Description from the publisher:
Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.
In the scenario from Blood on the Altar, your investigations lead you to the village of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren’t exactly pleased to see you. There are secrets in this town that its inhabitants don’t wish to share…
With its sixty cards (including a complete playset of each new player card), Blood on the Altar challenges you to delve the secrets of Dunwich. You’ll need to travel throughout the town in search of clues, stopping to investigate many of the locations infamously identified in H.P. Lovecraft’s classic tale, The Dunwich Horror.
CortexBomb
This fifth entry in the Dunwich Legacy is in some regards more typical than the two scenarios that precede it. That isn't a particularly bad thing though, as the core gameplay of Arkham is engaging enough to carry the game by itself. Moreover, this expansion finally begins to use all of the narrative points from the earlier campaign to real effect. Your encounter deck can be changed, your allies can end up sacrificed, and your decision points can matter a lot for the unfolding narrative here. The scenario is a bit combat heavy, but again, this is more standard for the game and after the curveballs from the previous 2 scenarios, it wasn't bad to come back to. This is probably 6 on its own merits, but gains a point for using the story to that point so well. This scenario seems like it can be a real make or break point for the campaign though, as you can gain some serious assets with a good resolution, and miss out on a lot of the same if you don't. Good time race element though, and the very real risk of losing some powerful allies helps drive the story along. In terms of player cards: the permanent cards in this set are probably the most powerful cards in the game. They allow you to always have access to big skill boosts in trade for resources are a huge, huge change to any deck that can significantly impact how you play the game, as they provide a permanent way to spend resources (relevant for things like Fireaxe) and can really insure that you're over the top on important skill checks. Rogues in particular will almost always want to save XP to buy these things ASAP and they make the original set cards that required actually finding them and playing them from your hand look absolutely terrible in comparison. But honestly, it's hard to not mention Prepared for the Worst (draw 9, choose a weapon) as it is a Guardian standout that insures you will be able to find a weapon as another big highlight. Preposterous Sketches is also very solid and is very easy to play in almost all cases for its class.
dcmouser
I have the base set and a ton of expansions that I'd like to trade as a set. Most of the expansions are unopened. I love the game I've just been playing with a friend's set.
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! Blood on the Altar is the third Mythos Pack, and contains the fourth scenario of the Dunwich Legacy campaign. In addition, of course there are a few new player cards.