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Arkham Horror: Echoes of the Past
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
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
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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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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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! Echoes from the Past is the first of the second cycle of Mythos Packs, and contains the third scenario of the Path to Carcosa campaign. In addition, of course there are a few new player cards.
CortexBomb
I like the setting for this scenario, but the overall implementation of it seemed sub-par as the principal concept (obviously spoilers) is that you will have an eventual board build-up of enemies that eat clues and turn them into doom, but said enemies are of the weaker variety so barring a weird, extremely enemy heavy draw (which could conceivably happen) the scenario ends up being pretty easy and the fact that there are very few ways for doom to actually get onto the Agenda instead of being put into play (where it can be eliminated) means that it is very possible to keep up with everything and to not have the Agenda deck advancing at all. I guess I could see this being very difficult if you, for some reason, had a team that was trying to evade instead of kill enemies, but I don't think that is a very good strategy in general and for most teams, who will have at least one monster hunter, this can easily end up lacking tension and there seemed to be very little incentive to draw the game out for more XP or anything of the like like there have been in other potentially easy scenarios in the Dunwich cycle. In terms of the player cards here this is kind of a mixed bag. Cherished Keepsake seems like a decent 0 level option for low sanity investigators but in general just using Peter as an ally seems significantly stronger. William can like it in 0 XP builds I guess. The new Seeker card Anatomical Designs could definitely have some use against big bads, assuming that you could make sure it consistently worked. Of the new Skill cards, I am leery of using these without a build that can specifically take Sanity damage and then recover from it. Thus, it seems for the time being these are most easily used in Agnes builds or for investigators who permanently start with the Sanity threshold met through previous campaign damage. As for the various Composures, they seem like decent cards, and the fact they are fast helps, but in general it seems much better to use the Permanent boosters from Dunwich as they do not take up space in your deck and do not require drawing to be of use. To get these consistently you would have to spend 2 XP for 2 copies, and it only costs 3 to get the Permanent boost instead. Solo players might be more interested, as they have more holes to cover, but for 2 players+ I don't see them as being worth it as it is fine to leave some stat holes and let the other player cover them instead.
halforange
After 2 plays: Meh. The scenario’s schtick can lead to some odd situations, so this scenario’s design isn’t quite up to the same level as the rest of the game. It is very thematic, which is why it gets a 7 instead of a 5 or 6.