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Arkham Horror: Curse of the Rougarou
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
€
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Out of stock
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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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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CarlosSpicyweener
sleeved Stand-alone 1 Brutal. We weren't even close to victory. Next try... Good scenario, good story...unfortunately the story is inferior to one that can evolve over the course of a campaign.
alethic
Originally an 8; not as much fun in later plays. Not really using the setting as much as one might expect.
CortexBomb
(I rate all expansions starting from a base 5 where 5 is "my experience of the base game" to avoid inflation, anything above 5 means I think it improves the base game in some way, anything below that is a negative). This scenario's difficulty can vary a lot depending on how much experience you bring into it and your character class mix is; the nature of the Rougarou itself means that some high XP builds, particularly Guardians can slash and burn the Rougarou way too easily, so if you want it to be more challenging you will want to tackle it earlier in a campaign, as a stand-alone, or without abusing the numerous cards that make it possible to damage or defeat the Rougarou without actually engaging it directly in combat. The optional parlay-ish win condition is an option for added challenge, but the number of hoops involved mean it will be a very unappealing option in most cases, basically though, if you play with that as the only "valid" win condition the scenario is challenging, with a straight combat win it is very easy to orchestrate with the expanded, FA-and after pool of cards. This is a short story, but it has a randomized setup that makes the scenario good for at least a few plays. In campaign mode is much easier than as a stand-alone as you keep the token bag from the campaign (which is likely friendlier than the one on offer here), but you are also pretty unlikely to get a lot of reward versus the risk of taking a curse home in your deck, so it seems like something you would want to play as a gaiden at the end of a campaign more than as a bonus in the middle of one. The scenario does have some high damage enemies and but most of the combat revolves around being able to deal with the Rougarou. That can be a bit tricky to do with a raw, untuned deck but it can be made significantly easier once you understand how the scenario works (in other words: play it once to see how it works, and you might win; on the second and subsequent plays you can easily set your deck to more easily handle the combat portion of the story). Fun flavour, and the variable locations can add some replay but I don't think it will have super long legs. Aside: the rules are not put together at all clearly. Be sure to check the rules forum before you get going on this as the rules card is very terse and it is easy to be confused with the way the Rougarou's movement and the initial location set-up works.