Winter Winds: Spoiler-Light Review

This is a personal, largely spoiler free (or spoiler-vague) review of the Winter Winds fan-made campaign by Nicholas Kory for Arkham Horror the Card Game.

Winter Winds has the investigators taking a magic jewel across Russia - only for their train to be attacked by cultists. The campaign is composed of three scenarios, and while more were planned, remains permanately unfinished. Throughout the campaign, the investigators have to deal with the harsh weather and not knowing if those around them are friend or foe. While the ideas are interesting, the mechanics don't hold up, and let down the scenarios.

The campaign starts in media res, with the investigators already having the artifact it's centered around - with the first scenario involving protecting it while on a train full of murderous cultists. Of all the scenarios, this has the least going on - it's a simple straight forward line that lacks even the urgency of The Essex County Express - the one interesting idea is enemies that lose Aloof when enough clues are collected, but you spend clues early on, and then don't need more - letting you just run by most enemies.

The second scenario has a clever idea - a stalking enemy that preys on lone investigators, and many effects that can force you to move or keep you from moving when you want. However, it's a nightmare to play - there are locations that reveal into a wild mix of location connectors such that it's hard to keep track of and effects that force you to randomly move between them - when not all of them might be in play, because certain symbols might still be face down. Worse, every time you move you need to make a test, and one of the chaos tokens can cause you to move randomly. How this is meant to work is not exactly clear - this entire scenario also doesn't scale well, as the clues are a set number and only used to cancel the effects of encounter cards or reveal unrevealed locations. The idea here is great - but the scenario is a simple first pass of it that just isn't fun to play.

The third scenario is centered around interrogating bystanders to determine if they're cultists or not, while a powerful enemy moves along a predictable pattern in the map. Again, it's a good idea, but doesn't quite work - there's rewards for killing the enemy, so you're going to want to do so, and if the bystanders join you (granting a powerful ally card and victory) is based entirely on a difficulty 4 check you have no way of predicting what the skill test will be - but it's likely your Seeker will be making it anyway, due to needing to do an intelligence check first. Had the powerful enemy been scarier, and maybe moved a little faster, this might work, but as is, it mostly feels very static.

Overall, Winter Winds is full of ideas that the implentation of which just doesn't statisfy - leaving you wanting to see them done in a different way.