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Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion box art

Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion

Game ID: GID0453422
Game Info
Year
2021
Players
1-4
Age
14+
Playtime
180 min
Complexity
3.8/5
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
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.

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: 6
This page: 6
Sentiment: pos 5 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–6 of 6
Video ObbZNOFbd_Q PlayingBoardGames Analysis at 37:39
video_pk 81569 · mention_pk 203278
PlayingBoardGames - Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
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
Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
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
Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
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
Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
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.
Video LC302rcr1C8 PlayingBoardGames Playthrough at 0:00 sentiment: positive
video_pk 39967 · mention_pk 120802
PlayingBoardGames - Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong teamwork and adaptive planning under a tight map setup
  • Creative use of items (mineral specimen, atlas, enraptured) to mitigate frost and drive progress
  • Temple of the Elder Things swap mechanics offer strategic routing options
  • Active in-game communication and cooperative problem-solving
Cons
  • Early heavy frost burden and horror on the first encounters
  • High variability from chaos bag tokens leading to risky tests
  • Character losses (librarian, Kensler) and the weight of decisions under peril
Thematic elements
  • cosmic horror and ancient extraterrestrial civilization (Elder Things)
  • Antarctica, beneath a mountain city and its alien undercity
  • investigative exploration with campaign log, scenario interludes, and lore-based progression
Comparison games
  • Innsmouth (Arkham Horror) – Innsmouth-like key mechanics and location traversal
Mechanics (from transcript analysis)
  • Campaign — Game progression is tracked in a campaign log with narrative interludes, affecting future scenarios and character destinies.
  • Campaign log and scenario interludes — Game progression is tracked in a campaign log with narrative interludes, affecting future scenarios and character destinies.
  • Clue spending — Clues are spent to perform actions (e.g., reveal map details, move or generate resources) and to advance or complete objectives.
  • Enraptured, transmogrify, and item synergies — Card interactions (enraptured, transmogrify, Brand of Cthuga, mineral specimen, soap stone, atlas) create combo-driven test outcomes and damage control, enabling powerful plays when engines align.
  • Frost tokens and chaos bag — A bag of chaos tokens (frost tokens and others) drives test difficulty; frost tokens impose penalties and some effects cancel or mitigate token impact; several cards interact with token results.
  • Investigation and skill tests — Tests (brain, will, foot) with possible modifiers; outcomes determine horror, damage, and progress; many cards modify test results or allow additional draws or skips.
  • Keys and location manipulation — Blurbal keys and cult keys are used to draw cards, gain resources, or swap/relocate assets and locations; Temple of the Elder Things enables key swaps across locations.
  • Location-specific surge and map interaction — Locations provide special actions or objectives; some locations trigger chained effects (e.g., swapping keys, moving clues) and encourage multi-location planning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The discovery of a lifetime.
  • This is not the worst setup.
  • You're my hero.
  • Nice.
  • This is really good.
  • Temple of the Elder Things four.
  • We probably do.
  • I think we're going to win this.
References (from this video)
No references stored for this video.
Video c4hWbTu7wds PlayingBoardGames Analysis at 0:26 sentiment: positive
video_pk 39272 · mention_pk 118265
PlayingBoardGames - Arkham Horror: The Card Game – Edge of the Earth: Campaign Expansion video thumbnail
Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong synergy for rapid clue generation through shroud reduction and asset recursion
  • Effective use of evidence economy to fuel tests and auto-clue triggers
  • Powerful interplay between multiple story assets that can deliver high payoff
  • Flexible approach that supports aggressive clue tempo while remaining resilient to disruption
Cons
  • Significant gap in card draw economy, leading to brittle turns when draws fail
  • Overreliance on specific assets and sequences; if the loop doesn’t fire, payoff diminishes
  • Swinginess; results can vary considerably between scenarios and roles
Thematic elements
  • investigation, exploration, eldritch horror, resourceful deck-building to manage clues and tests
  • Arkham Horror universe; investigative expeditions in harsh, eldritch environments tied to the Edge of the Earth campaign arc
  • campaign arc with interconnected story assets and looping card interactions
Comparison games
  • Scarlet Keys
  • Drown City
  • Children of Blood
Mechanics (from transcript analysis)
  • Asset-driven draw and recursion — Recurring or self-replacing assets (e.g., Shadow Lights, Deduction) to boost clues and hand efficiency
  • Clue tempo optimization — Strategies to maximize clues per turn (turbocharged clue generation) while managing risk and economy
  • Deduction — Skill tests to discover clues at locations, influenced by test difficulty and shroud values
  • evidence management — Spend evidence to modify test difficulty; some assets grant auto clues or improve success conditions
  • Investigation tests — Skill tests to discover clues at locations, influenced by test difficulty and shroud values
  • Shroud reduction — Effects aimed at reducing shroud values to zero to maximize clue generation
  • Story asset synergy — Utilizing campaign-specific story assets to fuel deck loops and power plays beyond raw card draw
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Edge of the Earth has very good story assets and like Kensler's Log and the crystals kind of just like why do anything else when you can just get those, right?
  • I think what is also is um so there's like the the the cheesy thing you do cuz you have the old key ring. Was it level three?
  • So deduction was there just because deduction is a good card and you should always be running it and it will always get one additional clue.
  • This deck is very swingy. It can go really well or really poorly, but I think overall it went very well.
  • Card draw is its own form of redundancy because you just draw into the cards you want or reshuffle your deck fine.
  • To really pay off to your archetype, you need redundancy for that archetype.
References (from this video)
No references stored for this video.
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