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Arkham Horror: The Unspeakable Oath
Expansion of:
Arkham Horror: The Path to Carcosa
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
14.00
€
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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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HelloYesToast
This is where things started to get really interesting in terms of the story, which became inseparably linked with the mechanics of the various locations. It was a wild ride that had ramifications throughout the rest of the campaign.
anucha_darkangel
Nail-biting, jaw-clenching scenario. One of the most memorable ones for me. The encounter sets make me feel like I’m right in the middle of the chaos of it all.
CortexBomb
In terms of the scenario, this one carries the theme very well. The players start out on an exploration of madness in the asylum, but as time passes maniacs start getting loose from their cells and ultimately monsters begin roaming the halls. If this was being rated just on thematic merits it would probably be my favourite Arkham scenario to date. However, this is seriously a Jekyll and Hyde turn from the previously scenario; whereas I found Echoes of the Past to be way too easy this one whipsaws back in the other direction and can easily perma-kill the existing team which is a mechanic that I'm not a fan of at all except at the very conclusion of a campaign. Thematically the "bad conclusion" is an A+, but I wish they would have found a better thematic way of implementing it without having it outright kill off the existing characters as it makes it feel like the work done up to that point was for naught. I also question the overall reason for the difficulty as well. The scenario just spits a lot of monsters and encounters that can eat your weapons. If you have a dedicated team with one gatherer and one monster hunter I really don't know how you could get a successful resolution to this without getting extremely lucky because the game will usually be spitting out a monster and then cards like Corrosion or Straitjacket that force you to spend time getting new weapons or redeploying your existing ones. We tried to get through this 3 times before giving up and giving in to the fact that having 1 team navigate Carcosa seems specifically designed to either (A) require specific deck-building to defeat ala LotR: TCG (as there is a gamey Rogue card that can make surviving this much easier; optimally each investigator will be playing 2 copies of it too) or (B) to almost certainly cleave the campaign into 2 4 part halves instead of 1 8 part whole at the midway point. I don't care for either of those, as I like AH: TCG specifically because it [i]doesn't[/i] require specific deck building for specific scenarios (i.e.: I like it for narrative over gamey optimization) and having to begin anew really creates a kind of pointlessness to even trying to build characters up going into scenario IV, as it is so unlikely they will survive. In terms of player cards there are quite a few interesting things here, especially for Survivors. Devil's Luck is probably one of my favourite Exile cards, yes, it costs 1 XP each time you use it, but the effect of canceling an entire attack for only 1 can be a game-saver in many situations. I also like Forewarned and the Survivor equivalent, A Test of Will which can allow you to negate encounter draws. Fight or Flight can conceivably also be very good on a combat-ish Survivor who has a high enough sanity to really abuse it. Calling in Favors is good in almost any deck that has the Allies to abuse it.