Okay, so … abstracting distance, and encounter locations, there’s no reason to move around monsters and complicate the game any more — just to quickly summarize some thoughts on the subject of two posts I’ve made recently. I like to think that each round in Arkham Horror represents about a week’s worth of investigation and that an encounter represents a highlight of the week.

What I like to imagine, is that during a given round of Arkham Horror, the characters are moving around the city of Arkham, meeting up with the other investigators and sharing clues, while focusing their respective investigations on a single area during a given week, or perhaps having a special encounter or hitting a dead end in a certain line of inquiry. That’s how mysteries tend to work in stories.

It could well be that activity in a certain location grinds to a halt when a gate opens and creatures appear there — in that case, I prefer to think that the creatures remain at that location to impede the investigation and serve as the basis of the encounter, rather than spreading out and creating random obstacles via the clumsy movement mechanics. I’d prefer creatures moved during the same phase as the players.

Now, I understand that perhaps part of the reason Arkham streets exist is to facilitate creature movement, and to use up those movement points. One investigator can only cover so much ground, after all. What then, would the streets be for if the creatures didn’t move through them? Well, there could be more Mythos cards that interacted with the streets, for one. More effects could close locations.

The streets serve as the main circuit of the board that players move on, with the locations functioning almost as pit stops along the way. There are cross-streets that the investigators can use, which might represent alleys or shortcuts, and they could potentially be closed off, or checks be imposed for navigating parts of the city. (As there are checks to avoid the curfew when martial law is imposed in Innsmouth.)