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

Bridge Troll Review

Bridge Troll
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This is a great little game for playing between rounds of larger games, or for busting out when people's non-gaming significant others want to play as well. The rules are simple, there's reasonable interaction, and players don't directly confront each other in any form, which helps for players that don't enjoy high-competition games. This could also be reasonably played with children who have decent reading and counting skills.

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In BRIDGE TROLL, you and your friends are hideous trolls who each guard a troll bridge. Each turn, you throw boulders to bid for travelers, who vary in number depending on the weather for that day.Travelers include fat merchants, pilgrims, poor monks (who make good eating), and if you are lucky, royal personages. As travelers come to your bridge, you use them to collect tolls. But watch out! Knights, bandits, dragons, and vicious Billy Goats Gruff prowl the countryside. You'll have to use some of your boulders to chase them away (which means you'll have fewer left to use on your bridge!).Although you need to collect tolls from travelers so you can buy building supplies, working on your bridge makes you hungry, so you will have to eat some of your travelers instead. It is important to balance tolls with food in order to make your bridge very appealing to travelers. If you eat too many travelers or just collect money, you won't be able to fix up your bridge. The player who uses toll-money, food, and boulders to build the most impressive troll bridge operation wins the game.Game Contents: * 6 Troll Bridge Boards * 54 Boulders (wood cubes) * 53 Traveler Cards * 15 Bridge Upgrade Cards * 4 Travel Schedules * 6 Trophy Tiles * 6 Rules Summary Cards * 1 Weather Die * Rulebook * Scoring Markers

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Realm of the Ice Witch (Dungeoneer) Review

Realm of the Ice Witch (Dungeoneer)
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Don't get me wrong, you can easily play this with just two players with nothing but the cards in the box. But I started with Tomb of the Lich Lord and I'm REALLY glad I did. This game is great, as are the cards, but some seem a bit overpowered and are better when watered-down with the more beginner-level stuff in Tomb.

If only they'd print it with black card borders. Why, why do they do white? It's SO ugly, looks dirty, and stains easily. Urg.

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Since ancient times, Cholizar the ice witch has dwelled in the frozen lands north of the empires of men, held back each year by the warm hand of spring. But now she has let loose demons of cold to invade the warm southern lands and wrap them in her icy grip! Only the most hardy of heroes can venture into her frozen realm to stop her, before all the world is embraced by her winter spell.Realm of the Ice Witch is a two- to four-player Dungeoneer card game. Your character explores a wilderness that you build with map cards, while fighting monsters, completing quests, and leveling up along the way. Each Dungeoneer set can be played as a stand-alone card game, or combined with other decks for more dungeon-delving fun. Realm of the Ice Witch features 110 new Dungeoneer cards, including demon-themed monsters and six new heroes for your Dungeoneer game: Human Arctic Channeler, Half-Elf Warrior-Witch, Human Boreal Scout, Half-Celestial Valkyrie, Human Frostblade, Human Warblade.2-4 players, 20-30 minutes per player, ages 12 and up.6-sided dice and tokens not included.

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The Insight Story Cards Review

The Insight Story Cards
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These story cards are a great resource and can be used in a variety of different ways, ie: they can be used as conversation starters or a way to explore one's imagination. The cards could be helpful for therapists, teachers, parents, or used for entertainment. The images are well done and provide a great representation of each symbol or archetype. The book offers descriptions that offer a starting point for understanding the meaning of each card; however, the book also offers flexibility so you can create your own interpretation as well.

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The Insight Story Card Set is a wondrous deck of 90 symbolic images from our world that can be used for personal insight and self-awareness. The Insight Story is not a tarot deck. It is designed for people who want to explore their life in a deeper way. It is accompanied by an in-depth guidebook to the cards describing their symbolism and a question or comment to consider. The cards are beautifully illustrated and will give you the tools you need for reflecting on and nurturing your inner life.

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Arkham Horror: Black Goat of the Woods Review

Arkham Horror: Black Goat of the Woods
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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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Arkham Horror Curse of The Dark Pharaoh Expansion Review

Arkham Horror Curse of The Dark Pharaoh Expansion
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This is certainly a great addition to your Arkham Horror set. My only quam with it is that you have to have the card list if you ever want to take it out of your AH deck, because unlike goat of the black woods, this does not have a marker, but it's not that big of a deal. Playing just the pharaoh game is recommended when you first get it, then you should probably just integrate it into your deck, especially if you have Dunwitch, Kingsport, or both. The ability to take the relic cards instead of the magical items it's pretty interesting if you want to risk it, because some of the relics aren't that great, but there are some that are quite excellent. This is recommended for any lover of Arkham Horror, and anyone who wants to complete the set.

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Curse of the Dark Pharaoh is an Egyptian-themed expansion for Arkham Horror that contains 166 cards. It is compatible with Arkham Horror - Dunwich Horror Expansion.A museum exhibit has come to Arkham and can either stay as a permanent part of the base game (cards mixed in with original deck), or visit when you wish (cards kept separate).The expansion contains: 45 Arkham location cards, 27 new gate cards, 21 new spell cards, 7 new ally cards, 4 benefit and detriment cards, 18 "barred from neighborhood" cards and 22 exhibit item cards, representing the ancient relics from Egypt.

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The Stars Are Right Card Game Review

The Stars Are Right Card Game
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OK, this is actually a really fun card game, especially for those that enjoy the cthulhu mythos or have previously played Munchkin.
However, the rules are a bit complicated, and I highly suggest you only play with people that have a couple hours to understand it before playing, and that you play with children over 10.
A great game from the people that made Munchkin.

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When the stars are right, the Great Old Ones will return. If the stars aren't right, it's up to you to move them around!In The Stars Are Right, you take the role of a cultist, summoning Lovecraftian horrors from beyond time and space.You'll start small, bringing ghasts and ghouls back to our reality. Invoke minor creatures to flip over a tile or push a row, creating the correct patterns to summon more and more powerful ones. Eventually, you'll build a horde of Servitors who can chain flips, pushes, and switches together, rearranging the entire grid to your whims. Change the skies, summon a Great Old One, and win!The Stars Are Right is a card game for two to four players, ages 12 and up, with a playing time of less than one hour. The cards are hilariously illustrated by Goomi (Munchkin Cthulhu 3 - The Unspeakable Vault).Summon the Great Old Ones, who will shower you with power beyond your dreams. Or perhaps they'll eat you. Or both.This is the licensed English-language edition of Die Sterne Stehen Richtig, published by Pegasus Spiele.

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Arkham Horror Review

Arkham Horror
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I bought this game when it came out. Since then, i have purchased the Black Pharaoh and Dunwich expansions, and we (a group of 5 of us) easily say this is one of our favorite board games ever. The game assumes that you already know something about Lovecraft and the Cthulu Mythos, although if you don't, it does not mean you can't enjoy the game. It just means you might not really understand why a Hound of Tindalos drives you so insane, or what exactly an Elder Thing is.
The unique aspect of the game is its cooperative play. With 2-8 players (with 4-5 being the sweet spot) you work together to defeat one of many Great Old Ones that are intent on destroying Arkham and possibly the entire world. Each game changes the GOO you fight, and there are multiple investigators to pick from, so you aren't playing the same hero each time either. Add to this mix hundreds of common item cards, unique items, spells, and encounters for dozens of locations, and you have a game with practically unlimited replayability.
The object of the game is to move around the board, either fighting or evading monsters that spawn from gates, while collecting clues and having encounters. You can try to seal the gates and prevent monsters from coming through them, but if you don't act fast enough, the GOO will eventually awaken and it comes down to a final combat that is sometimes impossible to win.
One thing dissenters say about this game is that you have to manage lots of "fiddly" bits. And true, you have a ton of playing pieces to arrange and manage throughout the game: your health, Sanity, clues, cards, skill sliders. But once you get into rhythm of the game it all comes naturally (although it will take around 3-5 games to get used to it).
[...]
Note however, that the game becomes increasingly harder with each expansion you add. As of this writing, The King in Yellow comes out this month, and it is going to add a whole new level of difficulty to an already hard game. But the key to AH is this:
THE FUN IS NOT IN THE WINNING.
It is just in the playing, even if you lose horribly (and you will) it is fun seeing just HOW bad you lose. Sometimes the game seems to be alive and is plotting against your every move.
Ok, that's enough ranting. I can't say enough good things about Arkham Horror. Buy the base game, and then slowly integrate the expansions to keep the options coming. It only gets better.

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The town of Arkham, Massachusetts is in a panic. Horrific and bizarre events have begun to occur with increasing frequency -- all seeming to point towards some cataclysmic event in the near future that may spell disaster for everyone. Only one small band of investigators can save Arkham from the Great Old Ones and destruction. This new, updated edition features stunning new artwork and graphical design as well as revised and expanded rules. No fan of the Cthulhu Mythos will want to miss this opportunity to acquire this classic Call of Cthulhu boardgame! The game contains the usual high-quality components used by Fantasy Flight Games. For 1 to 8 players, the game takes 2-3 hours to play.

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Arkham Horror: the Lurker at the Threshold Expansion Review

Arkham Horror: the Lurker at the Threshold Expansion
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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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