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Arkham Horror: Black Stars Rise
Expansion of:
Arkham Horror: The Path to Carcosa
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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alethic
I really liked the idea of the 'how do you progress' puzzle, but not so much some of the actual play while marking time.
jax900
The premise of the scenario is interesting: it can develop into one of two different ways and players must guess which story will unfold. If they guess correctly, the scenario might be easier. What's more - the more decisively you pursue the chosen path, the odds of an easier ending go up, BUT… if you had chosen the wrong path after all - not only you have invoked the bad event - but you have _quickly_ used up a lot of time being at your disposal for preparation for an actual variant. Alternatively, you can choose not to commit to any variant until late and prepare for both of them, but in this case the bad event _will_ happen anyway and you will have a limited timeframe to complete the scenario successfully since then. A fragile balance is presented here and it's really not intuitive to figure it all out at first... Somehow it all works just fine (but I definitely need more plays to form more sound judgement; so far it's a '9', a bit lower than the base game). The drawback of the scenario is that there is no real narrative here emerging from behind the cards. Yeah, some story is told _on_ agenda/act cards, but I very much prefer when it's accompanied by a story forming _from_ playing the cards, encountering them, resulting interaction etc...
boleh
Black Stars Rise has a unique dual agenda mechanic where you’ve to decide which agenda to advance to progress. The setup is more tedious compared to other scenarios but the effort pays off!