Board Games, H.P. Lovecraft

Mansions of Madness Board Game Review

Mansions of Madness published by Fantasy Flight Games and designed by Corey Konieczka is a one versus many (in this case one to four) board game using H.P. Lovcraft’s Cthulhu Mythos.  It was first released 2011.  It plays from 2 to 5 players (ages 14 and up) in 2 to 3 hours (or less).


     In this game, there are two groups of players: the Keeper and the Investigators.  The keeper is a sort of game master or overlord which controls much of the game and is the antagonist for the investigators using sinister powers and monster to thwart them from uncovering clues, discovering their objective and accomplishing it.  The Investigators on the other hand are the remaining players (one to four) who take the roles of a 1920’s character archetype.  If you are familiar with Arkham Horror, you will be familiar with the eight characters found in this game.  The investigators role is to search the mansion (of madness) for clues to uncover what plot elements the Keeper has chosen for the particular story scenario being played.Image

     The game comes with five stories in total: The Fall of House of Lynch, The Inner Sanctum, Blood Ties, Classroom Curse, and Green-Eyed Boy.  Each story has three slightly different objectivess that the Keeper selects and keeps hidden until forced to reveal when the investigators uncover the appropriate clue. Additionally, each story has between 1-5 other elements for the Keeper to select from to tailor the each story slightly.  These usually involve where the next clue can be found in the clue change.

     To setup, which this game has quite an involved setup, the Investigators setup of the map which is composed of a number of thick cardboard map tiles to make the mansion (of madness) and select and spec (choose what abilities they want) their character for the game.  While the Keeper pulls the required clue, lock, obstacle, mythos, and event cards for the story and seeds them on the map in the appropriate areas depend on the story elements chosen.Image

Game play begins with the investigators who each allowed to move their character two spaces and receive an additional action which can be used for a variety of things such as movement, combat, room exploration, use of items, etc.  After each Investigator has had a chance to complete their turn, the Keeper draws threat (the currency they need to power many of their actions) and plays whatever effect they can afford and adds a time token to the event deck.  When the event deck has the same number of token as the number listed at the bottom, the card is revealed and read aloud by the keeper performing all actions it lists as applicable.  The game continues until the investigators or the Keepr have completed their objective causing the other side to loose.  In Mansions of Madness it is possible for both side to lose in that case the game and the Great Old Ones win.

Mansions of Madness Investigators

The Investigators: Gloria Goldberg, Joe Diamond, Sister Mary, Kate Winthrop, Michael McGlen, Ashcan Pete, Harvey Walters, and Jenny Barnes

The components in this game are of high quality.  In fact, I only really bought this game for the unpainted miniatures which I have all since painted. Please note, the picture shown is not my painting of the miniatures.  The sculpts are very good on par with similar 28mm war game pieces.  The artwork is also very good to the point I always think there is a mar or scratch in the Exploration Cards due dilapidated hallway they feature.  The map tiles are also both attractive looking and function as the same time.

Like I said above, I really only bought this game for the miniatures but decided to sit down and play a game since it came with it.  When reading the rules, I admit I was a little underwhelmed by it as a veteran pen and paper role playing gamer.  However, upon playing it the rules form a tight structure for both sides to work within with very transparent game mechanics.  Additionally, the game is intended to be more head to head rather than a Game Master facilitating an adventure in more typical rpg.  Though I would recommend new Keepers to understand the Investigators’ players skill level and relative interest in what they want out of the game.  Most of the stories are heavily weighted toward the Keeper.  This balance will equalize after multiple replays and the players roughly know what they need to do for story becoming more of a game of deception on the Keeper’s part.  Speaking of re-playability, the base game does have a limited stories, objectives, and elements.  Even the objectives and elements are that varied mechanically.  Objectives are sometimes opposites and elements are usually where the clue can be found in the mansion (of madness).  If Investigator players are enjoying this game for the mystery and exploration, it will have a fairly short shelf life.  However, if the Investigator players have played the same story multiple times the nature of the game changes as the Keeper must bluff where the clue chain goes and be on their toes about accomplishing their objective.

The Pros, it is a very light, structured rpg that has a definite ending.  While the game itself mention it, it is very jump in, jump out of game as players can join/leave adding/removing Investigators while the Keeper simply adjusts the amount of threat they collect.  It is a very good use of the Lovecraftian theme.  It has very good physical components.  Fantasy Flight Games have excellent customer service (I lost a piece of the game making it unplayable and they quickly replaced it).

The Cons, the game has a long and involved setup and long break down.  The Keeper and incorrectly seed the map and make the game unwinnable for the Investigators.  There are so many components that it is very easy to lose a vital piece making certain stories unplayable.  Some of the stories if you take a step back and look at it as a whole may come off anticlimactic. Because of the miniatures it is pricier than most board games.


Bottomline, I actually have grown to enjoy this game the more I play it.  It hits the table each week and is likely to for at least the next month.  For something I wasn’t expecting to even really play that much it has blown me away.  If you and your group are interested the general premise of Mansions of Madness and none of the cons are deal breakers, I recommend picking it up. I give it 4 out of 6 Elder Signs.

H.P. Lovecraft, Pulp Story Review

At the Mountains of Madness Review

At the Mountains of Madness (originally published in Astounding Stories in 1936)

by H.P. Lovecraft


     This novella, like many other of Lovecraft’s tales, is a first person account. This time it is Dr. William Dyer, professor of geology at Miskatonic University who previously led a scientific expedition to Antarctica in 1930 (presumably six years ago being published in 1936).   Dr. Dyer is writing this amendment to his account of the expedition to dissuade further scientific study of the frozen continent.  Like many other of Lovecraft’s narrators Dyer speaks of the dangers of humanity learning too much about the universe as the human mind is simply incapable of some horrible truths.  He explains that he and surviving expedition members purposely redacted the more fantastical discoveries they uncovered in the extreme south of the planet.   Things he hoped he would never be forced to reveal.  However, he has decided to shed additional light on what happened those many years ago to stop others from making the same mistake.

Dr. Dyers begins by recapping some of the resources, routes, and scientific data collected during expedition.  Lovecraft, like in Shadow Over Innsmouth, uses the convention of telling the reader that the finer details can be found in past newspaper articles, telegraph/wire transcripts, and other sources.  Simultaneously cutting down on the supposedly information for the story and giving the tale a fell of authenticity as only be a part of a larger body of information.

At the last portion of the voyage to the Antarctic, describes a bizarre wind that howled through the summits of the Admiralty Mountain Range.  He describes the sound as similar to that of, “half-sentient piping music” that both reminded of a painting Nicholas Roerich of the Plateau of Leng and of the Necronomicon written by the mad Arab Abdul Alharzed.  Almost a month later, while temporarily lost above the icy world of the Antarctic, Danford, a graduate assistant of Dyer, witnesses the volcano of Mt. Erebus which reminds him of a passage in Edgar Allen Poe’s Arthur Gordon Pym. 

Months later in the expedition, Professor Lake of the Biology department  at Miskatonic University radios to the base camp while flying as part of a sub-expedition discovers a mountain range that may rival the Himalayas with peaks taller than even Mount Everest.  Lakes aircraft is later forced to land before they can reach camp.  Not wanting to waste time or opportunity Lake radios back about strange cubical formations upon the highest peaks on this colossal mountain range than appear to give off strange reflection of light and wants to set up a camp there. The following day Lake’s sub-expedition discovers a cave in the ice while drilling core samples.  Inside were a whole host of fossils many different ages in geology.  More fantastic than the treasure trove of fossils was the discovery of large plant-like specimens eight feet tall, with a three and half foot diameter with five ridges with tubular, wing-like growths folding within the ridges of the main barrel shapedImage body.  Dark grey in color the things have five light gray tentacle appendages around its pentatonic body.  The things are topped an apparent head like a starfish tipped with reddish globe like eyes.   Even as a biologist, Lake as difficulty determining if the things are vegetable or animal.  What is known it the sled dogs hate the things and likely would destroy them if given a chance.

I like this the adventurous nature of the At the Mountains of Madness.  The idea of being on a scientific expedition appeals to me a great deal and I even enjoy the little details that Lovecraft throws in to make it feel like you are in fact reading the account of a geology professor.  Unlike earlier works of Lovecraft, he goes into great detail to describe the Elder Things that are discovered in cave Lake drilled and blasted into.  By virtue of having scientists as the protagonists, Lovecraft could go into great clinical detail about them.

As as I like the setup of this story, I feel that Lovecraft plays the ending too close to the vest.  I want to know what Danforth saw or at least have his experiences more than a few fragmented words and references to other stories and the Cthulhu Mythos at large.  I will admit though, like any good horror writer, Lovecraft likely stop the story where he did so the reader who have to wonder what exactly happened as have their imagination put together what they think it was.

My biggest compliant with In the Mountains of Madness, is a theme that sometimes appears in many of Lovecraft’s other weird horror stories: man should not explore the universe as its truth can only cause madness.  The only reason that Dyers wrote this is to stop any future expedition to Antarctica.  I understand his reasoning, the Elder Things and shoggoths are extremely dangerous creatures that can wipe out mankind.  If they were to learn of humanity existence, it may very well mean our extinction or at very least subjection by this ancient beings.  I am not sure of H.P. Lovecraft’s stance on science because of this.  He dabbles into science-fiction and clearly likes using academics as his protagonists, but he keeps coming back to this line mankind should never explore.  I’m just not a fan of the trope, “things man was not meant to know.”

Elder Signs

Bottomline, while I have a slight issue with the theme of In the Mountains of Madness, it is a chilling tale of exploration and discovering ancient monsters.   Six out of six Elder Signs.

H.P. Lovecraft, Pulp Story Review

The Dunwich Horror Review

The Dunwich Horror (first published in Weird Tales 1929)

by H.P. Lovecraft

dunwich horror

by Santiago Caruso

The novella begins with a prolonged setup of the Massachusetts town of Dunwich and the surrounding features such as Round Mountain, The Devil’s Hop Yard, and Sentinel Hill atop which a strange ring of stone columns thought to have built by now extinct tribes of Indians. It is perhaps these stones that started the stories of witches and devils that haunt the areas around Dunwich, however, what is know is the general disdain travelers have for loitering in the town any longer than they absolutely have to.  The Dunwich folk are mostly composed of but a few families such as the Bishops and the Whatelys.  A few of the branches of these familial trees have fallen into degeneration over the decades.  It is one such family that story revolves largely around.

Wizard Whately and his albino daughter, Lavina, bizarre and deformed part of the degenerated Whatelys living our at a farm near Dunwich.  The xenophobic townsfolk usually take little interest in affairs others, but the birth of Lavina’s son is of note for several reasons.  For one, the boy is a bastard with the father unknown by any in Dunwich.  Cursorily, Lavina doesn’t shun the boy, but in fact, seem proud of the goatish looking baby.  The other oddity is the the boy’s, Wilbur,  astonish rate of growth and mental development.  By a year and half the boy had grown to the size of a child normally thought to be four.  Wilbur began speaking at eleven months seemly skipping lisping and forming sentences almost immediately.

Wizard Whately began odd projects soon after Wilbur’s  birth.  He found renewed wells of stamina to repair and make additions to his old dilapidated home.  Old Whately also began to purchase additional cattle though the surrounding folk noted that his herd size never appeared to increase.  For years after none of the people of Dunwich paid this branch of Whatelys any mind as was common for them to mind their business.  However, ten years after the birth of Wilbur, the boy who have the appearance and demeanor of a man aided his grandfather in restoring the old barn on the property for some strange purpose.  It was later in the spring that old WIzard became worn out and sick.  The Whippoorwills had gather in frightening number at the Whately farm.  According to Wizard to try an take his soul as he died.

With the death of old Wizard Whately, it was up to Wilbur to finish what sinster task his grandfather has started.  To do so required an earlier edition of the Necromonicon written by the Mad-Arab Abdul Alhazred for a passage written on page 751.  Wilbur writes many universities and even visits Arkham’s own Miskatonic University to get his hands on own.  It only by Dr. Henry Armitage’s refusal that the boy is unable to get the required knowledge from the book.  Yet something urgent is requiring Wilbur to return to home…

The Dunwich Horror is a departure from Lovecraft’s normal first person narrative.  Although, the author doesn’t stray that far from it.  The story is still told in a typical account style writing that gives feels like Lovecraft wanted to have it told from single source (such as a newspaper reporter) but could make all the elements he wanted fit.  This does allow the story to give the reader information  and immediate tension not usually found in his story.  Because the story isn’t written after the fact, the climax can actually generate a more visceral experience that typically found in H.P. Lovecraft.  Not withstanding first short chapter, the Dunwich Horror has an easier narrative for readers new to H.P. Lovecraft to follow.

Elder Signs

Bottomline: The Dunwich Horror is one of my top five favorite Lovecraft tales.  It makes a good entry into reading the author as the story is about villains trying to bring about the end the world and academicians attempting to stop them. Six out of six elder signs to keep the gate and the key of Yog-Sothoth sealed away.

H.P. Lovecraft, Pulp Story Review

The Colour Out of Space Review

The Colour Out of Space (originally published in Amazing Tales in September 1927)

by H.P. Lovecraft


By Darksorrow 666

The narrator of this short story is a man sent to New England to survey land for a new reservoir.  Even from the city of Arkham the narrator is told this area known as the Blasted Hearth is evil though the younger folk don’t known why and the elders won’t say other than, “strange days.”  Curiosity gets the better of the him, and he finally gets the name of someone that might talk about those strange days.  He warned not to believe Ammi Pierce’s crazy stories about the past and the desolate area known as the Blasted Hearth.  Instead, the narrator seek Mr. Pierce out immediately.

Using the reservoir surveying as guise to ask about the story behind Blasted Hearth and the strange days, the narrator talks to Ammi and discovers the old man to be far more intelligent that he was led to believe.  Ammi states it would be better for what had happen during those strange days to be under water.  Without much prodding however, Ammi retells the story of Gardner Farm as well as its fall.


by Rafa García de la Mata

Decades ago in 1882, a strange meteorite fell on the Gardener Farm and intrigued professors from Miskatonic University to study it.  The meteorite seemed to shrink in size after hitting the Earth according to Nahum Gardener.  It was composed of a malleable material that was warm to the touch and seemed to completely inert to acids and many other chemicals.  In fact many of the test performed by the professors yielded result not like any material known.  After gouging deeply into it, the University geologist discovered a strange substance that could only be describe as a colour, though it was not like any in the known spectrum and entirely impossible to describe.  Only one of these colour globules were found within the odd meteorite.  After a thunderstorm the meteorite was struck by lightning according to Nahum and the professors could not find any remains of the meteorite.

It was this that Nahum’s farm began to produce huge, mutated crops that completely inedible.  Disgusting in taste the entire crop was useless.  Soon after, the animals began to act strange and the livestock also impossible to eat as the meat took on a horrid taste.  After more than a year, the surrounding vegetation grow strange.  The flower bloomed colors unlike they ever had and even the grasses were prismatic in their array of colors.  The Gardener’s were not immune to what ever was causing this strange growth.  Nahum grew taciturn though most though it was from the hard times at his farm.  Mrs Garden fell into a madness, and the Gardener child became ill and died.  By harvest, the Gardener Farm and the area surrounding the farm the vegetation was crumbing to gray ash like powder.  Like the color and life had been sucked out.  That was forty-four years ago.

The Colour Out of Space is brilliant blend of science fiction and horror.  I always put myself in the shoes of Nahum Gardner who not only is his livelihood falling apart, but his family is either becoming ill and dying or insane.  The Colour’s effect happens over the course of a couple years forcing Nahum to endure the menace and dread of such a tragedy far more than a simple serial killer or mad man chasing after the protagonist.  He is truly helpless against this force from beyond the stars that even the brightest minds of Miskatonic University can’t understand.  What is most frightening is that the Colour may continue to expand, perhaps faster, even after the reservoir is place over the Blasted Hearth.  I always took the strange effect the Colour had on the environment as well as the heat from the meteorite to be a sort of radiation.  Or even the Colour itself being or giving off toxic radiation that mutated and drove mad living things before draining the life and color out them.

The Colour, like the Nothing is the Neverending Story, is purely literary concept as Lovecraft goes out of his way to make the reader known it was a color know like any known shade or type.  I can’t help to at least think a little of the impossibility of such an idea as I’m fascinated by electromagnetic radiation including the visible spectrum of light.  However, I don’t let that bother me from such a chilling tale.


Bottomline:  The Colour Out of Space is a tale that even to this day gives a heavy gut from the tragedy and horror it produces.  The idea of a thing so subtly destroying your life without concern and perhaps one day becoming a threat to the entire world is a spine chilling one.  I give The Colour of Space 6 out of 6 magnetic field producing elder signs.

H.P. Lovecraft, Pulp Story Review

The Call of Cthulhu Review

The Call of Cthulhu (originally published in Weird Tales 1928)

by H.P. Lovecraft


by Neil John Buchanan

The short story begins with a short diatribe on the mercy of ignorance written in the first person of the narrator (presumed to be Francis Wayland Thomas of Boston).  He is the great-nephew of the deceased Doctor George Gammel Angell, Professor of Languages at Brown University, Providence, Rhode Island (note of trivia: this is Lovecraft’s hometown).  The narrator is Professor Angell’s sole heir and executor.  While searching through the deceased files and and boxes, the narrator discovers a lock box without an obvious key.  Curious, he solves the puzzle of where the key is found opens this box to discover various manuscripts, articles, and papers on people having strange dreams and even more bizarre cults as well as a clay bas relief of modern construction of exceedingly ancient hieroglyphics and design.Image

Among the papers and manuscripts in the lock box is the account of its sculptor an Anthony Wilcox of the Rhode Island School of Design written in his dead great-uncles own hand.  It seems that Wilcox created the bas relief after a fit of nightmares of a strange  city of unimaginable size with colossal lumbering things miles in height.  In this terrible city Wilcox heard a language unknown to him but didn’t seem human.  The only words he could make out were, “Cthulhu fhtagn.”  Wilcox later falls into a strange fever-like delirium for more than a week where the young man plagued terrible visions of this same strange place with the sounds “Cthulhu” and “R’lyeh” are most repeated.  When the fever breaks, Wilcox hads no memories of the previous days.  The narrator’s uncle learns that Wilcox malady was isolated as many poets, painters, and other artist had similarly fallen a fever-like delirium with similar accounts all occurring within the span of little more than a month.  And all stopping on April 2 the same day as Wilcox’s recovery.Image

The next bit of evidence found within the lock box the narrator introduces is that of an account from Inspector John Raymond Legrasse of the New Orleans police.  He was investigating a strange statuette that had seized after what most called a voodoo cult.  However, what Inspector Legrasse saw during that raid was far more sinister than he could imagine in the blackest part of Africa.  The statuette was craved to look-like a thing with a vaguely humanoid form with a octopus-like head with a mass of tentacle feelers and narrow wings.  The work seemed to be centuries old yet no expert could recognize the school or culture it cold be part of.  Even the soapy green stone with flakes of gold seemed unlike anything known in modern geology.

It wasn’t until Inspector Legrasse collaborated with a Professor William Channing Webb, a professor of anthropology at Princeton made any sort of connection.  Professor Webb while touring Greenland and Iceland to study the native peoples, came across a similar strange tribe or cult of West Greenland to that of Inspector Legrasse.  Both cults were chanting the same phrase, “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn” which the professor had translated as, “In the house at R’lyeh dead Cthulhu waits dreaming.”

The Call of Cthulhu is an interesting way to structure a story with much of it done via the narrator relating the artifacts and notes to the reader as he finds and examines them from his dead great-uncle’s lock box.  Lovecraft also selects some fantastic locations for many of the accounts within the story such as the swamps of Louisiana, the tundra of west Greenland, and even the south Pacific.  Even today these places invoke a sense of mystery and isolation from the rest of the world.  I also enjoyed how Lovecraft feeds the reader just a little more about Cthulhu and what is occurring slow building the story and giving everything involved, such as the dreamers and cults, a grounded surrealism to it.  The way that Lovecraft chooses to tell the story is genius; as the reader and the narrator investigate the clues and evidence before engaging in humanity’s fight against Cthulhu.  Lovecraft alludes to the idea that like the narrator, Francis Wayland Thomas, finding his deceased great-uncle’s notes and thus becoming involved.  We the reader, having read his account and seen the evidence, take his place as he took his great-uncle’s in death.

It has been some years since I read this story, and I will honestly say I forgotten nearly all of the first chapter.  What remember most about this story was the raid of the cult in the swamp and the encounter with the sailors near the end.  The Call of Cthulhu is not one of my favorite Lovecraft stories.  Unfortunately, I did find the framework of the story more interesting than the story itself.  However, if you like the idea of the Cthulhu mythos this story is mandatory reading.


Bottomline: It is a very innovative way of telling a story.  Lovecraft outdid himself in attempting to create a coherent series of events of near end of the world.  I give The Call of Cthulhu 6 out of 6 elder signs sealing the ancient one away until the stars are right once again.

Board Games, H.P. Lovecraft

Arkham Horror Review

     Arkham Horror by Fantasy Flight Games in a cooperative Lovecraftian board game written by Richard Launius and Kevin Wilson and published in 2005.  It is based on the earlier 1987 Chaosium gamed based on the Call of Cthulhu tabletop role-playing game.   It plays from 1 to 8 players (ages 14 and up) in 2 to 4 ([sic] plus) hours.


     The premise of the game is that is 1926 and dark shadows grow in the fictional Massachusetts city of Arkham.  Great and powerful entities known either as Ancient Ones (AO) or Great Old Ones (GOO) slumber in dimensions beyond time and space waiting until the stars are right to awaken.  It appears that this time is now.  Strange eldrich gates to other worlds are opening in Arkham and bizarre, insanity causing monsters are pouring out them.  It is up to a small group of investigators (the players) to seal these gates and halt the encroachment of the Ancient One from entering and destroying our world.


Arkham Horror board set up

To play Arkham Horror, the players select one of the 16 investigators in the game, from a hard-boiled private investigator to crotchety old university professor and even a wandering stage.  magician.  The investigators must prevent one of the 8 ancient ones from awaking by collecting clue tokens, entering gates to other worlds, exploring other worlds, and closing and/or sealing these gates.  If the investigators can seal 6 gates or close all the gates while possessing 1 gate trophy (earned by closing gates) per investigators the player beat back the Ancient One putting them back to rest for a while longer.  If the investigators cannot do this, they must battle the ancient one (with the exception of Azathoth that awakens and ends the game) in a last ditch battle for mankind.


Cthulhu’s Ancient One Sheet

I’m not going to get much more in detail on the specifics of the game mechanics and rules as there are many and they are not particularity unified.  I will say that the game is composed a five phases: Upkeep, Movement, Arkham Encounters, Other World Encoutners, and Mythos.  Dice rolls are made with a standard d6 typically looking for a 5 or 6.  Most the time a single success is requires except the case of [X] were X equals the number of successes required.

Upkeep Phase is where the investigators can adjust their skills increases one at the cost of another.  Additionally, Upkeep is the phase where players maintain some of the special powers or effects such a Blessing witch makes dice probabilities easier.

Movement Phase is where the investigators can move around Arkham or Other Worlds.  It is also the phase where players initiate combat or evade with the monsters in Arkham.  It is important to note that Evading and Combat checks are different that Sneak and Fight checks which use each skill respectively.

Arkham Encounter Phase is where the investigator draws the color coordinated card to the location there are at (unless they are in a street location).  They read and perform the action described in the text of the card that matches the location that are at.  It is also this phase that investigators at locations with open gates are pulled into Other World locations.

Other World Encounter Phase is where the player draws Other World Encounter cards until they match the colors at the gate their investigator is at.  They read the text for the location or Other if the location is not on that card and perform the action(s) described.

Finally, the Mythos Phase is where the players draw a Mythos Card and perform the actions described on it in proper order.  This is often another gate opening up or it the location already has an open gate a monster surge.


Investigator Sheet

This game is one my favorite board games.  I really like the Lovecraft theme as well as co-opt games.  Unlike some other board game players, I enjoy the random luck element of both the dice rolling and randomness of the cards.  I see it as crisis management as you have to plan on things not going your way even when percentages are heavily in your favor.  I think the game does a good job of balancing beneficial encounters with detrimental ones (although I count neutral ones as beneficial).  I also like the various sub-stories found on many of the location cards; though sadly many places in Arkham don’t visited ever outside of seeing what kind of encounters happen there. I never read the cards before the game, so I little idea what kind encounters happen at Ma’s Boarding House or at the River Docks.

While I really like this board game, it has many flaws that I think could have been fixed.  One thing I would have done different would be to make the street locations on the game board the space where the Arkham Location Encounter Cards kept.  The game board is already gigantic and the game has literally hundreds of pieces.  To help reduce the already cyclopean footprint of this game I would have put some the pieces on the board itself.  Perhaps that would have made the game more busier than the creator wanted, but I don’t think so.  One thing I have noticed it Fantasy Flight Games love lots of little tokens and Arkham Horror is no exception.  I wonder if it could have been possible to place spinners (or some other integral tracking) on the investigator sheet.  The back story would have to be in a smaller font or one a second sheet, but after all the tokens are placed on the current sheet it isn’t going to be picked up until after the game is over anyway.  More teamwork between investigators would have been nice.  I would liked the idea of being able to combine dice pools when investigators are working on the same task such as fighting monsters or even closing gates.  It doesn’t come that often, wouldn’t be difficult to house rule in, I don’t even think it would fundamentally change the game beyond making it a hell of a lot less risking taking down the really tough monsters (I’m looking at you The Beast).

In just about everything else, there are parts of Arkham Horror I’m not a fan of.  Like so many other reviewers, I think the game’s setup/tear down time is a little long in the tooth and often times the game itself runs a little (lot) long.  I have played in a game that stalled out 4/6ths (4 of the 6 sealed gates accomplished) through with no clue tokens on the board and too strong of monsters to bring down (was battling Shub Nigguarath) that took near 6 hours ending in a battle with the Ancient One.    I will also say the game becomes fairly easy once you know which gate locations are the most common.  My group picks the investigator they want to play rather than randomly.  While I don’t think anyone picks their investigator purely on power, we do tend to select ones that work in concert with each other.  Another thing to note is the rule book is not particularly well composed.  It would have been incredibly helpful to have a cheat sheet on the phases with notes on the most commonly missed things during phase.  Hell I don’t know if I would have mind a couple of notes on the game board such as how many monsters in a monster surge or how The Sky and Outskirts work.  The Terror Track is almost always a non-issue to the point I still don’t know if we are using it correctly.  It seems like by the time it kicks in you know if you lost or not.

Elder Signs five

Bottomline:  I really enjoy Arkham Horror even if  it does have quite a few problems.  I will openly admit though, without the Lovecraft theme, it would not be the case. I give it 5 elder signs out of 6 not quite sealing away the Ancient Ones for good.

H.P. Lovecraft, Pulp Story Review

The Shadow Over Innsmouth Review

The Shadow over Innsmouth (published in 1936)

by H.P. Lovecraft


By DamnEngine

The novella begins with a unnamed protagonist referring to a secret investigation made by the federal government of the small coastal New England town of Innsmouth.  The protagonist describes a few of the reports leaked about the investigation made to the general public but hints to there being far more to what happened and directly informs the reader that he has decided to ignore the speech ban placed by the government concerning anything about this nearly abandoned fishing town and tells the story of his first and currently last visit to this unsettling settlement.

It seems that the narrator learned of Innsmouth while touring New England to study genealogy and sight see the region’s various architecture on the cheap.  While in Newburyport on his way to Arkham to learn more about his mother’s side of the family.  Talking to the tick agent to find the least expensive method to Arkham the ticket agent reveals details about Innsmouth.  The agent suggests that the narrator just take the steam train up to Arkham as most folks in Newburyport find the people of Innsmouth very off-putting.  In fact most locals are spiteful toward the Innsmouth denizens though the agent suspects it could be do to the better fishing found near Innsmouth.  However, even he gets uncomfortable in the presence of the Innsmouth people as they have an odd look about them.  They all sort have big bulgy, unblinking eyes, flat noses, big blubbery lips and big, clumsy hands and feet.  The narrator makes his up mind to take the bus to Innsmouth.  The ticket agent tells him that he could likely find a place to stay a the Gilman House, but the last traveler that did said he heard strange voice talking in a sort of weird language.       When the narrator first encounters people with the Innsmouth look he understands why other would be disgusted.  He was well is oddly repulsed by these people though he can’t exactly explain why.  Taking bus to Innsmouth narrator Innsmouth to be a dense town of decaying buildings and degenerate people.  Even the Freemason Hall seems to have been taken over by a cult known as the Esoteric Order of Dagon.  During his day in Innsmouth, the narrator takes in some light sight seeing and investigation of the history of Innsmouth mostly from conversations with the town’s few transplants including a grocery boy and ancient drunkard by the name of Zadok Allen.


Bribed with a bottle of whiskey, Old Zadok is still hesitant to tell tale of the terrible things he has see in Innsmouth.  The old alcoholics tongue does loosen, and he talks about Captain Obed Marsh back before the Civil War who performed evil Kanaky Indian rituals out at Devil Reef, a reef that scant sits above the waterline even in low tide, to summon frog-fish creatures from deep below the ocean’s surface.  It seems that Captain Obed made a kind of Faustian Pact with the creatures for gold and immortality and it wasn’t long before others of the town also made that same deal.

The narrator thoroughly weird ed out by people with the ‘Innsmouth look’ and the stories he has heard decides against staying at the Gilman House and Innsmouth over night and attempts to hire the bus driver Joe Sargent to take him to Arkham.  Both unfortunately and conveniently, the decrepit bus has broken down and won’t be repaired until tomorrow.  Forced to stay the night, the narrator’s terror is increased as he begins to suspect the local’s of Innsmouth know of his investigation and are none too happy with an outsider asking questions…

That is as far as I will reveal the story.  I must say I really enjoyed The Shadow Over Innsmouth. It has quickly became my personal favorite story of H.P Lovecraft edging out The Mountains of Madness.  Its foreshadowing in both obvious but still quite clever to a modern reader who will quickly piece together Innsmouth’s insidious secret.  Yet I came to really empathize with the narrator which made the ending that much more horrific.  The writing is filled with less purple prose that many other of Lovecraft’s stories though it does slightly suffer from even fairly mundane items/occurrences have overly menacing descriptions.  This at times made wonder if Lovecraft intended for it to seem as the narrator was in fact slightly paranoid.  Though when it did actually seem like the town was against him he seemed less concerned about the machinations of the Innsmouth residents.


Bottomline: The Shadow of Innsmouth is would definitely be an excellent story for someone to start reading some of H.P. Lovecrafts works.  6 out of 6 Elder Signs