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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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domus_ludorum
The packaging FFG continue to use is an ongoing source of annoyance. It's bigger than needs be for what is inside and is too flimsy to be used for anything once it is opened so immediately goes in the bin. Yet once the cycle is complete they produce a 'Return to' box which is monumentally too big for what is inside it as a storage solutions. Why not publish the 'deluxe' box with the permanent storage solution, i.e. so we have it in advance of needing to store things, dispense with the bin fodder packaging and then publish the 'Return to' content in a clamshell (or better still a usable deckbox or ziploc).
Jesse Terrell
What to expect: a great core with fresh ideas, 6 mythos packs ranging between good, forgettable and mediocre, and the player being punished at the end of the campaign for investing time and money. Edit: Personally I feel the two scenarios in this set are very good (Scenario I) and ok (Scenario II - it feels like a different version of Midnight Masks (which is better in comparison) and I have to say for me having 'Nightgaunts' in here doesn't make any thematic sense! It would have been easy to create a similar set with more fitting Innsmouth Townsfolk to add.) Flashbacks are great, overall the writing is sometimes exhausting and/or unnecessary but overall intruiging. True Solo ☠
JakeJackPot
Fantastic expansion from theme to scenarios. The curse and bless tokens are also simple while adding a ton of depth. I do worry they will be forgotten in future expansion do to the fact that this expansion has enemies and cards that add them to the bag, where future content will not besides already existing player cards. However that is all to say this campaign blows me away.