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Arkham Horror: The Miskatonic Museum
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
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Plunder boxes
Marvel: Crisis Protocol
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CortexBomb
Of the individual stories this one didn't really do a lot for me in terms of how it was executed mechanically. The idea of exploring the museum has a lot of possibility (there are certainly enough horror movie executions of the theme to show how strong it can be), but the way it was done here was, rather than being thrilling, instead ended up just being repetitive as the investigators (spoiler) were repeatedly facing down the same monster over and over again. If you have the stats to deal with the creature in question then it's not much of a threat for quite some time and the rest of the game ends up being procedural and dull. The enemy stats can increase, but a lot of that is dependent on the way the encounter cards come out. In larger count games I could see it getting big fast enough to be threatening, but that really depends on how the cards come out. The fact that it deals very little damage it a major factor in this, as it isn't hard for one player to keep it occupied with some evasion. I could certainly see encounter draws that would make it almost impossible to deal with as well though, which isn't exactly a virtue either, as the stat buffs could hypothetically snowball to the point where you have no real chance of dealing with it. I don't see myself playing this again except as part of the required narrative arc of Dunwich as a whole. Though I'm not fond of the story, there are a surprisingly decent number of good cards in this small pack. Brother Xavier is a very strong ally for Guardians that can help mitigate bad encounter deck pulls, and he can eat a lot of damage. I've Got a Plan and Pathfinder are both excellent Seeker cards that help them move and deal damage in a pinch. Delve Too Deep is a solid early campaign card for Mystics that exchanges some risk for very high potential rewards. Adaptable, meanwhile, gives Rogues a basically free ability to lightly tune their deck between stories which can be more useful than it appears. Painkillers, while innocuous, can be very good in Agnes builds as well as it is yet another way to trigger her free damage ability.
boleh
Following the two pretty fun scenarios (Extracurricular Activity and the House Always Wins) that kicked off the Dunwich Legacy, the Miskatonic Museum feels more flat. The wrinkle of a single enemy that keeps coming back is pretty cool, but gameplay felt a little meh. This scenario also highly favors one particular skill set, so it might be a struggle for certain investigators.
ButtMunch
--Dunwich Legacy 2-- Some good moments and did a good job in simulating the idea of being lost in a 'supernatural' museum. Overall, one of the weaker scenarios of Dunwich.