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Arkham Horror: In Too Deep
Expansion of:
Arkham Horror: The Innsmouth Conspiracy
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
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
14.00
€
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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Mozzik
This is an incredibly thematic scenario where the mechanics and game play blend very well to produce emergent story telling. It can be a bit swingy with certain token pulls or particularly ill-timed treachery, and it also is extremely hard to accomplish everything (But not in a way that ruins the fun). It also both uses the Innsmouth mechanics heavily, but in a way that feel like a retread of Pit of Despair, while also introducing barricades making the scenario feel unique despite being roughly 50 scenarios in. The only real downside is there isn't much variance from play to play. The player cards are also winners where even the more niche cards are at least exploring something that hasn't been explored much (engagement). The headliners are clearly the permanent Covenants which are critical to defining curse/bless game play, however we also have another suite of Mystic spells (Which are particularly enticing if you don't have the Jacqueline starter) and Mariner's Compass which really opens up some space for Survivors.
boleh
Another really good scenario from the Innsmouth Cycle. I like how the barriers create a puzzle-ly feel. The flooding mechanic and barriers also add so much tension as you try to grab the different keys and rush to the end point.
mantler
Very tough scenario in what to risk to achieve and what better leave behind Well designed and "positive" pressure building up