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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
€
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
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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jax900
The worst scenario so far. BY FAR. Why? It's almost unbeatable and grossly frustrating when played solo with 1 investigator. (And that's the only way you should play solo. I don't accept 2 investigators for a solo player. It's a variant for pussies.) And there are no possible shortcuts here, no luck giving you a helping hand sometimes and allowing to prevail over the evil forces. You just have to move, find clues, beat the baddies, complete several tasks and escape. It's just... plain TOO MUCH for 1 investigator. There _are_ difficult scenarios in 'Dunwich Legacy' campaign for a solo player, but there are ways to deal with them and good draw and/or favourable encounter cards foster it. Here - nothing, null, zip, nada. Badly constucted scenario and a model example of a middle finger pointed towards solo players :// Gosh, I'm soo angry and disappointed... And even putting the solo play aside the scenario is not innovative or very climatic. Nothing inspired here.
boleh
The Unspeakable Oath brings you to Arkham Asylum, a highly fitting setting for the campaign. There are alternate paths to winning, which I like, and it’s a tight race against the clock. This is a pretty fun scenario - while the game mechanics are nothing out of the ordinary, this scenario is dripping with so much theme.
enzo622
2 of 6. You're sent to the asylum where Daniel Chesterfield is institutionalized to interrogate him about the play, "The King in Yellow." Depending on previous choices, Daniel may be helpful or ... less so. Then you have to make a bunch of chaos to distract the staff so you can get the hell out. Great fun.