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Arkham Horror: Heart of the Elders
Expansion of:
Arkham Horror: The Forgotten Age
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
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
€
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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alexs34
This is a continuation of the previous scenario, sort of. Your performance in the previous scenario greatly affects what happens in this scenario. In fact, you might be able to skip half of this scenario if you did especially well in the previous scenario. It’s possible to go through the first half of the scenario repeatedly. This was odd and new but a little boring.
dylpickle
We did very well in the first part, which prevented any especially sour experiences. Still, a major missed opportunity to have more interesting narrative and mechanics this late in the campaign. I can’t imagine how we would feel if we failed this.
CortexBomb
As with most of the FA stories that are exploration deck heavy, I am not a fan of this adventure pack. Really, there is nothing here that hasn't already been done pretty well into the ground with the earlier scenarios in the cycle. This box does have some extra story value as it actually includes two scenarios. This is necessary because you can actually bypass the first one if you slam dunk the Boundary Beyond, but realistically that scenario is set up such that actually being able to do that would require some Herculean luck and an Easy bag setting. As for this, neither half of the scenario really differentiates itself from anything that has come before. As usual, if you have the supplies that will hack the exploration deck down to size and get some lucky draws then it can be very easy, if you don't, or get unlucky, then you will get slashed and burned. Again, this is par for the course with the FA and I'm not a fan of this mechanic. In terms of player cards: This pack has an abnormally large number of player cards, so naturally it has quite a few new things of interest. Jenny Barnes has a new best friend in Lola, who she can use to grab clues by the handful quite easily. Defiance is a solid Mystic option as it can help insure critical tests succeed fairly reliably depending on your bag composition. Live and Learn is an interesting variation on Lucky for Survivors and quite comparable in terms of power. Trench Coat, meanwhile, is a solid, basic buff with some bonus damage soaking as well.