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Arkham Horror: Return to the Forgotten Age
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
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
30.00
€
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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
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Plunder boxes
Marvel: Crisis Protocol
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boleh
Return to the Forgotten Age tweaks the Explore mechanism making Explore less punishing compared to the base TFA campaign. There are also some changes made to Supplies and the usual tweaks to encounter and scenario cards (including a whole new act for Threads of Fate!). The changes in general improve the base TFA campaign - well-worth getting.
Mozzik
Like the Return boxes before it, this is hit or miss as a storage solution. The player cards are as expected, revisits of largely underwhelming cards which all seem interesting, though none of them look to be future staples at this point. Special acknowledgement goes to Own Your Own since the new version makes it much more viable as a build-around archetype and Offer You Cannot Refuse as a weakness chain that fills the same space as Doomed, but in a more interesting and more interactive way. The campaign itself undergoes the largest overhaul since Return to Night of the Zealot - the degree where not all the information fits on the scenario cards now and you'll also need to keep the booklet handy. Supplies don't change much, though the changes to Threads gives it a little more breathing room, more the variance and changes to the exploration deck interactions make less "right" answers and more "Whatever you have is likely to be useful, but you can't have it all". Exploration is the major change, making it far more forgiving at the start of scenarios (Though not easier overall) which is a welcome change, but unfortunately makes the game a bit fiddlier and the fact that the changes aren't consistent across all scenarios creates some new memory issues. The scenarios themselves don't change much, other than increased variance, but mostly in ways that make them slightly more forgiving or difficulty neutral (Boundary Beyond takes a particular nerf bat) and Heart of the Elders remains a clear low point (And the 'fix' for it really isn't relevant in most cases). Overall, this is the most ambitious and successful of the Return boxes, matching with what was already my favorite Campaign (Through Dream Eaters), though it still isn't a perfect product.
guzmo
The first impression is that multiple scenarios have been improved to make them a bit/lot easier what comes to supplies/trauma, and removing the need to replay certain scenario. This was expected to happen. FA is known to be hard and punishing, as any expedition to the unknown jungle without proper planning, budget or supplies should be ? Excellent addition to the campaign while FA can be played without this expansion (some house rules advised for a first blind run).