Eldritch Horror is a game that hits our table constantly. It is one of our absolute favorites, and both Yasmin and I enjoy playing it solo as well. It is not an easy game, and I mean that in a few different ways. Most notably, it is incredibly hard to actually win.
We don’t mind the difficulty, because the way the game plays out is always fun. It often comes right down to the wire, which keeps things exciting. However, the real challenge lately isn’t just the monsters or the doom tracks. It comes from our own choices.
Because we love this game so much, we naturally wanted more of it. We wanted to experience everything it had to offer. This started with a couple of small box expansions, Forsaken Law and Signs of Carcosa. They simply added more of what was already great about the base game. We got more investigators, spells, assets, and Ancient Ones. Basically, just more cards to shuffle in.
Then we added Cities in Ruin and Strange Remnants. These offered more of the same good stuff. They also introduced us to Prelude cards, which added fresh scenarios and quests to the mix. It felt like we were unlocking new layers to the game.

Eventually, we bought Mountains of Madness. This expansion introduced a side board for adventures in Antarctica and brought new rules along with it. We learned about magical and physical resistance, as well as new Mysteries and the Focus action. It was a lot to take in, but we were excited.
Then came Christmas, and with it, Masks of Nyarlathotep. This added even more stuff and the rules to play a campaign game. Although calling it a “campaign” is a bit loose, as it really just links one game session to the next. It promised a longer, more connected experience.
At this point, we have almost everything for Eldritch Horror. We are only missing two expansions: one small box and another that introduces yet another side board, this time for adventures in Egypt. Our collection is massive.
The majority of the cards introduced in these expansions get shuffled into the main game decks. This increases the variety and excitement of every playthrough. On that level, it is all good. The game feels fresh and unpredictable.

It is all the other stuff that causes the issue. The extra tokens, the different boards, and the rulebooks. Especially during set-up, the process has become a bit of a drag. It takes a long time just to get ready to play.
Every time we get the game out of the box—which is actually several boxes now—I say the same thing. I tell myself, “I really have to download a rule book that incorporates everything into one.” Of course, I never actually get around to doing it.
It is a case of, “If you’re using this Ancient One, then you can use this or that,” or “If you draw this Prelude, then you have to use this specific sideboard.” Trying to find the specific rule in the various books and leaflets can drive you crazy. It slows everything down.
I mean, it was never the quickest game to set up. But sorting out all the cards you require for the specific Prelude, Ancient One, and anything else you’ve introduced has become a chore. It makes us think carefully when deciding whether to play it or not. That is the real issue here. The game is getting too big for its boots.

I know this is mostly our own doing. I also know we could just return to playing the base game plus the cards that boost the standard decks. That would be fine, except we know that when you throw the kitchen sink in, the game becomes magnificent. Three out of five games will be full of drama, story-creation, and down-to-the-wire tension.
It all comes down to whether we can get motivated enough to go through the trauma of setting it up. It also depends on whether we have enough time to do so in the first place. The preparation is becoming a barrier to fun.
Eventually, I will make the effort to download an all-in-one rulebook. There are plenty available on BoardGameGeek. I also need to organize the components so we can identify them quickly. Some of the cards look quite similar, and gathering all required components for a specific scenario in one place would help.
We have learned a lesson, though. We have been a lot more careful when choosing expansions for games. This is especially true if they affect set-up time and introduce lots of extra rules. It’s not too bad if it is a single expansion. But when you start adding several, however small they may be, that is when the headache begins.
In some cases, this extra effort outweighs the return the game gives. With Eldritch Horror, that is not quite the case yet. We still very much enjoy playing. So, while it might be becoming too big for its boots, we are not quite there yet. However, it has definitely become far too big for its box!
Do you own any games that have become too big for their boots? If so, what are they, have you overcome the problems this causes, and has it made you think twice when buying new expansions?