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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
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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
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DisasterAiR
- Good narrative through scenarios and mechanics. - Exploration deck doesn't scale well with less player and introduces too much luck to the game. - Supply mechanic is bullshit. Pick a wrong stuff and you get an instant trauma. (Better when replay the campaign because you know which supplies you should take) - Encounter cards that set your progress back and stop you from doing anything. - Having to replay scenario is frustrating. Forgotten Age ถือว่าทำระบบเข้ากันกับธีมเกมได้ดี แต่ระบบก็ยังมีข้อด้อยที่ทำให้ผู้เล่นหงุดหงิดและทำให้เกมยากเกินไป ทั้ง Exploration Deck ที่ยิ่งคนเล่นน้อยก็ยิ่งยากและเน้นดวง ระบบเลือก Supply ที่เลือกผิดก็จะโดนผลลบต่างๆ และการย้อนกลับไปเล่นด่านเดิมๆ อีกครั้งก็เกิดความซ้ำซากไปหน่อย
CortexBomb
(This is the mother page I use for comments on the cycle as a whole). The FA is the third full campaign cycle for the game, and for my money, it is pretty easily my least favorite one released so far. The basic theme of the expansion is exploration, and this is evoked in the game using a second deck of cards that includes some locations and some treacheries that characters have to draw through to reveal the map in many of the adventures. What this effectively does is force players to spend extra actions that are roughly coin flips to advance the game where a negative result will eat your action and damage you in some way as well. This expansion also uses a "supply" mechanic where the players have some additional points to spend that they can use to buy items that will help them in the story. The problem with this mechanic is not the idea, which is very good, but the implementation, as players have a number of supplies that they need to take to avoid compulsory trauma and if you have more than 1 player playing, then you have to short your team on something, which creates a very unsatisfying, damage requirement situation that is even worse if you don't know what to buy to begin with. The thing I dislike about this in its implementation is the illusion of choice that it creates as the whole thing is, in reality, a min/max once you know what the various supplies are used for, and IMO there are clear better and worse choices depending on who is on your team and how many points you have to distribute. For blind plays, this mechanic can create some real feel-bad moments. In terms of the individual adventures (some spoilers): Untamed Wilds gets the adventure started with an introduction to the aforementioned explore mechanic. There honestly aren't a lot of choices to be made though, the path forward is clear and the main issue is whether you flip the locations out of the explore deck or get hampered repeatedly by treachery cards. Regardless of what happens here, you still move the expedition on to Doom of Eztli. This plays out similarly to the first adventure in that the exploration deck is the central thematic twist in the map. The encounter deck has a pretty high number of enemies and it is very easy to get overwhelmed. If you get to the final act there is a pretty thematic ending twist which can be very difficult, but it is possible to make it much easier when you know what the objective will be. That seems to be the theme to this point in the campaign in general. Threads of Fate is an interesting return to the more standard Arkham formula, and it reuses many of the locations from Midnight Masks. The conceit of this adventure is the interesting triple act deck set-up that forces players to pick and choose what objectives they are going to shoot for during the game. Somewhat by-the-numbers, but the lack of the exploration deck was welcome. The fourth story, The Boundary Beyond, is wonderfully thematic with its time shifting story elements. Though it does still use the ever-present and annoying exploration deck mechanic the (spoiler) way that the locations shift and change is a novel one and I loved the thematic feel of this adventure a lot. I just wish the time mechanic had been used by itself. The fifth story, Heart of the Elders, is actually two stories unless you somehow managed to totally slam dunk the Boundary Beyond (which is not likely unless you are super lucky and are playing on Easy mode). Both of the stories serve to advance the narrative lightly, but there is nothing really surprising mechanically, as they both heavily focus on using the exploration deck. The first of these can end up resulting in more than 1 compulsory replay depending on how you do; as with most of the FA adventures though, it is significantly easier if you know what you need to do. Playing them back to back (and having to replay the first one another time beyond that) reiterated to me how much I dislike the exploration deck and how repetitious it is starting to feel at this point in the campaign. The sixth adventure, the City of Archives, is, remarkably, one of my favorite stories for the game, period. It has a great thematic flavor with the "body of a Yithian" element, and combines that with the enjoyable "choose some objectives to complete, more is better, less can have...repercussions" which, despite having been used elsewhere, seemed to work particularly well in this adventure. I am starting to have hope that the late adventures in this campaign may salvage its rating for me. Depths of Yoth is the penultimate adventure in this cycle. This is, again, an adventure that heavily features the exploration deck, but it is set up without the annoying treachery cards in it this time which is good because you are going to have to be exploring early and often to have any hope of surviving this adventure. This adventure also features a serious difficulty spike depending on how cavalier you have been about accruing Vengeance to this point in the campaign, if your starting total is too high here your chances of advancing to the final adventure can be much slimmer. Shattered Aeons, the final story, is just a continuation of everything that the campaign has done up to that point. It has an Exploration deck that you can only access from a central hub, and based on what you have done earlier, it can spawn some big bads at that hub to make things even dicier. If you like what the campaign has been doing thus far, you will still like this, if you haven't, nothing here is going to change your mind though either. It should also be noted that some additional play is locked behind a super optimal end, but that getting there will require replay, possibly a fair bit of it. -- My overall finding is that many of the adventures in this campaign are structured to appeal to the hardcore replayer crowd at all costs, which is fine, but it is threatening to take this out of our couples play rotation as we prefer to enjoy the initial play for the story and this campaign seems set up explicitly to make the initial play very punishing and to encourage building decks and supply kits explicitly to defeat its challenges. If FFG continues to punish "face check" plays so severely I think we are going to be retiring this one from our rotation, which is too bad. Overall, I disliked several elements of this campaign. Though there were a couple of interesting highlights (City of Archives and Threads of Fate) I found that most of the adventures used the Exploration deck mechanic to an annoying degree, and that deck is something that I found both unfun and uninteresting. New player cards: This base pack is fairly light on playables in comparison to the other Cycle starter boxes. Tooth of Eztli can be useful to shore up investigators with weak Wills, as that stat is mostly used to avoid Treachery damage. Mists of Rl'yeh is kind of a neat trick and even drawing a whammy token is a pretty minor ding. Yaotl has some applications in the right deck, but it really wants a Skill card intensive deck to shine the best. Meanwhile, Last Chance is great in decks that have low cost cards or can churn through their hand quickly. Overall though, none of these are what I see as evergreen, must-include cards. In terms of new characters there are some interesting and powerful options here; and most of them are built to be decent in the FA specifically. The standout here, and the only real card I miss from this entire arc is Calvin as his deck can easily be built for solo play and he has a very different style of play from most investigators with his preference to take damage and horror early and often.
cbrua
Excellent expansion. Adds a new mechanism (exploration) and some interesting cards. Scenarios are more difficult than the prior two blocks.