From the streets of Paris to the city’s subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham’s familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren’t the only foreign elements at play. There’s something distinctly otherworldly in the Parisian catacombs…
In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you’ll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play’s mysteries, but there’s a chance, too, you’ll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber.
Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game’s locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.
—description from the publisher
Kether1983
Ez is remek küldetés, nagyon időigényes, de ez az alapmechanikából adódik, nem is volt szerencsénk több szempontból, más szempontból meg volt szerencsénk, szóval szuper élmény volt összességében, mélyül a sztori...:)
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]