Initial Thoughts in General Discussion Posted August 6, 2013 Elder Sign (another move away from Ameritrash and toward Euro in design) was criticized for being light on the flavor, and I think they've taken that to heart. What is this I don't even.... Let me put it another way. The Euro approach is about designing a game system, and then building the theme and components around it. That seems to have been the idea with Elder Sign: it's a dice-rolling game that someone built a Cthulhu theme around. The other approach, in contrast, is to start out with the theme and components and built a game system around them. (I can just see the Tides of Iron developers, standing around a huge pile of miniature soldiers and map components, and asking each other: so, who's going to design the game that will use all this stuff?) For the other titles in the Arkham series, I suspect that that's how it went - they started with investigators, weapons, spells, monsters, and a map, and asked, how can we turn this into a game? I don't see Eldritch Horror as being purely one approach or another. Rather, it would seem that they started with a clear idea of both the theme (Cthulhu) and the gameplay (fast, story-driven) and built the game and its components around that. It's not the pure Euro approach of moving blocks around on a board with just a hint of a theme . . . but it's certainly not the other approach, of a massive map with huge numbers of bits and a rulebook whose only purpose is to give all that stuff some reason for existence, either.