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Arkham Horror: The Forgotten Age
Expansion of:
Arkham Horror: The Card Game
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
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
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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cimorthing
This one is difficult and frustrating. If you love losing the entire 12 game campaign because of a bad play you made in game 4, this is the campaign for you. I usually like Arkham. I love living card games. When we lost this one, I was so invested in my character that I cried. Should have played on easy, THEN maybe it would have been passably fun. Great cards, great story ideas, great art/ideas, great role playing opportunities. HORRIBLE game mechanics for the scenarios. Who-ever was responsible for the probabilities and math calculations for this game did a TERRIBLE job. Two player set-up is especially punishing. I obsessed over every aspect of my deck, trying to perfect it, and the game still quickly destroyed us...because it could. Gloom and Doom theme or not, I hate losing for stupid reasons, making random choices, and then being continuously punished for every decision the rest of the campaign. So... much so that it broke my character. (Leo) So, VERY unhappy with this set, that I don't think I can stand to look at Arkham again for a WHILE.
christopherthefirst
This campaign gets to much hate for being the "hard" campaign, but the story is actually my favorite. The challenge is actually the most satisfying when you win. And, if you lose I think the journey is still top tier. Get the return to box if you want to decrease that difficulty and make a bit more balanced experience.
dylpickle
Tough, but thematic. Play on one difficulty lower than you normally do, and use the new exploration rules from the Return set (this doesn’t require owning it. Simply start the exploration deck with ONLY locations and add a random encounter card to the deck after each SUCCESSFUL exploration action). I am in the minority for finding supplies good silly thematic fun too!