Alice in Wonderland: Dissection

Introduction and Spoiler Warning

This is a full, in depth-guide to Alice in Wonderland, a custom Arkham Horror Card Game campaign by The Beard. This article discusses potential XP, story paths, secrets, and FULL SPOILERS, so be warned!

Experience

Available XP per scenario/interlude:
Scenario 1: Arkham in Wonderland: 5 (locations) +2 (two panicked mob enemies in the encounter deck) = 7 XP
Scenario 2-A: A Sea of Troubles: 2 (locations) +2 (Deep Lurker) +2 (2i oysters on locations at end of the scenario upon success) +1 (sparing the walrus and carpenter on success) OR +2 (killing the walrus and carpenter in scenario resolution) = 7/8 XP
Scenario 2-B: Tempest in a Teapot: 1 (locations) + 5 (finishing the scenario without defeating the Hare or the Hatter) +2 (The Hare) +2 (The Hatter) = **6 XP**
Scenario 2-C: Bleeding Hearts: 5 (locations) = 5 XP
Scenario 2-D: Wild Snark Chase: 2 (locations) +2 (Jabberwock) +2 (the Snark) = 6 XP
Scenario 2-E: Sibling Rivalry: 2 (locations) +2 (scaring Tweedledee) +2 (scaring Tweedledum) = 6 XP
Scenario 2-F: Fool's Mate: 2 (locations) +1 (The Red Queen) +2 (The Red King) = 5 XP
Interlude Total: Up to 7 XP if the Wonderland Bane options are chosen.
Scenario 3: Lucid Nightmare: 4 (locations) +2 (2x Living Eclipse enemies, in the encounter deck) + up to 8 (from the conclusion, based on the Strength of Wonderland) = 6-14 XP

In addition, there are 7 interludes, one after each scenario. If you choose the Wonderland Bane option for an interlude, you gain 1 XP in each.

For Scenario 2-D, when you confront the Snark, you need to pass skill tests to place tokens on it - with each skill placing a different token on it. 2i tokens will advance the scenario. For each 1i of one token type you have, you get 1 XP - or if you don't have 1i of any tokens, you get 2 XP. So the best method here is to pass an equal amount of two different skills, or each skill test completely equally.

There are 42 XP available before the final scenario if you choose the options that add to Strength of Wonderland, with 51 XP available if you go for maximum XP (and 50 XP if you go for destruction of Wonderland). Most of these XP are pretty easy to get - only one or two each scenario are tricky - so a group should expect to get in the high 30s or high 40s before the end, depending on the path chosen.

Campaign Breakdown

Fragments of Alice

In each of the middle six scenarios, there is a Fragment of Alice hidden somewhere in the scenario. Collecting each of them will power up Alice when she joins you during the final scenario, by shuffling good cards into your deck. Failing to acquire them instead causes you to put negative cards into her deck that act as a mirror to whatever the good card was.

In Scenario 2-A: A Sea of Troubles, you just need to collect all clues from the starting location to earn Intuition. The location refills with clues each turn, however, so you'll need to make sure you're prepared to get them all at once. Intuition will let you play your events fast - and lack of it will make events cost more..

In Scenario 2-B: Tempest in a Teapot, Patience can be found at the Head of the Tabletop location by spending 1i actions there. Patience will make your skills draw bonus cards, and a lack of it will force you to commit skills to tests.

In Scenario 2-C: Bleeding Hearts, Compassion can be found by going to the Dungeons and evading or defeating the Executioner there 1i number of times. While he is a hunter, the Executioner can spawn on the dungeons, and is often aloof - and also repeatedly spawns from the agenda and encounter deck, allowing you to control him to some degree. Compassion will make damage and horror healing strong, and a lack of it will reduce both.

In Scenario 2-D: Wild Snark Chace, Courage is right on your starting location - if you're willing to spend an action to draw out the dangerous Jabberwock to fight. Courage will let you draw cards on engaging an enemy, while a lack of it will make you discard cards instead.

In Scenario 2-E: Sibling Rivalry, you can get Reason with a willpower or intellect test at the starting location after 2i tokens have been placed on the scenario card (largely from enemies being defeated). Reason will give you a bonus to skills for how many clues you have, while a lack of it will give you an equivalent penalty.

In Scenario 2-F: Fool's Mate, you can find Curiosity by spending 1i clues and an action to reveal the Distant Square. There's more than enough clues and time to do so. Curiousity gives a bonus to all skill tests - and a lack of it a penalty to them.

Strength of Wonderland

Throughout the campaign, you'll have the ability to increase the Strength of Wonderland, representing how coherent Wonderland is as a whole. There are the following options for increasing it:

Each Interlude gives you +1 to Strength of Wonderland if you choose the Wonderland Boon option, for a total of +7.

Each scenario gives you +1 to Strength of Wonderland if you successfully complete it. In addition, there's an additional +1 available in each scenario, depending on your choices.

In Scenario II-A; A Sea of Troubles, you get +1 to Strength of Wonderland if you successfully beat the scenario and spare the Walrus and Carpenter after.

In Scenario II-B: Tempest In A Teapot, you get +1 to Strength of Wonderland if you successfully beat the scenario without defeating the Hatter or the Hare.

In Scenario II-C: Bleeding Hearts, you get +1 to Strength of Wonderland if you successfully beat the scenario, and the Knave of Hearts is spared (either by having your total blame be lower than 3i, or siding with him at the end of the scenario).

In Scenario II-D: Wild Snark Chase, you get +1 if the Jabberwock is in the victory display at the end of the scenario. This is achievable when resigning, unlike many of the others.

Scenario II-E: Sibling Rivalry has a bit more nuance. You gain +2 Strength of Wonderland for the "proper" completion of the scenario (scaring both Tweedledee and Tweedledum). If you instead kill one, you get +1 Strength of Wonderland for letting the remaining one have the rattle.

In Scenario II-F: Fool's Mate, you get +1 to Strength of Wonderland if the Red Queen is in the victory display at the end of the scenario. This is achievable when resigning, unlike many of the others.

This gives a total of 19 Strength of Wonderland maximum.

The final scenario has Gurathnaka, the ancient one causing all the problems, change in stats depending on your Strength of Wonderland:

0: 1/-/1 and hits for 2/2
1-6: 2/-/2 and hits for 2/2 . Gains Retaliate
7-12: 3/-/3 and hits for 2/3 . Gains Retaliate.
13-18: 4/-/4 and hits for 2/3 . Gains Retaliate and Alert
19: 5/-/5 and hits for 3/3. Gains Retaliate and Alert

Looking at some breakpoints: Completing all the objectives in every scenario and avoiding every Strength of Wonderland in interludes puts you at 12, the maximum possible value to set Gurathnaka's stats to 3/-/3, and denying him alert. Dropping the stats down to 2/-/2 without failing any scenarios then involves missing all of the Strength of Wonderland found within scenarios - which can be difficult, particularly for the Jabberwock and the Red Queen, so it might be worth picking and choosing where you get it - like by choosing the worst solution in Sibling Rivalry. For the 13-18 range, you can do everything except miss a single Strength: some good options might involve killing the Hatter or the Hare in Tempest in a Teapot (especially if done early), or having the Knave of Hearts be executed after Bleeding Hearts (because it gives you a cool axe, instead!).

More on Alice in Wonderland:

Alice in Wonderland: Spoiler-Light Review

Alice in Wonderland: Advice and Overview

Alice in Wonderland: Dissection

Alice in Wonderland: Investigator Gallery