
Intro
Everyone’s currently talking about the new player cards in the Chapter 2 Core that will lay the foundation for the game from now on, but what about the other side of the coin? We are also getting new encounter sets, and while those aren’t previewed in any way (i don’t expect they will be) we can at least take one more look at the old encounter sets and talk about hopes and expectations for the new things to come.
So let’s just go over the whole Core one more time and see how these cards held up. Whenever applicable, i also want to state some Hopes and/or Expectations. Hopes are things that i wish they’d do, Expectations are things that i think they will do. Those don’t have to be the same thing, of course!
Agents of Cthulhu/Hastur/Shub/Yog




The Core Set started a bit of a tradition with these Agents of … sets. Usually 4 cards, providing some signature enemies and treacheries meant to be used whenever the relevant Great Old One got involved. Tend to be fairly high impact and most campaign boxes also came with their own Agents of … sets.
Generally speaking, these sets have been pretty great whenever they got used, their impact was noticeable. The one thing i am not really sold on however is that they belong in the Core Set. As i mentioned, many campaigns did their own Agents sets anyways. And since the range of elder deities in the Mythos is pretty vast and FFG is even adding their own entries to it, repeats don’t really happen all that often. There were some crossover uses of these sets, like Agents of Cthulhu in both Drowned City and Innsmouth and the stray use of Agents of Yog-Sothoth in Forgotten Age, but mostly i feel like these belong in their respective campaign boxes, not in the Core. The way these sets were shoehorned into Devourer Below was also super awkward, that doesn’t seem worth repeating.
Expectation: I think we are continuing to get new Agents sets, those have been proven to be pretty neat. But I don’t expect that we’ll get a range of random ones again like we did in the old Core. I predict that we’re getting an Agents of Elekoss and no further Agents sets unless they are actually relevant to the Brethren of Ash campaign.
Ancient Evils

Ah, that old chestnut. Used in 27 scenarios over the course of chapter 1, and for good reason. Doom advancement from the encounter deck is incredibly important for the pacing of the game, if it was missing completely that’d be a huge downgrade. I feel like Ancient Evils is near perfect for its job of making sure the investigators fear the doom clock. There’s been scenarios where Ancient Evils was too oppressive, but i believe those were failures in scenario design and i am confident that the lessons from those mistakes have been learned.
I could see the designers give in to the calls for a softer version. Something like Resurgent Evils could be a solid replacement that is still impactful enough and gives those that think Evils is unfair the illusion of a choice.
Hope: Just keep it unchanged. Ancient Evils is perfect.
Expectation: I don’t think the designers will keep it unchanged though. Too many people are crying about it, so they probably need to at least pay lip service to that. Let’s hope they don’t castrate this card too much.
Chilling Cold


Obscuring Fog is mostly notable for being very hit or miss on how it affects the game when it turns up. Depending on the shroud of the location and if it even still has clues on it, it can be anything from hugely annoying to a free encounter draw. Crypt Chill on the other hand is very notable as one of the few pieces of asset hate in the Core Set and actually the game overall. The classic lesson of not playing your expensive ally turn 1 if its the only asset you end up playing is well worth teaching and i hope it continues to stay relevant in Chapter 2. Actually, i would like to see more cards that attack the player’s assets and cards in hand, there’s not enough disruption happening.
Both of the effects represented here are definitely worth keeping around as a part of the generic encounter arsenal. There’s not really much of a reason to keep them together as one encounter set though, they aren’t linked mechanically in any way. Even the thematic link they have (“It’s cold.”) is paper thin and the mechanics don’t link up with that theme all that much.
Expectation: We are keeping the asset discard and the shroud increase effects around, but they wouldn’t need to be grouped in one set like they are in chapter 1. Just as an idea, they could bundle that shround increase with the other anti-investigation effects from the Midnight Mask Treacheries.
Dark Cult



A super important set, the idea for this one i think is going to stick around for sure. The Acolyte is a near-perfect card and i don’t see a reason to change it in any way. The other two are a bit swingy and i could see tuning down their effects just a bit.
But honestly, i would have no complaints if this set is just 1:1 reprinted as is.
Expectations: I expect we aren’t going to see exact reprints, but spiritual successors to the combination of a cultist, a cult leader and a treachery that serves them up are very likely.
Ghouls



Unlike Cult, Cold and Evils, the Ghouls set has not been used all that much over the course of chapter 1 campaigns. And when it was, it was often just for a single scenario and felt somewhat shoed in. This is no fault of the mechanics of the cards however, the two enemies are perfectly serviceable as baseline filler and Grasping Hands is a very important effect to have around. The flavor tie to Ghouls specifically makes them a hard fit to pack into any campaign though. The Cultist set is generic enough that it makes sense anywhere, no matter if it’s Hastur, Yog or Cthulhu pulling their strings. Same with a set that tells you it’s cold outside. But Ghouls simply don’t make sense in most settings, much to the detriment of Grasping Hands which really deserved to see as much inclusion in encounter decks as Rotting Remains did.
I think both of the Grasping Hands and Rotting Remains are going to make a reappearance in the Chapter 2 Core, either as a straight reprint or as a near-identical version. Their mechanics of scaling their effect by how badly you failed is really underused in general and i’d hope to see more of that.
As for the enemies… i don’t know. You kind of need enemies like this in your toolbox, but this does seem like something where the actual campaigns can fill the spots better. A 2/2/2 and 3/3/3 are already mechanically super generic, let them at least get campaign-specific flavor so that they’ve got something interesting going on.
Expectations: The Ghoul set as a unit is toast, i’d guess. For the Chapter 2 Core, they will probably want to make sure that each set’s flavor is broad enough that it can be used in all sorts of campaigns over the next years.
Grasping Hands will return in some fashion, but likely without the baggage of being tied to any specific flavor.
Locked Doors

I like these a lot. They are mechanically super weird but i quite like what they do to the game. A location that is locked down by one of these can often be a real problem for the clue focused investigator, the classic of course being Daisy staring down one of these and not quite sure what she’s supposed to do with it. But then there’s a couple different ways to actually deal with it after all, with two different skills being printed on the card and also the venue of gathering the clues without investigating which to this day still makes me feels super clever whenever i pull it off.
Do we need Locked Door itself in Chapter 2? Probably not. But some sort of treachery with a similar effect that stops a location from being investigated would be real nice to keep around for the toolbox. I think this card slot can team up with the one replacing Obscuring Fog to open up a new anti-investigation encounter set. Maybe even fuse that with the Midnight Masks treacheries and open up a full 7+ card set to bully Seekers.
Expectation: We do not know yet if there are any encounter reprints in the new Core. If there are, i could see this one making a return as is. They got plenty of use over the course of Chapter 1, they are in fact one of the three that are in every single campaign (the other two are Cold and Fear) so far.
Midnight Masks Treacheries


These aren’t even a proper Core Encounter Set, these are part of the Midnight Masks scenario. And yet, they get pulled out of the Core box for almost all other Chapter 1 campaigns because they do such a good job of impeding investigations. And that’s a job that just always needs to be done.
Expectation: Well first off, i bet the designers regretted not making these two their own encounter set for easier reference. So hopefully we don’t need to do the whole “gather all cards from that one set, but only keep these specific ones” dance again in Chapter 2, no matter the set.
As for the actual cards… I am not a huge fan of False Lead, i feel like it can be too much of a slap in the face sometimes. But Hunting Shadow is another one of those near-perfect cards that just works exactly like it should.
Hope: I already alluded to this twice now, but if i had to redo the anti-investigation set for the new Core, it’d be Hunting Shadow, Obscuring Fog and Locked Door bundled together. Or cards that do the same job that those three did in the old Core. One card to stop investigations from happening where the Seeker needs to be bailed out. One card that makes investigations harder that the Seeker has to overcome themselves. And one card to come after the clues they already collected.
Nightgaunts


A bit of a similar case to the Ghoul set, where the set is tied to a specific Mythos creature. This is also further mechanically tied to the presence of “Central” locations. What this means in practice is that you almost can’t have a scenario in Arkham without the Nightgaunts inexplicably showing up. All just because they were in Midnight Masks. I think that’s just weird.
I like these enemies a lot from a mechanical side, they are tough and have some novel things going on. The treachery is also deceptively punishing. Are they Core Set material though? Is that whole “Central” location thing something that needs to be anchored here? Nah.
Expectation: I suppose we can’t completely avoid putting any specific Mythos creatures into the Core Set, can we? So to some degree that issue with a set or two being hard to use in future campaigns because of what they represent in the lore will probably stay around. But i feel like the Nightgaunts can get a rest for Chapter 2 until our inevitable next brush with the Dream-Lands in a future campaign.
Rats

This set does some very important work as filler/reprieve in encounter decks. I also very much like that this isn’t something from the Mythos or even particularly scary. It’s just some rats. Having a bit of ebb and flow to the dangers from the encounter deck is a good thing and for that, i appreciate the presence of the Rats as they give the counterbalance to other turns where some Deep One Bull (or Agent of the King or whatever else the campaign’s troublesome signature enemy is) shows up to spike the drama.
One thing i would change about the rats however: I would swap their combat and evasion values. Make the non-fighters evade it instead of giving them the option to punch their way out. This would also make the Hunter matter.
Expectation: I’d think that we’ll get a set with mundane filler enemies again. Rats are sort of perfect for the job and hard to replace – anything else i could think of (Bats maybe?) would again be a bit more limited in where they show up. Rats are believable pretty much everywhere.
Striking Fear



Willpower matters and no other set is better at reminding us of that fact than Striking Fear. As mentioned, the designers packed this set into every campaign thus far, so clearly they must think that they did something right here. And i mostly agree.
Rotting Remains is great of course. The scaling effect is excellent and one of the few cards where it’s worth to throw a couple willpower icons into a test even when you don’t expect to actually pass. The game could use some more of that.
Dissonant Voices can be hit or miss in how it affects whoever drew it… but when it hits, it really does. I think this could use a test, the finality of shutting down certain investigators can be a bit much and i am not sure if the designers anticipated during the creation of the core set just how much future investigators like Nathaniel or Agatha could get hosed by it.
Frozen in Fear is what i would call the scariest encounter card in the Core and possibly in the game overall. A low willpower investigator can get stranded with this for several turns and just find themselves unable to do much. I think it’s too much, that particular bit of timing that only allows one try at getting rid of it and also doesn’t allow other investigators to help you out of your peril is over the line for me.
Hopes: I never want to see Frozen in Fear again.
Expectations: The specific timing on the discard ability of Frozen in Fear does appear a couple of times on other treacheries in the game, including Drowned City… so apparently the designers have less issues with how non-interactive that little bit is than i do. So i suppose i could see any of those three make a comeback, but only Rotting Remains is a near-certainty.
Overall
While i certainly have my points of critique here and there, I can’t say enough good things about the array of the Chapter 1 encounter cards overall. They’ve been used for close to 10 years now across as many campaigns and held up remarkably well. Back then, a lot depended on the designers getting these things right or it would have echoed across the following years.
This pressure is on for Chapter 2 now, of course. The safe way of going about it would be to stay close to the original formula and make the new sets basically remixed versions of the old ones. It’ll be interesting to see how daring Duke and Nick were with their approach for the new Core, how much they explored away from that beaten old path.

Here’s actually our first look at what a new encounter card might look like! It’s from one of the images on the Asmodee Store Page. Now, we don’t know if this is actually from one of the global encounter sets, it could be a scenario specific enemy. But it does at least have a different expansion icon than the act card that is also in that picture.
My best guess: This is part of an Agents of Elekoss set and thus will likely not be terribly relevant outside of the Brethren of Ash campaign. But who knows what plans they have for their newly minted homegrown Ancient One.
Hellhound is a reasonably scary enemy that usually won’t go down in one swing and also can’t be evaded easily. I particularly like that Forced effect, which does what i asked for earlier on this page: Attack the player’s assets. Good start!
































