

New actions and powers are on the face down side as well as a cool new graphic design feature that indicates if an adventure is easy, normal or hard. A new rule has players place some adventure cards facedown now. These are split between helpful and horrible events. Some adventure cards now have events associated with them forcing a player to draw an event card and follow the rules there. It's important for players to close the gates as quickly as possible or things can get out of control. Open gates can spew forth monsters and create havoc in town. When a gate opens, a location in Arkham gets locked down until the corresponding gate in another world is closed. Out on the streets players will now have to contend with dimensional gates leading to strange Other worlds.

This mode moves the game from the halls of the museum out into the streets and neighborhoods of Arkham, adding a whole new world of opportunities. It adds new cards, components, monsters and investigators to the base game as well as new rules for the Streets of Arkham game mode. The Gates of Arkham is like two expansions in one. This review focuses on two expansions that explode the game into exciting new venues ripe for exploration. Players go on museum adventures trying to earn rewards to defeat massive monsters intent on destroying the world. Elder Sign is a popular dice game for 1-8 players set in a 1920s world of mystery, exploration and horror.
