Still, it's a great game. My friends and I hashed our way through it one afternoon and evening. Plenty of great ideas here and good flavor text too.
Game mechanics are based on rolling d6, with 5 or 6 being successes. Almost all checks are done with Xd6, and the value of X is modified up or down by your skill and the enemy's skill. Most items, spells, and other boosts affect the value of X, although a very small number of cards affect the dice roll itself (a curse means you ONLY succeed on a natural 6, a blessing means you succeed on a 4-6).
Players have to keep track of two types of vitality: Sanity and Stamina. Every hostile encounter requires a Horror Check to start with, which costs Sanity if failed. Every hostile encounter can also do standard Stamina damage. A player at zero Sanity loses most items and ends up in the asylum, slowly healing up. A player at zero Stamina is dead.
Board movement is mostly on a city map of Arkham, with 1920s locales. Each location allows an encounter, and the flavor text for these make for excellent inspiration for Ravenloft games. Monsters appear in the locations, and every turn they also spawn Gates. The gates spawn more monsters, and PCs try to seal the gates as soon as they can.
Gates: each gate will draw in the PC to an Outworld, which is only described as an abstract concept (so the game doesn't even attempt to present a "map of R'lyeh", for example). PCs spend a certain amount of time in the Outworld, with at least two encounters, then if they survive, they return to the Arkham side of the gate. They can then try to seal the gate, which requires a skill check against Lore.
Skill checks: each player has different preset skills, and each turn you can make minor changes to the levels of your various skills. These are always paired in antithetical couples - so as you increase your Speed, you decrease your Stealth, for example. Careful management of your skills is essential.
Magic: spells are acquired like any other possession, but before they can be used, they must be activated, which requires a successful Lore check. Most spells also drain Sanity.
Play progresses against a countdown. When it hits max, a big bad Ancient One comes and a big fight occurs, which the PCs will generally lose. If you can seal enough things before that, you prevent it from showing up.
Very complicated, and well worth having somebody who's played it before at your first try. But rewarding and beautifully written.


