Back in April, I discussed making some tweaks to Arkham Horror to hone it, spice it up, make it more playable, et cetera. Something in my discussion of characters and Force Drain in the Star Wars CCG cross-contaminated some of my thoughts of Arkham Horror, and it got me thinking about how monsters work and what they do. Most of the time, the monsters serve as roadblocks.

I got to thinking about it though. One thing that generally bums me out about a new gate is that it prevents encounters in the location. It can also be difficult to remember to add a doom counter when that new gate opens, which can feel … arbitrary. But the monsters … still, I wonder about the monsters.

While playing a solo game, it can be a real pain to keep track of when and where monsters move. I mean, there’s a lot you have to keep track of when you play by yourself. If the monsters were stationary, there would be a whole other problem, but then I had this thought that coincided with SWCCG’s Force Drain mechanic.

Each turn, the Ancient One positions new creatures at sites it influences (unstable locations). My thought is that each time a creature’s dimensional symbol comes up, it attempts to increase the doom track — similar to how an investigator’s Corruption cards are checked (see: Black Goat of the Woods expansion).

If any investigators are at the site, they effectively prevent the creatures from doing their work, but may be attacked during the course of any round that those creatures are activated (during the encounter phase). Unless the creatures have the “Evasive” trait, they’ll engage any player who doesn’t make an appropriate Sneak check.

This keeps Combat, which is sometimes a lengthy affair, to the Encounter Phase, where encounters are expected to take some amount of time. Creatures no longer leave their locations during the Mythos Phase, but instead remain in their locations and only need to be checked to see if they increase the doom counter. One of the major processing roadblocks (creature movement) is eliminated.