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Arkham Horror: The Innsmouth Conspiracy
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
29.00
€
30 day low:
In stock
Arkham Horror: The Innsmouth Conspiracy quantity
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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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cledoux
Another great cycle, but this is the first one that I felt was a bit too difficult on the standard level. I might just need to get better at constructing decks. The curse/blessing mechanic is cool - shame it can't really be part of other scenarios.
Creamy_Seas
Absolutely a massive let down compared to Carcossa and even Dunwich. Abrupt jumping storyline that is hard to follow allong, and no strong immersion in the Lovecraft's world of emotions and terror from deep in the sea. We played this as our 3rd full campaign, and will probably never return to it ever again.
guzmo
I was first a bit reserved about the new curse/bless mechanism to slow down the game if chaos bag is constantly altered. In reality after playing the two first scenarios it felt like natural part of game. Everyone liked the new tokens and fun of my rogue character drawing four curse tokens in row to fail an easy test. The "game value" of this cycle's main box might be more than others as it also introduces keys and flood tokens. New investigator cards are heavy with curse/bless theme, so this might also not be for everyone. Especially for those to improve their core collection of solid player cards. First two scenarios are both really good while more on the hard side what comes to difficulty. On first try we failed both of them and cant remember other cycle that had started with double failure. This makes even the dreaded FA feel easy in comparison ?