
Intro
The Arkham LCG has something that sets it apart from most other cardgames, even most board games in general. It is best played in a campaign setting where your deck evolves from game to game and you follow along a story to its conclusion… whatever that may be. Now, campaign games are a dime a dozen these days (although not really in the card game space…) but Arkham is special among them as well in that failing a scenario doesn’t mean the end of the campaign. In many campaign games like Gloomhaven, to name just one popular example, a failure to finish a scenario means you have to replay it until you pass. AHLCG avoids this repetition. Instead you just keep going, and have the consequences of your failing possibly matter for the rest of the campaign.
This is really quite cool and lends itself to great story telling. A campaign win is even more satisfying than usual if you stumbled a few times along the way, picked up trauma and experienced some hardships. Arkham even manages this without having to sacrifice replayability and become a fullblown Legacy game.
This does however require some thought in the design of the campaigns, as they need to enable a way to progress even when getting defeated, a way to “fail forward”. Let’s look at this in a general way first, then at examples from all the campaigns.
Experience
During the resolution of a scenario, investigators earn experience points (XP) which go towards new cards that can be used to upgrade your deck. The expectation is that scenarios get harder as the campaign progresses and that the investigators need to upgrade their decks to keep pace with the rising challenge.
A failed scenario will typically reward fewer XP than one that was won. The inverse is true as well, if the investigators ace a scenario and get everything done they need to win with lots of turns still left on the doom clock, they can afford to fish for more XP from locations or Victory enemies before they close out the game.
Either situation can snowball as coming out of a loss with a weaker deck might lead to more losses (or at least closer victories) down the line. While an overpowered deck might trivialize the game to a point where it only gets more powerful. Avoiding either of these feedback loops completely won’t be possible, but some effort should be devoted towards limiting them at least.
Story Assets and Weaknesses
The other way that campaigns can reward or punish players is by adding cards to their deck, either forced or optional. Often this is going to mean some sort of story asset, but nothing says it couldn’t be a story event or skill either. Maybe the investigators pick up a powerful relic or make the acquaintance of an influential ally that fights on their side.
They might also make new enemies, fall victim to curses, get poisoned, afflicted with madness or just plain injured. This sort of thing will often mean adding a weakness to the player’s deck.
Good or bad, the way to get these extra cards is usually determined by how well the investigators do in a given scenario. This can add to the feedback loop created by high or low experience as weaknesses will often be gained by investigators who already didn’t do great.
Again, this is something that would need to be kept in mind for campaign wide balancing.
Story consequences
Finally, there are less tangible rewards or punishments. Even when certain characters aren’t represented by story allies, the players might not be particularly happy to see them die or disappear. Story developments might lock or unlock access to different endings or interludes. While many of these consequences don’t have direct gameplay effects, they can still be a powerful motivator for players to do well.
Achievements also loosely fall into this category.
My take
Before we go over the campaigns and look at specific examples, I’d like to give a bit of a personal take on the whole matter.
The way I see it, upgrading and developing your deck is a huge part of the fun in the game. How we start with a relatively basic deck and get to spend XP to push it into many different directions is to me what gives the game replayability and makes it special. Accordingly, there is little worse than having a campaign starve players of XP. I equate it to witholding fun, something that no designer should consciously do.
So, in order to enable failing forward in a campaign, i expect to still get a reasonable amount of upgrades into my deck even when i struggle. And i mean actual upgrades decided by me and not story assets that i can use as a crutch. Even when doing well, i don’t want to get showered with story assets to the point where it overshadows my own deck. Because to me that feels like getting handed victory to me by the designers instead of having earned it as a result of my own gameplay and deckbuilding choices.
I am aware that this is a rather extreme stance on the matter and that not everyone agrees with it. There’s even people that play Arkham and don’t enjoy deckbuilding at all which is of course perfectly valid, too. Those probably enjoy getting swarmed with fancy story assets more than i do and mind less if they have fewer XP to agonize over between scenarios. That’s why i mention this now because this is going to inform my comments on the campaign mechanics that are coming up. So, just as a heads up, your mileage may vary.
Night of the Zealot
NotZ only has three scenarios. So if you were to faceplant Gathering or Midnight Mask really hard, that could mean going into the finale with half the expected XP, which seems pretty awful. That being said, the Core campaign does actually mitigate this risk really well. I really like that The Gathering offers players the chance to flee their house through the front door if the fight against the Ghoul Priest turns south. It means they have the option to just take all the XP they already earned from Victory enemies and locations and run. While suffering an appropriate consequence of seeing the Ghoul Priest again later. I think that’s really well done. Can’t also forget about Lita Chantler who is comically overpowered but works fine for new players to lean on. Midnight Masks is a scenario that you aren’t expected to fully solve, you do as much as possible before the time runs out. So the failing forward is already baked into the scenario mechanics because you are expected to fail to some degree. Now, obviously Devourer Below is still a shitshow, no matter how your first two scenarios went, but i won’t let that spoil all the good things i have to say about Gathering and Masks in this regard.
Dunwich Legacy
Much has been said about Dunwich and how little XP it pays out. Now, at least to some degree these complaints are somewhat exaggerated, the campaign was released at a time when there wasn’t much to upgrade into in the first place. It was a time of Dark Horse Ashcan and stabbing things as Zoey, neither of which really needs much in terms of upgrades. From today’s point of view, it does serve as a lesson to not nickle and dime the players too much, but i won’t hold that against it. In fact, Dunwich even does a thing where it hands out some “pity XP” specifically for when you lose which is neat.
That being said, the resolution of a failed Essex Express is a travesty and no pity XP will change that. Not only is that scenario remarkably easy to fail, but chances are you will do so without even earning a single XP. Or well, maybe one. To make matter worse, the resolution on fail will then have you lose all your story assets you gained until then, completely undoing any progress you made until then. I feel like that last part is pretty much unforgivable.
Players are able to earn a lot of different story assets that are all various degrees of useful. Most of them are allies which can cause a situation where it’s no longer worth to bring your own ally assets in your deck, but overall i wouldn’t call them overpowering.
Dunwich also alters the chaos bag as a result of not just the campaign progressing, but also related to player choices. This is a good thing in principle and much better executed in later campaigns, but doesn’t really work well here. The punishment from the extra token doesn’t match the rewards you gain from taking them on, leading to few viable choices when replaying the campaign with knowledge of what your choices entail.
Path to Carcosa
The Carcosa campaign has a lot of elements that persist throught the campaign and are tracked between scenarios. But things like the Stranger, the Doubt/Conviction paths or even the weaknesses that are picked up along the way don’t actually relate to how well you do or not – you are getting those either way.
The Last King sets up a bunch of possible advantages down the line as interrogating the cast of the King in Yellow can yield all sorts of bonuses for later scenarios. At the same time, defeating the cast will make sure you don’t have to do so later either. So that creates a rather crucial scenario to do well at… but then the campaign actually does give you the nuclear option of burning down all of the cast during the resolution which can act as a catchup mechanic for those that had to leave the party early and didn’t get much done.
Alright then, let’s talk about Oath. Oath is a campaign ending scenario (at least for that set of investigators). And while that is actually fine for a scenario near the end of the campaign, it is much less fine on scenario 4. Actually, that’s pretty horrid from all objective standpoints. Luckily, Oath is one of the best scenarios, possibly THE best scenario, in the whole game. If this scenario was even remotely mediocre, we as a community would HATE the everliving crap out of losing our investigators to it. Just imagine if that loss condition was tied to Echoes of the Past instead. Makes my blood boil just thinking about it :D Somehow we ended up with a situation here where Oath is amazing and the knowledge of the high stakes even improves the scenario further. But make no mistake: That’s lightning in a bottle. If you are a custom creator, please do not try to copy this, it’s more than likely to feel incredibly bad.
Carcosa has more XP than usual hidden away in the encounter deck, in the form of VP enemies. This is both good and bad. Bad because it means that there is a random variance to how much XP a player can gain, especially in low player counts where the group is unlikely to go through the encounter deck completely even once. Good because it doesn’t tie the victory specifically to the result of the scenario.
Forgotten Age
The posterchild for “Too much XP”. It outclasses every other campaign in terms of what the players gain XP-wise by a good margin. As a result, many players get into a situation where they are five scenarios in and don’t really have anything notable to upgrade left. And while i do appreciate having a campaign around where you can be sure to get all Disciplines for Lily or the opportunity to play incredibly XP hungry decks like Sefina with Chuck Fergus, upgraded Tricks and a couple Exceptionals… it’s probably for the best that it isn’t the norm.
The campaign has one cool trick up its sleeve. By having a couple XP sources that also have Vengeance, it offers a trade-off that is actually pretty well balanced. I usually end up taking these XP, but there have been plenty times where i deliberately avoided to for example defeat Padma. This acts both as a catchup mechanic to claim some extra XP and as a reward for keeping your Vengeance low up to that point.
The two story allies require succeeding at certain scenarios and making the right decisions to keep them as allies. This does serve as quite motivating to do well if you plan on going a certain path through the campaign. I like how this is done in TFA quite a bit and it’s actually a main part of the appeal of the whole campaign to me. That being said, losing some scenarios (or not winning them good enough) does close off some story paths. I feel like that is a good way to do it. Even if you fumble Boundary Beyond, you can still finish the campaign with a win. Just not while being friends with Ichtaca.
City of Archives… is divisive. It’s a similar situation to Oath where the consequence for failing is outrageous on paper. I heavily dislike the priciples behind it, but since it’s near the end of the campaign i do at least tolerate it. There are others that mind it more. And some that mind it less. Like i mentioned, it’s divisive. I think it’s fair to say it’s nothing to emulate?
Circle Undone
The TCU campaign has a couple decisions that echo throughout the campaign, but nothing that really sticks out to me as a catchup mechanic or similar way of adjusting difficulty by how well you are doing. So instead i will take this space to point out something that also applied to some previous campaigns: The XP curve. TCU awards more experience for the first two scenarios than for the ones that are following afterwards (excluding the finale itself). This makes sure that players are able to get the important cornerstones for their decks right from the start. Not only does that mean that they get to play with their deck doing what its supposed to for longer, it also means that a failed resolution in a later scenario doesn’t hurt as much because their deck is already in a solid state after two or three scenarios. But what if they fail the first scenario? Well, in that case it’s at least easy to restart the campaign if that is what the players want.
I think this is a really good general practice to do, but looking at the Experience Overviews for the campaigns, this seems to have fallen a bit out of favor with recent campaigns. I wonder why. To put some number out and give a rule of thumb, i would say that most basic decks can be built around 20ish XP for the core of the deck (and then of course scaling upwards for power). I would expect to be able to gain those 20XP in the first three scenarios with half of it in the first one.
Dream-Eaters
As campaigns with only four scenarios, either side of Dream-Eaters suffers from the same effect as Night of the Zealot where a failed scenario will have huge consequences for how well you can develop your deck before going into the finale. And while i had only good things to say about how NotZ mitigated this factor, i can’t really do the same about TDE.
Notably, both sides also track something in the campaign log that feeds back earlier failure into a harder time with the finale: If the players don’t manage to gather enough Evidence of Kadath in the A side of the campaign, they will have a harder time passing a key location, costing them valuable time. And if they fail scenarios on the B side, this will potentially add multiple turns worth of doom to the finale on that side, also adding some time pressure.
These mechanics aren’t too oppressive, but they certainly lean towards making failing a scenario a bigger deal than it would be otherwise. Contrast this with Doubt/Conviction (which isn’t really about things getting more difficult or easier) and Vengeance (which makes things harder at a specific point, but also makes things easier beforehand… basically it offers a trade), either of which are a bit more interesting and interactive instead of just a row of checkboxes to track how well you did.
Innsmouth Conspiracy
The TIC campaign does something interesting in that it reframes its scaling. Instead of punishing you for doing subpar by adding bad tokens to the chaos bag, it starts out with a fully loaded bag and rewards you for doing well by removing some of those tokens. I am not sure this is all that different when you distill it down to its essentials, but it certainly feels better, more rewarding. That being said, missing the flashbacks in the first scenario that remove up to three bad tokens can really make the rest of the campaign a pain, so they feel a bit more mandatory than is comfortable.
For the majority of the flashbacks, these optional goals work really well. Finishing a scenario in the Innsmouth campaign usually isn’t all that difficult. But most scenarios have one or more bonus objectives that are rewarded through flashbacks. Rewards can range from campaign-wide alteration of the chaos bag to story assets that are just around for that scenario. This is pretty neat as it means that even when you go into a scenario slightly behind the curve because you failed an earlier scenario, you might not get any of the bonus goals… but you are still likely to succeed, so you can at least continue without a harsh downward spiral.
The XP curve in this campaign is notably different, creating an environment that starves you of XP for the first few scenarios before it dumps a truckload on you. This doesn’t work particularly well for me and that the campaign expects you to skip some of the upgrade opportunities doesn’t help either.
Innsmouth does have some very powerful story assets. While the two allies are easy to gain access to, the Relics and the Teachings can more easily be missed. Especially missing the Teachings can be a huge deal and make things a lot worse down the road. I’d point at Innsmouth as a reference for how powerful i would like story assets to be at their maximum.
Edge of the Earth
I have some serious issues with Edge of the Earth in this regard. Failing scenarios in Edge is usually horrible and can even be a complete showstopper. The campaign does play around with the concept of having persisting consequences for your actions, which by itself is a really good thing. But while some of it works very well, there are some bits that are just too punishing if you slip up.
Ice and Death is a three part scenario where you continue the exploration of the map from one part to the next. You set up shelter in the first part which has echoing consequences for the following two. Not managing to get a good shelter value will lead to having a worse starting position and fewer resources for the next two scenarios, both of which are already reasonably tight and difficult. During Ice and Death, the players also recover very powerful story assets and failing the first scenario will put a huge dampener on the ability to gain those. The ability to skip part 2 and 3 can be seen as a way to mitigate the dangers that come from going into those scenarios from a weak position. But that will in turn also mean that the players skip the opportunity to gain the experience needed to set themselves up for later scenarios while also forfeiting the chance to gain the supply assets.
This is already pretty bad, but it gets worse. The campaign uses NPC followers that lend their help to the players. A defeat on a scenario means that those partners are also defeated permanently, depriving the team of powerful abilities and setting them up for further failure down the road. To be fair, the defeat of a partner ally comes with unlocking a special “memento” card and those are at least a solid attempt of making a partner’s defeat less crushing.
All comes to a head during Forbidden Peaks. Winning this scenario showers the group in XP while handing them the recovered assets as additions to their deck. Failing it will make them lose all of that, lose the partner assets they had with them and giving them the usual trauma. It’s a huge gulf between results, failing Forbidden Peaks means that whatever you did is pretty much completely undone while you are sent with a single digit total of XP into the back half of the campaign. This is not acceptable design in my opinion. This is even worse than Essex Express. Unspeakable Oath at least had the decency of killing you off.
That being said, the two campaign mechanics that add a level of persistent payoff for your actions to the game are pretty great: There is a group of weakness cards, called Tekeli-li, which can be added to a players deck through a variety of effects and will remove itself once drawn. So the game sometimes delays the aftershocks of an attack or treachery for a long time, even possibly into the next scenario. Frost tokens are a special type of chaos token that gets added or removed depending on what happens. There’s enough ways to interact with them to make them interesting, too. I think what enables these two mechanics to be so good is that they are often not directly tied to winning or losing a scenario. So you get a more finely tuned consequence from your scenario than just a binary pass or fail. That’s neat.
Overall, Edge is the campaign where i like the structure the least. For a big part that is because failing forward is just not something that is well enabled here. All the rewards and a huge clump of XP is dependent on passing one single scenario (Peaks) and failing to do so is way too much of a setback. The campaign also relies way too much on more than two dozens of story assets to make up for its failings.
Scarlet Keys
As a non-linear campaign, Scarlet Keys was pretty much guaranteed to face problems with enabling a proper player progression. When you don’t know which scenarios the players are actually going to end up playing, and in which order, then how are you going to make sure that your scenarios are playable at various XP counts? Is your scenario going to be able to be playable as the second scenario as well as the sixth and still be reasonably balanced in either case?
In Scarlet Keys, everything you do takes some amount of time which is tracked in the campaign log. Scaling often refers to this track. Failing a scenario (or resigning early) will often take less time away from this track than getting the full resolution which is actually a neat way of giving just a slight edge to players that are struggling. It’s not really enough to make a huge difference, but it may just be enough to fit an additional visit somewhere into your route that can help you catch up.
The campaign is all about the Keys, a group of artifacts that the non-player factions and the players try to gain for themselves. They are represented as story assets that can be earned and some of them are tremendously powerful. Depending on how well you do, they can completely overtake the gameplay of your deck. I had plays of the finale that were basically playing themselves without much agency of my own. Just moving around and using the keys. While one could point to these powerful story assets as something that can mitigate failure (and thus a weaker deck) in the back half of the campaign, i feel like it went too far in Scarlet Keys.
Feast of Hemlock Vale
Hemlock Vale also has some non-linear elements in it, but not to the same extent as Scarlet Keys. It does avoid a lot of the scaling problems that TSK has through several means. The most important one is that a good chunk of the earnable XP is moved from the scenario to the inter- and preludes that players go through between scenarios. That means that even if you were to completely fail a scenario, you might still end up with enough XP from the prelude to buy several upgrades for your deck and prepare for the next scenario. The playable preludes are something that is unique to FHV and i don’t think that just any campaign should have them. But more generally speaking, moving some of the XP from the scenario into the resolutions or interludes could be a way of ensuring at least a token amount of progression even on a failure to complete the scenario.
The campaign also uses an above average number of story assets and allies, but in a more controlled fashion than Edge and Keys do. In turn they feel less overpowering despite some of them certainly being plenty powerful.
Takeaways
So, what did we learn? Here’s a summary of lessons to take away from the official campaigns that relate to enabling Failing Forward or more generally, to having a solid progression of player power throughout the campaign:
- Resign locations allow players to cut their losses and secure whatever they already won. Resigning can (and probably should) come with some costs, but should be considerably more forgiving than straight up dooming out or being defeated.
- Open-ended scenarios assume failure as the default and task the players to get as much done as they can. Rewards need to appropriately scale with the degree of failure/success.
- “Pity XP” that are earned on fail can make sure that players have something to work with even after a complete crash and burn.
- Wiping progress completely is to be avoided. Consequences are fine and a failure can certainly undo something that was gained earlier. But having one failure undo multiple scenarios worth of progress is too much.
- Changing the Chaos Bag following the player’s results and decisions is a great tool to introduce lasting consequences, but the influence of another bad token in the bag is rather huge and should be balanced well.
- Victory in the encounter deck, usually on enemies, can offer a way to inject an XP source to a scenario that isn’t directly tied to scenario progress. While the inherent randomness can feel bad to some, it also means that someone might be defeated on turn 5 but still end up with 4XP from clearing two VP locations and defeating two VP enemies.
- Campaign-ending resolutions are thematically super appropriate for the setting (after all, we are often trying to prevent the end of the world) but should be used with much caution. Making the players demonstrate their abilities before letting them into the proper finale is fine, but an early game over can be very frustrating.
- You can offer Tradeoffs where players are presented with the opportunity to gain some extra experience or a story asset, but for a price. Examples are the Vengeance + Victory locations in TFA and the Necronomicon in Dunwich.
- Frontloading XP in the early scenarios makes sure that a fail in a later one doesn’t leave someone crippled because their deck is already in a working state. As a suggested rule of thumb, i would shoot for 8-10XP in the first scenario and an expected total of 20XP earned over the course of the first three.
- Scaling finale difficulty by how well the players did has to be handled carefully. Having things be more difficult if the players bumbled through the campaign is absolutely appropriate (desirable, even) but it does make the finale more difficult to balance. Do the players still have a chance if they did badly before? Is the scenario still challenging if they did well? Just showing up for a foregone conclusion isn’t fun either way.
- Story Assets can be used to give players an edge against the challenges and/or to make up for falling behind. However, one should make sure that the players still get to play their own decks. Too many handouts can railroad the experience to a point where the game just plays itself.
- Moving XP or other rewards to Interludes or other out-of-scenario areas can allow you to set a floor for what can be earned, ensuring at least some progression.

















































































































































































































