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Arkham Horror: Where Doom Awaits
Expansion of:
Arkham Horror: The Dunwich Legacy
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
€
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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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Plunder boxes
Marvel: Crisis Protocol
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atonaltensor
Sold at Oct 2023 Congress of Gamers for $30 (with x2 base game, entire Dunwich Cycle, Return to Base game and Return to Dunwich)
CortexBomb
In the same vein as Blood on the Altar, Where Doom Awaits is an adventure that is successful in no small part because of the way that it incorporates the campaign story into its set-up and play. The set-up page for this has a ton of exceptions and changes based on decisions that the players made through the campaign up to this point and can make this more challenging based on what resolutions were reached prior. The game play itself is somewhat standard fare, albeit with a fairly large number of tough enemies in the deck, enough to where they tend to spawn about once a round or so, even with only 2 players. The map mechanics do a good job of evoking the otherwordly nature of the path leading to Sentinel Hill and the atmosphere of the expansion. Some people find that the method of revealing additional locations is overly restrictive, if so, it's easy enough to just treat them as a normal investigate action so they can be modified by the usual suspects (Duke, Flashlight, etc.). Many do not realizing you're not supposed to and it certainly shouldn't break the game, it just would make it much harder without a character with a permanent Intellect buff like Streetwise or Higher Education to fall back on. This is a very high stakes adventure though, and it is not all that difficult to end with a resolution that ends the campaign outright, which seems like an odd choice to me as it seems like it would turn a lot of people off or delay purchases of the final mythos pack. That oddity aside, I like it because of its story immersion and use of the prior decisions. Player card-wise there are some useful ones here, as usual. The combat version of the Strange Solution is pretty powerful (probably too much so, the other versions are jank by comparison) and the addition of Moonlight Ritual gives Mystics some interesting combos and can be very powerful in high doom scenarios. Ace in the Hole is a nice late game Rogue card as well, an entire free turn for 0 resources is well worth the pick-up though the XP cost is so high as to make it prohibitive in many cases. Moment of Respite can be solid in low sanity decks as well.
Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere and 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! Where Doom Awaits is the fifth Mythos Pack, and contains the seventh scenario of the Dunwich Legacy campaign. In addition, of course there are a few new player cards.