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Arkham Horror The Card Game Base box - Red Tablecloth's Review Arkham Horror: The Card Game BoardGameGeek Designer: Nate French, Matthew Newman Artist: Christopher Hosch, Marcin Jakubowski and others Publisher: Fantasy Flight Games and others Elevator pitch Img: Just excited to start!
NOTE: This review will not have card game tablecloth of the scenarios.
Arkham Horror The Card Game aka AHLCG is a cooperative hand-management, campaign game, with pre-game deckbuilding, and skill check mechanisms.
In this game, players embody Detectives in the HP Lovecraft's world, and face scenarios 3 in the base box where there will be monsters and events occurring, while the team is trying to collect a certain amount of clues or meet a certain condition to advance in the story.
The results of each scenario might influence the next scenarios, and in-between scenarios players are allowed to make small changes on their deck, in order to become more powerful or skillful.
In a very basic form, mechanically, in each scenario you will construct the "board" using cards.
These that represent locations that the players' characters can move if allowed between.
In these locations players will mainly collect clues, while creatures will spawn and attack them.
Most of the game will be happening on the cards, of course.
The players use cards for actions, items, support characters, etc.
But also, a big part of the game and what makes it different happens on a bag of tokens.
Players use this bag in skill-checks.
You take out one or more tokens in every skill-check, and add the result to your stats, then evaluate if they are successful or not.
What's in that bag is defined both by each scenario, but also by the players: you can adjust the difficulty of the scenario by modifying the bag's contents.
The game is over either if the players collect all the clues necessary to "reach the end of the scenario" or if all players are "knocked down".
What makes it fun?
It's impressive how much the mechanisms and story is mixed.
It's a very well distilled version of the FFG's Arkham Horror "system": as in, you are detectives, that will face challenges, while chased by some baddies and trying not to go insane.
Liked how you can build each characters differently, molding them to what you want to do be more attack prone, for example and again, how your deck and what you choose to have in it, molds each player's character.
What detail blew my mind?
The possibilities of what you can do with this system are great.
Not really shown to its max in the base box, but you get a feeling of its potential.
It helps here that I've read and was already told about what other ways this system is used in other further scenarios.
All sounding card game tablecloth fun.
What I don't like about it?
Img: Components back in the box, with insert?
I soon threw away that insert.
So first, this is a hard game, HARD.
Which, sure, being a co-op, it has to be hard, bla bla, ya.
But still, I don't believe that I had any change specially on that 3rd scenario.
What makes really sad and weary is that I truly believe that FFG don't expect you to win it with just one copy of the base game.
Since the cards available are not good enough to build a proper deck s.
And to that, I say: SCREW YOU!
It just feels unfair.
Give me, in the "base game", enough for me to have a "base ability" to fight back, or at least to stand a change.
How did my friends react to it?
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and link punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
Ok, sure, I'm exaggerating.
I'm sure you can make it, but the game has to favor.
You have to be very luck.
But if so, it becomes a pure luck fest.
I do have a friend that is pretty much into it.
But he also says that you card game tablecloth need at least two base boxes to get things started.
Is it a keeper?
AHLCG is a complicated card game tablecloth for me.
I have hard mixed feelings about it.
It fluctuates between: it's a involving game that portraits Lovecraft's world in a pretty cool and challenging way.
To: I cannot deal with a LGC game and I was expecting something else.
This might be my previous TIME Stories' story-based-game experience and expectations, but I was expecting something else.
There's a lot of decisions to take on this game, sure.
However, Card game tablecloth felt that none actually matter with the base game only in face to enemies.
Having, only, as weapons my our crappy decks and that devilish bag of tokens.
And again, we played it at easy level.
I have to give it, after the 2nd scenario I started to see the true potential of the system.
It did get me curious with it for the future.
And from what I'm read and saw about the other scenarios, I'm happy what they are experimenting with the mechanisms and what you can do with them.
In the end, maybe, just maybe, in some years, if I find someone selling a collection which includes way more than the base game for sure I might buy it again and have a proper full experience.
For now, not a keeper.
I traded it away.
Well I was not far away from getting rid of it either.
The third scenario is utter crap and I think a good source of the community agrees on that.
It's beatable but you have to get lucky indeed.
Also I envision the core box as a demo game.
It shows what can be done.
But it's not great.
If you fail trading, I think you will enjoy the game with a good collection.
You can basically screw the chaos bag over and turn the game on it's head, and you have enough tools to make deckbuilding satisfactory.
There are a lot of grand decisions to make and many of them are about how much you commit and depend on the skill-check.
Overcommit and you'll lose, undercommit and you'll lose, bypass it and.
Well you can still lose I'm having very much fun and I hate randomness.
But I really had difficulties at first and for a while, as some here might attest I'm fresh out of a 3 hours session piloting 3 potent investigators in Depths of Yoth and feel so good after my win with tons of xp Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've traded the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've traded the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
You can do well in the base box with just one core.
This game is not just a luck-fest.
Yeah the token draw is similar to a die roll, but there is luck mitigation in this game.
At it's card game tablecloth it's a push your luck style risk versus reward game.
There is strategy to how you use your resources to navigate the scenarios to try and reach the best results.
Are the sample decks optimal?
No, but I also don't recall them being unplayable even on Normal when I was playing back with core only though you do have to be extremely good at the game to do well in scenario 3.
That said your choice of investigators or team of investigators matter quite a bit.
Daisy trying to go it alone in a single core run is gonna be real difficult.
Roland on the other hand is entirely possible.
Even more so once you get some experience as you progress through the scenario.
Having mostly singletons does mean card draw the russian card game extremely important so things like Old Book Of Lore that gives you filtered draw and the neutral skills which keep your hand filled are pretty important.
I do agree that it's crappy that FFG continues to make players buy redundant core sets for all their LCGs, but that is the way of it.
I'd certainly like if they didn't do that, but I wasn't about to pass up the best card game they produce currently because of that one hang up.
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and being punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
Unfortunately, with one core you can only poorly support 2 players, which is a big part of the problem with how they built the core.
I think this is a pretty insightful review of the base game.
As you note, the potential for creative design is really impressive, and you can see it shining through even in the core set.
It really bowled me over the first 1-2 times I played The Midnight Masks--and ultimately, this is what got me coming back for more, more, more.
But it's true that, with the limited selection of player cards in the core set, the game can feel like a bit of a luck fest.
That definitely gets better as you diversify your deckbuilding capabilities, but it is a very costly game in the long run.
It is definitely not for everyone.
Still, for me it was worth it, if expensive.
As a KD:M player I'm not afraid to heavily invest into a game financially as long as I can afford it, but I get that no anyone will think that way.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
playing cards game information quite right, I did have that feeling that with more players, you'd have more opportunities to help each other.
And that's on me, most of my gaming is with 2 players.
I should have added this to the review.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
You'd probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Cards so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you a little taste, just enough.
And then if you want more, come and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs for that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
You'd probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Cards so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you a little taste, just enough.
And then if you want more, come and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs for that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
I do think it's a bit of a rip-off to promise a deckbuilding game but hide it behind a paywall.
If you want to deckbuild properly, FFG kind of forces you into buying a second core, which makes the base game mightily expensive for what it is.
So I can pefectly understand people not willing to invest further for that reason alone.
It's definitely the sensible thing to do.
Yay the pill would probably not be as bitter for newcomers if it was properly advertised that you need expansions or a second core to do any deckbuilding.
I suppose they thought that "LCG" says it all.
If you look from the perspective of CCG games, LCG is order of magnitude cheaper.
This also means that buying boosters is embedded in its core, just as you can't really experience MTG without regulary spending money.
Personally, I've played numerous mediocre games, which presumably offered everything in the core box, but then what?
This amount is 2 core sets and whole one cycle.
For comparison you would spend rougly the same for Cosmic Encounter with almost all expansions or just 1 good deck in MTG or Pokemon TCG.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated pontoon card games says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
But that's more or less the sensation that this Base Box gave me.
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Arkham Horror The Card Game Base box - Red Tablecloth's Review Arkham Horror: The Card Game BoardGameGeek Designer: Nate French, Matthew Newman Artist: Christopher Hosch, Marcin Jakubowski and others Publisher: Fantasy Flight Games and others Elevator pitch Img: Just excited to start!
NOTE: This review will not have spoilers of the scenarios.
Arkham Horror The Card Game aka AHLCG is a cooperative hand-management, campaign game, with pre-game deckbuilding, and skill check mechanisms.
In this game, players embody Detectives in the HP Lovecraft's world, and face scenarios 3 in the base box where there will be monsters and events occurring, while the team is trying to collect a certain amount of clues or meet a certain condition to advance in the story.
The results of each scenario might influence the next scenarios, and in-between scenarios players are allowed to make small changes on their deck, in order to become more powerful or skillful.
In a very basic form, mechanically, in each scenario you will construct the "board" using cards.
These that represent locations that the players' characters can move if allowed between.
In these locations players will mainly collect clues, while creatures will spawn and attack them.
Most of the game will be happening on the cards, of course.
The players use cards for actions, items, support characters, etc.
But also, a big part of the game and what makes it different happens on a bag of tokens.
Players use this bag in skill-checks.
You take out one or more tokens in every skill-check, and add the result to your stats, then evaluate if they are successful or not.
What's in that bag is defined both by each scenario, but also by the players: you can adjust the difficulty of the scenario by modifying the bag's contents.
The game is over either if the players collect all the clues necessary to "reach the end of card game tablecloth scenario" or if all players are "knocked down".
What makes it fun?
It's impressive how much the mechanisms and story is mixed.
It's a very well distilled version of the 6 deck card Arkham Horror "system": as in, you are detectives, that will face challenges, while chased by some baddies and trying not to go insane.
Liked how you can build each characters differently, molding them to what you want to do be more attack prone, for example and again, how your deck and what you choose to have in it, molds each player's character.
What detail blew my mind?
The possibilities of what you can do with this system are great.
Not really shown to its max in the base box, but you get a feeling of its potential.
It helps here that I've read and was already told about go here other ways this system is used in other further scenarios.
All sounding just fun.
What I don't like about it?
Img: Components back in the box, with insert?
I soon threw away that insert.
So first, this is a hard game, HARD.
Which, sure, being a co-op, it has to be hard, bla bla, ya.
But still, I don't believe that I had any change specially on that 3rd scenario.
What makes really sad and weary is that I truly believe that FFG don't expect you to win it with just one copy of the base game.
Since the cards available are not good enough to build a proper deck s.
And to that, I say: SCREW YOU!
It just feels unfair.
Give me, in the "base game", enough for me to have a "base ability" to fight back, or at least to stand a change.
But more about this below.
How did my friends react to it?
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and being punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
Ok, sure, I'm exaggerating.
I'm sure you can make it, but the game has to favor.
You have to be very luck.
But if so, it becomes a pure luck fest.
I do have a friend that is pretty much into it.
But he also says that you do need at least two base boxes to get things started.
Is it a keeper?
AHLCG is a complicated one for me.
I have hard mixed feelings about it.
It fluctuates between: it's a involving game that portraits Lovecraft's world in a pretty cool and challenging way.
To: I cannot deal with a LGC game and I was expecting something else.
This might be my previous TIME Stories' story-based-game experience and expectations, but I was expecting something else.
There's a lot of decisions to take on this game, sure.
However, I felt that none actually matter with the base game only in face to enemies.
Having, only, as weapons my our crappy decks and that devilish bag of tokens.
And again, we played it at easy level.
I have to give it, after the 2nd scenario I started to see the true potential of the system.
It did get me curious with it for the future.
And from what I'm read and saw about the other scenarios, I'm happy what they are experimenting with the mechanisms and what you can do with them.
In the end, maybe, just maybe, in some years, if I find someone selling a collection which includes way more than the base game for sure I might buy it again and have a proper full experience.
For now, not a keeper.
I traded it away.
Well I was not far away from getting rid of it either.
The third scenario is utter crap and I think a good part of the community agrees on that.
It's beatable but you have to get lucky indeed.
Also I envision the core box as a demo game.
It shows what can be done.
But it's not great.
If you fail trading, I think you will enjoy the game with a good collection.
You can basically screw the chaos bag over and turn the game on it's head, and you have enough tools to make deckbuilding satisfactory.
There are a lot of grand decisions to make and many of them are about how much you commit and depend on the skill-check.
Overcommit and you'll lose, undercommit and you'll lose, bypass it and.
Well you can still lose I'm having very much click to see more and I hate randomness.
But I really had difficulties at first and for a while, as some here might attest I'm fresh out of a 3 hours session piloting 3 potent investigators in Depths of Yoth and feel so good after my win with tons of xp Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've traded the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've traded the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
You can do well in the base box with just one core.
This game is not just a luck-fest.
Yeah the token draw is similar to a die roll, but there is luck mitigation in this game.
At it's core it's a push your luck style risk versus reward game.
There is strategy to how you use your resources to navigate the scenarios to try and reach the best results.
Are the sample decks optimal?
No, but I also don't recall them being unplayable even on Normal when I was playing back with core only though you do have to be extremely good at the game to do well in scenario 3.
That said your choice of investigators or team of investigators matter quite a bit.
Daisy trying to go it alone in a single core run is gonna be real difficult.
Roland on the other hand is entirely possible.
Even more so once you get some experience as you progress through the scenario.
Having mostly singletons does mean card draw is extremely important so things card stop go korean game Old Book Of Lore that gives you filtered draw and the neutral skills which keep your hand filled are pretty important.
I do agree that it's crappy that FFG continues to make players buy redundant core sets for all their LCGs, but that is the way of it.
I'd certainly like if they didn't do that, but I wasn't about to pass up the best card game they produce currently because of that one hang up.
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and being punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
Unfortunately, with one core you can only poorly support 2 players, which is a big part of the problem with how they built the core.
I think this is a pretty insightful review of the base game.
As you note, the potential for creative design is really impressive, and you can see it shining through even in the core set.
It really bowled me over the first 1-2 times I played The Midnight Masks--and ultimately, this is what got me coming back for more, more, more.
But it's true that, with the limited selection of player cards in the core set, the game can feel like a bit of a luck fest.
That definitely gets better as you diversify your deckbuilding capabilities, but it is a very costly game in the long run.
It is definitely not for everyone.
Still, for me it was worth it, if expensive.
As a KD:M player I'm not afraid to heavily invest into a game financially as long as I can afford it, but I get that no anyone will think that way.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
You're quite right, I did have that feeling that with more players, you'd have more opportunities to help each other.
And that's on me, most of my gaming is with 2 players.
I should have added click to the review.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
You'd probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Card game tablecloth so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you a little taste, just enough.
And then if you want more, card game tablecloth and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs for that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
You'd probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Cards so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you a little taste, just enough.
And candyland game cards if you want more, come and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs for that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
I do think it's a bit of a rip-off click promise a deckbuilding game but hide it behind a paywall.
If you want to deckbuild properly, FFG kind of forces you into buying a second core, which makes the base game mightily expensive for what it is.
So I can pefectly understand people not willing to invest further for that reason alone.
It's definitely the sensible thing to do.
Yay the pill would probably not be as bitter for newcomers if it was properly advertised that you need expansions or a second core to do any deckbuilding.
I suppose they thought that "LCG" says it all.
If you look from the perspective of CCG games, LCG is order of magnitude cheaper.
This also means that buying boosters is embedded in its core, just as you can't really experience MTG without regulary spending money.
Personally, I've played numerous mediocre games, which presumably offered everything in the core box, but then what?
This amount is 2 core sets and whole one cycle.
For comparison you would spend rougly the same for Cosmic Encounter with almost all expansions or just 1 good deck in MTG or Pokemon TCG.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a card game tablecloth box and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they card game tablecloth to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
But that's more or less the sensation that this Base Box gave me.
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Soft and naturally textured these reversible deluxe card table covers, provide the look and feel of top quality suede, Trimmed in no-shrink matching grosgrain ribbon they are machine washable and machine dry. 44" x 44", Perfect fit for 32" to 35" square tables.


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card table covers. name tags & badges. bridge players accessories. canasta stuff. card players accessories. jewelry & fashion accessories. gifts & other nice stuff. one buck - more or less. mah jongg stuff. ceramic, porcelain & glassware. do-it-yourself stuff. tallies & score pads. greeting & note cards. party & gift supplies. trophies.


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Arkham Horror The Card Game (Base box) - Red Tablecloth's Review | Arkham Horror: The Card Game | BoardGameGeek
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Arkham Horror The Card Game Base box - Red Tablecloth's Review Arkham Horror: The Card Game BoardGameGeek Designer: Nate French, Matthew Newman Artist: Christopher Hosch, Marcin Jakubowski and others Publisher: Fantasy Flight Games and others Elevator pitch Img: Just excited to start!
NOTE: This review will not have spoilers of the scenarios.
Arkham Horror The Card Game aka AHLCG is a cooperative hand-management, campaign game, with pre-game deckbuilding, and skill check mechanisms.
In this game, players embody Detectives in the HP Lovecraft's world, and face scenarios 3 in the base box where there will be monsters and events occurring, while the team is trying to collect a certain amount of online card game or meet a certain condition to advance in the story.
The results of each scenario might influence the next scenarios, and in-between scenarios players are allowed to make small changes on their deck, in order to become more powerful or skillful.
In a very basic form, mechanically, in each scenario you will construct the "board" using cards.
These that represent locations that the players' characters can move if allowed between.
In these locations players card game tablecloth mainly collect clues, while creatures will spawn and attack them.
Most of the game will be happening on the cards, of course.
The players use cards for actions, items, support characters, etc.
But also, a big part of the game and what makes it different happens on a bag of tokens.
Players use this bag in skill-checks.
You take out one or more tokens in every skill-check, and add the result to your stats, then evaluate if they are successful or not.
What's in that bag is defined both by each scenario, but also by the players: you can adjust the difficulty of the scenario by modifying the bag's contents.
The game is over either if the players collect all the clues necessary to "reach the end of the scenario" or if all players are "knocked down".
What makes it fun?
It's impressive how much the mechanisms and story is mixed.
It's a very well distilled version of the FFG's Arkham Horror "system": as in, you are detectives, that will face challenges, while chased by some baddies and trying not to go insane.
Liked how you can build each characters differently, molding them to what you want to do faro card more attack prone, for example and again, how your deck and what you choose to have in it, molds each player's character.
What detail blew my mind?
The possibilities of what you can do with this system are great.
Not really shown to its max in the base box, but you get a feeling of its potential.
It helps here that I've read and was already told about what other ways this system is used in other further scenarios.
All sounding just fun.
What I don't like about it?
Img: Components back in the box, with insert?
I soon threw away that insert.
So first, this is a hard game, HARD.
Which, sure, being a co-op, it has to be hard, bla bla, ya.
But still, I don't believe that I had any change specially on that 3rd scenario.
What makes really sad and weary is that I truly believe that FFG don't expect you to win it with just one copy of the base game.
Since the cards available are not good enough to build a proper deck s.
And to that, I say: SCREW YOU!
It just feels unfair.
Give me, in the "base game", enough for me to have a "base ability" to fight back, or at least to stand a change.
But more about this card game tablecloth />How did my friends react to it?
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and being punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
Ok, sure, I'm exaggerating.
I'm sure you can make it, but the game has to favor.
You have to be very luck.
But if so, it becomes a pure luck fest.
I do have a friend that is pretty much into it.
But he also says that you do need at least two base boxes to get things started.
Is it a keeper?
AHLCG is a complicated one for me.
I have hard mixed feelings about it.
It fluctuates between: it's a involving game that portraits Lovecraft's world in a pretty cool and challenging way.
To: I cannot deal with a LGC game and I was expecting something else.
This might be my previous TIME Stories' story-based-game experience and expectations, but I was expecting something else.
There's a lot of decisions to take on this game, sure.
However, I felt that none actually matter with the base game only in face to enemies.
Having, only, as weapons my our crappy decks and that devilish bag of tokens.
And again, we played it at easy level.
I have to give it, after the 2nd scenario I started to see the true potential of the system.
It did get me curious with it for the future.
And from what I'm read and saw about the other scenarios, I'm happy what they are experimenting with the mechanisms and what you can do with them.
In the end, maybe, just maybe, in some years, if I find someone selling a collection which includes way more than the base game for sure I might buy it again and have a proper full experience.
For now, not a keeper.
I traded it away.
Well I was not far away from getting rid of it either.
The third scenario is utter crap and I think a good part of the community agrees on that.
It's beatable but you have to get lucky indeed.
Also I envision the core box as a demo game.
It shows what can be done.
But it's not great.
If you fail trading, I think you will enjoy the game with a good collection.
You can basically screw the chaos bag over and turn the game on it's head, and you have enough tools to make deckbuilding satisfactory.
There are a lot of grand decisions to make and many of them are about how much you commit and depend on the skill-check.
Overcommit and you'll lose, undercommit and you'll lose, bypass it and.
Well you can still lose I'm having very much fun and I hate randomness.
But I really had difficulties at first and for a while, as some here might attest I'm fresh out of a 3 hours session piloting 3 potent investigators in Depths of Yoth and feel so good after my win with tons of https://eronline.ru/card-game/play-a-yugioh-card-game-online.html Have you tried the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
Have you tried the easier variant card game tablecloth on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've 3s card game the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
Have you card game tablecloth the easier variant found on forums and files here in BGG called Arkham Horror: Damn Cthulhu to Hell?
I've traded the game But also, it wasn't really about that it is hard like I said, a co-op should be hard.
It was more about that there's not enough in that "base" box to have a "base chance" to win.
You can do well in the base box with just one core.
This game is not just a luck-fest.
Yeah the token draw is similar to a die roll, but there is luck mitigation in this game.
At it's core it's a push your luck style risk versus reward game.
There is strategy to how you use your resources to navigate the scenarios to try and reach the best results.
Are the sample decks optimal?
No, but I also don't recall them being unplayable even on Normal when I was playing back with core only though you do have to be extremely good at the game to do well in scenario 3.
That said your choice of investigators or team of investigators matter quite a bit.
Daisy trying to go it alone in a single core run is gonna be real difficult.
Roland on the other hand is entirely possible.
Even more so once you get some experience as you progress through the scenario.
Having mostly singletons does mean card draw is extremely important so things like Old Book Of Lore that gives you filtered draw and the neutral skills which keep your hand learn more here are pretty important.
I do agree that it's crappy that FFG continues learn more here make players buy redundant core sets for all their LCGs, but that is the way of it.
I'd certainly like if they didn't play lotr card game online that, but I wasn't about to pass up the best card game they produce currently because of that one more info up.
We played it at easy mode.
Started the campaign with 2 players.
But after the first game I had to continue alone, since I couldn't get my spouse to go back to it and being punched in the face until we were dead.
Again, not enough "weapons" on that base box to get it done successfully.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
Unfortunately, with one core you can only poorly support 2 players, which is a big part of the problem with how they built the core.
I think this is a pretty insightful review of the base game.
As you note, the potential for creative design is really impressive, and you can see it shining through even in the core set.
It really bowled me over the first 1-2 times I played The Midnight Masks--and ultimately, this is what got me coming back for more, more, more.
But it's true that, with the limited selection of player cards in the core set, the game can feel like a bit of a luck fest.
That definitely gets better as you diversify your deckbuilding capabilities, but it is a very costly game in the long run.
It is definitely not for everyone.
Still, for me it was worth it, if expensive.
As a KD:M player I'm not afraid to heavily invest into a game financially as long as I can afford it, but I get that no anyone will think that way.
The game is generally harder the fewer investigators there are in a game.
It's not a hard and fast rule, but it's true most of the time.
You're quite right, I did have that feeling that with more players, you'd have more opportunities to help each other.
And that's on me, most of my gaming is with 2 players.
I should have added this to the review.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
read more probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Cards so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you a little taste, just enough.
And then if you want more, come and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs card game tablecloth that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
Oh, I didn't even wished for more scenarios on it.
I would say no to it, of course, but.
Just enough Player Cards to have a fighting change for the 3 scenarios in the Base would be fair.
You'd probably only need some of the Player Cards.
The game comes with ~235 cards 119 Player Cards + 110 Scenario Cards so maybe 70 more cards?
I know, that's also part of LCG business model.
But to my ears, it honestly sounds a like "addiction enabler" behavior joking here.
They give you 6 deck card game final a little taste, just enough.
And then if you want more, come and get it all!
While I say, there could should be a compromise in AHLCG and other LCGs for that matter.
Give me a PROPER base game.
And then it becomes my choice to either play those 3 scenarios over and over again.
But experimenting with the decks and possibilities.
You could try one character, and then the other, or mix them around.
Do the whole LCG mode as it is, and if the game hits which this one did, for sure provide a "big box" version.
With more cards and more scenarios, all stand alone, using the system.
I do think it's a bit of a rip-off to promise a deckbuilding game but hide it behind a paywall.
If you want to deckbuild properly, FFG kind of forces you into buying a second core, which makes the base game mightily expensive for what it is.
So I can pefectly understand people not willing to invest further for that reason alone.
It's definitely the sensible thing to do.
Yay the pill would probably not be as bitter for newcomers if it was properly advertised that you need expansions or a second core to do any deckbuilding.
I suppose they thought that "LCG" says it all.
If you look from the perspective of CCG games, LCG is order of magnitude cheaper.
This also means that buying boosters is embedded in its core, just as you can't really experience MTG without regulary spending money.
Personally, I've played numerous mediocre games, which presumably offered everything in the core box, but then what?
This amount is 2 core sets and whole one cycle.
For comparison you would spend rougly the same for Cosmic Encounter with almost all expansions or just 1 good deck in MTG or Pokemon TCG.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple online playing card game from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box online cards dc game even that.
I suppose they thought that card game tablecloth says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo box and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
I suppose they thought that "LCG" says it all.
Nah, I'm sure they know to the initiated it says it all.
But I'm relatively sure they are expecting newcomers to find it out the hard way; the expensive way.
With a simple change from writing in the box "DEMO" instead of "BASE".
That would help the consumer.
People know what to expect in a demo read article and even that.
But DEMO implies that you can skip it and go directly for the normal products, which in this case you can't.
I have demo decks for but you still need a core box to play the game normally.
But that's more or less the sensation that this Base Box gave me.
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Hand cut and sewn in Baltimore, Maryland, each card (bridge) table tablecloth is made with high quality materials that will give you years of enjoyment. They are machine washable and easy to care for at home. Card table covers enhance your card and dice games by allowing cards and dice to slide without damaging your game table.


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THE CARD GAME at HAUNTED QUEEN MARY SHIP

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card table covers. name tags & badges. bridge players accessories. canasta stuff. card players accessories. jewelry & fashion accessories. gifts & other nice stuff. one buck - more or less. mah jongg stuff. ceramic, porcelain & glassware. do-it-yourself stuff. tallies & score pads. greeting & note cards. party & gift supplies. trophies.


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LINCH - 1v1 DEADLY CARD GAME! (2 Matches)

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Countless newspapers have daily Bridge columns, and there are more books about Bridge than any other game, except Chess. Bridge tournaments continue to attract thousands of players who compete with each other to become Life Masters. Game Setup/Rank of Suits. Spades (High), hearts, diamonds, clubs.


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SPOONS CREATIVE Card Game *NEW* Game Mode in Fortnite Battle Royale

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Card Game: Spit