North Country Cycle: Spoiler-Light Review

This is a personal, largely spoiler free (or spoiler-vague) review of the North Country Cycle fan-made campaign by Tim Cox (rushl) for Arkham Horror the Card Game.

North Country Cycle is a three scenario campaign where the investigators head to the forests in upstate New York to investigate mysterious fires in the town of Wrotham, after police have blockaded the area.

While it has some good ideas, North Country Cycle suffers from the balance being all off, and the campaign as a whole simple isn't worth the trouble. The campaign suffers from poor templating, and confusingly worded abilities that aren't clear how they're meant to work. Worse, all of the scenarios feel bloated - needing far more clues than normal to progress, with little to shake up how the scenarios play, making them feel long and repetetive. The encounter cards are also all over the place in terms of harm dealt - the same encounter deck will contain a test against losing a single action, or a potentially testless 2 direct horror or 3 damage. There's sometimes little you can do to just not die to these effects. One enemy is immune to weapons and has 3 health - and four evade! - leading to a strong possibility that they just can't be reasonably handled by a party.

The ideas behind the scenarios are interesting, but in practice end up dull. The first scenario is fairly standard, with no real interesting mechanics, with its one trick being aloof enemies who increase the shroud of your location, can follow you around, and have a clear penalty for fighting them. This leads to the issue that only decks extremely strong at investigation tests and able to do things like beat 7 shroud, or cheat clues can make any real progress. The second scenario involves a short, 3 doom agenda that when it flips, sets a random location on fire - making it far more dangerous to be in. This is accented with doom enemies that needed to be killed quickly - but with 4 health and aloof, the speed at which they need to be killed is difficult unless all investigators stay at the same location always - which doesn't lead to the most interesting play. The final scenario involves randomly revealing locations, getting clues from them, and then shuffling them back into a location deck and replacing them. However, every reshuffle has the chance of losing clues - and many of the locations only come out with 0-2 clues (not per investigator, just 2!) which leads to a lot of pacing in place to get the 8i clues required to advance. All of that leads to a boss encounter... against an enemy that has a flat 6 health.

While there's some neat ideas here, none of them are developed enough to be worth playing - and the frustration of dealing with the encounter cards that have little ability to play around or mitigate lead to an unfun experience.