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Subject: Expansions that Don't Add New Mechanics? rss

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Blake Curry
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Are there any expansions that just add variety to the base game? That is to say, they don't add a whole new board or add some new rules that you would have to teach people all over? Sort of like the Misatonik expansion for Arkham where it truly is just new cards for extra variety?

 
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Jules Charlebois
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Thats pretty much exactly what Forsaken Lore does. It comes with new cards for all the decks as well as a new ancient one.
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Cameron McKenzie
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The most significant additions are only used with specific ancients ones and preludes, making them completely optional.

The only expansion stuff that is not just "more of the same" and isn't optional are focus tokens, impairments, and unique assets. None of these really add to the learning curve whatsoever.

That being said, Forsaken Lore adds the most "vertically" without adding anything "horizontally", followed by Signs of Carcosa, Strange Remnants, and then the other three.
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Driss
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Homey_Christ wrote:
Are there any expansions that just add variety to the base game? That is to say, they don't add a whole new board or add some new rules that you would have to teach people all over? Sort of like the Misatonik expansion for Arkham where it truly is just new cards for extra variety?



All of the expansions fit your criteria. Only 3 AOs and 3 preludes use the new boards. Otherwise it's pretty much just more of the same. A few AOs play a bit different (have special decks) but there are no real extra mechanics to worry about.
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Krzysiek Domański
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New rules as compared to the base game:

Forsaken Lore:
• No new rules.*

Strange Remnants:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Focus tokens - very simple rules
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Mystic Ruins - rules that are identical to the rules governing the Expeditions

Signs of Carcosa:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Impairment tokens - simple rules (these are just negative improvements)
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Effects that refer to the skill value - very simple rules (take what's printed on your card, add improvements and impairments, that's your skill value)

*Forsaken Lore introduced a global rule change that you need to encounter regular monsters before epic ones. But this isn't a new rule for this expansion, it's a new rule for all games even if you don't have FL.
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Blake Curry
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haroth9842 wrote:
New rules as compared to the base game:

Forsaken Lore:
• No new rules.*

Strange Remnants:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Focus tokens - very simple rules
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Mystic Ruins - rules that are identical to the rules governing the Expeditions

Signs of Carcosa:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Impairment tokens - simple rules (these are just negative improvements)
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Effects that refer to the skill value - very simple rules (take what's printed on your card, add improvements and impairments, that's your skill value)

*Forsaken Lore introduced a global rule change that you need to encounter regular monsters before epic ones. But this isn't a new rule for this expansion, it's a new rule for all games even if you don't have FL.


Beautiful. So Forsaken Lore would be my first go to and then maybe the one that adds focus once the group gets a hang on things.
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Sum
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Homey_Christ wrote:
haroth9842 wrote:
New rules as compared to the base game:

Forsaken Lore:
• No new rules.*

Strange Remnants:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Focus tokens - very simple rules
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Mystic Ruins - rules that are identical to the rules governing the Expeditions

Signs of Carcosa:
• "Draw 1 Prelude at the beginning of the game. Do what it says." rule
• Impairment tokens - simple rules (these are just negative improvements)
• Unique assets - simple rules (they count as assets, you may have duplicates, all the rest is identical to other doublesided cards)
• Effects that advance the active mystery - relatively complex rules
• Physical resistance - relatively complex rules
• Effects that refer to the skill value - very simple rules (take what's printed on your card, add improvements and impairments, that's your skill value)

*Forsaken Lore introduced a global rule change that you need to encounter regular monsters before epic ones. But this isn't a new rule for this expansion, it's a new rule for all games even if you don't have FL.


Beautiful. So Forsaken Lore would be my first go to and then maybe the one that adds focus once the group gets a hang on things.


I would just start using focus now, as it makes the game more fun. The rules are very simple and you don't need an expansion for it if you use your own tokens to keep track of it.
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