We don't really get or hear much of those 'glorious' moments when playing Arkham Horror...and even if we do, half of the time, we realize that we must have played the game wrong, misread and interpreted the rules, or we get way too excited that we forget to perform certain set up's in the game.
Most people who think of card games, think of competitive card games like Magic The Gathering. While Arkham Horror is a cooperative game, there is still an element of a common opponent brought in through the encounter deck. Given that, we can use terms and archetypes from competitive games to help us better understand how to “win” at Arkham Horror. The most common archetypes are aggression, control, combo, and tempo. This month, we’re going to talk about aggression (“aggro”) decks, and how to win before the encounter deck gets a chance to screw you over.
Awhile back, I was able to purchase The Dunwich Legacy deluxe expansion, and each month after that, I was scouting for the 6 Mythos packs. I was able to collect all of it by April to begin a new campaign.
When I first started playing the Arkham Horror LCG, I didn’t understand the point of skill cards over assets that boost your skill value. I also didn’t understand the point of committing non-skill cards to tests—why would I give up this event card when I could play it for a benefit? I just didn’t see the point of temporary boosts to your skills.
In my previous post, I was writing about my experience with The Innsmouth Conspiracy, scenario 1 & 2. Normally I would continue writing about it, but it's been real hard to obtain the mythos packs here in Malaysia. I've just recently got some of them, so stay tune for a write up about the upcoming scenarios. In the mean time, here's a sneak peak of the adventures of Stella Clark in the Devil Reef.