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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The brilliant and gripping story
  • Five new investigators to play with
  • The sense of adventure within this exciting setting

Might Not Like

  • Only two chapters in this expansion
  • The story can be punishing and difficult
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Arkham Horror: The Forgotten Age Review

The Forgotten Age

Arkham Through The Ages

Before we get to The Forgotten Age review properly, let’s take a look at how this game came about. Back in 1987, Fantasy Flight Games released Arkham Horror the board game. A brilliant fantasy adventure cooperative game based on the works of H.P. Lovecraft. Then in 2016 they released Arkham Horror The Card Game, a brilliantly thematic card game version set in the same world. This introduced the concept of the Living Card Game. A collectable card game, that is expandable, and forever growing, but you simply just buy what you want. Rather than collecting packs of random cards, and hoping for something specific. No doubles, swaps and exhausting chases for that one final card. You just buy and expand as you desire.

The base box that you need to have to play this expansion has all the components needed to play the game, and the story cards for the first three chapters of Night of the Zealot. The first major expansion for the base game, after the first upgrade expansion, Return to Night of the Zealot, was The Dunwich Legacy. The Second was The Path to Carcosa. The third, and one of the toughest released, was this one, The Forgotten Age.

This review will be spoiler free, but that does mean I cannot say much about the story, which is the crux of any Arkham Horror LCG expansion. I will do my best to give you a flavour for what you can expect from this expansion and how it may work for you, but without anything that would ruin the sense of discovery for you if you do play this. Inside this box is all you need (alongside the base game) to play the first two chapters of The Forgotten Age legacy which has eight chapters in total. The other six will need to be bought separately in standalone expansion packs. This is how most of the cycles work. The first chapter after this is Threads of Fate.

You don’t have to buy them all, but by the end of these two you will be gripped and heavily invested in the story. But if you want to, you can stop there. You don’t have to buy these next ones, but if you want to “complete” this cycle, there is more to buy, which does lead to some criticism. People get frustrated that the games are good and addictive and are not sold in one set. However, saying that, Fantasy Flights are releasing new versions of each of the previously released expansions to this game, where you can buy everything, you need in just two boxes. The Investigator set and Campaign expansion boxes. This will be released shortly for this cycle if you prefer to buy in that way. And is currently available for the first two cycles.

If you enjoyed Arkham Horror The Card Game then you will most certainly enjoy this too. The story and theme is my favourite out of all the expansions made for this game thus far, and I love them all. Inside the box, you will find three (and a bit) decks of cards. New scenario cards for the two chapters inside. Five new playable investigators and cards suitable for them for up to two players. New encounter cards offering new enemies, treacherous events and more. And finally character cards used to show your position and status in the game. There are not a lot of components in these expansion boxes, especially when considering the size of the box. But remember you have all the other components you need in the base game, and this is a card game. You don’t need a lot more. You just want a good, gripping story, and fun new characters and The Forgotten Age certainly delivers that.

The Forgotten Age

In The Forgotten Age, you can play one of five new investigators looking into rumours of a lost Aztec city called Eztli. Or of course, any other investigator from another set if you so choose. You have been given meagre funding by the Miskatonic University to join Harlan Earnstone, a historical theorist on the expedition to Southern Mexico to see if you can prove the rumours.

The game begins with you choosing which investigator you wish you play as on this adventure and choosing which supplies you wish to take. This is a great way to add new cards to your deck, but also for the game to balance different player counts, as you get more points to spend on the supply cards with less players at the table.

Provisions, Medicine, Torches, and a whole host of useful additions can be added to your deck at this point. Some choices here will seem odd but will later reveal themselves as crucial. This can be frustrating as you really have no idea what provisions will help you at this stage. But that’s half the fun with the crazy world of Arkham Horror to me. Although I appreciate how some can find this frustrating.

The game begins with your camp set-up on the edge of the rainforest where you believe you may find evidence of the lost city. You are hundreds of miles from any known civilisation, a storm is brewing, an your supplies are limited. One of your crew his been bitten by a snake, and another has fallen seriously unwell. You have one night to rest before you venture into the rainforest in the morning.

From this point on, there is not much more I can say without spoiling the story, and the many twists and turns in the adventure ahead. It is safe to say, that is by now, this game does not sound like it is for you, the story won’t change that. But if you have gotten this far, and are thinking this sounds intriguing, well, you are in for a treat. You will work your way through the first chapter, The Untamed Wilds will bring in dread, deadly threats, and potential discoveries of a lifetime. The second chapter, The Doom of Extli brings magic, science and some real Indiana Jones moments! I really cannot say much more, but it’s a thrilling ride, full of decisions, skill tests, and great story.

Jones, Jones, Calling Dr Jones…

The five new investigators in which you can embark on this mission with are all great fun.

Leo Anderson is a veteran expedition leader with years of experience. This allows him the chance to work with Ally assets with greater effect.

Ursula Downs is an expert climber and explorer. She can make free action in new locations, and can move location for free after tests.

Finn Edwards is a illegal alcohol seller during the time of prohibition. He can use his skills as avoiding the law, to evade for free, and can discover free clues at locations with multiple exhausted enemies.

Father Mateo is a priest full of doubt. He has since things which make him doubt his faith, but can help his fellow investigators by turning chaos tokens into positive actions, and can either take additional actions or draw extra cards and resources after a successful test.

Finally. Clavin Wright had a near death experience that changed him forever. He starts the game with no scores at all for will power, intellect, or combat. Rather gaining this for each horror and/or damage he takes.

Overall, I found this expansion to be thrilling, griping, and full of thrills and spills. I would thoroughly recommend it to anyone who is looking for a new addition to their Arkham Horror LCG set. You can play them through in order, but you certainly do not need too, and this cycle is certainly one of my favourites. I love the setting, and if you too want to channel your inner Doctor Jones, then this could well be the one for you as well.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The brilliant and gripping story
  • Five new investigators to play with
  • The sense of adventure within this exciting setting

Might not like

  • Only two chapters in this expansion
  • The story can be punishing and difficult

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