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Dark Moon: Shadow Corporation
Expansion of:
Dark Moon
60m - 75m
2 - 5 Players
Ages 12+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Spies/Secret Agents
24.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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The Innocent
Shadow Corporation takes the already-solid framework of Dark Moon and crafts it into something oppressively sublime. The company man is the perfect third-party role, casting a shroud of paranoia over both innocent and dubious actions alike. Read my review here: https://spacebiff.com/2017/11/14/dark-moon-shadow-corp/
Bigft64
(Feb 2018) Definitely not a necessary expansion but a recommended one for those with some plays under their belt and want some more variety. The company dice tilt the scales a bit towards the Infected making most tasks a bit harder but also adding a new dice roll to help suss people out. The Evac Ship definitely tilts things towards the Uninfected because they have a second way to win if they are confident who is on their team. This really means it's that much more important for the Infected to hide at least until late in the game. The Company Man adds a third faction which a game like this really shines with. The Threats are easily the weakest aspect as it feels clunky and adds length to the game but they are also kinda necessary to make the Company Man viable and help keep the Infected hidden. I will always play with the new dice and Evac Ship. I'll only use the Company Man and threats with experienced players. The extra events and roles are just good to have too. (Mar 2019): 8 => 9 Some of what the expansion adds isn't perfect and I would have done some things differently...but...this is a fantastic expansion that is an absolute must-buy for any experienced group. What it adds mechanically is easy to digest but how it changes the nuances of the game that will take multiple games to explore. The only aspect of this I would add to every game is the Evac Ship (largely because it "fixes" the problem of Infected revealing early). The Corporate Dice could also be added easily. The rest (Company Man, threats, amputation mechanic) should be reserved for groups that know what they are doing.
malovane
Expansion fails to solve any of the core flaws that make Dark Moon deeply frustrating. Dice luck still decimates attempts to bluff and strategize.