This is a good, well rounded expansion to the Arkham Horror game. As per the usual rotation of expansions, this one is a smaller one without an extra board. However, the impact this expansion can have on your game of Arkham is quite significant. Whether you wish to make the game easier, harder, or some of both, this expansion has it all. Here are some highlights:
*Revised Gate Tokens - These new gates make one of the core components of game play (the opening of gates and your attempts to shut them down) much more dynamic. There are gates that devour the investigator they open on immediately, gates that spawn monsters if you fail to close them, gates that move with the monsters (and cannot be sealed if they move), endless gates that can never be collected as gate trophies, and several more. As you can tell, these new types of gates make the game much more challenging. There is one helpful gate - a forked gate that allows you to choose which other world you go into and allows you to remove two types of monster from the board when you close it. However, the difficulty of closing it is much higher.
*New Herald: The Lurker - This is one of the more fun heralds to play with. It allows you to make deals with the devil, so to speak, that help you a lot in the short term. In the long term, however, the Lurker collects on his debts by forcing the investigators that bargained with it to make some very cruel decisions between bad and worse.
*Relationship Cards - These can be very helpful and can make the difference between winning and losing the game at times. This is probably my favorite new element, as it adds an extra story element to the game even as it affects game play. Ever wonder why these random investigators know each other? Now you can find out by drawing your relationship card! Investigators get bonuses from their relationships. As such, this is one way of making the game easier if you wish to dial down the difficulty.
*New Spells - I really like these, actually. There are some very helpful spells for closing gates. They clearly fit the theme of adding new, more difficult to close gates. Of course, if you stick to the classic gates, these spells might make some games easier, but that hasn't bothered me at all. Generally, unless you get something that allows you to pick the exact spell you want, the odds of these coming up in a larger deck of spells are low enough that the game can still be quite challenging.
The Verdict: This is one expansion that is well worth buying. It balances the more difficult additions with some very helpful additions. Even those who prefer a more vanilla game of Arkham Horror without the extra expansions and boards will likely find themselves incorporating the relationship cards and wondering how they ever played without such a great addition.