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Arkham Horror: A Phantom of Truth
Expansion of:
Arkham Horror: The Path to Carcosa
60m - 120m
1 - 4 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
Horror
14.00
€
30 day low:
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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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boleh
A cat-and-mouse game across Paris. There’s two scenario versions in A Phantom of Truth depending on the outcomes in previous scenarios - in one, you’re the pursuer (I like this better) and in the other, you’re pursued. A very neat idea.
CortexBomb
After the brutality of the previous scenario, A Phantom of Truth felt pretty sedate by comparison. The story picks up again in Paris and the players are simultaneously pursuing a lead on the mysterious play while also fighting off an encounter deck that is pretty heavy on medium-difficulty Bykathee type monsters. The scenario goal apparently varies based on Doubt vs. Conviction. My initial play was with a Doubt team (pursuing the Organist) and I found it pretty easy, comments here suggest the Conviction option (being pursued by a dangerous Organist) is much more challenging. The clock on this one seems pretty modest most of the time from the encounter deck though, but I don't know how much of that is dependent on previous choices as there are a lot of potential branches in the story book. Suffice to say that it seems most teams will have a pretty easy time dealing with average draws as there are few truly dangerous monsters and most teams seem like they should naturally have everything they need to succeed here. Yes, there are a lot of Will checks, but Will is the key defensive attribute and every investigator should expect that they will need some way to deal with it to succeed in most scenarios. On the balance, I didn't get a particularly great sense of thematic immersion from the Paris setting (contrast with the previous Asylum setting) but the overall scenario seemed to have decent flavor and was obviously heavily incorporating previous player decisions in the campaign as there were a lot of story branches evident in the booklet. Overall it was good, not amazing, and it probably lost a point for erring a bit too far on the side of easy, though I understand that some allowances had to be made because of the stupidly high difficulty and likely failure resolution to the previous story. The player cards here, as usual, are kind of a mix of novel, mediocre, and solid. The best card in my experience by far has been the Survivor ally Madame Labranche, who is awesome in any Dark Horse build. There are some moderately useful upgrades for base set cards like the .45 (extra fight icon is worth it in some cases) and Pickpocketing (still not sure I would play this, but the extra resource could be useful). There are also two upgrades to Archaic Glyphs, one of which aids evasion (in other words, pretty useless currently) and one that sort of offers a Rex-like ability (much better). Overall, not a great mix, but certainly some middle-of-the-road stuff that will be added to decks here and there.
jax900
Somewhat ambiguous feelings. The scenario seems a bit easy. Only occasionally some interesting play builds up when you are chased by flying Byakhees around Paris... Also, strange scenario in that respect that you don't mind the agenda deck progressing...