The War of the Worlds: Spoiler-Light Review

This is a personal, largely spoiler free (or spoiler-vague) review of The War of the Worlds fanmade campaign by The Beard for Arkham Horror the Card Game.

Based on the H. G. Wells novel and the 1938 radio drama, The War of the Worlds is a 3 scenario long campaign where investigators need to fight against a martian invasion, scouting out the enemy attack, saving those they can, and stopping the invaders plan. It's a quick, well done campaign that cuts right to the point for three tightly made scenarios.

War of the Worlds doesn't have a lot of time, so it doesn't need to constantly mix up its mechanics in complicated ways to be enjoyable. While the same martian encounter cards are used throughout, each scenario has just enough of a twist to make it fresh, with a chunk of encounter cards unique to it that mix up what you're doing, and a different focus for the locations each time. None of the scenarios feel "same-y", because the most pressing threats vary in each of them, even if they have the same core. This helps keeps the scenarios feeling like they are a connected campaign. If there's one unified mechanic the campaign relies on, it's cards in hand and resources - with the importance of both of these increasing throughout the campaign, playing to the feeling of being scrappy survivors in a world under attack.

There's not a lot of variation in the campaign, although there doesn't need to be. While there are some choices within the three scenarios, most of them are very basic - switching locations that give minor bonuses or restrictions, or rewards in later scenarios for good play. The story has some choices, but they too are minor - not changing much in terms of story progression or gameplay. None of that is a knock against it - with thre scenarios, it doesn't need to be particularly deep or wild. It's not a sprawling web of possibilities, but gives enough wiggle room to at least give you something to reach for on a playthrough.

The War of the Worlds isn't overly complex, with a reasonable number of cards set aside for each scenario, as well as mechanics that are self-evident in how they're supposed to function. There's little to get confused by, and never too many effects out at once - with the one thing easiest to overlook being some encounter cards that add a persistent effect to enemies until they trigger. The difficulty ramps up appropriately - with the first two scenarios providing lofty goals with easy outs and ways to resign, and the last scenario forcing an appropriately epic feel with its challenges. If there's any hitch at all to it, it's in the second scenario - where the civilians from the encounter deck you need to rescue just might not line up with the threats that put them in danger at all, allowing you to ignore them.

If you're looking for a campaign you can beat in a weekend - or even an evening - The War of the Worlds is a perfect fit. It's a short campaign that manages to tell a complete, strong story in just three scenarios.