Arkham Horror LCG - Undimensioned And Unseen - You Go It Alone, You're Gonna Die!

10 out of 10 for the picture on the front of the pack alone. Can you imagine standing outside your house and seeing that looming over it? Got to love the Lovecraft universe for its creative horror imagery. Looks like all hell is beginning to break loose in Dunwich as we get closer to the final part of the saga.

Keeping to the previous format, these pack reviews are based on the scenario itself as well as my pick of decent, ridiculous or amusing cards from the player set. If you ever want to see the full player card list, you can check out Arkham.db, which has a comprehensive card list as well as quality deck lists posted by the Arkham LCG community - highly recommended.

Designer: Kris Burm
Publisher: Fantasy Flight Games
Age: 14+
Players: 2-4
Time: 60-90 Minutes
RRP: £11.99

Description from the publisher:
Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game…
By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about "Ancient Ones" and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal…
A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly—possibly by making use of the Mythos Pack’s new player cards—lest you should no longer be the hunter, but the hunted!


Well after all that business with the kidnappings, now you've got a ton of giant Soggoth brood spawns to deal with. Bare in mind these are towering abominations to give you a sense of scale here. And to go the next mile, you can't even hurt them without the use of an asset within the scenario and even when you can, it's no easy task to damage them to the point of death because. . . . well they're invisible. The Elder Things don't like to play fair do they? Oh and of course if any enemies come out of the Encounter deck you have to deal with them too.

Straight away before you even begin setup, you are faced with a story choice and it's a tough one to make as both choices seem like good ones to make. But you don't know what long term effect it will have yet - another one of those "to be continued" beauties that sit in your campaign log and taunt you.

After that you need to deal with those broods, but first you need to find the only thing that can even hurt them. Even once that's done, you need to start hoovering up clues and get them onto the broods themselves in various ways, mostly by a combination of that funky dust you picked up in the previous scenario and various group effects you can trigger on the map. These are quite cool thematic touches and include anything from laying baited traps to dragging through rain showers.

The scenario becomes a case of dealing with as many broods as you can before you either resign, run out of time or actually by some weird stroke of luck, actually manage to despatch them. Will is your friend in this scenario, so if you have a Mystic handy, keep them alive! This scenario requires a lot of teamwork to pull off well . . . . . which causes a bit of a problem if like me you are playing this game solo. Yeah that's a bit of an issue. You have to do a bit of everything in this scenario to do well and when it's just one of you, you do end up a bit screwed over.

I'm also positive my setup sheet has a misprint. The number of broods in total you have to take out is dependent on how many victims got sacrificed in the previous scenario. But it seems that the worse you did in that scenario, the easier this one is. How does that work? I do well and only get one guy knifed and that means I have to take out 5 broods by myself? Impossible! How come the group who were too slow and got 4 victims axed off only have to deal with 2 and they're not even on the map to start with? I need someone to explain this thematically to me or there had better be a good answer in the scenarios to come.


Inquiring Mind

Mandatory in every Seeker deck I think. 3 skill icons of your choice to any test for zero XP and all you need to meet as a condition is having a clue on the location? Insanity. You frequently don't need to hoover up every single clue on the map and if you use this on an Investigate check to gather clues (say Rex Murphy doing his hoover thing) then it's a near-guaranteed success. How it thematically works in other checks is up to you especially a random Fight check when a monster pops up.

Alyssa Graham

I always like scrying effects in these games, but they are tricky to pull off reliably or make the most of them. The scrying spell we already have is nice, but until now it was the only way to scry a deck. Now Alyssa lets you do it every single turn, allowing you to prepare for what's to come or send it away hopefully forever. But spamming that effect too much will doom you all for certain. I doubt I would use it that much on the player decks, but if you're paranoid about a certain weakness card appearing, then getting rid of that is also a boost. Personally though, I'd rather know whether I've got some horrific treachery card or a nasty monster coming. Perhaps a scrying role in multiplayer is possible now?

Dark Horse

At the right time, I can see this being a very useful tool. Certainly in the end-game you may not desperately need a lot of resources, especially if someone else in a multiplayer game is handling that side of things. +1 to all stats is a pretty hefty boost when you're comfortable with how many cards you have out. It also combos very well with the Fire Axe from an earlier set. You gain resources by choice, spend them all on the Axe for your first action to attack an enemy and then hey presto, you not only have a damage boost from the Axe, but all your stats including Fight just went up!


Theme wise, this is a really great scenario to play. Every location giving you a story element to help you progress as a group really helps to set the mood. However that "group" part is also a shortfall here. With multiple investigators, this scenario works very well as you can share the roles required here and make good use of those location effects. But in true solo mode, this mission is a bit too tough and lacking. You need to investigate well, fight well, evade well, have a strong will, basically you need to do everything here. And one investigator can't do that alone. You won't get slaughtered, but don't expect to wipe out the entire brood by yourself.

I wasn't as impressed with the player cards either. Some beauties were there, again is it me or are Seeker and Mystic getting all the best cards lately, but I didn't latch on to many of the others except maybe Survivor.

Overall, this is a bit of a weak link for me, but mainly because I play solo. I can see the potential here for a multiplayer game, even if it's just two investigators. But in solo mode, I'd probably pass on doing this standalone ever.