Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Ghost Stories: White Moon
Expansion of:
Ghost Stories
90m - 90m
1 - 4 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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
Mythology
29.00
€
30 day low:
Out of stock
Search for:
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
cfarrell
Just one play, but the White Moon expansion seems to help out Ghost Stories quite a bit. The balance seems better, I can see moving on to some higher difficulty levels now, there is more and more interesting stuff to do, and the death spiral midgame is a little easier to avoid. Also, the "flying" Red Toaist is far more useful and not the game-killer that he is in the base game, which is good (in the original, if you get the "flyer" Red Taoist and the x2 OR x2 Blue Taoist, you lose, even on the easiest levels). Like a lot of FFG games where an expansion was needed to "fix" the base game, the unfortunate result is too much complexity for what the game is worth, aggravated by a bad rulebook - White Moon isn't hugely complicated but would be daunting to teach to someone who hadn't played Ghost Stories, and this is a case where almost certainly less would be more. But, given that Ghost Stories had hit the wall pretty hard for me, White Moon rejuvenates it and I'm looking forward to playing it some more.
apostateant
More options, more commitments. Not sure it really helped the game though. I think a better expansion would have just been some new ghosts (which this does include), some new tiles, and some new monks. Honestly, that's really all the game needed was more variety.
Arkeas
Addition of villagers to rescue adds a little more tension to the game; saving them grants bonuses while letting them die can bring on a curse. Can be a good way to increase the game's difficulty if you're looking for a bigger challenge.