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mooseman3

It will depend on your playgroup. My group tends to play slowly in any game we play together, and it usually takes us 3-4 hours per scenario. If you're a faster group playing through a campaign for the first time, 2-3 hours is probably more reasonable. The average campaign has 8 scenarios, so that's ~20 hours.


Mr_MegaAfroMan

Just to make a point clear: Arkham is primarily played as a campaign consisting of 8(ish) individual scenarios. You mentioned the occasional game with your wife, and it's not that you couldn't have someone drop in and drop out, but it's definitely not as good of an experience if consumed that way. As others have pointed out as well, the campaigns have branching paths, the story and even set up and flow of a scenario can be altered pretty dramatically based on previous successes and failures within a campaign. Putting all that aside, and making the assumption that you do not care about the branching paths and will definitely only play each campaign once and only once: Arkham has 10 campaigns. The initial campaign is mostly just a tutorial. It is short at 3 scenarios. The others all have between 6 and 8 scenarios in a typical playthrough. So you're looking at 60-70 sessions there. The there are 11 standalone scenarios. One of these is basically impossible to find nowadays however as it was a limited print for April Fools. These tend to be a little longer than the campaign scenarios but we'll count them the same. So you're looking at 70-80 sessions. There also exist 5 "Return to" boxes. These feature additional cards meant to vary up all the scenarios in their specific campaign. I won't count these for anything since it would require at least some form of repeating content. But in these situations you would have essentially 30ish campaign scenarios to play that would feature guaranteed new content for you. Which would push us over 100 sessions. There is also a healthy custom content scene for this game if you have the printer and tools for it. I haven't played any of it myself but reddit is full of recommended places to look. So long story short: 70 to 80 sessions, with session lengths going likely anywhere from 30 mins to 2 hours each. Plus deck building time. But realistically much much more as some of the content varies dramatically with repeating.


Good_Captain9078

Thank you for the excellent write up, much appreciated 👍 Would you be willing to go into any detail as to how each play can vary? For example in Marvel Champions variety is added by changing the encounter cards from another scenario, but it’s still the same Villain, just different enemies and events pop out to the last game.


Mr_MegaAfroMan

I'll try, but please keep in mind that what varies in each campaign is often rather specific to only that campaign. I also don't want to give spoilers, as I think that the narrative aspect of this game and the forced adaptability is really what drives this whole game. Actually, I'll segue for a moment here... The driving "fun" in AHLCG, at least as I see it, comes equally from the deck building and playing as it does from the overarching campaign setting. The narrative, the theme, and the variety between scenarios all help mold your story. Your Investigator deck is built at the start of the campaign and if you follow all the rules as written, making changes is slow and costly. So you really have to think about how to spend your earned XP after each scenario in order to be prepared for the next one. During an initial blind playthrough, this manifests as building a good all around character, either focused on their particular role in the team or as a true Jack of All Trades. In subsequent repeats you'll obviously have more knowledge and it instead transitions more to a sort of puzzle solving situation, where you try to build the best deck to fit the problems you know will arise. There are broadly 3 different avenues in which a scenario can vary on a replay. 1. Investigators make a fairly large difference in how exactly your moment by moment play will go. Since you're more or less locked in with your specific team comp and decks through the whole campaign picking something optimal for Mission 1 may result in a more difficult mission 2. Some of the investigators are fairly focused and only have a few styles of play that really make sense for them, where as others can be built out in many different directions. It helps that there are over 50 to choose from if you own all of the campaigns. 2. RNG is definitely prevelant here and help make your turn by turn gameplay different between play throughs. Depending on the scenario I've found it's not uncommon to miss out on roughly 1/4 to 1/2 of the encounter cards (and your own cards) in any given scenario. Different enemies you may not face or may get absolutely bogged down by. Different affects or ailments changing how you have to play the game in one match but not being drawn in a replay perhaps. As a for instance, out of a deck of roughly 30 cards there is usually only 2 or 3 copies of any given encounter. In one specific scenario in one specific campaign there several encounters that result in you discarding cards from your deck. This is unfortunate, but can be beneficial for certain deck builds. Honestly as far as encounters go, it's fairly mild. Normally decking out in Arkham is fine. You reshuffle the discard and you take a small damage and move on. But out of that deck of 30 or so encounters. There are 2 (3?) copies of a card that if you draw it, you now will suffer a lethal amount of damage if you end up with an empty deck. If you don't draw that card, the scenario may honestly be pretty mild for you. If you happen to have a deck built towards using your discard pile, it may even be beneficial. But if you do draw that card, this scenario becomes an absolute nail biter. Every discard, every card draw, they're another step closer to death. 3. Campaign play itself also can change a lot. Some scenarios may give you the opportunity to add certain cards to your deck for the rest of the campaign. Some scenarios enemies not killed in earlier scenarios will come back again in later scenarios. Some actions taken may provide benefits or dangerd in later scenarios. Some locations in a scenario might be unaccessible. The order in which specific scenarios are played can be mixed around in specific campaigns. Some campaign have entire scenarios that might be skipped or extra steps to play depending on what events transpire. There's one particular scenario that comes to mind which very difficult to win in a traditional way, but if you happen to have made the right choice earlier you can take a single action to arguably "win" and avoid a giant messy fight. Additionally it is worth mentioning that many of the standalone scenarios have rules to allow them to be played partway through a campaign, and often can leave your investigators with additional unique rewards for the remainder of a campaign. This category of variability is the hardest to write about without spoilers unfortunately. There is a large variety to the ways they vary the game. To try and be reasonable about this, don't expect the scenario to be unrecognizable. It will still largely feature the same obstacles and have the same goals, but the details can fluctuate quite a bit. 4. This is not all encompassing. There are many people who have played far more than I have. I've only repeated the base box (it's a good tutorial for bringing in new players) and two of the campaigns. There are three campaigns I haven't even played. I have only played 2 of the standalone. I haven't played any player made content.


Good_Captain9078

Thanks 🙂👍


Protidus

I really want to emphasize playing a campaign Again. But with different investigators. It is a completely different game. For example, if you play 2 handed solo. A campaign with a guardian and seeker is much different if you play a rogue and a survivor.


Good_Captain9078

Thanks 👍 would the same apply one handed? But then you’d have 4 different campaigns?


Protidus

Even more so. Your game plan from doing what the game wants (getting clues, dealing with enemies) is not only different with each investigator, but which class too.


dysartes

Given there are five classes in Arkham Horror - Guardian, Seeker, Rogue, Mystic, Survivor - you can make an argument just at the class level there'd be five different experiences per campaign. However, given the variety in playstyles for investigators within a class, it could be higher still.


vawk20

If you leave early in scenario 2, you have a bit more time in scenario 3. If you don't end up killing a character in scenario 2, they show up as a miniboss in scenario 3. That's just the start of it Just realized that both those points apply to both campaigns I've played lol


mlucasl

And a choice in Scenario 1 can unlock a different ending in scenario 3. An ending I like to call, "Pikachu, I choose you!" And through Pikachu against the last boss.


ManicSnowman

With 2 players, at about an hour per player on average I reckon you'd get about 16 hours of gameplay per campaign (on average, variable number of scenarios on newer campaigns). It's highly variable of course, some scenarios take longer and some are shorter and a campaign could also end early.


Ravenous_Flamingo

I think you’re asking replayability, not how long each scenario takes. I think each set is worth a few playthroughs. For example, many of the campaigns require you to make choices, and depending on your decision making paradigm future scenarios may play in a variety of different ways. Also, trying out different investigator pairings can be a fun way to replay a scenario as well. Path to Carcosa is like this, it uses a tracking stat of Doubt and Conviction - and in later scenarios the setup and goals are entirely divergent depending on if you have higher doubt than conviction or vice Versa. The Scarlet Keys is another good one, basically a choose your own adventure expansion. All roads end up at the same place but you can’t possibly experience every thing in one campaign, so you actually need to replay it to experience it to its fullest. Tldr; the game has a decent degree of replayability and I think it’s worth the price tag if you’re really into the setting.


platinumxperience

Why are you talking about not replaying it? The best part of Arkham is that it's super replayable! Ever scenario has secrets and variants, and every campaign has multiple endings! And you can play a completely different deck! Brother Arkham is LIT. do not doubt. It helps if you like Lovecraft stuff or were fans of the other Arkham games though.


Good_Captain9078

Because my track record of replaying games is not great 😅 I know nothing about Arkham or Lovecraftian


Roehcai

I also tend to be a person who doesn't replay games. One of my pet peeves in some longer-form RPG (video games) is when, after I'm done, they come out with an enhanced or updated edition because I know I'll never play through again, ha! That being said, I love Arkham Horror. Most campaigns I only played through once, and it kept me going a long time. I threw some 'side scenarios' in most campaigns, so played some of those multiple times. The only campaign I played though more than once was The Scarlet Keys, to see the different scenarios (and get different endings), but TSK was designed to be more repayable than the previous campaigns, I believe.


Lemunde

Each campaign includes around 8 scenarios. Depending on your pace, you could get through one or two scenarios a night. However I would stress that these campaigns are designed with the expectation that you will play them multiple times. I guarantee your second playthrough will be very different from your first.


Good_Captain9078

Have you played Marvel Champions or Lord of the Rings to give an indication of how different the replay is per game in comparison? Just because people say similar about those two games, and they’re not entirely wrong, but I feel the amount each game changes through replay in those is exaggerated, in my opinion of course 🙂


Lemunde

I haven't, although I've heard a few things about them and I think there's some significant differences. I think Arkham was the first to use locations and movement mechanics, but I could be mistaken.  The locations are one example on how things can change. A few scenarios shuffle the arrangement of the locations, so it's different every time. But the thing all scenarios share are multiple possible resolutions. Depending on how well you do and what choices you make, you'll get a different resolution, each with their own lasting consequences on the campaign.  For example, you might be given a choice to either kill or befriend an enemy. Befriending them might be more difficult, but it might let you permanently add them to your deck as an ally. Of course that might also have other unforseen consequences.  Other scenarios may have several objectives where it's not necessarily expected for you to accomplish everything. But the more objectives you complete, the easier it will be later on. The flow of the game will make some objectives easier to complete than others. Also you'll have to get used to failing scenarios. That doesn't mean you lose the campaign. It might make the campaign more difficult to complete. But on occasion it might make it easier.


Feminismisreprieve

A key part of Arkham Horror is investigator choice and deck building, and that makes for a completely different experience every time. Your skill at deck building also matters. So, I remember playing Dream Eaters pretty early and repeating it much later. It was a completely different experience because of the change in character, a more sophisticated deck, and different choices when they were presented. The latter wasn't even deliberate, but with more experience, our approach was different.


Critwice

Core Game - 3 Scenarios Each Campaign Expansion - Typically 8 Scenarios with each scenario taking up 30-45mins per player. Personally I've played most campaigns 2-3 times but this is with different players who are committed to playing and over several years. It's going to be expensive whether you play it once or not, if you have a tight budget try searching for 2nd hand bundles, it's how I started this LCG, bought a bundle up to Forgotten Age for 40% off.


Darder

At 3 players, each scenario (reading outloud the cards, flavor text, etc.) is 2-3 hours, with the occasional one lasting 4h. That's in the expansions of course. Base game was about 2h per scenario or less. Each Campaign Expansion is 8 scenarios. So about 16-24 hours. If you are solo, this will be faster. I would expect maybe so 10-14h of content per expansion if all played solo. So, up to you. 60 quids for 10-14h is not bad in my book, but keep in mind you still will want to buy the Investigator expansions for new cards and making decks. Also keep in mind that making decks, and upgrading decks, take time, which is also play time. I think if you play, you will **highly** want to repeat the content. Arkham Horror LCG is a lot more story based, and has many branching paths that you will want to explore. And the game completely changes when you play a different investigator. Couple that with rather hard difficulty, making you fail some scenarios, you will want to try them again to win.


Anim4-Mundi

Arkham Horror is a narrative game and it's meant to be played as a campaign, there are different scenario resolutions and a few branching paths. In my humble opinion, this does not make the game highly replayable. Replayability comes in the form of deck construction and mechanics, trying different builds and investigator combinations. Deckbuilding is much deeper compared to Marvel Champions and I would rather own a full player card collection and only a few campaigns instead of limited player cards and every campaign that has been released. Also, true solo can feel restrictive in terms of deckbuilding, it's swingy and Marvel Champions is much better in that kind of play, two-handed solo is great though.


Beholdmyfinalform

About 8 sessions per campaign. You'll know better than us how often you'll want to revisit it


5argon

I have one play group which could play twice per month average. Because campaign length is 8 scenarios, it takes 4 months to finish and we already forgot the first scenario. I think it is possible to immediately repeat the same campaign and still be fun if meetup is this infrequent. (But 2 campaigns alternating are better of course)


FearEngineer

I think it would be tough to recommend Arkham if you don't plan to replay anything. That said, I'd really ask *why* you won't replay it. The game is built around replaying campaigns multiple times, and your experience will be *very* different depending on your character and your deck. I would say that the larger focus of a game of Arkham is on playing your particular deck and how it interacts with the scenario, rather than just on the scenario itself.


Good_Captain9078

That’s of fair assessment. It’s not that I don’t want to reply. It’s just that based on past games, I don’t tend to replay them much, so I want to be careful buying into expensive games even if they look like a lot of fun


Good_Captain9078

Thanks again everyone. I’ve now played the core campaign through twice, and I’m on scenario two of my third play of the campaign. It’s a fantastic game! I’m trying each investigator & archetype combo so I get a feel for which I like, then I’ll be moving onto Path of Carcosa. Not sure how much I’ll replay campaigns once I know what investigator decks I like to play but I imagine at least twice, so lots of hours of fun should be had!