🃏 Unravel the Feast of Hemlock Vale — where every moment counts and danger lurks in the shadows!
Asmodee’s Arkham Horror: The Feast of Hemlock Vale Campaign Expansion invites 1-4 players aged 14+ to a cooperative living card game experience. Set on the mysterious Hemlock Isle, players investigate a sinister presence and mutated wildlife over a tense 3-day timeline, balancing exploration and survival through a dynamic day/night cycle. This immersive campaign requires only the Arkham Horror Revised Core Set to play, delivering rich narrative suspense and strategic gameplay in 1-2 hour sessions.
P**Y
Great 👍
It's an excellent game to play
A**R
The best since Carcosa, maybe better
After some trial and error with the last two expansions (Scarlet Keys and Edge of the Earth), I'm very happy to report that this expansion strikes a perfect balance between injecting more plot and atmosphere into the campaign, but doing so in such a fun, bite-sized and organic way that you would want to explore every part of it.The scenarios are excellent and some are so innovative that they made me gag with excitement just by reading how to set them up, hinting about what I'm about to face, and STILL surprising me throughout. On top of that, and without spoiling anything, the replayability is very high with this one so you're also getting a lot of bang for your buck. A true triumph for Arkham.
B**O
Fun set of player cards
Bless and curse are fun mechanics. Good set for people with a decent sized collection.
A**R
Good addition
Box came with dents and a tear but contents were fine.
I**E
A bit tedious
Kind of bleh.
T**R
Universally lauded as the next great campaign, not for our group though
I haven't had much love for the new style campaigns; EotE ws nice but sometimes hard to handle, SK was IMHO intolerable because of the corny writing and overly broad scope, and now FoHV ... I was really looking forward to this campaign after seeing a lot of positive reviews, but our experience differed.First, the good: the scenarios in this campaign are really impressive, they take AHLCG to new heights in terms of innovative mechanisms. This comes at a price, though: every scenario introduces several new rules which at times are difficult to follow.The amount of excessive campaign book lookups has been significantly reduced compared to SK.The bad: The narrative comes across as very artificial. Ultimately, the "you can do any scenario in any order" attempt to increase replayability makes the story as a whole suffer. There's not much of a narrative arc, which isn't helped by the setup. Our investigators accompany a completely innocent botanical expedition for no reason, encounter nightmarish horrors and then eat dinner as if that was completely normal. Rinse, repeat 3 times. EotE told the best story of the new expansions, and we've gone downhill from there. The preludes are an attempt to move storytelling into some interaction with cards, but feel so constructed and artificial that the net effect is more one of wasting time.This is the first expansion we stopped playing halfway through. For reference, we finished EotE and decided we love it as a whole but hated the ending and hated on SK all the way through but still finished the campaign.
Trustpilot
2 weeks ago
2 days ago