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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
€
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
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drupalviking
Played in a 3x3 config, I was at the board with Zee Garcia! Really a cool scenario, with a lot of plot twist. A bit shallow to begin with, but it picked up it's pace. A little long though.
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.
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.