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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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enzo622
A fantastic scenario. The location cards are a parade set in a circle. You can only travel clockwise (with the parade) and need to find the innocent revelers among the masked revelers and return them to the 12 o'clock position of the circle (where you can safely store them). Under some masks, however, are elite enemies that are tough to deal with and mean business. This one gave us a rough time and it took a few plays before we could get a clean play; lots of fun in that. The rewards are great and well worth the trouble. Be sure to please the Abbess!
Carthoris
Excellent, highly-replayable standalone scenario. The effects for campaign play make it worth undertaking that way too.
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!