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Arkham Horror: Horror in High Gear
Expansion of:
Arkham Horror: The Innsmouth Conspiracy
60m - 120m
1 - 2 Players
Ages 14+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
14.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere character development. No need to point out that expanding the card pool (both with new scenarios and new investigator cards) is a great way to keep it fresh and enticing! Horror in High Gear is the third of the sixth cycle of Mythos Packs, and contains the fifth scenario of The Innsmouth Conspiracy campaign. In addition, of course there are a few new tasty player cards.
Mozzik
They've done it again with a scenario that plays like no other, though there are some mild strands of Essex County Express here. Overall, the feel of a high speed chase comes through, though physical play space becomes a bit of a problem if you don't continually reposition the locations as older ones drop off and despite all the interesting mechanics to support stopping the cars and getting in and out (Or treacheries caring if you're in or out of a vehicle) there's not actually a lot of motivation to get out of the cars. Which, I guess, makes sense with the high speed chase theme, but I feel like this could have been explored more (Maybe a treachery/location that forced you out of the car, or highly encouraged you to get out?). I do have to give it a slight downgrade vs other Innsmouth scenarios in that feels very "middle" scenario-y with almost no storyline and - presumably - very few ties to how you've done in the campaign to date, or what happens in the campaign going forward. Player card wise it mostly delivers. Blessing of Isis (and maybe Curse of Aeons) create interesting play space in the blessing/curse archtypes, Enchanted Armor has amazing art and does something really different (though if that's any good remains to be seen). You have the payoff for the Cryptic Grimoires (Which seem, unfortunately, niche), Tristan Botley (Interesting but niche?), Unrelenting (which is downright amazing, if fiddly) and the duo of Riastrad and Signum Crucis which win the prize for having some of the worst art in the game - which kinda makes it more unfortunate that Riastrad is going to see a TON of play (And Signum Crucis in Silas decks, at the very least).
SunnyD44
This was a good scenario, initially found it really hard and felt wasn't moving forward (similar to train scenario in Dunwich but more cards). Once got into a rhythm was better and just kept evading the enemies and leaving them to trail behind. I did manage to kill off one of my investigators early by accident as encounter decks allow enemies to sometimes go at your twice which can be very harsh. Overall enjoyed this scenario.