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Arkham Horror: Harvey Walters
Expansion of:
Arkham Horror: The Card Game
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
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
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Family and Children
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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
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Mozzik
The Investigator Starter Decks, as a whole, are a brilliant product (and long overdue) making it easier to introduce new people to the game while also enticing long time players to buy them for the large influx of new cards. Or at least that's the idea. So how does Harvey's deck do? Harvey - The Investigator Harvey is bland, but functional (Five intellect goes a long ways), with a clear focus on drawing lots of cards, presumably to create a big hand - though that's immediately smacked down by his signature weakness (in an extraordinarily punishing way). That does create a clear identity and focus for new players, but it's also one that opens up a ton of decision space (due to managing that huge hand) which may be overwhelming and has the potential for a negative experience with his signature weakness. Unfortunately, he also doesn't really explore any new space for a Seeker, even if he has raw power, and if Big Hand is supposed to be his thing, other Seekers already do that as well if not better - making me think it might be more interesting to build him as a sort of supporting character (Encouraging others to draw lots) which rapidly churning through his own hand instead of amassing a giant one? Harvey - The Deck The deck is functional, at best (See again: five intellect). It tends to be a little resource starved, and there are few terrible cards, but it feels like everything Seekers do crammed into one deck which causes it to lose focus. It's very easy to durdle around while not really doing anything productive. It has a ton of tomes, but no pay off for it (and you'll never have time to play and use them all anyhow), support to get a huge hand of card, but not a lot of pay-off there either, and even some academic army stuff with no real ally play. It even has a side quest (Which, admittedly, is a cool thing unique to Seekers). I would also be concerned about trying to play it solo due to the relative lack of enemy management. The upgrades don't really fix this as they also lack focus, with still no pay off or support for going heavy tomes and the higher level xp cards require a big hand to work, but aren't that interesting (at least not in this deck). The New Cards There are only three reprints in the deck (And 11 that are new levels of old cards - the most of any Starters) which is tied for the highest number of new cards in these decks. For an experienced player there's lower level versions of old cards that may largely replace the old versions, but are still kind of niche (Disc of Itzamna(2), Encyclopedia(0), Feed the Mind(0), Glimpse the Unthinkable(1)) and a few of the upgrades somewhat redeem previously rarely played cards (Esoteric Atlas(2), Seeking Answers(2)) and finally provide upgrades to I've Got a Plan and Mind over Matter. None of the cards are outright terrible (Though Forbidden Tome is... not very good, unfortunately). There's also a few new cards with a lot of potential (Whitton Greene, Burning the Midnight Oil, Occult Invocation and Library Docent). However, the elephant in the room, is that Seekers have been really pushed in the last few cycles, and there's an open question on if they needed two strong new economy cards (Cryptic Writings is particularly pushed) that, effectively, give them more action-less resources, if they needed more enemy management instead of reprinting something (Occult Invocation) and The Necronomicon - a 5 xp card not really worth playing if you play it fairly, but screaming to be broken. Maybe this wouldn't be such a hot topic if most of the cards circling the potential taboo list right now weren't already all fitting into Big Hand Mandy decks that are eager to break the heck out of these cards... but that's the environment these are being released into.
Bagpuss64
I fell, head first, down The Card Game expansion rabbit whole. I'm not all-in but I can so, so easily imagine how people end up there.
HiveGod
Is Harvey Walters old because he just got started in the cosmic horror game? Or is he really only 28 and looks that way because of some form of gnosis-progeria? "Yawning-gulfitis", if you will. Regardless, prostitutes go missing when he sleepwalks.* [size=7]*Cosmic horror protagonists only last for a single short story, or a novella at the most. Just sayin'.[/size]