Player count scaling

How does Arkham LCG scale with the number of players ?

The game of Arkham is advertised as playable for one to four investigators. The game however offers a quite different experience playing with one investigator (True Solo) or four. This article aims to discuss the way the game scales with the player counts, and its implication on play at various player counts.

Do you prefer to go alone …
… or well seconded?

Game Scaling Factors

Many of the game effects are scaling proportionally with the number of investigators. Among these, we can find:

  • Investigator resources: the total amount of health, sanity, cards, resources, and actions you get to win the game is directly proportional to the number of investigators.
  • Clue per locations: most locations have a clue count proportional to the investigator count.
  • Clue required to advance the acts: most acts that are advanced by spending clues require a number of clues proportional to the investigator count.
  • Encounter card drawn in Mythos phase: one card is drawn per investigator.
  • Boss enemies HP: many bosses, starting with the Ghoul Priest, have a health value proportional to investigator count.

Some other effects, albeit less common, scales with investigator count, but without direct proportionality:

  • Boss enemies HP: some bosses, such as Umôrdhoth, have a health value calculated as a fixed value + a value proportional to investigator count.
  • Doom thresholds on agendas: in some rare scenarios, the doom threshold on agenda has a value modified by investigator count (such as in the Doom of Etzli)
  • Specific values : number of clues placed on each guest in The Last King, supplies point to be spent in Forgotten age

Finally, some game effects do not change with investigator number :

  • Map: in the vast majority of scenarios, the map and location numbers does not depend on the number of investigators.
  • Scenario actions: when an action must be spent to advance the game, it often does not scale with investigator numbers. Good examples are the actions required to spawn cultists in Midnight Masks, or the ones to pick-up supplies in To the Forbidden Peaks.
It is mainly the third of these three categories that create the change in pace, difficulty and play experience at different player counts. Interestingly, this category contains only scenario elements. It means that the scaling will effectively be quite different for different scenarios. 

Effect of player count scaling on difficulty level

Now that the scaling and static variables were listed, let’s examine how they affect the difficulty when player count changes.

Most of the scaling effects makes the game harder at lower player counts.

  • Flat tax due to scenario actions: trying to climb the mountain with all the expedition supplies in To the Forbidden Peaks requires 14 actions. For a four-player group, that’s a little more than a turn. For a solo investigator, that’s close to five turns.
  • Map exploration: even if most campaigns don’t use an explicit exploration mechanic (the exploration deck in Forgotten Age is pretty much a flat action tax), a large number of scenarios feature unrevealed locations (sometimes trapped) that are randomized. In a group of multiple investigators, one can reveal the location without all the others losing actions to enter the location if it’s not the right one. This effect is minimized on linear maps with little backtracking (such as the Essex County Express).
  • Clue getting actions compression: most cards that accelerate clue getting drop down in value in true solo, as there is often only one clue per location. Cards like Fingerprint Kit, Rite of Seeking and their upgrades loses their value in true solo. It is somewhat campaign dependent, as some campaigns feature more single clue location than others. As a funny note here, this effect is also somewhat increasing the difficulty of 4 player play versus 3 player play, as most of the clue grabbing effects caps out at 3 clues per effect.
  • Deck efficiency: with multiple investigators, each investigator can be built around its best stats and role, while team composition ensures every ask of the game is covered. In true solo, the investigator must cover every aspect of the game. This often involves using multiple skills of lesser value and cards to boost them, or using less efficient cards that let you go around a skill test.
  • Cultist hunt: while in multiplayer a cultist is often not a very challenging task, in solo play it can even be worth ignoring. A cultist that spawns in a location you had not intention to get back to is a full turn worth of actions (move in the location, kill the cultist, move out).

There is however a silver lining for solo players, that can enjoy a few benefits.

  • Mythos phase variance: in multiplayer, the variance in the mythos phase is high. Each player draws a card, which means there is two sources of variance. What was drawn, and who drawn what. A turn where a treachery lands on the cluever mystic and an enemy on the fighter will play quite differently than a turn where the distribution is reversed. Drawing multiple enemies in a single mythos phase can also overwhelm the team fighter. In solo, you only get one treachery and enemy a turn, and the required versatility in solo play means you should be geared for both.
  • Treacheries scaling: some treacheries apply to “each investigator at your location”. This creates a scaling effect that adds up to the number of mythos card drawn to make the mythos phase slightly more punishing for multiple players.
  • Evasion/Disengage effectiveness: being alone on the map, you do not have to worry about an enemy reengaging another investigator after the upkeep phase. It makes evasion strategies more viable in True Solo.
  • Scenario Bonus actions: some scenarios have bonus action you can take, often on locations, that have a “group limit once per game”. These favors the solo player its impact is not diluted among multiple investigators.

Finally, some effects scales difficulty in either direction.

  • Story Assets: assets handed by campaigns are often powerful tools to work with. A solo player can carry all of them, but does not necessarily synergize well with each of them, while with more investigator, each will receive fewer assets but likely better fitted to them.

Conclusion

Arkham LCG player count scaling can heavily transform a player experience at different player counts. If it was only making the game harder at player counts, I would see it as a drawback or design flaw.

However, even if their is indeed a difficulty increase at lower player count, this apparent lack of balance brings a massive benefits to the game. It forces player to approach the game differently at various player counts. Card evaluation, investigator selection, deck-construction, and game play decisions change enough with player count to make it almost a different game.

In following articles, I will explore specificities of playing True Solo for the various aspects and challenges of the game, and look at tools available for investigators to tackle them.

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