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Arkham Horror: Shattered Aeons
Expansion of:
Arkham Horror: The Forgotten Age
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
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
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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Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere 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! Shattered Aeons is the sixth and final of the third cycle of Mythos Packs, and contains the eighth scenario of the Forgotten Age campaign. In addition, of course there are a few new tasty player cards.
enzo622
Found this entire cycle had the most developed story thanks to the pro- and epilogues. Very satisfied with how this one ended up. Hint: take a flamethrower with you
CortexBomb
To be fair, FA has not been a campaign that I have enjoyed at all, and Shattered Aeons did little to change my overall opinion. What you have here is a story that is intended to sum up the FA campaign, but like the vast majority of the stories in this arc, it makes annoying use of the Exploration deck by making the deck somewhat harder to draw from by making you do it from a central location where big bads tend to spawn. If you've liked what this campaign has been doing so far, you will probably find a lot to like here, as everything it is doing is just a further continuation of the central themes of the campaign as a whole. Replay is also encouraged here as there is a super optimal end that I doubt is possible without superior luck or foreknowledge. As usual for these final sets, there are some very powerful player cards, though I'm not sure there is anything here that outright excites me vis a vis the other options in the game. Flamethrower is pretty charming, but it also eats almost all of your slots.