| Arkham Horror: Dunwich Horror Expansion |  | Brand: Fantasy Flight Games Category: Toy
List Price: $39.95 Buy New: $31.00 as of 9/8/2010 02:19 CDT details You Save: $8.95 (22%)
New (23) Used (1) Collectible (1) from $31.00
Seller: dragon roost Rating: 7 reviews Sales Rank: 5,575
Media: Board Game Autographed: No Memorabilia: No Shipping Weight (lbs): 3.1 Dimensions (in): 12 x 3 x 12
MPN: VA32 Model: VA32 ISBN: 1589942841 UPC: 699788109281 EAN: 9781589942844 ASIN: 1589942841
Availability: Usually ships in 1-2 business days
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| Features:
| • | Features new investigators, Ancient Ones, monsters, dozens of new items and skills | | • | Over 300 new cards | | • | Great for 1-8 players | | • | Recommended for ages 12 and up | | • | Playing time is 2-4 hours |
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| Editorial Reviews:
Product Description Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game. This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.
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| Customer Reviews:
Showing reviews 1-5 of 7
More space to run... October 6, 2009 J. Shurin (London) 1 out of 1 found this review helpful
The Dunwich Horror Expansion is a terrific add-on to the Arkham Horror box set. Larger than any of the previous expansion, Dunwich adds more characters, more challenges, more bad guys and more... everything. It essentially doubles the size of the game.
Dunwich is also very easy to follow & to add-on, making it (oddly) the least complex of all the expansions. Don't be daunted by the size of the box - unlike its predecessors, it adds very little in core rules or complicated mechanics. All Dunwich does is expand the playing area and add more fun into the mix.
A great addition to a favorite game. Highly recommended.
Ph'nglui mglw'nafh C'thulhu R'lyeh wgah'nagl fhtagn August 1, 2009 Johnathon Gouge (United State of Texas) 1 out of 1 found this review helpful
The only expansion you'll need for the base game. The new investigators and items are fun and the injury cards are a great mechanic. Also, the new territories and Dunwich Horror mechanic really increase the difficulty, and therefore the fun, of the game.
Remember, always make a deal with the Dark Man. What are you, a wimp?
Dunwich Horror! June 29, 2009 Erik Willett (USA) 4 out of 4 found this review helpful
Dunwich Horror is an expansion to Fantasy Flight's popular/infamous Arkham Horror boardgame.
Having played many games with this expansion, I can say that it provides many necessary improvements to the base game where it had originally been lacking.
1. The Injuries/Madnesses - Instead of losing items and being dangerously set back when you run out of Stamina or Sanity, you'll draw an Injury (for no Stamina left) or a Madness (for no Sanity) card which lets you continue on without losing half your items but still wind up at the Asylum or Hospital. The cost is that you incur interesting penalties for each injury. The Injury/Madness decks are made of small cards, with several repeats (getting a duplicate card means you are devoured!).
2. Gate Burst - Perhaps the most intriguing addition, and a necessary one, the Gate Burst mechanic causes sealed gates to be torn open. When you draw a Mythos card with the location with an orange background, that means a gate burst occurs at that location. If the location is sealed, it becomes unsealed. This adds quite a bit of tension to the game and keeps the game from slowing down when the major locations are finally sealed (Witchhouse, etc.). The slow-down of the base game is definitely fixed with this mechanic and is quite noticeable as me and my friends are hardcore co-operative horror boardgame players (I'll admit that it's a niche hobby). THIS IS WHY I BOUGHT THE DUNWICH BOARD.
3. The Dunwich Horror - Like the devious Terror Track and Doom Track, each expansion offers a sort of countdown to unspeakable horror. For the Dunwich board, it is the presence of the Dunwich Horror - the world-bound spawn of Yog-sothoth. As monsters move around the Dunwich board, they may fall into vortex spaces where they are eaten up and the Dunwich Horror track increases by one. At three, the Dunwich Horror appears as the game's toughest monster yet! When fighting it, it's abilites vary depending on a small deck of large cards that accompany it. The reward is the ability to search out and take any one card from the item/ally/spell decks. I've yet to see him make an appearance, but it's been close and he'll raise the Doom Track as he moves.
4. More items, more investigators, more Great Old Ones with even stranger powers (I love Shud'mell and Glaaki). You get more of everything that was in the base game.
5. Adds more Arkham location encounter cards (I believe that Dunwich adds the most out of all the other expansions), so this makes it great if it's the only one you want to get for a while.
And of course, there are more locations. The size of the Dunwich board is about one third of the Arkham one, but loaded with neighbors and unstable locations. My favorite thing is the look on people's faces when they see how monstrous the board becomes with more and more expansions.
The major problem of the Dunwich board is that it suffers from card dilution. As the Mythos deck gets bigger from expansions, you'll draw less Dunwich cards. This can be resolved by separating the Dunwich mythos cards out and rolling a die each turn to see whether you draw from the Dunwich Mythos card deck or the Arkham one. Dunwich probably suffers the most from this sort of card dilution.
Ultimately, the pitfalls are greatly exceeded by the advantages. It addresses many problems that made the base game lag in its final stages. I've heard that adding more boards does not affect the play time that much, and may even make it shorter as there are more and more threats.
If you're looking for your first Arkham Horror expansion, get this one! Especially at the low prices you'll find around here (I'm a bargain hunter when it comes to games).
It's Arkham! May 1, 2009 J. Foy (NC) 0 out of 1 found this review helpful
The entire Arkham Horror Series is great once you get the hang of the rules.
A good expansion for larger groups. January 19, 2009 A. Hoover 5 out of 5 found this review helpful
Dunwich Horror adds a lot to the base game. All manner of new goodies, including a bunch of new investigators. The goodies can be used with or without the board expansion. The new rules will take a game or two to get down, but that's to be expected. As a blessing, Dunwich Horror includes a number of rule clarifications for the base game in its rulebook.
The board expansion adds several new neighborhoods and lots of unstable locations where gates open. The extra real estate may be more than two or three players can handle, causing the game to devolve into a mad rush to get gates closed and/or sealed before the gate limit is reached. One cure for this is for each player to play a couple of characters. This is easy once you get used to it, and makes the game a lot more fun with small groups.
The Dunwich Horror itself (it's a big, bad monster) is a scary beast - essentially unbeatable. You get big prizes if you can kill it, but it's probably better to keep it locked away. Fortunately, that is not too hard; just keep the gates in Dunwich closed and kill off any monsters that appear there.
If you love Arkham Horror and you don't mind playing with 4 or more characters, Dunwich Horror is a good investment.
Showing reviews 1-5 of 7
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