Co-op Interviews: Nikki Valens

Nikki Valens was a Senior Game Designer at Fantasy Flight Games from 2013-2018, during which time she worked on several cooperative board games, including two of FFG’s top releases: Mansions of Madness and Arkham Horror. This compressed period of game design has already made her one of the most prolific and knowledgeable co-op designers in the industry.

Nikki was kind enough to talk to me about her co-op designs while Christopher Allen & I were amidst the Meeples Together Kickstarter last month (now available for preorder).


Shannon Appelcline: You seemed to hit the ground running at Fantasy Flight with a heavy focus on cooperative games, starting with Eldritch Horror. Was there something that drew you to cooperative design?

Nikki Valens: To me, games are a social experience. I like to play games with my friends and family. But I have no desire to enter a competition against those I love. As a result, I tend to enjoy co-op games more than competitive games, especially if there’s narrative investment involved. Winning a game of Hearts is abstract enough that there’s not going to be any hard feelings, but getting invested in a story and characters only to lose feels quite a bit different for most players. When I design games, I’m usually working toward a specific experience that I want to give to players.

SA: Eldritch Horror revisits many of the ideas from Arkham Horror 2e. Were there elements of Arkham Horror’s play that you were specifically trying to redevelop?

NV: Eldritch Horror was certainly inspired by Arkham Horror, but it was never the intent that Eldritch would replace Arkham. Eldritch sought to take some of the core ideas of Arkham Horror and apply them to a globetrotting Indiana Jones like narrative.

For the handful of core systems that the two games share, it was important for Eldritch to not only find its own way, but also to be more accessible to new players. Major design choices, such as the round structure or other world encounters were created taking inspiration from Arkham, but in ways that would be easier to learn, teach, and play. Continue reading

New to Me: Spring 2015 — Resources & More

Last quarter I played a good number of new games and had good success with them. As usual, this is my ratings of these games, which means it’s personal opinion rather than an overall assessment of whether they’re good (or not).

The Great

Eldritch HorrorEldritch Horror (2013). Although it’s only advertised as being “inspired” by Arkham Horror (1987, 2005)Eldritch Horror is pretty much a revision of the cooperative classic. Just like in the original, you have gates opening up and spewing monsters onto the board while investigators stock up on spells and items — while working to stop the Doom Track from dropping to zero and freeing the Great Old One.

With that said, this is a really well-polished revision that looks at Arkham Horror systems like monsters, gates, and money and figures out how to simplify them through abstraction and redevelopment. Much as with Caverna, I think that digging through the systemic changes is a great lesson in game design (which is why I did just that in my last article). The best change is probably in Eldritch Horror’s victory conditions. Each Great Old One has different conditions that must be met to defeat it, as revealed on special Mystery Cards. This makes every game very different; even if you play against the same Great Old One, different mysteries can come up in different orders.

Much as with Arkham Horror, the biggest problem is length. Maybe it’s shorter than the famously long Arkham Horror … but it’s still quite long. Our game took just under four hours, including teach. I’d been hoping the revision would shorten things a bit more than that! Continue reading

Anatomy of a Reimagination: Eldritch Horror

Though it’s been out for about two years, I just played Eldritch Horror (2013) for the first time last month. I was quickly won over by the game, as I happily fought nameless horrors and investigated blasphemous locations. Though Eldritch Horror only notes “inspiration” from Arkham Horror (1987, 2005), I’d call it a revision — or else a “reimagination” — because this newer game rather cleverly reinvents most of the mechanics from Arkham Horror, but using a totally new design paradigm. The result is a clear evolution of design. Continue reading

Brawl of Cthulhu — A Lovecraftian Gamopedia

Some time ago, I wrote an article discussing many of the Cthulhu games on the market. Six years later, I’ve decided to return to the topic by looking at some of the major Cthulhu games that have appeared since. However, rather than just creating a partial list of new games, I’ve also reprinted (and revised) all my previous mini-reviews, to make this a comprehensive look at Cthulhoid games.

The one limitation is that these are just the games I’m familiar with. Most I’ve played, but for the one where I just read the rules, I’ve noted that. There are still a few notables missing, such as The Hills Rise Wild, and Munchkin Cthulhu. I may add them to this article with a quiet edit some time in the future. (And, if you’ve got a Cthulhu game that you’d like me to play and add to this list, drop me a line in the comments.)

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