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Arkham Horror: Point of No Return
Expansion of:
Arkham Horror: The Dream-Eaters
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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LoveTrain
Unfortunately, to me this was one of the worst scenarios in the game. It felt like I spent more time searching for cards and shuffling through the deck than actually playing the game. The amount of randomness is also quite annoying.
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! Point of No Return is the fourth of the fifth cycle of Mythos Packs, and contains the third scenario of the second half of The Dream-Eaters campaign. In addition, of course there are a few new tasty player cards.
Mozzik
I don't really know if this scenario does anything that new. It makes heavy use of veiled, but we've seen that before, and the map is kind of interesting in that it starts small, opens into another small map and then opens into another small map creating distinct "acts". It continually manipulates the encounter deck, which is interesting (if a bit fiddly and not very impactful in lower player counts or if you're flying through the scenario, as I did on my first play). So everything works, the story is decent, but I don't think it'll end up being very memorable as a scenario. This view may change on replays or perhaps seeing how viable it is to collect clues as a combat heavy solo/group (since that is a fairly unique mechanic, but one I don't think would fully manifest without being in a larger group that is unlikely to be that specialized). The player cards include a nice mix of revisits (new Leadership and Heroic Rescue and the upgraded Dream Diaries), new niche tools that open up new archtypes (Haste, Daredevil and Empower self) and possibly a new staple upgrade (Twila Katherine Price). The survivor cards are, unfortunately, forgettable.