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Arkham Horror: The Secret Name
Expansion of:
Arkham Horror: The Circle Undone
60m - 120m
1 - 2 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
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Plunder boxes
Marvel: Crisis Protocol
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J_p_stroud
At some point I’ll play all these again and see if this is true or not, but if you were to ask me today what my favorite scenario was this would be it. Because it’s a Lovecraft story standalone. I’m hoping most of Circle Undone follows this logic.
Mozzik
This scenario felt really long, but I think that was just how me and my partner were approaching it (We had the same problem with the second scenario in the Deluxe box). I can see where the comparisons to Museum are coming from - and I think it compares favorably to that. Unfortunately, there is a fair bit of fiddly math to make sure you have the health/fight values right, the sure number of encounter cards you have hanging around at any given time and if your willpower is low... you're going to have a bad time (And to a lesser degree, agility.) But that's kind of a good thing, but it can make a blind run a bit tough. Of course, we had Finn and Diana and managed to squeeze out a win, but that might be why it felt somewhat like a drag. Update: Having revisited this a few more times, this is really near the peak (if not the peak) of the campaign long problem of having a ton of passive effects and triggers you have to keep track of - just to keep track of the health and fight values of enemies! And that's a huge drag and this scenario is a very long grind (And very unforgiving if you can't actually reliably investigate a fairly high shroud location). This is definitely a low point of the campaign (along with the next scenario). The player cards are also an interesting mix. On one hand, they introduce the multicolor cards that caused a ton of confusion (Which has since been resolved) that seemed like an interesting idea but not one that ever really went anywhere meaningful. On the other hand there's only a few really terrible cards here (looking at you Scroll of Secrets) while also having at least four staple cards (Enchanted Blade, Meat Cleaver, Crack the Case and Intel Report) and several more popular, if slightly nice cards, to round out the pack. The net result is a very strong pack of player cards.
adamxt
Decreasing the score for this one. The curses and hexes just keep piling up, and the incremental elements of the agendas make it feel viciously difficult near the end. I enjoyed the story but it felt hopeless eventually!