Into the Shadowlands: Spoiler-Light Review

This is a personal, largely spoiler free (or spoiler-vague) review of the Into the Shadowlands fan-made campaign by John H for Arkham Horror the Card Game.

Into the Shadowlands is a two-scenario campaign where investigators are fighting again Arkham disappearing into a parallel reality.

Into the Shadowlands is an early fan made campaign that shows its age. While other early campaigns can be playable but unexciting, Into the Shadowlands is filled with enough bugs and bad wording that it fails to function smoothly. Neither of its two scenarios offer anything exciting, and both fail to play well.

Where the campaign fails is trying to do too much, but having its mechanics trip on itself. The first scenario has encounter cards that flip locations and refill them with clues, and then have the clues slowly slip away - before the locations then disappear. It's possible to be soft-locked, having gained and spent all the available clues, but having lost others due to the locations fading - and thus be stuck waiting for a specific encounter card to allow you to progress. Even the boss of the scenario steals clues from locations and turns them into doom - but if no locations have flipped recently, there's unlikely to be able clues out at all, leading to just not much happening.

The second scenario, meanwhile, has a large number of the encounter cards in the deck that attach to your location and require two actions to remove, and cost extra actions to move in and out of them. It ends up bogging down gameplay, essentially robbing someone of a turn over and over in a way that has no real counterplay and isn't interesting. Through both of these scenarios, there are many encounter cards with poor wording and unclear effects. Neither scenario is particularly challenging, either, as most of the enemies are extremely weak, and there's little interesting play lines demanded.

While there's potential in parallel dimensions as a concept - and evil versions of the investigators - this is largely squandered. Those that are seen only have the vaguest mechanical connection to their player form. Turning Akachi into the main villain, and using questionable art for her, was also a poor decision.

Into the Shadowlands also comes with 8 new player cards. Their design is underbaked, and has little to do with the campaign or its mechanics. There's not much to recommend here, with most of them simply being too weak to be playable, while some are playable but have the potential to cause problems.

Overall, Into the Shadowlands is a campaign that's not worth giving time to - there's nothing in the actual mechanics that's worth discussing, and it badly fumbles all of it ideas.