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Secrets of Arkham ***Spoiler Alert***

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For welcome but unfathomable reasons, the Mi-Go that run FFG's marketing and distribution seem to have favoured us in Europe with the first copies of Secrets of Arkham.  

I picked up my copy  yesterday from my FLGS in St. Neots (near Cambridge in the UK) run by my friend Colin ('Bigshow' on these boards) so I thought I would share the goodies with those from elsewhere.  To answer Chick's question from another thread: No, to my knowledge the release in Europe of this set is a first, normally we seem to get things about a week to two weeks behind those of you on the other side of the pond.  

 

The Format: 

 

OK let's kick of with this.  The set consists of  110 cards, 2 copies of 50 cards each with the extra 10 being the 'new' story deck (more on this later.)  Each of the seven factions gets 6 cards, with neutral getting 8.  Of these, each faction gets one new card and five reprints taken from the days of the CCG, so there are plenty of old friends putting in a re-appearance.  In neutral there are 3 new cards and 5 reprints.

 

The Cards

 

I won't go over the reprints beyond listing their names, those unfamiliar with the details can easily look these up on Nyarlazobec's excellent deckbuilder programme.  From my cursory examination, there do not seem to be any changes to the reprints from their time in the CCG.  The number shown before each card is its number within the set.  I will quote the new cards in more detail.  

 

Agency 

 

1) Agency Medic

Type: Character, Cost:1 Icons: None, Skill: 1, Keywords: None, Subtype: Government.

TextBox: Disrupt: Sacrifice Agency Medic to cancel 1 wound to a character.  

 

2) Paranormal Specialist

3) Lightning Gun

4) Norman Blackwood Junior

5) Beneath the Burning Sun

6) Femme Fatal

 

Miskatonic


7) Scientific Text

Type: Support, Cost:2, Subtypes: Attachment, Item.

TextBox: Attach to a Miskatonic character, while Scientific text is ready, attached character gains Arcane Icon.  Action: Exhaust Scientific Text to Draw a card. 

 

8) Visiting Professor

9) The Neconomicon (Book of the Mad Arab)

10) Soothsayer

11) Misinformation

12) Professor Armitage (Venerable Librarian)

 

Syndicate

 

13) Elite Hit Squad

Type: Character, Cost 3, Icons: 2x Combat, Skill: 6, Keywords: None, Subtype: Criminal.

TextBox: Elite Hit Squad cannot commit to stories during your turn.  Action pay 1to have elite hit squad get +1 skill and gain 1 combat icon until the end of the phase.

 

14) Hired Mystic

15) Forced Foreclosure

16) Intimidate

17) Anarchist

18) Fixer

 

Shub-Niggurath (Yep, you are reading it right, the faction order has mysteriously changed...)

 

19) Mi-Go Surgeon

Type: Character, Cost 3, Icons: 1x Combat, 1x Investigation, Skill: 2, Keywords: None, Subtype: Mi-Go.

TextBox: All Mi-Go characters gain an Arcane Icon. 

 

20) Mi-Go Commander

21) Rampaging Dark Young

22) Albino Goat Spawn

23) Ageless Mi-Go

24) The Mother's Hand

 

Cthulhu

  

25) Hydra

Type: Character, Cost 5, Icons: 2x Terror 3x Combat, Skill: 5, Keywords: Villainous, Toughness+2, Subtype: Ancient One.

TextBox: Pay2 to choose a Deep One character in your discard pile and put into play.

 

26) Lord of Y'ha-nthlei

27) Primal Fear

28) Carl Stanford

29) Deep One Rising

30) Giving Thanks

 

Yog-Sothoth

 

31) Things in the Ground

Type: Support, Cost:2, Subtypes: Environment.

TextBox:  Action: Exhaust Things in the Ground to discard the top 2 cards of each player's deck.  Any characters that would be discarded by this effect are instead put into play insane.

 

32) Calling Down the Ancients

33) Gatekeeper

34) Hermetic Scholar

35) Chant of Thoth

36) Wizard of Yog-Sothoth

 

Hastur

 

37) Poltergeist

Type: Character, Cost 2, Icons: 2x Terror , Skill: 2, Keywords: None, Subtype: Monster.

TextBox: Poltergeist cannot commit to stories.  Insane characters you control do not restore.  Action: Pay 2 to give control of Poltergeist to any opponent.

 

38) Carcossa

39)Messenger from Hali

40) Writihing Wall

41) Infected by Madness

42) Implant Fear

 

Neutral

 

43) Feint

Type: Event, Cost:0.

TextBox: Action: Choose a character.  That character gets -2 skill and loses a combat icon until the end of the phase.

 

44) Diseased Sewer Rats

Type: Character, Cost 2, Icons: 1x Combat , Skill: 1, Keywords: None, Subtype: Creature.

TextBox: Forced Response: After you play Diseased Sewer Rats, choose a character with skill 2 or lower.  Wound that character.

 

45) Magnifying Glass

Type: Support, Cost:1, Subtypes: Attachment, item.

TextBox: Attach to a character.  Attached character gains 1x Investigation icon.

 

46) Azathoth

47) Seeker of Mysteries

48) The Greatest Fear

49) Terrors in the Dark

50) Dimensional Rift

 

Stories

  

51) Secrets of Arkham: Resolve the effects of all other non-conspiracy story cards in play.

52) They Come at Night: Each Player names a character or support card.  All copies of the named cards are sacrificed.

53) Obsessive Research: Each player draws until he has 8 cards in play.

54) Change of Plans: Each player chooses a domain and attaches his hand to that domain as resources. 

55) Terror out of Dunwich

56) The Innsmouth Threat

57)The Thing at the Gate

58)The Secret of the North Woods

59) Dreams of Kingsport

60) The Well

Old -timers will notice that the last six stories were originally released as part of the CCG.  The game comes with a note saying that these stories are now the official ones for all tournaments.  

 

General Comments 

Personally, I rather like the set overall.  There are some of my favourite cards reprinted from the days of the CCG (Carl Stanford, Intimidate, Anarchist, Deep One Rising, Calling Down the Ancients to name but a few) and there seems to be a welcome boost to some of the factions that seemed a bit under-powerd (IMHO) in the LCG: Syndicate, Cthulhu and Yog.  Deck discarding is back.  Amongst the new cards, Hastur's Poltergeist looks particularly fun.  

The set comes with an interesting insert that gives a bit of flavour about each faction and sets out how the designers were trying to develop them with this expansion.  

OK that's your lot.  What do you guys think?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Yes, yes, you have some change for all Night / Days cards where Night / days become keywords placed in the text box.

You have also cards with a different subtypes from the first edition. Take just an example : Terrors in the Dark, it's now an Environment. The wording Night. It is Night have been also added. The Greatest fear gains Disaster. Madness, etc.

Another interest of this extension is to have some goods cards to make good Day decks in miska or Agency and to equilibrate the Night decks from the Dreamlands extension. 

You have also some good and playable cards to reset the table (and the new stories) it's a good idea. The same for people who love to play by discarding hands or opponent's deck.

I find the factions more equilibrate with the extension and yes with a good boost for the mythos factions. Ancient One can now be played a little bit easier. 

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I don't know why I still play the mix of black and white border cards. It does not make much sense to keep those black border cards. For me, there is nothing "deluxe" in this expansion.

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Thank you very much for this spoiler :)

First impression: I like it. Most important (from my point of view, of course), I think that after this set, a good "control" deck will be viable (Dimensional Rift...nice). There is some acceleration for huge monsters, nice wound effects, etc...

 

A sort of "combo" deck seems to be almost available (discard).

 

In general, I can't wait for the expansion! considering that I don't have all the Black Border cards, I have to wait for it to test :P

 

bye

 

Konx.

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 Many thanks everyone for your kind words.

 

"Yes, yes, you have some change for all Night / Days cards where Night / days become keywords placed in the text box.

You have also cards with a different subtypes from the first edition. Take just an example : Terrors in the Dark, it's now an Environment. The wording Night. It is Night have been also added. The Greatest fear gains Disaster. Madness, etc."

Hi Dadajef,  You are right I had missed those!  

There maybe a few more small changes too.  I just noticed Deep One Rising has slightly different text from both its original printing and its revised text after the errata in the old CCG FAQ.  Nothing major, but presumably to stop abuse with Hydra.  

 

 

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I think Deep One Rising, Carl Stanford, and Calling Down the Ancients are going to make the biggest impact from this set mainly because they make Yog and Cthulhu playable again.  While they were previously OK factions, these cards have polevaulted them pretty far up.  The same can be said for Syndicate and the few new cards they got that can go right into a deck although they were previously pretty good already when combined with Agency.

Overall I think all the factions are on a relatively equal playing field now but I guess we'll know that for sure come regionals and then Worlds.

- SF

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 Actually I'm thinking that Miskatonic is starting to fall off a bit.  They didn't get any "big" cards.  Having some willpower is nice, but not as uplifiting as the other cards mentioned.

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TheProfessor said:

 Actually I'm thinking that Miskatonic is starting to fall off a bit.  They didn't get any "big" cards.  Having some willpower is nice, but not as uplifiting as the other cards mentioned.

Yes, that was my reaction too.  I think Miskatonic really misses not having Historic Discovery at its disposal, but maybe it is just too powerful for the LCG environment, a bit like Shub with Ghoul Khanum.  

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 I disagree a little about Miskatonic falling off a bit.  I do agree that they gained very little from Secrets of Arkham, but I don't think that makes them any worse off.  They already corner the market on Investigation and nothing changed that fact at all.  I'd like to see some of the old Misk cards reprinted as well, but I'm not upset with what they currently have.

I will say that still to this day the Misk / Agency Dreamer-Investigator deck is the best one that I've been play testing.  I need to run it up against new Cthulhu based decks to see how it can hang.  I see having a ton of problems with Carl Stanford with that deck though.

- SF

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Thanks for the spoiler! I just ordered some copies of the expansion and I can't wait to tinker around with the new cards. The things I really like about this set is that the factions seem more on par with each other and the wider variety in decks it enables.

 

 

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Some very awesome reprints there. That combined with the fact that there's two of each card per box (are you listening, Warhammer Invasion team?) means I'll definitely be splitting the cost of three of these with a friend on the 1st.

Could someone in the know post the text of the reprinted stories? The deck builder has everything but stories, so I can't look them up there, and I didn't have much luck finding them through a quick google.

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The_Big_Show said:

I'd have liked a few more new cards included in the set, but that's just me.

ditto. they should have atleast split it 50/50 with new to the reprints. good card selection. but nothing really 'secret' here since most of these are well known.....

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1) Agency Medic *
2) Paranormal Specialist
3) Lightning Gun
4) Norman Blackwood Junior
5) Beneath the Burning Sun
6) Femme Fatal

7) Scientific Text *
8) Visiting Professor
9) The Neconomicon
10) Soothsayer
11) Misinformation
12) Professor Armitage

13) Elite Hit Squad *
14) Hired Mystic
15) Forced Foreclosure
16) Intimidate
17) Anarchist
18) Fixer

19) Mi-Go Surgeon *
20) Mi-Go Commander
21) Rampaging Dark Young
22) Albino Goat Spawn
23) Ageless Mi-Go
24) The Mother's Hand

25) Hydra *
26) Lord of Y'ha-nthlei
27) Primal Fear
28) Carl Stanford
29) Deep One Rising
30) Giving Thanks

31) Things in the Ground *
32) Calling Down the Ancients
33) Gatekeeper
34) Hermetic Scholar
35) Chant of Thoth
36) Wizard of Yog-Sothoth

Hastur
37) Poltergeist *
38) Carcossa
39) Messenger from Hali
40) Writihing Wall
41) Infected by Madness
42) Implant Fear

43) Feint *
44) Diseased Sewer Rats *
45) Magnifying Glass *
46) Azathoth
47) Seeker of Mysteries
48) The Greatest Fear *
49) Terrors in the Dark *
50) Dimensional Rift

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If those stars are supposed to denote new cards, "The Greatest Fear" and "Terrors In The Dark" are reprints and yet still have stars.

Again, can someone post the text of the reprinted stories please?

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Amante said:

If those stars are supposed to denote new cards, "The Greatest Fear" and "Terrors In The Dark" are reprints and yet still have stars.

Again, can someone post the text of the reprinted stories please?

the deckbuilder has them, if you have that. if not i can export the text later, or tomorrow.

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The deckbuilder has the stories? Are you sure? Last I checked, it has every type of card EXCEPT stories, and any attempt to search for a story in it (old or new) was met with failure.

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Amante said:

The deckbuilder has the stories? Are you sure? Last I checked, it has every type of card EXCEPT stories, and any attempt to search for a story in it (old or new) was met with failure.

That's because the deckbuilder automatically opens in "Deck" mode.

Try clicking the button that says "General Information"

Ta-da!  You get a place to name the deck and all sorts of other neat stuff while picking which stories you want to use.

 

Chevee

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I have no time to look at all the cards but you can add asterisk to :

Beneath the Burning Sun
(gain subtype Environment / Day is a keyword now)

Messenger from Hali
(Night is a Keyword)

Wizard of Yog-Sothoth
Thougness + 1 now 

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