The full title of this ought to be something along the lines of “Resource Management as a Core Gameplay Element in Arkham Horror,” but titles that long are probably only funny to me. And I don’t like seeing them spill over into multiple lines in my post manager, so here you have the version with the short title. This deals primarily with resource management in Arkham Horror.

Arkham Horror is a deceptively complex game. At its core, the game is quite straightforward, almost so as to be boring (but so is Dungeons & Dragons, for the same reason). Arkham Horror is a game of resource management, where your primary resource is “time,” as represented by turns before the game ends in a loss for all players. The loss mechanic is “about 12 rounds pass,” and is then elaborated.

You start with the Ancient Ones and the doom track. Each Ancient One requires between 10-13 rounds to pass before the game ends and the players lose. That’s the first variable. Then you have the gate mechanic, which doubles as the win mechanic. To win, the players must close a number of gates equal to the number of players. If one player closes the only gate on the board, he wins, just like that.

It’s complicated further with this condition: there must be no more open gates on the board once you’ve closed a gate for each player in the game. Also, each gate that opens increases the previously-mentioned doom track, which counts towards the Ancient One awakening and the players losing. So, the gates open, the players try to keep up with them, and the doom track steadily increases. Simple, almost boring.

To be continued…