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Arkham Horror: The Dunwich Legacy
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
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Plunder boxes
Marvel: Crisis Protocol
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bigf00t
Acquired in BGG Trade (Core Set + Dunwhich + 3 Mythos Packs) For Aquasphere, Age of Empires III and Dungeon Lords Sold to Gord for $30
Albia
[size=16]❦ [/size] [b]Solo Mode[/b] // Included in the Base Game [size=16]❦ [/size] [b]Required Play Space[/b] // 34" x 28" [size=16]❦ [/size] [b]Setup Time[/b] // 15 Minutes [size=16]❦ [/size] [b]Play Time[/b] // 1 Hour & 15 Minutes ✅ There is a great deal of content in terms of investigators, decks, and scenarios that will always add variety. ✅ Most scenarios progress along different paths that are unpredictable and often tied into the overarching storyline. ✅ Investigators have all sorts of options, although it usually isn’t too difficult to choose how to spend every action. ✅ Stories bring every character to life, often creating personalized tales based on the outcomes of various events. ✅ Everything about the theme comes through thematically and mechanically with just the right amount of tension. ✅ Campaigns are both excellent and exhausting, yet entirely worth the effort of playing to find out what happens. ❌ There are some very graphic horror descriptions in the text and imagery that are not for the faint of heart. ❌ Luck plays a certain role with how scenarios progress and how well the investigator decks work near the start. ❌ Rules expand to cover many situations with keywords and special sequences, which takes a lot to understand. ❌ Campaign play is the most enjoyable way to enjoy the content, yet this requires a significant time investment. [url=https://gamewardbound.com/tag/arkham-horror-the-card-game/?utm_source=boardgamegeek&utm_medium=comment]Read the Session Reports and Review at Gameward Bound »[/url]
alethic
'The House Always Wins' is what convinced me to continue with the game after a slightly ropy base set. In retrospect, the Dunwich cycle as a whole didn't really keep to that standard, but the next two have made good on the promise here. One great and one good scenario; lots of good player cards.