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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
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Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere character development. After four years of releases, with countless expansions and a mature and complex card pool, deckbuilding can be a daunting task, especially for newcomers to the game. Fantasy Flight Games conjured a great idea, stealing it from its own Marvel Champions: five ready to play decks, each own sporting a brand new investigator, a majority of new cards, and even a small pool of experience-cost cards to play the deck in campaign mode. This is one of these five decks, and it’s a great addition both to veterans and beginners’ collections.
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 Jacqueline's deck do? Jacqueline - The Investigator Jacqueline grows the ever increasing roster of five willpower Mystics (All of whom who fill the role of "generic mystic" quite well), and is easily the peak of the "bag manipulation" mystics (which is something very unique to mystics and previously trod by Jim and Mateo). The problem is she doesn't have a clear identity beyond that for new players, and she can quickly get very complicated to play as far as decision space, rules interactions and timing. I like her as a Mystic, I'm not sure I like her as a starter Investigator and I'm also somewhat concerned about how she's taking over the niche that Jim and Mateo had carved out, two Investigators that were already somewhat narrowly defined. Jacqueline - The Deck Jacqueline's ability and three intelligence means, even in the worst of scenarios, she can limp by and pass tests she really shouldn't, but her deck is doing her no favors and it feels like she is often succeeding despite the deck. It feels like it was designed based on theme, but ends up with its mechanical focus all over the place (Something, ironically, Mystics as a whole will suffer less of with Jacqueline's release, as noted later) and since there's no deck searching you can't consistently be sure you'll get the tools you need for enemy management or investigating. It also feels incredibly resource starved and asset heavy and a lot of the gimmicky "predicting the future" or "manipulating the chaos" bag stuff doesn't really have the support it needs to pay off. You also don't have the ability to fix this with upgrades since so many of her upgrade slots are filled with linear spell upgrades (Which are a very starter friendly concept and something I still like as an experienced player). The lack of any ally aside from the new familiar (Which is terrible) is... weird. The New Cards There are five reprints in the deck - none of which you're particularly likely to want spares of - but only six that are new levels of old cards, which is by far the lowest of the Starters (Though this is offset by her own spell upgrade paths). For experienced players, the biggest win here is an entire new set of fight/investigate/evade spells to go along side Shriveling/Rite/Mists to allow much greater consistently and focus in decks (And a little bit more differentiation between builds). There's some argument to be made over how each of the new ones stack up vs the old ones, but we were long overdue for this and makes this a must buy for Mystic players right there. Outside for those, Crystal Pendulum and Robes of Endless Night seem by far the most likely to shape future Mystic decks play with honorable mention to Guts(2) and Recharge(4). Everything else seems to be more thematic wins, but are unlikely to actually see much game play.
Jclancy15
Rated as an expansion, agnostic to my opinion on the original game. Effectively adds content or play options in a smooth way -> 5.