Showing posts with label arkham. Show all posts
Showing posts with label arkham. Show all posts

Sunday, January 26, 2014

Arkham Horror: Black Goat of the Woods Review

Arkham Horror: Black Goat of the Woods
Average Reviews:

(More customer reviews)
If your games of Arkham Horror have become predictable and easy, this expansion will cure what ails you. The addition of the Black Goat herald makes the game easily twice as hard. You can use the new goodies without the herald, though, if you don't want to be on the edge of your seat all game. Also, there are rules for adjusting game difficulty, which is nice.
It'll take about one game to get the new rules down. Certainly it's worth the money and time to get new cards and items that make the game more interesting and versatile.

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A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the thetown. It's up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough tostop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?The Black Goat of the Woods is an small expansion for the Arkham Horror board game. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 76 new Investigatorcards including new items, new spells, and the dangerous lure of corruption...

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Sunday, November 24, 2013

Arkham Horror: The King in Yellow Expansion Review

Arkham Horror: The King in Yellow Expansion
Average Reviews:

(More customer reviews)
The King in Yellow is my favorite horror story, so when I got into playing Arkham Horror, it didn't take long for a well-meaning friend to give me this expansion.
Objectively, The King in Yellow keeps to the high standards of the Arkham Horror game. The good & the bad are well-balanced. There are lots of new horrible things that can happen (events, etc) and lots of wonderful new spells and items to use in battling them. Two major new mechanics are introduced: the Herald (kind of a mini-Great Old One that makes the game a LOT harder) and the 'Acts' of the King in Yellow play. Essentially, at points in the game, you draw 'Act' cards. Either you react immediately (by taking a stiff penalty of some sort) or you move one step closer to losing the game.
Like with the other expansions, there are various ways to use the expansion. My preference is to mix the cards right in, but if you're finding the game too easy (which means you're a strategic genius the likes of Sun Tzu), you can highlight the expansion elements in a way that's guaranteed to make the game a LOT harder.
Subjectively, I'm madly fond of the content of this expansion. The King in Yellow is a mystical play (like the Necronomicon on stage!), and the expansion does a great job capturing the tone & fluff of the story created by Robert Chambers.
A lot of fun - highly recommended.

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Anew play is coming to Miskatonic University, and anyone who's anyonewill be there for the opening performance. However, there's somethingsinister about this play, and the people who see it come back alittle...different. As if the investigators didn't have enough to worryabout before, now they must deal with the mind-warping effects of theKing in Yellow, a play that tells a tale of madness and horror, openinga door for the Tattered King to enter through. This expansionintroduces a major new mechanic to Arkham Horror - Heralds, who preparethe way for the Ancient One to arrive. In addition, old familiar faceswill be turned against the investigators in ways they never expected.Featuring over 160 new cards, the King in Yellow heralds a darker agefor Arkham Horror fans.Product DescriptionThe infamous theatrical play "The King in Yellow," has come to Arkhamto steal the sanity of those who watch it. With it come artists whopaint things that cannot be, writers who dream of black stars, andmadmen who wish to drag the rest of humanity into the dark abyss.Lording over all of them is the King in Yellow himself. With thetownsfolk being corrupted by the baleful yellow signs, can a fewcourageous investigators stop the King in Yellow before madness takesits toll? THE KING IN YELLOW is an expansion for the ARKHAM HORRORboard game by Fantasy Flight Games. This expansion features 1 HeraldSheet, 1 sheet of tokens, 90 new Ancient One cards, and 76 newInvestigator cards, including new Items, new Spells, and the terribleblighted Allies.

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Tuesday, October 22, 2013

Arkham Horror: the Lurker at the Threshold Expansion Review

Arkham Horror: the Lurker at the Threshold Expansion
Average Reviews:

(More customer reviews)
The Lurker at the Threshold is an excellent expansion for intermediate and advanced players of Arkham Horror, offering a variety of subtle - and not so subtle - changes to game play which make it less predictable and more challenging. Most obvious is the eponymous evil himself who tempts all players with Faustian bargains. Unfortunately, it is not always possible to refuse his assistance, and all must pay the price when the Devil comes to collect.
Like all heralds, playing with the Lurker increases the game's difficulty and adds more minutiae to Mythos, but for me the new gates are the real challenge. As if gates that move around or randomly eat you were not bad enough, the inclusion of split gates (portals to two worlds) reduces the total number of gates in the game; never before had my play group feared the Ancient One's awakening because there were no markers left in the stack.
As I have come to expect from Fantasy Flight, the artwork and build quality of The Lurker at the Threshold are both top notch... and, as always, choking and sanity hazards make it unsuitable for young children.
For forcing me to use different strategies, and for devouring my investigators without warning, I will give the Devil his due: five stars.


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The Lurker at the Threshold is the newest boxed expansion set for Arkham Horror is set in a world of gothic horror created by author H. P. Lovecraft. This expansion will bring new levels of dread to your table top, with the addition of a brand new Herald Sheet for "The Lurker at the Threshold" - a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot.One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the "Gate of Madness" will cause an investigator to lose one Sanity when they fail to close the Gate, and a "Moving Gate" that can move along with monsters during the Mythos phase.Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more interesting ways than ever before.Finally, The Lurker at the Threshold introduces the Dark Pact deck which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price is too high?Of course with over 100 new Location cards, Mythos, Gate cards and Spells, plus more Common and Unique Items,

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