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Usually ships in 1-2 business days | | Only 4 left in stock, order soon! | | | | | | 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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| | Product Details | | Product Length: | 1.63 inches | | Product Width: | 5.0 inches | | Product Height: | 7.5 inches | | Package Length: | 7.5 inches | | Package Width: | 5.0 inches | | Package Height: | 1.6 inches | | Package Weight: | 0.7 pounds | | Average Customer Rating: | based on 9 reviews |
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| | Features | Arkham Horror: The Lurker at the Threshold Expansion (2010)Number of Players 1 - 8Suggested Ages 13 and upLook for other Arkham Horror Items including SPECIAL Dice (Sold Separately)
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| | Customer Reviews | Average Customer Review: ( 9 customer reviews )
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Most Helpful Customer Reviews
17 of 17 found the following review helpful:
Dare you deal with the Devil? Sep 05, 2010
By Timothy Walker 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.
7 of 7 found the following review helpful:
Great expansion for a great game Sep 29, 2010
By Spazztichero
"Spazztichero"
This is a good, well rounded expansion to the Arkham Horror game. As per the usual rotation of expansions, this one is a smaller one without an extra board. However, the impact this expansion can have on your game of Arkham is quite significant. Whether you wish to make the game easier, harder, or some of both, this expansion has it all. Here are some highlights:
*Revised Gate Tokens - These new gates make one of the core components of game play (the opening of gates and your attempts to shut them down) much more dynamic. There are gates that devour the investigator they open on immediately, gates that spawn monsters if you fail to close them, gates that move with the monsters (and cannot be sealed if they move), endless gates that can never be collected as gate trophies, and several more. As you can tell, these new types of gates make the game much more challenging. There is one helpful gate - a forked gate that allows you to choose which other world you go into and allows you to remove two types of monster from the board when you close it. However, the difficulty of closing it is much higher.
*New Herald: The Lurker - This is one of the more fun heralds to play with. It allows you to make deals with the devil, so to speak, that help you a lot in the short term. In the long term, however, the Lurker collects on his debts by forcing the investigators that bargained with it to make some very cruel decisions between bad and worse.
*Relationship Cards - These can be very helpful and can make the difference between winning and losing the game at times. This is probably my favorite new element, as it adds an extra story element to the game even as it affects game play. Ever wonder why these random investigators know each other? Now you can find out by drawing your relationship card! Investigators get bonuses from their relationships. As such, this is one way of making the game easier if you wish to dial down the difficulty.
*New Spells - I really like these, actually. There are some very helpful spells for closing gates. They clearly fit the theme of adding new, more difficult to close gates. Of course, if you stick to the classic gates, these spells might make some games easier, but that hasn't bothered me at all. Generally, unless you get something that allows you to pick the exact spell you want, the odds of these coming up in a larger deck of spells are low enough that the game can still be quite challenging.
The Verdict: This is one expansion that is well worth buying. It balances the more difficult additions with some very helpful additions. Even those who prefer a more vanilla game of Arkham Horror without the extra expansions and boards will likely find themselves incorporating the relationship cards and wondering how they ever played without such a great addition.
3 of 3 found the following review helpful:
Lots of fun, good addition to the other expansions Aug 31, 2010
By James Very fun expansion. I have two other full board expansions, and one other card only expansion. The Lurker at the Threshold is best used if other expansions are in play. I found this to be the first expansion that goes somewhat against the Lovecraft motto of making it as hard as possible for the players. The personal connections in this game are a true boon to the players. I would not recommend this with just the basic board game, but it works best when using another expansion with it.
1 of 1 found the following review helpful:
The best expansion yet! Nov 04, 2010
By Aaron M. Nessim This is the greatest Arkham Horror expansion yet. Main Features: Adds relationship cards allow you to have a special bond with players adjacent to you. Pacts that allow you to trade Health or Sanity for power that can be used a lot like clue tokens.
If you just own the base game, you should absolutely pick this one up first. Second is the Arkham Horror: Curse of the Dark Pharaoh expansion. Both are must haves for Arkham Horror players. Everyone that has played it so far enjoyed it.
A great and surprising expansion! Feb 22, 2012
By Natalie De Castro Got this year before for our Arkham group and I have to say: we've made a good purchase. Only gripe is that we had to add more items to our already huge Item decks and Mythos so it took some doing to sort through and throw out some...'lamer' ones to make way for Lurker and KiY's new ones.
The new Gates and Gate Burst system is wonderful. Sure! It's sealed...NOT! :D Running gag with friends is: 'Nobody expects Hibbs Roadhouse!'...and then it happens.
The Power and Pact system added is insanely great and it adds a feeling of wariness and also eases the game along. If it's one thing this expansion does is that it makes it a bit easier to grind that Elder down...but at the same time: you WILL pay the price if the random card luck decides to give you the shaft. We've had many a frustrating game where our powerful carry investigator ends up Devoured and has to start over but we've also had some close calls AND made a LOT more use of our Allies deck that usually remains idle for most games with the Bound Ally setup.
The Relationships deck is great for games with us because there's more than just sitting together-it's WORKING together. This expansion adds a feeling of focus and teamwork that makes the specific cards work, especially where sharing bonus Spells and Skills come into play.
PROS: -Great expansion, love the art and box. I refuse to throw it away despite we have a carrying case for everything. And the Gate Tokens even support other expansions as well! How about that? :D -New mechanics. Check out Arkham's Wiki and you'll see many possibilities to combine and use them. You'll love them. -The Relationship mechanic makes the game slightly easier but more focused. An accomplishment is a team effort and you AND a friend get rewarded. -Power Tokens give you that flexibility to get stuff done at a faster rate. Can't get Clue Tokens? Get Power! Spend them like money, CT's as you choose!
CONS: -If you hate random bad-luck moments-this isn't for you. If you're easily frustrated: same thing. When the Devil's Due card comes up-pay the piper. It can lead to a lot of AW MAN moments when you've just that powerful, Deputy Of Arkham...and then get Devoured with no way out. -The Bound Ally mechanic makes certain Elders extremely hard to combat, especially if they come out with a game of 6+ people and all your allies end up attached to the Elder. Hope and pray you can beat down all THOSE allies plus the Doom tokens.
I'd recommend this expansion. Money well spent and a new set of cards to add to the atmosphere. You won't be disappointed.
See all 9 customer reviews on Amazon.com
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