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Arkham Horror: Carnevale of Horrors
Expansion of:
Arkham Horror: The Card Game
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
Fantasy
Horror
15.00
€
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Dranore
Very challenging scenario! Circular movement is a fun gimmick. The ally discovery mechanic is re-used to excellent effect here. Per usual, there are cards that aren't 100% clear how they should resolve. I'm not convinced it reasonably to play this above standard difficulty without much more powerful player cards. Cool pacing, fun final act!
CortexBomb
In the early going this has been one of my favorite scenarios as it has an interesting mechanic and some pretty solid flavor. Thematically the investigators are investigating the Venice carnival, and as a result, the enemies are wearing masks that have to be torn off to reveal who they are. From a pure gameplay perspective this one has some very interesting mechanics; locations are randomly set up initially, and movement is only clockwise which means the variable setup should change the game quite a bit. The two-sided Masked characters are interesting, though on the initial play we vastly overestimated how many "innocent" ones there would be and flipped out way too many enemies to deal with. Some caution needs to be applied here to keep the game from totally overwhelming you. Basically though, this is a pretty cool, unique scenario with good flavor and one that can be added to any campaign. This one is pretty challenging even with experienced decks, and a lot of that is the type of challenge that is going to be based on the way the random board is initially set up. We got swamped the first time we played due to play mistakes (flipping out too many enemies from the Reveler mechanic); on the second we won using the escape mechanic, very narrowly, but it was largely a function of where certain key locations were placed and some seriously lucky pulls with the Innocent Revelers, I could easily have seen us getting demolished in that winning playthrough as well. The rewards here can be very good if you are successful, but that is appropriate given the stiff 3 XP entry fee. I do like the flavour on this one a lot though, and I can see adding this on to the end of any campaign our investigators survive as a fun final challenge type scenario.
dalarpguy
One of the best scenarios that has been made so far. It shows what you can do with the system by breaking the established norms early enough that designers don't get stuck in a rut. A great expansion for a great game.