TagsAA: 1914 AA: 1914 Session start AA: 1941 AA: 1941 Session start AA: 1942 2nd Edition AA: 1942 2nd Session start AA: Classic AA: Errata AA: Pacific 1940 2nd Edition AA: Rules AA: Strategy AH: Arkham Horror AH: Innsmouth Horror AH: Monsters Betrayal at House on the Hill Castle Ravenloft Civilization: Game experience Civilization: Session start CR: Rampaging Golem D&D: Hybrid D&D: LOTR D&D: Monster-in-disguise D&D: Rules D&D: Silly monster D&D: Undead D&D: Underground hazard D&D Monster Manual I EH: Mountains of Madness EH: Session start Eldritch Horror IA: Session Legend of Drizzt MTG: Guides Session: Betrayal at House on the Hill Session: Castle Ravenloft Session: Legend of Drizzt Session: Star Wars Rebellion Session: Temple of Elemental Evil Session: Wrath of Ashardalon Star Wars Imperial Assault Star Wars Rebellion Star Wars Rebellion: Session start Temple of Elemental Evil WoA: A Day in the Life of a Hero Wrath of Ashardalon
After 3 chapters of Mountains of Madness,
Our team of investigators travel the globe for mysteries, adventures, and expeditions. Gates and monsters are kept to a minimum, but solving their first mystery is elusive as Gnoph-Keh are ruthless monsters! Follow the fourth chapter and beyond. This session began on June 4, 2016.
Mountains of Madness,
in a session of Eldritch Horror. In a 5-investigator session, will the team of brave explorers have the strategy to defeat the Ancient One and save the world? A period piece story ripped out of the 1920’s, it began on June 4, 2016.
plots his next political move by sending his best agent, Leo Anderson, out to save the world. It will take his political strings and Leo’s bravery to stop the Ancient One. Cashing all of his clout, Kane will have to venture out of his safe haven of San Francisco. This session concluded on May 14, 2016.
leads his group of three investigators prepared to take on the Ancient One. This is our first, documented session of Eldritch Horror and kicked off on March 7, 2015.
is a spin off board game from the makers of Arkham Horror. It has many features you expect out of a Fantasy Flight Games with “horror” in its title; numerous cards, convoluted rules, merciless roles of dice, and a creative theme that reads like a novel. Read more to see if this is a game experience for you.
Arkham Horror expansions,
makes the game challenging, unique, and adds its share of variety. The price we pay to expand the game is mixing hundreds of cards. Worse, we feel compelled to sort them after the game is over before returning to storage. What if there was a way to avoid all the post-game trouble while preserving random chance? Here is a way how not to mix expansion cards.