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Arkham Horror: Black Stars Rise
Expansion of:
Arkham Horror: The Path to Carcosa
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
14.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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enzo622
Daisy and William ventured to the idyllic Mt. St. Michel to find a way to intervene with the ritual that would bring Hastur into this world. They had a hunch where to focus their efforts only to realize they were headed down the wrong path! Would they have enough time to correct their course?!
HelloYesToast
Again, the entire game has changed. This scenario is too crazy for words, and any more description would just spoil the fun, but we had an absolute blast with this one. By the end, we were howling with laughter and cheering our success!
CortexBomb
This is an exceptionally confusing first play-through, as the game has a very strange pace because it is set-up with 2 Agenda decks and no real guidance as to how to proceed in the game. Major first play spoiler: once you play through it once, you realize that the pre-game set-up will randomly determine that one of the 2 B Agendas will have a backside that gives the Investigators an actual act card to work towards. In essence, you have to work on gathering clues and keeping the numerous monsters at bay while advancing the Agendas strategically to maximize the amount of time you have to fulfill the Act deck when you can actually get it to spawn. For us, the double Agenda set-up made this one play longer than normal, as the Investigators can conceivably pace the 2 relatively evenly and that can make the game last at least twice as long as a more normal length scenario. The challenge of this mostly is created by this length, as we were having a reasonable time keeping things under control, but the chip shot damage will eventually wear you down in a longer story like this. That said, once you know how it works, the length is much more normal as there are locations that you can prioritize that indicate which of the 2 Agendas is the target one, and you can then aggressively speed the deck and the game turns back into a more normal Act / Agenda set-up from that point on. Overall, I like the challenge on offer here, but would have liked it being a bit more apparent what we were actually looking for for that initial play-through as I was concerned we were playing something wrong for most of that game. Once you know how it works, it seems to function pretty well though, and I don't dislike most of what there is on offer here, definitely above average and much less likely to kill off investigators than Dunwich's Where Doom Awaits once you know how it works. The set-up is kind of a pain in the butt, which is really my only rag on it at this point. In terms of player cards: I haven't found a lot of use for most of what is on offer here. My favorite right now is probably Stick to the Plan which is an obvious powerhouse card for Guardians as it means you can basically start with a larger hand with 3 cards (from a subset) of your choosing which is very powerful with the right build. Ward of Protection (2) isn't bad, as having ways to mitigate treachery cards can be worth the price that this one costs. The Arcane Initiate (3) also seems like it is a pretty solid upgrade for Mystics as well, as it is now more versatile and can help dig for whatever you need. Aside from these, I'm not overly fond of the rest of the card mix here.