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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
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Family and Children
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Thematic
Ελληνικα Παιχνιδια
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Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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bigf00t
Acquired in BGG Trade (Core Set + Dunwhich + 3 Mythos Packs) For Aquasphere, Age of Empires III and Dungeon Lords Sold to Gord for $10
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.
Chookity
solo handed with Ashcan Pete. defeated silas bishop. Dr Henry Armitage, Prof Warren Rice and Zebulon Whateley survived the Dunwich Legacy. Earl Sawyer and Dr Francis Morgan were sacrificed to Yog-Sothoth. earned 6 xp. gained Powder of Ibn-Ghazi and Zebulon Whateley. Ashcan had 3 health and 4 sanity.