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Arkham Horror: Nathaniel Cho
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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JasonSaastad
Since BGG makes it difficult to differentiate between games owned and expansions owned, I mark them owned here instead of marking them owned in the status tracker. Owned
cbrua
Interesting but mediocre guardian build. Lots of theme around his boxing skills, which is cool, but he's less effective against larger opponents than other guardians. No guardian is great at getting clues, but Cho is particularly poor. If there's nothing for him to punch, his turns are wasted.
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 Nathaniel's deck do? Nathaniel - The Investigator Nathaniel is only the 3rd five combat character (And second Guardian) and has a very clear, but unique, focus with his design centering on fighting through events instead of weapons, which is very different than anything we've seen before. This gives him a very clear, functional role which I think a new player could quickly understand while also giving him a distinct identity separate from the other Guardians. My primary concern is that his ability is very parasitic, so it's a little hard to say how much support he'll get outside of his deck - I get the feeling the 'core' cards that show up in every Nathaniel deck are going to be very similar leading to limited diversity. It's also nice that Nathaniel is a newly created Investigator for the Arkham games and increases the racial diversity of the Investigators. Nathaniel - The Deck Nathaniel's deck works very well out of the box, though it has clear room for improvement and has several cards that only work in multiplayer and very little ability to gather clues, so it's not really suited for solo play out of the box. It struggles slightly with economy and games where you start with boxing gloves vs those were you do not are vastly different, but overall it's very solid. The upgrades make sense and do what you want them to do. I would have very few concerns starting a new player with this deck as long as they aren't intending to play solo. The New Cards There are only three reprints in the deck (And nine that are new levels of old cards) which is tied for the highest number of new cards in these decks, and the most new content overall. For an experienced player, the cards here are... interesting? Many of them work for Calvin which is nice (Though it's an open question how much he wants most of them...) but otherwise a lot of them have limited value outside of Nathaniel. Flesh Ward is the first level zero arcane slot for Guardians, but it's terrible, as is Relentless (even for Nathaniel), thankfully they're the only two absolutely rubbish cards in here. Grete Wagner, Safeguard(0) - largely obsoleting that already great Safeguard(2), "Get Over Here", One-Two Punch(0), Stand Together(0) will all see steady play outside of Nathaniel - though they're unlikely to open up any new archetypes. His upgrades are largely high level versions of the cards in his deck (Though powering them up enough they're more likely to see play outside of Nathaniel) with Lesson Learned(2) being potentially very useful to solo Guardian players, and Dynamite Blast(3) and Taunt(3) are the 3rd version of their respective cards and clearly powerful.