Showing posts with label cthulhu. Show all posts
Showing posts with label cthulhu. 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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Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface Review

Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface
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Pro's
- Solid game mechanics
- Diverse selection of cards
- Great artwork
Con's
- too few cards for the price
- a little imbalance in some of the cards
- Card text and rules are ambiguous in certain situations
Overall I enjoy playing the game, but it would have been better priced at around $20.

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FFGCT20 Call of Cthulhu The Horror Beneath the Surface Asylum Pack Deck Living Card Game LCG by Fantasy Flight Games The Summons of the Deep expansion to the Call of Cthulhu Living Card Game continues with its second monthly Asylum Pack of 40 fixed cards, The Horror Beneath the Surface. It contains 20 different never-before-seen cards that place a newfound emphasis on the Investigation struggle, designed to augment existing decks and add variety to the Call of Cthulhu metagame.This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.

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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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Sababa Pumpkin King Board Game Review

Sababa Pumpkin King Board Game
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This game has very attractive and durable gamepieces and board. The idea is very cute, but in the course of normal gameplay, the rules that come with the game leave several "holes" where it is not clear what to do. because I think this game is worth getting, I am including the "Revised Rules" here (if I have enough space to do so.) Follow this version of the rules for exciting and surprising game play even when playing with two players.
THE PUMPKIN KING (Revised Rules)
Getting Started:
1.Lay a path with the tiles leading from the "Pumpkin King" tile (start) to the "Headless scarecrow" tile (finish). Tiles with circles in them are "safety" zones for use in the game.
2.Place Baazlebub, the one-eyed cat, next to the scarecrow. Place the pumpkins in play next to the "Pumpkin King" tile.
3.Each player rolls the pumpkin die, whoever gets the highest goes first.
Playing the Game:
1.For each turn, a player rolls both dice. He/she must - in this order - move his/her pumpkin AHEAD the number shown on his pumpkin die; he/she must then do any requirements based on where he/she landed as indicated below:
a.If the pumpkin lands on another pumpkin in a SAFE ZONE, the current player must send his/her pumpkin home.
b.If the pumpkin lands on another pumpkin NOT in a safe zone, the OTHER pumpkin gets sent home.
c.If the pumpkin lands on Baazlebub, Baazlebub moves back to the scarecrow square, and the current player's pumpkin moves to the PREVIOUS safe zone in the path. If the previous safe zone is already occupied by another pumpkin, the current player must move his pumpkin home!
2.He/she must then move the Baazlebub piece BACKWARDS the number shown on the black die; then performing any requirements as indicated below:
a.If Baazlebub lands on a pumpkin which is NOT in a safe zone, that pumpkin MUST go home... even if it is the current player's pumpkin!!!
b.If Baazlebub lands on any pumpkin in a safe zone, Baazlebub goes back to the scarecrow square.
c.If Baazlebub has reached all the way to the "Pumpkin King" king tile, he continues to the next square which is the scarecrow square, as if the path were connected in a circular loop. For example, if Baazlebub were two tiles away from the Pumpkin King and rolled a six, then he would move the two to the Pumpkin king, then counting scarecrow as three, continue to move until six tiles have been crossed. If Baazlebub lands on a pumpkin, the rules in a) and b) above for pumpkins in Safe Zones (or not) apply.
d.If the Baazlebub die shows the green eye-one Baazlebub, then the current player can move Baazlebub ANYWHERE on the board he/she likes, and have the appropriate rules apply (i.e. if he lands on a pumpkin not in a safe zone, that pumpkin goes back home.)
Winning the Game:
1.To Win, the current player must roll the EXACT number of tiles required to land on the scarecrow square. If the player rolls too high a number (i.e. needs a four to win, rolls a six), they stay exactly where they are. If they can move at all (i.e. needs a four to win, rolls a two), they must advance whatever they can, and face the consequences of that space. Once the player has rolled the exact number to land on the scarecrow, the game ends immediately; Baazlebub does NOT need to be moved one final time.
2.OPTIONAL ENDING RULE: (To be decided before game begins.) Even after the current player lands on the scarecrow, he/she must still move Baazlebub, and face the consequences of where Baazlebub lands, including the possibility of being sent back home!!!

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In this fast-paced game, pumpkins race through the cemetery to reach the headless scarecrow and become The Pumpkin King.But watch out! Baalzebub, the witch's one-eyed cat, is on the hunt for pumpkins and can send any pumpkin back to start at any time with the roll of a special die unless the pumpkin is resting on a safe space. The game tiles can be rearranged so players set up a different path each time, making each round a unique experience.Packaged in a collectible tin, the 3-dimensional play pieces, tiles and dice are exquisitely detailed, giving the game a realistically spooky feel!Game includes 4 Jack-O-Lantern playing pieces, Baazlebub, Baalzebub's box, the scarecrow and pumpkin die.Game takes 15 to 20 minutes per round.For 2 to 4 players.Ages 6 and up.

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Unspeakable Words Game Review

Unspeakable Words Game
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My wife and I like our mixture of non typical (some Euro) games. This came as a big surprise with how much fun it is for such a wide range of people. You don't have to know the Lovecraft theme and the cards are even more interesting to those who don't. We played with family who thought the Cthulu tokens were goblins (easier not to explain, so they be goblins now). The game is sort of scrabble-ish, making words and scoring points. The words you create don't really have to be big fancy words in order to win. The value of the letter cards are not based on how hard that letter is to make a word, but on the amount of angles in the letters. Also the higher value of your words the more chance you have of going insane (you lose). We went insane while a steady paced 9 year gave us the beat down one game. It was so much fun for the entire family. Educational, Quick and 2-6 players too!

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Decode the ancient secrets of R'lyeh by forming words with the letters you find in this sanity-sapping letter game. The more angles that appear in the words, the greater their mystical value, but beware! For each word that is created, you must roll a sanity check against its value to see if the word's power drives you mad! Cthulhu Mythos themed.

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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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Call Of Cthulhu: Domain Statue Review

Call Of Cthulhu: Domain Statue
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This is an excellently detailed sculpture of Cthulhu.It's a fine but quite small statue that a teen or adult would be pleased to give or receive. Although it is meant to be part of a game, my young adult son is using it as decorative piece on his desk.

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Immerse yourself in a world of nightmare, insanity, and the Ancient Ones with this gorgeously sculpted 3D domain and Cthulhu statuette. This beautiful 2 piece game accessory is available as a complimentary item to the Call of Cthulhu: The Card Game Core Set, which includes everything needed to play the game. Call of Cthulhu: The Card Game is based off of the Cthulhu mythos of master horror writer H.P. Lovecraft.

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Munchkin Cthulhu (Revised) Review

Munchkin Cthulhu (Revised)
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My husband and I love Munchkin and were excited to see that there are a variety of themed sets available. I am a big fan of H.P. Lovecraft, so Munchkin Cthulhu was right up my alley. The game is just as fun as the original while including several fun new rules. I love the cultist class and enjoy the green die that came with the set. This is a great game for 3-6 people, though you can play with just two people but it's not as enjoyable. The cards are colorful and the illustrations are wonderful. The game is easy to learn and easy to teach to others. Games usually last about 30 minutes to an hour depending on the cards drawn, but you can play a longer game by downloading the free "Epic" level rules from the Munchkin website. The 3 other Cthulhu Munchkin sets add a lot of fun to the game, but it's a good time just with this set. And as usual this set can be mixed with other Munchkin sets for more craziness!
The only thing that would make the game better is if several green 10-sided dice were included in the set (for use in keeping track of your level). All in all, a wonderful purchase!

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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge - Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?Contents Include:168 cards, rules, and die.

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Call of Cthulhu: The Card Game Review

Call of Cthulhu: The Card Game
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This card game is great and has so much to offer in so many ways: from strategy, customizing different decks, player interaction, and of course fun. The rules are straight forward and new players can pick it up fairly quickly. Of course with this being a Fantasy Flight Game the quality is second to none and there are a ton of cards even without adding any expansion packs. Lots of expansions to add to the playability but unlike a collectable card game like "Magic" you do not have to be always spending money on cards. The expansions add alot to the game and the price is very inexpensive for the amount of cards in each one.

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Ancient, nameless horrors dwell in the darkness, writhing in the night sky and under the earth, just beyond our senses.In Call of Cthulhu The Card Game, players take on the roles of investigators, villians, and unspeakable horrors inspired by the dark mythos of H.P. Lovecraft. Agency detectives, Miskatonic University students and faculty, and the members of the mysterious Syndicate all join the fight against otherworldly beings including Cthluhu, Hastur, Yog-Sothoth, and Shub Niggurath.Call of Cthulhu The Card Game is 2-player, customizable dueling game in which players command both human and monster factions. As a Living Card Game, hundreds of addtional Cards are available for all seven factions, allowing players to customize the contents of this set, or create thier own original decks.Lovecraft's horrors live, in Call of Cthulhu The Card game! The Call of Cthulhu Card Game Core Set is for 2 players, ages 13+ and takes about 1/2 to 1 hour to play.The Call of Cthulhu Card game includes:Game Board, Rulebook, 24 Cthulhu Story markers, 6 Plastic Cthulhu Domain Markers, 155 Customizable,Deck Cards, 10 Story Cards.

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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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