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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
€
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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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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]
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.
Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere and character development. No need to point out that expanding the card pool (both with new scenarios and new investigator cards) is a great way to keep it fresh and enticing! Blood on the Altar is the third Mythos Pack, and contains the fourth scenario of the Dunwich Legacy campaign. In addition, of course there are a few new player cards.