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Arkham Horror: The Path to Carcosa
Expansion of:
Arkham Horror: The Card Game
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
29.00
€
30 day low:
In stock
Arkham Horror: The Path to Carcosa quantity
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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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cascadings
So thematic, creative and fun. Main downside is just the horrific cost of keeping up with the LCG format sadly. So far this is by far the best of the campaigns I've played (just Dunwich so far). I hate the format. A lot. It's a massive, massive pain in the ass to try to get different card packs that come in and out of stock. Just let me get the whole thing in one go dammit. I'll probably only ever play this by getting it secondhand in the future. If they ever rejig the format so you could get a Gloomhaven sized box of Arkham LCG goodness in one go I would buy that in a heartbeat. MY KINGDOM FOR A PROPER STORAGE SOLUTION
domus_ludorum
Haven't progressed far enough into the game to play this yet - will re-rate when I do. So deluxe expansions have now gone from overlarge good quality boxes that could at least be used for storage or dice trays to overlarge flimsy boxes that are fit for nothing but the bin once opened - this is not progress. Two thirds of the box is airspace taken up by a folded cardboard filler - use smaller boxes for fuck sake - or publish the deluxes in the packaging used for the 'Revisited' boxes and print the latter as a clamshell.
Achire
This campaign has really grown on me. It's much more linear than a lot of the newer campaigns, which made me like it less at first play (didn't seem like a lot of branches), but I really came to appreciate it more when I played through it again. I like how conviction/doubt shifts the nature of the story and the mechanics of the scenarios are quite excellent. There is nice tension throughout and the theme is fantastic. Mechanically, there isn't a ton going on in this one, and that makes it a great pick when you want a campaign that's relatively easy to set up & doesn't have a lot of extraneous aspects.