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Arkham Horror: The Essex County Express
Expansion of:
Arkham Horror: The Dunwich Legacy
60m - 120m
1 - 4 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
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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ClydeDyed
Stunning theme and mechanic manipulation! Absorbing game play and atmosphere. Maybe a bit limited in terms of replay ability compared to other Mythos Packs.
CortexBomb
This is a rather provisional take, as the randomized nature of the train, its order, and the Engine in particular likely change the way the game can play out a lot. This is an odd one, as the locations are linear, and the enemies aren't particularly nasty but for a couple of examples, but the uncertainty about what you need to do to complete the mission successfully is a big fly in the ointment to making any real plans. Difficulty wise it seemed very manageable with 2, but would probably be much harder with 3 or 4 as there are encounter cards in this scenario that badly punish you for having more players by stealing a net larger number of actions when they come up. I did like the central story of the scenario though, and the way that that was depicted in game terms was fun and effective. In terms of the game play itself though: I am not a fan of these types of scenarios where knowing even the broad outline of what happens is enough to give you a huge leg up on subsequent playthroughs; it unfairly punishes virgin playthroughs and lowers replay, which is not a great combination. In this particular scenario so much hinges on being able to hoover up clues that I'm not sure some groups would have any chance of getting through it, while for others it will be pretty easy. The movement mechanism (need to pick up all of the clues as you advance) can mean that characters who can't do that effectively can end up with nothing to do sometimes. It also irks me a bit that bad draws can easily kill off the entire team before the game even gets started. These scenarios that have central conceits that are so reliant on one ability do not work in AH: LCG for me. This sort of mechanical idea would work fine in a game like LotR: LCG, as in that game you rebuild your deck from scratch each game but for me AH: LCG has to take better account of the fact that decks can hardly change from game to game as I imagine the vast majority of players are doing it in campaign mode. The only thing that saves this scenario is the fact that clue collecting really should be what part of your team is awesome at, that said, hyper specialized teams (like you would likely find at higher scales) will likely have a lot of dead actions here. Player card wise this expansion is a bit on the weak side as well. Stand Together is a decent utility card for multi-player games and the first upgrade to Shriveling is an obvious standout as Mystics who want to do at least some combat absolutely want this as it give further bonuses for the attack. Charisma, a permanent ally bonus slot can sometimes be relevant, particularly in campaigns when you get bonus allies.
ArborBarber
This mission sometimes does not quite work. Depending on train car order the difficulty can vary wildly. Also, there is a feeling of being “railroaded” if you will, without many decisions available.