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Arkham Horror: Dim Carcosa
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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enzo622
After trudging along in the jungle getting poisoned, it's nice to come back to Arkham for a bit. The innovation here is there are 3 Act decks to pursue. Can you achieve all 3 in one game? If not, which one(s) to focus on? Very fun concept and quite challenging. Be happy if you get 2 of the 3.
Bayushi Sezaru
Arkham Horror: the Card Game is an awesome crossover between RPG and card game, thriving in atmosphere 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! Threads of Fate is the first of the third cycle of Mythos Packs, and contains the third scenario of the Forgotten Age campaign. In addition, of course there are a few new tasty player cards.
CortexBomb
This adventure is a little bit paint-by-numbers at this point in terms of the board play, as it reuses many of the locations from Midnight Masks and has a fairly straight-forward basic set-up. It differentiates itself with the interesting triple Act deck set-up that allows players to thematically focus on what they think are the most important objective(s) which should lend it some replay value. While I enjoyed not having to deal with the irksome exploration deck for one adventure in this campaign, I can't say that this was out of this world great, but I did like the twist and enjoyed it enough. In terms of player cards: The pack has a pretty high number of standout cards. Counterspell is a pretty huge boost for Mystics as it can make passing a critical test much more likely. I also quite like Marksmanship for some adventures, as the ability to make the lower XP cost guns useful. Giving them a serious leg-up on hand weapons was badly needed and this is starting to make that a reality; this is also obviously also crazy with any of the big guns. With multiple players Stunning Blow is awesome as a 1-of to save for the final fight, as it can insure that the big bad is getting pummeled efficiently while still not damaging you for at least 2 rounds. Finally, Perseverance is a great way to save yourself from rough situations.