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Arkham Horror (Third Edition)
120m - 180m
1 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Horror
64.00
€
30 day low:
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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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autumnweave
2018/12/03: FFG does to AH what they did to Descent 1st ed. If you're after something tighter and shorter than Arkham Horror 2nd ed., instead go with Eldritch Horror instead. The board looks like when they took Dune and rethemed it as Rex: Final Days. (I've managed to avoid that one so far.) For me, I'll probably be sticking with Arkham Horror 2nd ed.
AlexFS
Arkham Horror has involved mechanics, long play time and very geeky theme. I remember trying the second edition of the game more than ten years ago and feeling burned out by the length of the game. I felt it dragged on, not to mention its apparent randomness. It still is a long game, and there still quite a bit of randomness, but if feels much more robust in terms of mechanics. Many people have criticized the whack-a-mole pandemic feeling of trying to keep doom under control, but I did not mind it at all, and have the feeling that the modular structure has a lot of potential expressiveness. I do love the lovecraftian universe, and feel the city-scale is probably where it works best for my taste. The theme does come better if you curate the headline deck (which yields random events) to make it more thematically connected to the scenario you play. Thanks to the BGGers who provided scenario appropriate lists of headline cards, so that we don't need to spoil ourselves to benefit. Also, the first suggested scenario is too harsh for beginners, here is a [b]suggested order of scenarios[/b]: 1. Feast of Umordhoth (base) 2. Tyrants of Ruin (UDW) 3. Ithaqua's Children (UDW) 4. The Pale Lantern (UDW) 5. Silence of Tsathoggua (DoN) 6. Shots in the Dark (DoN) 7. Dreams of R'lyeh (UDW) 8. Veil of Twilight (base) 9. Echoes of the Deep (base) 10. Approach of Azathoth (base) Expansions: [b]Dead of Night[/b] : - diversifies the encounter decks, the first expansion to buy - really liked the scenarios [b]Under Dark Waves[/b] : - terror mechanic addresses frustration reported by some players of being blocked from advancing the investigation by anomalies, since terror accumulation does not prevent encounters. - lots of content [b]Secret of the Order[/b] : not acquired yet [b]Recursive Echoes[/b] : FF has released a print and play patch for four base investigators.
Abyss_Raider
Holy moly this is a DEEP game! I really enjoyed this, I'm a sucker for Lovecraftian anything and this game really delivers. The art, the gameplay, the theme and story is dripping in the Cthulhu Mythos and it really makes you feel like you're part of that world. My one negative is this is a very long game. I played this with another person and we put aside 3 hours to play this game and that still wasn't enough time. Unfortunately we had to stop, but the time we put into it was incredibly fun, challenging, and stressful (in a good way.) Highly recommend.