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Arkham Horror: The Labyrinths of Lunacy
Expansion of:
Arkham Horror: The Card Game
60m - 120m
1 - 5 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
18.00
€
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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drupalviking
Played in a 3x3 config, I was at the board with Zee Garcia! Really a cool scenario, with a lot of plot twist. A bit shallow to begin with, but it picked up it's pace. A little long though.
landru
Not really Lovecraftian more like adapting SAW and throwing in a few monsters but way too easy and the puzzles are way too simple. Maybe interesting for convention epic play as there can be 3 different groups trying to different paths to the "conclusion" but requires a scenario pack per group and downtime to sync groups. Disappointing. Easily worse expansion for an otherwise amazing 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.