Showing posts with label lovecraftian. Show all posts
Showing posts with label lovecraftian. Show all posts

Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface Review

Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface
Average Reviews:

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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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Call of Cthulhu LCG Asylum Pack: The Terror of the Tides Review

Call of Cthulhu LCG Asylum Pack: The Terror of the Tides
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This asylum pack focuses on the arcane struggle. It also has the very tough Terror of the Tides monster.

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FFGCT22 Call of Cthulhu The Terror of the Tides 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 fourth monthly Asylum Pack of 40 fixed cards, The Terror of the Tides. It contains 20 different never-before-seen cards that place a newfound emphasis on the Arcane 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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Call of Cthulhu LCG Asylum Pack: In the Dread of Night Review

Call of Cthulhu LCG Asylum Pack: In the Dread of Night
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This asylum pack focuses on the Night mechanic. One thing about the pack is that many of the cards function when it is Night. Strategy wise it is best to have additional cards that make it night to use the effects.

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In the Dread of Night is the third Asylum Pack in the Dreamlands expansion for the Call of Cthulhu Living Card Game(tm). It is at night that the Dreamers fitfully sleep, and it is at night that the horrors of the Dreamlands awake.In the Dread of Night contains 20 different never-before-seen cards based on the dark mythos of master horror writer H.P. Lovecraft, 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: The Card Game cards to play.

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Call of Cthulhu LCG Asylum Pack: Whispers in the Dark Review

Call of Cthulhu LCG Asylum Pack: Whispers in the Dark
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Loved the cards, they really added some depth to the base game that I bought to play with another avid Lovecraft fan. Gotta ask, though, WHY did you guys package THREE of each type of cards to a pack? I thought that was excessive, to say the least... Have to say, however, that the cards that I did get added a lot of depth to the game despite being fewer than I anticipated, they have beautiful illustrations, and they ad depth to EVERY faction that came with the base game. Now the both of us can play with just two factions, instead of a muddle of three, which was originally a gripe of mine. Really worth it, but I would plan on giving away/selling many of those "extra" cards, as they do not help a deck, but instead hinder them, like a club foot. Having three of a certain type of card may not be helpful in many cases, and we now have some extras sitting permanently out of the main game.

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Alone and enshrouded in pitch blackness, you fumble about, searching for some source of light. As your shouts for help echo through the darkness, panic begins to grab hold of you. How can any place be so dark? Have you gone blind? How could you even know for sure? Then the whispers start, and your sanity begins to slowly unravel...Whispers in the Dark, the first Asylum Pack in The Yuggoth Contract cycle, is a fixed 60 card Asylum Pack that contains 20 different never-before-seen cards based on the dark mythos of master horror writer H.P. Lovecraft, designed to augment existing decks and add variety to the Call of Cthulhu metagame.This is not a stand-alone deck; you must have additional Call of Cthulhu LCG cards to play.

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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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