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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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CarlosSpicyweener
sleeved Dunwich Cycle 1 Another search and collect scenario but it brings the feeling of being lost and hunted at the same time which will increase over the course of the campaign.
CaiusDrewart
Warning: SPOILERS for The Miskatonic Museum in the following! You have been warned! Probably the weakest scenario in the Dunwich campaign. There are some fun elements to it--the feeling of the Hunting Horror eerily stalking comes across pretty well. Mechanically, it's interesting to have a scenario with only one enemy to fight. But it was definitely the least positively received in my group of all the scenarios we've tried, and I think there are good reasons for that. First, the focus on milling the player decks is not that well done. The milling is either totally harmless or game-ending, with no in-between. It's totally random which it will be. I don't think much of that design. Second, because there's only one enemy to fight, the fight-oriented characters are going to do a lot of waiting around. That can get boring. Third, while the Hunting Horror is cool, it ultimately doesn't pack enough punch to be really dangerous. It needed to do much more than 1 damage/1 horror. It's really easy to tank. Maybe it should grow to 2 damage/2 horror at a certain point. Finally, the players have *way* too much doom. It's absurd. You have 19 turns to complete this thing! They should probably have shaved 4 or 5 turns off the agenda. Regarding player cards, this pack has two mechanically fascinating additions: Delve Too Deep (which dramatically increases the amount of VP players can get) and Flare (a one-use-only tutor for an Ally--quite a powerful effect.) Both are fun, powerful, and interesting. The Seekers also come out very well. Pathfinder is a highly efficient card, and "I've got a plan!" offers some much-needed combat punch.
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.