The most obvious: adding more cards to some of the shallower decks that really needed it. 6 mysteries for each ancient one really makes a difference.
Yig has an interesting reckoning mechanic: forcing investigators to trot the globe tracking down cultists gathering at roving expedition sites.
Now, what we don't like.
The fact that they kept the turn skip mechanics was one of the biggest complaints about base Eldritch Horror. So why does the expansion double down on this by bringing back Lost in Time and Space? Heck, they TRIPLE down on it since some LiTaS cards make you miss TWO turns. Are they intentionally trolling people who don't like turn skipping?
Eldritch makes a lot of improvements over Arkham Horror that I've sung praise for. The fact that there were almost no encounters that screwed you as bad as "a gate and a monster appear", and that you can move away from monsters you can't survive a fight against. So what happens in Forsaken Lore? Lost in Time and Space cards that read: "skip a turn, get dumped into a monster surge, become delayed to lose another turn, get killed by monsters you can't run away from". It's like someone read all my positive reviews of Eldrtich and set out to undo every positive change by having a single new mechanic bring back every unwelcome part from Arkham Horror.
Another great change Eldritch made? Severely cutting back on negative skill tests. The majority had no modifier, -1s were rare, and -2s were almost unheard of. Investigator stats were then changed from 0-6 in Arkham to 1-4 in Eldritch. Everyone now had a chance of passing any test, but the max values were lowered to compensate. It seems like Forsaken Lore wants to do away with this too and crams in tons of negative skill tests. We saw more -2 skill tests in a single FL game than in over the last dozen base games. So many instances of impossible zero dice skill tests. Why so hell bent on bringing back all the frustrating Arkham stuff?
Finally, while Yig himself feels fun and new, his research encounter deck is not. So many encounters where you can't possible get the clue, even if you succeed! "-2 observation test or become poisoned, gain an artifact and discard clue if you succeed". Artifacts are nice, but you need clues to solve mysteries. "Take a dark pact to discard the clue and gain an artifact, lose 2 sanity and 2 allies if you refuse". We lost a game solely because the vital clue we needed next to the final mystery had us draw 3 research encounters in a row where it was impossible to acquire the clue. It would be one thing if Yig's mysteries didn't require clues, but they do. That is not a good design. Clues are vital and players spend many turns traveling to them. To have research encounters yank them away from you even if you succeed the tests is aggravating.
So to sum up: new cards good, Yig fun, turn skipping bad, ugly Arkham Horror flaws being reintroduced. Please realize what made Eldritch an improved streamlined, less frustrating (while not being less difficult) form of Arkham Horror and stop trying to turn it back into Arkham Horror. Our group on the verge of house ruling out all "you can't get this clue" research encounters and tossing Lost in Time and Space cards to the bottom of the basement closet next to the New Caprica board, never to be brought out again.
I better not see money and monster-blocking brought back next expansion.
Edited by GrooveChamp, 25 May 2014 - 01:10 AM.