Think of this as a test of the human will…
The Labyrinths of Lunacy is a unique, 80-card standalone scenario for Arkham Horror: The Card Game. You and your fellow investigators are the prisoners of a mysterious mastermind — locked into a terrifying dungeon and forced to complete a series of twisted riddles to find your way to freedom. This scenario debuted at Gen Con 2017 and can accommodate as many as twelve investigators in its Epic Multiplayer Mode. Additional rules support standard tables and allow you to experience The Labyrinth of Lunacy as a three-part mini campaign.
—description from the publisher
Ben_Bos
This is the least of the AH LCG expansions. i love the AH LCG, but this expansion is boring and not tested as other adventures. First, card text was not always clear in our first adventure. There was confusion in our group to what extent clues could be used by the group or not. Some thought that you needed the posession of an item to spent clues, others thought everyone could lend the leader the clues...like in the normal rules... Any how, the game was spoiled by these discussions. Later on BGG it appeared the ability to spend clues was bound to the room you were physically in, so everyone who stood in that room could spend clues. That was not clear by reading the text on the specific card. —- Second blow was when I wanted to play solo with one investigator and that simply was impossible in scenario B of this expansion... unless you knew this before and put some cards in that generate extra clues per card effect. Bummer.
Gvconkel
After playing a part of the scenario (A) Interesting idea to have a setting a la the movie ‘Saw’. Great feeling again with such great game
anucha_darkangel
Another thematic stand-alone scenario from Arkham Horror: The Card Game where three different groups of investigators find themselves in a SAW-like situation with an Arkham twist. The scenario can be played multiple ways. Same group of player(s) can play as the three different groups of investigators through the three act&agenda decks OR three different groups of players can play through different act&agenda decks, meaning this scenario can cater for up to 12 players. This is where the pack falls short. The scenario is clearly built for a multiplayer experience, however, the three act&agenda decks share a few act, agenda, location and all encounter cards with each other. This means that to play with 12 players, 8 people would have to sit and wait around till group 1 of 4 players finishes their scenario before group 2 can start theirs and so on. And even if the pack is run through with 1 groups of players, while cards are very thematic and flavourful, the gameplay itself is at the shorter end of Arkham (30minutes per "group" in my solo play), building 3 investigator decks (as suggested by the pack) is extremely time-consuming and does not seem to be worth the entertainment value unless you are more into the deck-building side of Arkham than the gameplay. The multiplayer mode works much better in the Dream-Eaters cycle because the story is long enough that the ratio of deck-building time to play time is much more than just 1:1. I also tried a run of the scenario pack where I used only 1 investigator deck for all 3 groups (imagining they are in different dimensions) and it was still quite tiring since the story does not have much meat on the bone. In conclusion, I do enjoy and appreciate the arts and the flavours: the game does make me feel trapped as it was designed to do. However, the gameplay is relatively short and simple (but also tedious), therefore this scenario pack for me is a take-it-or-leave-it.