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Arkham Horror: Winifred Habbamock
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
14.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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esegurac94
Buenas cartas para la facción aunque no agrada el estilo de juego que agrega. El personaje es poco útil ya que es uno que depende más del azar que otros.
Albia
[size=16]❦ [/size] [b]Solo Mode[/b] // Included in the Base Game [size=16]❦ [/size] [b]Required Play Space[/b] // 34" x 28" [size=16]❦ [/size] [b]Setup Time[/b] // 15 Minutes [size=16]❦ [/size] [b]Play Time[/b] // 1 Hour & 15 Minutes ✅ There is a great deal of content in terms of investigators, decks, and scenarios that will always add variety. ✅ Most scenarios progress along different paths that are unpredictable and often tied into the overarching storyline. ✅ Investigators have all sorts of options, although it usually isn’t too difficult to choose how to spend every action. ✅ Stories bring every character to life, often creating personalized tales based on the outcomes of various events. ✅ Everything about the theme comes through thematically and mechanically with just the right amount of tension. ✅ Campaigns are both excellent and exhausting, yet entirely worth the effort of playing to find out what happens. ❌ There are some very graphic horror descriptions in the text and imagery that are not for the faint of heart. ❌ Luck plays a certain role with how scenarios progress and how well the investigator decks work near the start. ❌ Rules expand to cover many situations with keywords and special sequences, which takes a lot to understand. ❌ Campaign play is the most enjoyable way to enjoy the content, yet this requires a significant time investment. [url=https://gamewardbound.com/tag/arkham-horror-the-card-game/?utm_source=boardgamegeek&utm_medium=comment]Read the Session Reports and Review at Gameward Bound »[/url]
Mozzik
The Investigator Starter Decks, as a whole, are a brilliant product (and long overdue) making it easier to introduce new people to the game while also enticing long time players to buy them for the large influx of new cards. Or at least that's the idea. So how does Winifred's deck do? Winifred - The Investigator Wini is the second five agility investigator (And first rogue) with a very clear focus on heavily committing skill cards. This is a unique identity among rogues, isn't mechanically complex, and clearly supports the rogue playstyle of doing big flashy things - or falling on their face. I also like this as something for new players as it's an aspect of the game that's easy to initially overlook. She's easily my favorite of the new investigators and a clear win for diversity as well. Winifred - The Deck Wini's deck is a bit of a mess. For one thing, rogues are (nominally) the resource faction yet she has a grand total of Sneak By for economy. This would be (maybe) acceptable if she had a ton of skill cards so her curve was low, but instead her deck focuses on events that she just doesn't have the resources to play and a grand total of three skills (aside from her signature), and Daredevil is a tutor for one of those other skill cards (Never mind that Daredevil also has a terrible hit rate since once the two copies of Opportunist and Anything You Can Do, Better are gone it can only hit on agility - I frequently wanted to use it for a combat check and would just wiff). The good news is you can toss all these events for their icons (Which is suboptimal, but works more or less) and her raw power makes her a good generalist, particularly with access to lockpicks(0). The bad news is throwing away all those events like they're (bad) skill cards feels bad and I don't think that's good for a new player - but it will teach them to look at cards as resources that way. It gets a bit better with upgrades as Lucky Cigarette Case(3) makes her absolutely sing and Chuck Fergus single handedly makes her event heavy deck make sense. Overall, she succeeds despite her deck and I worry new players won't enjoy the way it teaches you to play, even if it's teaching good gameplay. The New Cards There are six reprints in the deck which is tied for the most reprints among the starter decks and none of which you're particularly likely to want spares of. Ten of the new cards are new levels of old cards, which is on the upper end of the curve. For experienced players there's a lot to love in the zero-level cards, Lockpicks(0) finally being a starter card for clue focused rogues, the Mauser C96 is a very solid starter rogue gun and Lonnie Ritter... well, maybe Innsmouth will give her something to do that makes sense. Leather Jacket also deserves mention not for being a good card, but for being a fast asset and the first rogue body slot. Pilfer is very expensive but fills a new niche (Looking at you Rita), Sneak By is decent (And fun with Chunk), Nimble is downright amazing, and Daredevil(0) basically saves you two xp on Daredevil(2). The upgrade cards are a bit more of a mixed bag, most of the event upgrades are ho-hum at best (Again, Chuck makes them far more viable) but Daring Maneuver(2) redeems that card nicely, Manual Dexterity(2) is likely to find some homes, Lucky Cigarette Case(3) is board-line broken and Chuck Fergus opens up some entirely new archetypes.