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Arkham Horror: The Circle Undone
Expansion of:
Arkham Horror: The Card Game
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
29.00
€
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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domus_ludorum
Absolutely crap packaging. Too large a box for three decks of cards and it's just a flimsy card outer-box that is not fit for storage afterwards and a corrugated card filler to pack the airspace. At least the old style boxes, although being the same size, were sturdy enough to use as long terms storage. Why not make the deluxe boxes the long term storage solution rather than printing the revisited boxes - the storage would then be available ahead of time and we wouldn't have wasted packaging. Piss poor approach from FFG. I despise myself sometimes for spending money with them.
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! The Circle Undone is a deluxe expansion, introducing the fifth campaign for the game. It contains 6 new investigators (with different deckbuilding options), including the awesome private eye Joe Diamond, the redeemed cultist Diana Stanley and the millionaire Preston Fairmont, but also a bunch of new and interesting players' cards, and a prelude and two new scenarios, that lay the foundation for an entire new (9-scenarios-long) campaign that will be continued in the next six Mythos Packs.
Achire
Amazing campaign. We debate on whether this one or TFA is our favorite, and I think TFA still wins for me, but the richness of the storyline and the wonderfully diverging paths is fantastic. I love the classic arkham setting, the ghost story elements, and at certain points, the Great Gatsby atmosphere. It is an extremely challenging & brutal campaign with very complex set-up and mechanics. Games of this campaign are significantly longer than others, which is a negative, but wow - what an experience! It is just so rich, so fun, and so tense. There's also excellent moments of humor throughout which work nicely. Some people complain about the prologue, but I loved it and found it essential to setting up the setting and bringing you into the story of it. This is the campaign I'm least likely to recommend to new players because of its complexity and difficulty level, but it is an absolute must-play and among the very best of Arkham LCG.