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  • Anticlimax Boss:
    • The victory itself. Once you solve the required number of mysteries or defeat the Ancient One, the game... just ends. Done. Over. No fanfare, no card to read, nothing. For comparison, if you fail, there is at least a short prompt to read.
    • Azathoth returns in Eldritch Horror as the "gateway boss" he is in most Mythos board games. Sure, he will destroy the world if he awakens... but he has a fairly generous Doom Track, his cultists aren't much of a threat, he doesn't have a Reckoning effect (unlike the other Old Ones), and his only "special ability" is advancing the Doom Track every time the Omen token moves on the green space — which isn't nice, but neither is it crippling. Overall, Azathoth is the most forgiving adversary in the game.
    • One of Yog-Sothoth's Mysteries is the Dunwich Horror, which spawns the eponymous legendary monster at Arkham. While the Horror itself is not exactly a pushover, it's far from being the Boss in Mook Clothing it is in Arkham Horror, and a fight-oriented investigator with a few pieces of equipment can dispatch it with relative ease.
    • Syzygy isn't a traditional Ancient One, but instead a cosmic alignment that a doomsday cult tries to use for their own twisted purposes. While it is tough to prevent its "awakening", it just involves plowing through a big supply of Cultists spawning around the globe, both pre- and post-awakening. Defeating it simply involves travelling to the related sites and kill bunch of regular humans and even once awakened, the Cultists are squarely in the Mooks territory. The real challenge comes from having a strictly limited time to solve all the mysteries, since reaching 0 on the Doomsday clock is an instant game over, rather than still having a fighting chance - which further adds to the anticlimax aspect of it.
  • Game-Breaker:
    • The Blessing of Isis spell allows the caster to give any investigator (including themselves) the invaluable Blessed condition (any die showing a four or more is a success, as opposed to the normal five or more). Sure, the spell requires a Lore-1 roll and can have some unpleasant side effects if you roll a low number of successes... but a powerful (and Blessed) spellcaster with the right assets (notably those that give bonus dice to casting rolls and those that allow rerolls) can bless their teammmates left and right, allowing them to benefit from the powerful bonuses bestowed by a double blessing and protecting them from Curses and unlucky Reckoning rolls. Worse, there are four variants of the spell in the whole game, and only one (from the Forsaken Lore expansion) may be lost if the casting roll fails. Game breaker, indeednote .
    • The "Tokyo Strategy" or "Tokyo Variant", particularly against Ancient Ones that spawn a lot of weak creatures. It involves going to Tokyo and keep drawing local cards, which involve convincing various big-wigs to send IJN or IJA against some monsters, killing them or at least badly harming them. It works best with Charlie Kane due to his special abilitiesnote , but in a pinch, just about any other character with 3 or higher Influence will do. The strategy is broken enough that you can find non-even player groups that have Kane in play as bot of sorts, since the difficulty of the game is scaled per even number of Investigators in play.

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