
Intro
We know very little about the upcoming Drowned City campaign aside from the old tentacle-face itself finally making its appearance, but one thing we know is that flood tokens are going to make another appearance. This is a mechanic from Innsmouth Conspiracy that I enjoyed a lot, so I felt like this would be a good mechanic to do a little deep dive on. How does it work, how was it used and what are possible angles the designers may want to explore in Drowned City?
Flood Tokens
The Innsmouth box came with 15 special double-sided flood tokens and so will The Drowned City. These are put on locations by effects on cards to mark them as either “partially flooded” or “fully flooded”. As long as a flood token is on a location, that location counts as “flooded”, no matter which side it’s on. Flood tokens by themselves have no inherent effect, they rely on other game text to give them meaning. That game text can refer to either of the four states a location can be in: partially flooded, fully flooded, flooded, unflooded. That makes it mechanically wide open, flooding can be used for a lot of things.
Let’s take a quick look at all the different card types that interact with the tokens before getting more specific:
Act and Agenda


All Innsmouth scenarios that involve flooding feature a Forced effect on the act or agenda that simulates what happens if a player stays too long in fully flooded locations. That can either be something that happens if the player ends their turn on such a location or it can use the “struggle for air” mechanic. In those latter scenarios, the players that start their turn in a fully flooded location need to set foot on a partially flooded or unflooded location during their turn, otherwise they suffer 5 direct damage which will likely lead to a quick defeat if they can’t find a safe spot soon.
Locations



A major part of the flooding mechanic is of course the locations themselves. Many of them have something that lets them interact with the tokens in some way, giving them an extra layer. Some locations get flooded as soon as they are revealed. Some can’t be flooded or at least not fully. And yet others become harder or easier to investigate depending on their state.
Enemies



The primary enemy type in Innsmouth is the Deep Ones, who have a natural home advantage over the players when it comes to moving around in flooded caves. It is surprising then that enemies barely interact with flood tokens. There are just enough enemies that showcase what could be done: Being stronger in water, coming into play exhausted in unflooded locations or only being able to move between bodies of water. But with just four enemies with flood-based abilities across the whole campaign, this is definitely an angle that could be explored better.
Treacheries



Thankfully, there is however a solid amount of treacheries engaging in flood-related shenanigans. Treacheries that act as enablers for the mechanic, manipulating the flood levels of locations exist just as well as those that provide a pay-off through having effects that scale off of these flood levels. One of the campaign-wide encounter sets, Rising Tide, is even focused on flooding as a mechanic and used a decent amount over the course of the Innsmouth Conspiracy.
Story Assets



The final piece of the puzzle. Using flood mechanics on player cards wouldn’t work well because player cards are supposed to be relevant in every (or at least most) campaigns. As a result, Innsmouth isn’t shy about giving the players a variety of story assets, thus allowing players to interact with flooding from their play area.
So, as we can see, Flood is a rather multilayered affair that influences or can be influenced by most other things in the game. But what is it actually being used for? There are two main roles that flood plays in the game: That of area denial and that of a clock.
Flooding as Area Denial
The Innsmouth campaign as a whole is really about locations mattering. Locations are shuffled randomly among each other, the keys are distributed randomly among those locations. This creates a dynamic playing field that changes from play to play. Most of the scenarios also have some additional location-based special rules that further add to the feel of an ever shifting board that needs to be explored. As a result, Innsmouth is incredibly replayable in spite of its completely linear (and to be frank, boring) campaign structure.
Flooding adds yet another layer on top. By making some parts of the map gradually more dangerous, the board gets even more strategic depth. Decisions on where to move and priorities may shift after some flood tokens are added to certain locations through an untimely treachery or agenda flip.
Crucially, the Flooding never completely shuts off sections of the board, but just makes them more dangerous.
Flooding as a Clock
Like almost every scenario, the ones in Innsmouth also are timed by the amount of doom allowed by the agenda thresholds. But Flooding can act as a parallel timer, threatening to drown the investigators when they find themselves without any safe locations to catch their breath. What’s neat about this particular implementation of a clock is that it isn’t a binary win/lose condition that doesn’t do anything until a certain point is reached, but steadily increases the pressure over time. Doom on the agenda by itself doesn’t do anything before you hit a threshold. But flood tokens make life harder at that location, as enemies become more dangerous, chaos tokens less forgiving and treacheries more impactful. These are all small increases that from turn to turn build up to put the screws on the players.
When time runs out on players in the Innsmouth campaign, it will usually be due to drowning before the agenda runs out of doom.
Part of what makes Flooding a really successful mechanic in my mind is how different it impacts the scenarios in the campaign. There is a lot of variation in how it is executed and how it feels. So next i want to take a closer look at the scenarios in Innsmouth to point out some of these scenario specific differences.

Pit of Despair
The first scenario immediately goes hard on the flooding mechanic, using it liberally to create a very tense introduction to the campaign. The advancement of the flood is tied primarily to the agendas, with each agenda flip increasing the flood levels all over the relatively small and interconnected map. On top of that, the Rising Tides set will cause some locations to even be ahead of the tide.
For the players, there is no escape from the water, they are forced to interact with the mechanic in a big way right out of the gate. The only reprieve is a pair of locations in the Tidal Tunnel set that can not be fully flooded. Where those two locations randomly sit in the layout can have noticeable consequences for how the scenario plays out.
The Vanishing of Elina Harper
This scenario plays only in the town of Innsmouth itself, at a time where there is no flooding yet.
In Too Deep
Like Pit of Despair, In Too Deep also features rising waters tied to the agenda advancement. But unlike Pit which raised the water all over a small map, the flood rolls in from the right here while the investigators try to cross a very large layout. The players need to try to stay ahead of the tide until they can make their escape. The random extra flooding from the Rising Tides set is much less of a factor here, but it does get some backup from the Tidal Alignment treachery. Two of the four enemies in the campaign that care about flood levels are specific to the In Too Deep scenario, highlighting the dangers of when the waters catch up to you.
The flood controls not only much of the pacing for the primary goal of the scenario (reaching the exit) but also the backdrop for the risk/reward behind its many sidegoals. Especially getting the final key will usually mean having to wade back and fight the Mob while standing in dangerous water where treacheries hit harder and enemies gain bonuses.

Devil Reef
In Devil Reef, the flood mechanic is used quite differently. While there is a possibility of being caught by an untimely Rising Water treachery while exploring the islands, this is much less dangerous than it is in Pit of Despair or In Too Deep. The mechanic is instead primarily used to simulate the ocean locations that the players have to traverse.
The doom clock takes back the role of the primary timer for the scenario, the flooding is mostly static and the players get the fishing vessel as a tool to interact with it. Treacheries and enemies can pull players out of the boat and potentially into the ocean. Movement is more difficult there in addition to the risk of drowning. Oh, and there’s the kraken too.
Overall, this scenario uses similar building blocks as the others that combine Flood, Tidal Tunnels and Deep Ones… but in a very different way.
Horror in High Gear
This is the other scenario that doesn’t feature flooding at all.
A Light in the Fog
In Too Deep had flood roll in from the right and players ran from away from it. Light in the Fog has the waves come in from below and the players go towards it. Drowning is back as a major threat. The agenda introduces the idea of investigators being pulled down into the deep if they end their turn in fully flooded locations. Many treacheries care about the flood levels relevant to the players that drew them. The boss enemy of the scenario gets stronger in flooded areas. Notably, the two locations from the Tidal Tunnels that can’t be fully flooded are removed on setup here. So there are no safe spots in the tunnels under the lighthouse unless you create them.
But at least the investigators can make use of the story assets earned during Devil Reef here to interact with the flooding in a more favorable manner, too. Flood is used to gate some locations and the players need to clear it through the use of the pump room which can divert water from one cave into another.
So again, the mechanics get used differently with new ways of interaction.
Lair of Dagon
Lair of Dagon does have some flood interactions, but is not overly concerned with the mechanic. This is the first of the scenarios using flood tokens that doesn’t feature the Rising Tides encounter set, leaving just the two copies of Tidal Alignment to provide some extra variance to flood levels. The one flood-related oddity about this scenario is that it is known to become very difficult if the Lair of Dagon location and the one leading into it both get flooded. When that happens, it becomes almost impossible to avoid triggering the 5 direct damage penalty from the agenda while still making progress on finishing your goals in the Lair. This is where the Teachings of the Order can come in clutch, if still available.
Aside from that one thing, flooding isn’t really a notable part of this scenario though.

Into the Maelstrom
The finale hinges its win condition on the flood mechanic. Or, more appropriately, on reversing the flood mechanic. The investigators have to remove the flood tokens from the board through an ability on the act.
Like Lair of Dagon, Into the Maelstrom doesn’t use the Rising Tides set, but it does have its own scenario specific treachery, Treacherous Depth, to make up for it. Many locations start in play fully flooded. As a result, the flood basically works the other way round than before: Instead of starting with relatively dry locations that flood up over time as the agenda advances, we start with everything under water and see it dry up over time as the players make progress. Instead of advancing a timer, the treacheries that raise flood levels merely push back against the players progress instead. The doom clock takes over as a timer again, with the additional threat of waking up the two Old Ones.
One final time, the players potentially also gain story assets that interact with flooding, in the form of diving suits that let them ignore it for a while until they can get a foothold in the underwater city.
The Drowned City
So overall, the Innsmouth campaign had flooding in six of its eight scenarios. One of those, Lair of Dagon, didn’t really care too much about it. But that still leaves five scenarios, each of which used flooding in a very distinct way. That proves how much depth (heh) there is to this mechanic and of course it makes me wonder how the designers will keep iterating on it for The Drowned City. Considering the name of the expansion and the fact that it actually does ship with the flood tokens, i don’t expect flooding to be only a small part or a one-scenario gimmick either. Maybe not quite as prolific as it was in Innsmouth, but I’d be surprised to see flood tokens in fewer than 5 scenarios of Drowned City in some capacity.
One thing i would’ve liked to see more in Innsmouth would be enemies that interact with flooding. Enemies that get stronger in water, enemies that get weaker. Enemies that cause flooding? That could absolutely be a thing to explore more in the upcoming expansion.
Where else can we go with the mechanic? I suppose one way could be to go completely off the rails and start putting flood tokens on other things than locations. But i find that unlikely.

The announcement article doesn’t give us a whole lot to speculate on so far. It mentions that Cthulhu himself will cause flooding to happen at every location he touches. We also get a look at the unrevealed side of a couple of Arkham locations, about half of which can’t be fully flooded. It also mentions that we are going to explore R’lyeh itself and that doing so will involve “tons of seawater”… yeah. It certainly looks like flood is going to be a major mechanic again. And I am here for it!








































































