Streets of Arkham is an expansion for Mansions of Madness: Second Edition in which investigators must confront the horrific secrets behind Arkham’s failing facade of normalcy.
57.90€
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charlest
Monsters feel redundant and offer nothing new, but the cityscape is appreciated and diverse. The scenarios cement this as a solid entry featuring some engaging mysteries and tricks we haven't seen. -------------------------------------------- Full review: https://www.miniaturemarket.com/reviewcorner/mansions-of-madness-streets-of-arkham-review
CortexBomb
I'm generally favorable to these MoM expansions that contain multiple scenarios along with their new tiles. At its price, Streets is one of the better values as it includes 3 new stories along with a useful new tool (the Elixir) that allows you to boost your stats. This ability is pretty key here as some of the checks are more dangerous than normal, often requiring 3-4 successes to fully negate them where 2 was more the normal benchmark before. The skill boosting chits are also used randomly in other scenarios as well, so this has the potential to affect any game that has this set enabled. That said, of the three scenarios only Astral Alchemy really has a built-in replay value, so I have to ding the box a bit on that front. If you can find it on discount it does have some decent stuff, but kind of so-so on the balance. If you really like puzzles (I am middle on this) then Ill-Fated Exhibit is super heavy on them and you will want this for that particular scenario. In terms of the actual stories (spoilery): Astral Alchemy (1 of 3) This is a find the stuff and deliver them scenario on a pretty tight timer with a continual drip of moderately tough monsters as well. The end goal is pretty easy to grok here, but it is pretty easy to have the investigation go astray if the team gets too bogged down by the continual item dropping that the events tend to unleash. Overall I liked the flavor though, and this adventure also made use of a good variety of monsters from the various expansions so bonus marks on that front as well. Gangs of Arkham (2 of 3) In many ways this scenario is like a condensed version of Rising Tide with a pretty light Lovecraftian touch as it mostly centers on tensions between two rival gangs that boil over as a result of a killing. This, like Rising Tide is a lengthier affair, and has a very light amount of combat as well. Some dislike the very light supernatural gloss, but I found it fine for a change of pace as the gangs featured here are mainstays of the FFG Arkham mythos. I'm not always in the mood for this type of adventure, but I find this one much more likely to be replayed than Rising Tide simply because its length is more reasonable. That said, like RT, this doesn't currently (2018) have any map variations, so replay is naturally going to be very limited in that sense. Ill-Fated Exhibit (3 of 3) Ill-Fated Exhibit has a good feel, as the exploring the museum / cursed objects things is a great theme to explore for MoM. The problem for me mostly has to do with how it is implemented, the scenario basically requires a note sheet and then just tasks the investigators with doing a lot of puzzles to gain information that is needed for a successful conclusion. I don't mind doing puzzles in this game, but there really was very little tension to the exercise as like in Rising Tide, the scenario just hands out slow drip madness to try and keep you on your toes, but if you can mitigate there is no real physical danger until the very last frame; though in terms of actual raw comparison it is more similar to Vengeful Impulses, albeit playing for a longer time frame. I would be willing to play it again, but I feel its replay would be so-so, as it would be pretty easy to build a team that specifically takes advantage of what the scenario wants you to do.
Chris Freiberg
The first mission introducing elixirs seemed a little ridiculous in how often it was handing them out to the investigators, but given how badly my group bombed it, maybe we needed them.