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Arkham Horror: Weaver of the Cosmos
Expansion of:
Arkham Horror: The Dream-Eaters
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
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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CptToast
Die Suche nach Kadath, Kein Zurück mehr, Weber des Kosmos, Wo Götter wohnen, Die dunkle Seite des Mondes, Tausend Formen des Schreckens, Wächter des Abgrunds, Der Blob der alles fraß, Mord im Excelsior-Hotel
Mozzik
This is a hard pack to evaluate. On one hand, it plays like the traditional "final scenario vs an elder one" with randomized locations etc. The actual mechanics for Atlach-Nacha are extremely unique and memorable however. It also feels... fairly easy? And because the locations vary so much and there's not a lot of variable routes through the map there's not a lot of opportunity to play different depending on how the locations come out. As far as ending the campaign it works fine, but there's no real payoff for playing in parallel campaigns (unlike Where the Gods Dwell) and the epilogue is ambitious but ultimately, not that interesting. So, ultimately, I don't think Dream Eaters lived up to the promise of the core box (Though this scenario is, by means, the low point). The player cards are also a bit lack luster - it feels like Where the Gods Dwell got a much better selection. Most of the cards are "interesting" in that they're something we haven't seen before (Spiritual Resolve, The Eye of Truth, Mind's Eye, Nightmare Bauble) but that doesn't make them useful really. The revamped Joey redeems that card reasonably, though there's so much pressure on the rogue ally slot already, and Sawed-off Shotgun is a fun spin on an old card. Abigail Foreman is the first xp seeker ally (and a good one!), Shining Trapezohedron has potential and Scavenging(2) seems like it should be good but lacks a real home.
boleh
This is probably one of my favorite finales. Fun theme and mechanics, and the spider gimmick works well.