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Arkham Horror: The Wages of Sin
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
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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guzmo
Haven't played the scenario yet but this mythos pack comes with some strong player cards like Mr. "Rook" and Drawing Thin.
Mozzik
This scenario has a very unique feel and structure, though it also seems fairly hard (As many of the "Do as many of these as you can) scenarios do. We were extraordinarily unlucky in our first run - but it still seems like a fascinating ghost hunt. I can also see where the comparisons to Undimensioned and Unseen come from - and it certainly compares favorably to that, and is open to a lot more investigators. Update: After some revisits, my view of this scenario has dropped significantly. The idea of flipping locations back and forth and having two different encounter decks is a COOL idea. I just don't know that there's a real pay off for it and you quickly get locked into just one deck or the other instead of strategically picking between the two. It also remains very punishing and the difficulty is wildly variable with how the heretics map to the locations. It also just asks a LOT out of you in very little time, with lots of movement, lots of beefy enemies (And hunters in a very claustrophobic map), and a massive need to gather clues. This isn't inherently a problem, but it is a significant difficulty spike. The player cards are a much more positive note. Sixth Sense has become a defining card for investigators with mystic access (And helps build the "Bad tokens" archtype) and opens up a ton of builds. Drawing Thin has already been taboo'd due to it's absurd power level and Mr. Rook seems certain to follow in the same path. Beyond that you have some interesting, but nichy, cards (Alice Luxley, Hawk-eye Folding Camera, Well-Maintained) and it gets dodgy after that (looking at you Henry Wan. Looking at you.)
enzo622
Bloody hell. My partner and I are veteran players, but this was by far the most difficult scenario. We tried 4 times(!) before we were able to capture our first Heretic. Perhaps it was our combination -- Norman and Harrigan -- and an unfortunate placement of the Heretics. On the fourth play, we finally had some Heretics in the "right spot" and were able to subdue two of them. Love the concept though -- spooky graveyard where you must enter the spectral realm to accomplish your goals but put yourself in danger at the same time.