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Arkham Horror: The Pallid Mask
Expansion of:
Arkham Horror: The Path to Carcosa
60m - 120m
1 - 4 Players
Ages 14+
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
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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Marvel: Crisis Protocol
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CortexBomb
The Pallid Mask is an exploration mechanic heavy scenario that sees the investigators exploring the Parisian sewers. The replay on this adventure in terms of the order of the draw should make for some replay, as the locations can all be technically connected to each other and the order that they are drawn affects where they end up on the actual board. The difficulty of this one seems like it can vary a bit based on the order of the location draws (as they cost clues to enter and you could conceivably draw them in an inconvenient order that would require backtracking and time loss) but also on the way the encounter deck comes out as there are some tough monsters in there that depend on other monsters already being in play to actually come out. If you can mitigate their appearance, then it shouldn't be too bad keeping things under control, but things can definitely spiral, as is the case with most Arkham scenarios. Overall I thought the flavor on this was pretty good and the difficulty was a good middle ground: tough enough to defeat you, but not so cheap as to make victory almost impossible. In terms of player cards, as usual there is some good stuff included here. The most interesting thing is probably the upgraded version of A Chance Encounter that could theoretically allow a specialized team build that allows the Survivor to reuse allies to great effect. Eureka is fantastic in a Minh deck, as a bonus wild icon makes it pretty easy to trigger and the additional draw 3 - pick 1 without the danger of hitting a weakness is great. Rogues with some combat chops will also love the .41 (2), as it can offer some more reliable additional damage at a low XP cost and the bonus action is a huge extra. I'm also very fond of Shortcut (2) as free moves are excellent and making the card fast and permanently attached to a location makes it very likely to be +2-3 actions at the very least, and more in scenarios with a central hub location. The upgraded version of Scrying (3) is a pet card for me as well, mostly because it is excellent in Norman decks because of his special. For other Mystics, perhaps not so sexy, but the fast action is very relevant in comparison to the base version of the card.
hi1hi1hi1hi1
[i]Collect the mythos. Delve into the madness.[/i] Played in: [url=https://boardgamegeek.com/geeklist/278184/item/7995637#item7995637][u]2020[/u][/url]
halforange
Fun scenario. Conviction and Doubt change how the scenario progresses and in interesting ways. The pressure is always there, but it doesn’t seem impossibly hard in true solo. This scenario may have the best scenario-specific encounter cards that I’ve seen, they are very thematic.