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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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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
cscottk
This expansion is by far the worst with some of the neatest ideas at times. We just got brutalized most of the time, and then, a couple scenarios you repeat until you "get it right." You got your ass handed to you! Well, you get to play it again. So bad.
Mozzik
Like many of the final scenarios, this one goes a bit crazy - but it fits with the themes and mechanics that have already been going on in the rest of the campaign, and spins off into several significantly different resolutions. It does have the potential to get a little bit claustrophobic and cramped with GIANT enemies, so you'd best bring your enemy management (Again, end of campaign scenario so this shouldn't be a surprise). The secret ending is amazing, and supported with very few cards which makes it even more impressive. As you expect in a final pack the player cards are impressive (Though a few miss the mark, like Kerosene and Vantage Point and Impromptu Barrier is just bad). Flamethrower is the weapon by which all other weapons are measured, both Borrowed Time and All In are extremely powerful, but fair, and thematic rogue cards, Shards of the Void finally gives Mystics another decent attack spell and Seal of the Seventh Sign does the one thing everyone was sure the seal mechanic would never do. And Altered Fate is a wonderful taste of the next campaign while also being an actual great card (And one of the few blessed cards for Mateo worth taking!).