become 'fully flooded', and players may take damage if they end their turn in such locations or do not move to unflooded areas.
- Objective Completion — Players work towards specific objectives such as stopping a ritual, collecting keys, dealing damage to enemies, or uncovering memories to advance the game and win.
- Resource Management — Players spend resources to play cards, use abilities, and perform actions, with cards like 'Dr. Milan Christopher' and 'chemistry set' providing resources or value.
- Skill Tests — Players perform tests with icons like brain, hand, agility, and strength, often modified by cards or location effects, to succeed or fail skill checks.
- Traumatization — Players can suffer trauma (physical and mental) which is tracked, with the possibility of 'two physical trauma' and effects like 'exiled and removed from your deck'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think it's probably one of the best campaigns I've ever played.
- The agency didn't come here to investigate criminal activity in Inmouth at all. They came here for something else.
- We crushed it that final scenario. Like, we didn't we didn't even stress.
- You refuse to be a pawn in the government's schemes.
- The depths beneath the waves. You find yourself checking your rearview mirror regularly, waiting to spot the headlights of pursuers who want you dead.
References (from this video)
No references stored for this video.
Video mz3QGD5fd2o
Analysis at 0:05 sentiment: positive
video_pk 78489 · mention_pk 191182
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Daryl Simmons is a good choice for Edge of the Earth.
- Daryl Simmons generally is pretty good.
- Daryl's Kodak creates an interesting engine.
- The customizable ally card produces evidence steadily.
- Madame Lebron's ability to draw cards and gain resources is brilliant.
- Norman Withers can get the job done.
- Norman Withers looks like someone who has killed before and will kill again.
- The test at zero archetype is interesting.
- Shed a Light allows for automatic success on zero difficulty tests.
- Matchbox reduces location shroud.
- Old Key Ring is a useful tempo card.
- Flashlight reduces shroud.
- Exploit Weakness is a strong card for attacks or evasion.
- Uncanny Specimen is a good tool for the first few scenarios.
- Research Librarians help find tomes.
- Voice of Raw provides resources.
- Blur is an extremely good evade spell.
Cons
- Daryl Simmons doesn't have any speed bonuses.
- Daryl's signature card has a drawback if evidence cannot be removed.
- Norman Withers can be complicated to play.
- The campaign can be a nightmare.
- Norman Withers' deck might have a bumpy start.
- Norman Withers' deck has a lot of weapons but few ways to find them.
- Norman Withers' deck has no economy initially.
- Ghastly Possession might only fire once with the current combo.
Thematic elements
- wilderness
Comparison games
none
Mechanics (from transcript analysis)
- Arcane Slot — Arcane slots are discussed in relation to Norman Withers' mystic abilities.
- Card draw — The need for both trickle and burst card draw is evaluated.
- Clue Tempo — The concept of clue tempo is discussed in relation to deck building choices.
- combat cards — The possibility of including combat cards in a survivor deck is mentioned.
- Deck Building — The primary focus of the discussion is building investigator decks.
- Doom — Doom is mentioned in relation to Mind Wipe and its potential use.
- economy — The economic aspects of the deck, including gaining resources, are discussed.
- Enemy Management — The discussion touches on the need for ways to defeat enemies, especially with Norman Withers.
- evade — Evade spells are discussed as a way to manage enemies.
- Evidence Generation — A key focus is on including cards that generate evidence.
- investigator roles — The hosts discuss switching roles for the campaign.
- Resource Management — The interaction between resources and card abilities, like Darkhorse, is a significant topic.
- Seeker Class — Daryl Simmons is noted for being a seeker investigator with good clue-gathering abilities.
- Shround Reduction — Cards that reduce shroud are discussed as important for the 'test at zero' archetype.
- Skill test — The mechanics of reducing skill test difficulty and succeeding by a certain margin are discussed.
- Spellcasting — Norman Withers' build leans towards using spells and arcane slots.
- Survivor Class — Daryl Simmons is discussed as a survivor investigator with foot bonuses.
- Trauma — Norman Withers' build involves taking mental trauma.
- Weaponry — The deck building for Norman Withers includes multiple weapons for enemy management.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think Daryl Simmons is a great choice for an investigator for Edge of the Earth because Daryl Simmons just generally is pretty good.
- Norman Norman Withers looks like someone who has killed before and will kill again.
- So, Norman is for people who don't know, he's an edge of the earth investigator.
- My signature is the lever diabon where I can swap the top card of my deck with a card in my hand and I can also commit the top card of my deck to an eligible skill test performed by an investigator at my location.
- This deck is interesting.
- I've never done him as a fighter.
- But I think this is going to be pretty all right.
References (from this video)
No references stored for this video.
Video aKiNgFysEJQ
Review at 0:12 sentiment: positive
video_pk 78488 · mention_pk 191181
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Interesting investigator designs with class flexibility
- Engaging narrative driven by side characters
- Unique and flexible campaign structure
- Cool expedition team mechanic with persistent consequences
- Manageable negative mechanics (Tekeli-li, frost tokens)
- Variety in scenario setup and objectives in some scenarios
- Thematically interesting scenarios like 'A Harsh Wind Blows' and 'City of the Elder Things'
Cons
- Scenarios are not highly replayable
- Some optional scenarios can feel samey if played multiple times
- The ending scenario is anticlimactic
- The core narrative of the campaign itself is a straightforward sequel and less compelling than the character stories
Thematic elements
- Expedition into unknown territory
- Antarctica
- Sequel to 'At the Mountains of Madness', focuses on side characters and their past traumas
Comparison games
- The Drowned City
- Hemlock Vale
- The Scarlet Keys
- Ice and Death
- Fatal Mirage
- Heart of Madness
- Lord of the Rings LCG
- Dunwich Legacy
- At the Mountains of Madness
Mechanics (from transcript analysis)
- Expedition team — Players manage a team of non-player characters who can be leveled up, but incur damage or horror that persists, and can die permanently.
- frost tokens — Tokens added to the chaos bag that act as a penalty and can cause automatic failure if two are drawn in a single check.
- Investigator class flexibility — Investigators start with one class but transition into another for leveling up, allowing for unique builds.
- Item play synergy — One investigator allows playing items for himself or others, and can play items not normally usable by certain characters.
- Map exploration/management — One scenario involves climbing a mountain and managing equipment, where better performance in initial plays reduces later exploration needs.
- Psychological exploration — One optional scenario delves into the psychologies of companions.
- Stat boosting cards — One investigator starts with a card that permanently boosts stats and gains more as XP thresholds are met, granting special powers.
- Tekeli-li deck — A special deck shuffled into each scenario; cards from this deck can be shuffled into player decks and have minor negative effects when drawn.
- tower defense — One scenario is described as a straight-up tower defense fighting scenario.
- Variable scenario structure — The campaign has fewer required scenarios than usual, with optional scenarios that can be played multiple times or skipped.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The Drowned City and didn't love it, but I had some free time, so I jumped right into one that I bought years ago but never played, Edge of the Earth.
- She seems to be a mystic, but is really a guardian, and she starts with one of these discipline cards that permanently boost her stats, and she gets another one every time that she reaches a 15 XP threshold.
- They're not easy to get rid of automatically, kind of waiting to ping you with their negative effects.
- So, they're a little bit like the blessings and curses from other sets.
- The focus on characters is always what I really enjoy in Arkham Horror.
- And the new mechanics don't really get in the way too much, those extra cards, the frost tokens.
- All right, thanks for watching everybody, and a special thank you to our biggest patron supporters...
References (from this video)
No references stored for this video.
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