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Arkham Horror: Blood on the Altar
Expansion of:
Arkham Horror: The Dunwich Legacy
60m - 120m
1 - 4 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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Marvel: Crisis Protocol
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Asherai
Full cycle of Dunwich Legacy, equivalent to both the campaign expansion and investigator expansion. Full cycle (Dunwich legacy + 6 mythos packs) - 350 ILS
CaiusDrewart
Warning: SPOILERS for Blood on the Altar in the following! You have been warned! I really enjoyed this scenario. It's simple but well-executed. It's a familiar setup: try gather a bunch of clues despite the encounter deck spawning many monsters that will harass you. Spend those clues to find a big boss, then try to kill it. As with The Devourer Below, investigators also have the option of pursuing an investigation-based resolution rather than a combat-based one. It's pretty standard stuff. There's nothing wrong with that, in my opinion. It's well-executed and it's got good replayability, with a variable setup and the two copies of each location. What really sets it apart, though, is the kidnapping/sacrifice theme, which comes across brilliantly well. It fits into the game's mechanics just perfectly. In terms of player cards, this is a pack that could *really* shake up strategy. It has a cycle of 5 permanents, one per class, that allow players to pay for skill boosts on two of the four skills. These have the potentially to radically change how people play the game. Because you can ALWAYS count on having these cards in play, no matter what, you can really plan around them. Higher Education and Streetwise, in particular, can just take over games with a little bit of planning. Rex was already the strongest investigator in the game, and Higher Education increased his lead; Streetwise is enough to move Jenny from below-average to at least mid-tier, and quite possibly better. Ultimately, I think these permanents will make decks much more consistent and the game much easier. Is that good? I'm not sure it is, which is why I'm not rating this pack a 10. Lone Wolf is the other power card in the set. That one is probably an auto-include in Rogue decks, and Dunwich investigators will have to give it strong consideration. Prepared for the Worst, Defiance, and Preposterous Sketches are not at that level, but they are decent.
CortexBomb
This fifth entry in the Dunwich Legacy is in some regards more typical than the two scenarios that precede it. That isn't a particularly bad thing though, as the core gameplay of Arkham is engaging enough to carry the game by itself. Moreover, this expansion finally begins to use all of the narrative points from the earlier campaign to real effect. Your encounter deck can be changed, your allies can end up sacrificed, and your decision points can matter a lot for the unfolding narrative here. The scenario is a bit combat heavy, but again, this is more standard for the game and after the curveballs from the previous 2 scenarios, it wasn't bad to come back to. This is probably 6 on its own merits, but gains a point for using the story to that point so well. This scenario seems like it can be a real make or break point for the campaign though, as you can gain some serious assets with a good resolution, and miss out on a lot of the same if you don't. Good time race element though, and the very real risk of losing some powerful allies helps drive the story along. In terms of player cards: the permanent cards in this set are probably the most powerful cards in the game. They allow you to always have access to big skill boosts in trade for resources are a huge, huge change to any deck that can significantly impact how you play the game, as they provide a permanent way to spend resources (relevant for things like Fireaxe) and can really insure that you're over the top on important skill checks. Rogues in particular will almost always want to save XP to buy these things ASAP and they make the original set cards that required actually finding them and playing them from your hand look absolutely terrible in comparison. But honestly, it's hard to not mention Prepared for the Worst (draw 9, choose a weapon) as it is a Guardian standout that insures you will be able to find a weapon as another big highlight. Preposterous Sketches is also very solid and is very easy to play in almost all cases for its class.