News for June 2010
Reckoning Day 9
A Look at Reckoning Cards and the New Herald in Lurker at the Threshold
Arkham Horror | Published 01 June 2010

The release of Lurker at the Threshold looms ever closer, and soon your Arkham Horror adventures will know new terrors. Continuing in a series of previews that began with a look at Relationships, and followed with the lure of Dark Pacts, today we will look even closer at the growing power of the Lurker. It’s time to look at this bargaining Herald straight in the amorphous optical sensors and face the Reckoning.

When playing with the Lurker at the Threshold as the Herald, players are faced with new choices and beckoning power. Last time we explored the Dark Pacts that are available to investigators who dare to gamble with mysterious and potent energies. While these Dark Pacts are beneficial to investigators, they come at a price...

One of the main features of this new Herald are the Reckoning cards. These cards are drawn whenever a gate opens up, and they range from detrimental to devastating. Most often they will target investigators that have already taken a Dark Pact, but don’t think that if you don’t dabble in power you’ll escape the Lurker’s wrath. He will also offer his power forcefully, and then demand recompense soon after.

Click the image below to enlarge.

Since the Lurker dwells beyond the opening Gates, he makes it more difficult for investigators to close them. This little ability makes his tempting power tokens that much more appealing. Go on, take a Dark Pact. That extra power can be spent as clue tokens to add dice to your Gate closing check. But, beware, you will face a Reckoning card in the near future.

You’ll also notice that hoarding power can eventually devour you, literally. So if you dare to take the Lurker up on his offer of incomprehensible power, be sure to burn it as quickly as it comes. This makes saving up power tokens to use as clue tokens for sealing Gates not the safest of strategies.

But who knows, maybe the Lurker won’t notice you...

If you’re not scared yet, check back next time when we learn about the frightening new Gates that are opening up in Arkham!

Arkham Horror is a board game of mystery and madness set in Arkham in the 1920's. 1-8 players cooperate to investigate the strange happenings about the town, and race to prevent ancient evil from surfacing.

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Comments (9)

Published: 6/4/2010 2:31:19 PM

Speaking from a practical point of view, Give The Devil His Due would really hurt you if you're up against Ancient Ones that require you to have trophies or clue tokens to survive (e.g. Shub-Niggurath),  adds a fun bit of tension if you have any Dark Pacts.  Totally looking forward to the next expansion!

Published: 6/2/2010 8:13:10 AM

Jake, I'm pretty sure you get Power from the Dark Pacts. You can use Power in lieu of Clue tokens or (if I remember correctly) in conjunction with Dark Pacts to do various things.

Jake yet again
Published: 6/2/2010 6:31:10 AM

What do Power tokens do, and how does one obtain them? They seem to be separate from the Dark Pacts.

Published: 6/1/2010 10:41:30 PM

 Looks like it will be a good herald, especially the draw and resolve a reckoning when you use the dark pact to cast a spell for free.  This may just supplant the King in Yellow as my favorite herald.

Published: 6/1/2010 4:34:02 PM

Very cool. I like where this expansion is heading, and like Winter324, can't wait to play it.

Published: 6/1/2010 3:59:19 PM

I'm in agreement with everybody. This herald's one of the most impressive I've seen in a while.

Published: 6/1/2010 12:50:43 PM

 It might still be a bit premature to declare it a favorite (until we actually use it).  But...  It does sound awfully cool and like it might be a potential favorite :')

Published: 6/1/2010 11:54:02 AM

This is my favorite Herald. It adds to the game without becoming an obstruction. It's another instrument in the symphony without being a harsh whistle. I think having the temptation always there will be fun. My only concern is that it would too easy to NOT make a pact. From what I see right now, all someone has to do is adapt to the more difficult gate checks and everything will be fine.

Still, this goes with The King in Yellow as one of my favorite Heralds. Very creative. Also, I've personally always hated the magic mechanic. Paying Sanity for something that MIGHT work has been stuck in my craw for a while. Offering to fix that "at a price" is delicious. :-)

Published: 6/1/2010 10:13:34 AM

Immediate table time for this one set aside.

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