Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
LCG
Add to Wishlist
Arkham Horror: Jacqueline Fine
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
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
MindCogs
An excellent preconstructed Investigator deck with a load of very useful Mystic cards. After playing a campaign with Jacqueline Fine, I used many of these cards again with Dexter Drake. Great value.
AegisToast
I saw someone mention that playing as Jacqueline sometimes feels like cheating, and I totally agree. There are absolutely limitations to her abilities, but her innate power combined with the spells she has access to are extremely interesting and potent. In my campaign, she was the designated clue-getter, but she was able to pull her own weight in terms of fighting and evading on many different occasions. My only complaint about her is that in one scenario in particular both of my copies of Clairvoyance were at the bottom of my deck, and getting clues in that scenario was such a ridiculous grind. We ended up burning through 2 Act cards in a single turn and barely won at the last possible moment, so all was well, but it really made me realize how much she relies on her spells. If you've got a bad shuffle, there's not much you can do against a heavily shrouded area.
Dynastico
Probably the least interesting of the starter decks, both investigator-wise and card-wise. Due to the way chaos token cancellation works, Jacqueline unfortunately doesn't actually play any differently from any other Mystic, and her card pool is more limited. The cards in her deck are largely just variations of other existing Mystic cards, which is nice just to double up on certain key cards, but doesn't really open up any new playstyles for the class that has the least variety in that regard.