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Arkham Horror: Before the Black Throne
Expansion of:
Arkham Horror: The Circle Undone
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Epava
Really great scenario, with an epic feel of travelling through space, and better mechanics than in the last scenario of Dunwich (less randomness). The only thing : too heavy on investigating the same locations over and over, and not that unique compared to other scenarios.
ntguardian
Sometimes this scenario destroys you, sometimes it's strangely easy, though I do enjoy its atmosphere.
Mozzik
There's some nice, unique mechanics in this scenario (Though really it's more a refinement of what we've seen in the Pallid Mask and a few others - which continues the theme we've seen in TCU of scenarios feeling like refinements of earlier scenarios). It also manages to not overwhelm you with static effects and memory issues which threatened to overwhelm some of the scenarios earlier in the campaign. It also handles Azathoth in an appropriate way. Update: My observations above hold up - though I didn't note at the time that it can be very random depending on how the locations come out and how early you pull some of the doom enemies. But it's a final scenario and it feels like a final scenario. The player cards here are amazing - chock full of traits that let them slot into multiple different investigators in interesting ways, introducing the bonded mechanic, and introducing a few build-around cards. The worse of them (Lure and Wither(4)) are still cards I can see using with the right deck.