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Arkham Horror: The Depths of Yoth
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
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14.00
€
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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Dice
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Marvel: Crisis Protocol
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hi1hi1hi1hi1
[i]Collect the mythos. Delve into the madness.[/i] Played in: [url=https://boardgamegeek.com/geeklist/278184/item/7995637#item7995637][u]2020[/u][/url]
CortexBomb
I think Depths of Yoth is about the best way you can implement the exploration deck in an adventure. Yes, it can still hand out the wrong thing at the wrong time here, but at least you aren't being hammered with additional treacheries along the way as well. Basically, this is a fairly typical make or break penultimate scenario, and in this case a lot of the difficulty will hinge on how you enter the story, especially as pertains your running Vengeance tally as having too high of a number there will really set you back heavily right from the get-go. Overall I thought it was the most enjoyable implementation of the exploration deck, and I wish they had gone this type of road with more of the adventures as it wasn't nearly as annoying to deal with in this format and the way the depth level slowly increased the difficulty of the scenario made solid thematic sense. That said, I still didn't think it was fantastic, as I think even at its best the Exploration mechanic leaves a lot to be desired. In terms of player cards there are some interesting ones here. The improved Mists of R'lyeh is even better than the solid original, albeit at a rather steep XP cost. Timeworn Brand is a sort of fixed neutral version of the Machete, albeit at a very, very steep XP cost and a stat line that will still mostly benefit Guardians. Skeleton Key would be interesting primarily in larger groups that would be able to make multiple uses out of each activation; otherwise most Rogues are better sticking with Lockpicks.
Mozzik
This scenario finally does exploration without punishment, delivers the payoff (or punishment!) for all that vengeance, and does it in a way that offers nearly infinite variability. And thematically it all works! Interestingly enough, this scenario has also spun off into it's own stand-alone challenge (Something that rarely appeals to me for campaign scenarios). The standout cards are the Timeworn Brand (One of the best weapons in the game, and neutral at that which may be a mistake...) and Winging it, though The Skeleton Key, Old Hunting Rifle and Mists of R'lyeh(4) have their place. Meanwhile, Blood Eclipse has called to me since it's release even though I don't think I've ever actually managed to play it and it's possibly not even a good card.