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Arkham Horror: The Labyrinths of Lunacy
Expansion of:
Arkham Horror: The Card Game
60m - 120m
1 - 5 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
18.00
€
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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 and 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! The Labyrinths of Lunacy is the third stand alone (print-on-demand) Scenario Pack, and contains a three-parts scenario, playable in a series (like a mini-campaign), or as a single large scenario with three different investigators' groups working in parallel.
CortexBomb
I think this expansion and how you react to it will vary a lot depending on whether you play it as a normal, one group stand-alone or in the "3 groups at once" mode. The story itself is a kind of Lovecraftian take on the Saw movies, which is fine for what it is, but in the absence of multi-player mode there really isn't a lot to see here. Yes, the theme on it is nice, but the player progress and choices from turn to turn are very straight forward and the gameplay decisions seemed to be lacking as it was always very obvious what you were supposed to be doing and the restrictive nature of the map makes that pretty glaring. My understanding is that multi-player mode is more interesting as the groups have to cooperate to succeed and there are more narrative elements boiled into the game. I can definitely see where players who have access to that larger group would like this and also rate it highly, but my chances of ever playing the game in that fashion is very low, so this rating has to reflect using this scenario as either a mini-campaign or a series of stand-alones. I have gone through each of the 3 variations, and I would say this is by far the weakest of the stand-alone scenarios for me and I would really recommend it only for the novelty of the multi-group mode if you can actually get enough people together to do that. Though the stories have some variation in the particulars the basic structure and play of the A, B, and C versions are identical from one to the other, and they all culminate in the same finale. As such, it is really not something that is all that satisfying to play as a campaign mode, as it quite repetitive to play the variations in sequence. Final word: as a single-group mode story: just not enough here relative to pretty much any other expansion. Far inferior to both Carnevale and Rougarou for me.
Ben_Bos
This is the least of the AH LCG expansions. i love the AH LCG, but this expansion is boring and not tested as other adventures. First, card text was not always clear in our first adventure. There was confusion in our group to what extent clues could be used by the group or not. Some thought that you needed the posession of an item to spent clues, others thought everyone could lend the leader the clues...like in the normal rules... Any how, the game was spoiled by these discussions. Later on BGG it appeared the ability to spend clues was bound to the room you were physically in, so everyone who stood in that room could spend clues. That was not clear by reading the text on the specific card. —- Second blow was when I wanted to play solo with one investigator and that simply was impossible in scenario B of this expansion... unless you knew this before and put some cards in that generate extra clues per card effect. Bummer.