Note: This review covers the deluxe expansion The Path to Carcosa, as well as the six Mythos packs which complete the campaign. It will not contain any spoilers save the roots of story which introduce the campaign as a whole, and the new investigator cards. All other card, scenario, and story details will be untouched.
While the three-part campaign contained in the Arkham Horror base game gave players a taste of the horrors of the mythos, it was “The Dunwich Legacy” campaign which showed how a complete, eight-part chain of scenarios could manifest a full experience of the game. A sweet match of mechanisms to story, it was perhaps only the cheesiness of the story itself which left a little wanting. The second campaign, “The Path to Carcosa”, significantly tightens its hold on story, all the while maintaining the quality of complementary mechanisms and expanding the game further. It's the best yet.
Though also opening on the streets of Arkham, “The Path to Carcosa” departs from “The Dunwich Legacy” in its introduction. No casino or university, players instead have been invited to the opening night of The King in Yellow at the Ward Theater. The curtain rises, and the play begins. Everything seeming normal. But after the first act, uncanny events unfold, leaving the player unconscious. Waking in a quasi-dream, and with mysterious shadows moving on the periphery, it becomes the investigator’s responsibility to work out what’s going on, and why there is so much death around.
If the story of “The Dunwich Legacy” is pulpy cosmic horror fluff, then “The Path to Carcosa” is full-blooded psychological horror (with a few cosmic tentacles). Capable of stronger scrutiny, it adheres to more relatable aspects of existence while taking players through their existential paces. Playing out in noir detective fashion, the story takes investigators through the streets of Arkham and Paris, as well as below the streets, even to a mental asylum (one of the absolute best scenarios in the entire game). The narrative of “The Dunwich Legacy” can be playful fun. Participating in “The Path to Carcosa” is likewise fun, with the addition of contemplative satisfaction of the substance inside the story.
As with all campaign cycles, “The Path to Carcosa” includes five new investigators, but also comes with a bonus sixth. A veteran wounded in war, Mark Harrigan is powered by the memories of his lost sweetheart, even as it drags him down. Minh Phi Tran is an enterprising secretary with an analytical mind who loves to help but is haunted by memories of a certain play. An artist, Sefina Rosseau puts in play an unprecedented number of cards, which she uses like mixing paint—to her detriment and to her aid. A powerful African shaman, Akachi Onyele is able to bring to bear extra spells with the powers at her disposal, but too much power has its consequences. One of the most intriguing characters in Arkham Horror, the gravedigger William Yorick has the ability to resurrect certain cards from his discard pile with his special shovel, all the while a certain monster dogs him in the shadows of his midnight lantern. And the bonus investigator is the actress Lola Hayes. Something the game has yet to see, Lola is a neutral investigator, able to build her deck with whatever cards she desires, it's at the expense of schizophrenia. For those who have all the expansions to date, the total investigator count is up to sixteen, which means there are a number of intriguing options for walking “The Path to Carcosa”.
Like “The Dunwich Legacy”, “The Path to Carcosa” in a happy marriage of story and mechanisms. On top of what is already known from the base game, it introduces a couple new mechanisms—nothing too earth shattering—to complement the scenarios. The first is the Hidden keyword. Found on encounter cards, players must put Hidden into their hands, and not tell other players. Hidden cards causing strange effects, other players may wonder what is wrong with you when certain actions are expected but not forthcoming. A second mechanism are story cards. Adding content to the backs of certain cards, they act as both narrative links and bonuses for completing certain actions. And lastly is the Doubt/Conviction mechanism. Complementing the existential nature of the campaign, it acts as a tug-of-war playing with player's belief: is this reality, or not?
Writing this review with the hindsight of having played all campaigns to date, up to and including “The Innsmouth Conspiracy”, “The Path to Carcosa” is still the best. Tight yet rich, artistic yet functional, mysterious yet relatable, horrific yet psychological, the player’s first trip along “The Path” is one to savor. And a few of the scenarios are the best the entire game has to offer, including “The Unspeakable Oath” and “The Pallid Mask”. Regardless, all drip with theme, making the settings come alive through art, mechanics, and story, not to mention the six new investigators and player cards provide a refresh of gameplay and expand deckbuilding options. There is not a dud among the campaigns, but for me “The Path to Carcosa” still pokes its nose above the competition for the manner in which it synergizes all of these possible elements. Highly recommended.
The Curtain Falls (contained in the Deluxe expansion)
The Last King (contained in the Deluxe expansion)
Echoes of the Past
The Unspeakable Oath
A Phantom of Truth
The Pallid Mask
Black Stars Rise
Dim Carcosa
Personal favorites…
The Unspeakable Oath – One of the best Arkham Horror scenarios ever made. Story = mechanics = setting = escalating madness = great experience.
The Pallid Mask – Another superb scenario in this campaign. Exploring the catacombs below Paris is amazing fun, especially how mechanisms complement theme, and dictate enemies and outcomes.
Black Stars Rise – One of the most mysterious scenarios out there, things kick off with two agenda and no act decks. Investigators must truly do some investigating in order to understand what their goal is while escaping with their lives.
A Phantom of Truth – Noir Paris, what else needs be said. Roaming around the city—err, being chased around the city. Scary, thematic stuff.
Dim Carcosa – While the damage mechanic is a bit abstract, the psychological overload this scenario places on the player is bar none.
The Curtain Falls – Fun scenario with a great title that disorients the player, giving them reason to doubt the world around them but look forward to what’s to come.
The Last King – One of the most difficult scenarios in the game, it also plays a strong role in how future scenarios play.
Echoes of the Past – The easiest Arkham Horror scenario I’ve played, which, when compared to so many of the extremely difficult scenarios, makes for a breath of fresh air. Given the impact it has on the rest of the campaign, thankfully it’s easy.
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