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Arkham Horror: For the Greater Good
Expansion of:
Arkham Horror: The Circle Undone
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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CharlieMnemonic
I liked The Circle Undone better with a group of four than solo. The “Return to” box has nice tarot cards. Blah
anucha_darkangel
The 'key' mechanic works really well and is very enjoyable to play. Although the scenario seem a little easier than the previous ones of the campaign, it is a good breather.
Mozzik
(Note: I've only played as a member of the Lodge so far) this is one of those scenarios with two dramatically different set ups, depending on which way you've approached the campaign so far - and it's certainly one I'll approach in a very different way after having had a blind run. The "key" mechanic is a little bit overblown compared to the actual impact it has, but it's still a new idea and a space they could explore more in the future. Thematically - as a member of the lodge - it gets a little funky in the midpoint of the scenario, but whatcha going to do? Update: I like how this plays if you're against the Lodge and the way the scenario adapts to the particular narrative you're following is great. The keys can possibly come out in such a way to make the scenario nearly impossible (And it can get REALLY movement heavy in that case) but that's a small complaint. It also doesn't have nearly as much tracking of passive effects as the rest of the campaign - which is a big plus in my book at this point. I also really like the fact that if things go wrong the scenario suddenly takes a very big twist and it all still works. As far as the player cards, these are the pay off for the multifaction cards and they're... alright? The problem is there's no reason to do direct upgrades from the level 0 versions so the fact that they're mono-colored variants is kinda nifty as far as "This is what this class does vs this other class" but otherwise is a gimmick with no real pay off. Even worse, many of the upgrades just aren't that interesting (Certainly not at 3 xp!) with the weapons and, to a lesser degree, the totem being the highlights.