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Arkham Horror: Return to the Night of the Zealot
Expansion of:
Arkham Horror: The Card Game
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
24.00
€
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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
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Plunder boxes
Marvel: Crisis Protocol
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dennarai
This spices up the core campaign a little bit and includes some nice deckbuilding cards but I think the Night of the Zealot campaign is just not well balanced and this doesn't do enough to mix it up. Overall, I do like this but I wouldn't say this is a must-have upgrade.
CortexBomb
Return to the Night of the Zealot features an attractive box and a few tweaks to each of the original 3 stories from the Base game. None of them affect the story; they just affect the monsters in the encounter deck and some of the locations, most notably for the very first scenario, which is now fleshed out to a longer adventure. I think the main value for the new encounter sets and alternate locations is for players who really enjoy replaying the stories over and over again and don't want to always be able to min-max the flip side of given locations because they already know what is there as there are a lot of alternate versions for the 2nd and 3rd scenario. Both benefit from some additional alternate sorta-big-bads and alternate locations. Scenario 3 is still wonky, which is unfortunate, as I would have liked to have seen it cleaned up a bit. As for the first, the scenario plays largely the same, but the house size has been fleshed out a bit which has the effect of making it play more like a standard, albeit still short scenario whereas normally it is clearly an intro only. For that alone this makes the base set more replayable going forward, but I'm not sure that is enough value for me to recommend this to most players and though I will use the materials going forward, I don't really favor the new cards over the old, so the expansion ends up being a net 6 overall which means: "moderately improves on the base game;" though the first scenario is a bit longer, it's still not anything I would want to heavily play and the remaining variations are fine, but again, nothing remarkable. Basically, if you like playing, replaying, and replaying again, then this Return box should be a good value as it will help to keep you on your toes. People who are less fanatical, or who, like me, mainly play it for the story and get to each adventure maybe once or twice a year it seems spottier and can really only be recommended for those with a fat gaming budget. I highly recommend that new players specifically avoid this box, do not purchase this in lieu of literally any other expansion material, or even a second Core set, the new player cards here are not that good and are nowhere near as useful as having 2nds of powerful cards like Machete. Speaking of those player cards, this is probably the most un-essential release I've seen so far. The majority of the box is 2XP cost upgrades to the original, underpowered Talent cards from the Core set that you actually have to draw and then play. While 0 cost makes them more playable, the fact that you can get Permanent, always-in-play boost options for only 1 XP more still makes these a bad proposition unless you really, really need the boost on offer, particularly because you really need 2 of these in your deck so you can more reliably draw them. Of the rest: the lower XP cost Hot Streak that only nets 5 resources for an action is not the greatest, but it could be used in certain deck types as a stepping stone to the superior 4 XP version. The 2 XP Dynamite Blast upgrade isn't the best, but it does mildly decrease the cost of playing the card, so I could see it being used as a "I've got these 2 XP left over and I don't have anything better to spend it on" late campaign upgrade. Really though, as stated above, this is probably the first expansion I've seen where none of the new player cards impresses me significantly.
enzo622
It's not terrible, but I doubt I would purchase if given the choice again. On the plus side, it adds some new dimensions to the original scenarios with new locations and different versions of cards. I do think it's an improvement over the original scenarios. The question is, Is it worth the hassle? Personally, I find it a bit annoying to "Use these original card sets but replace that set with this new set and now put in these new location cards with the rest of the original location cards... And then separate all that out after playing." I mean, maintaining all these cards in my collection is one thing, but having to mix in new versions of the same cards and then pull them back out again...? It's more friction than I want. Won't be buying any more "Return to..." sets and will stick to simply adding new card sets to my collection and not having to worry about two different versions of the same thing.