Arkham Horror: Lurker at the Threshold Expansion |
Across Arkham, strange doors to other worlds have been opening. They seem to be a living part of an ancient and arcane creature that has been reaching out, tempting the unwary with eldritch power. Now people are vanishing without a trace and it’s up to a handful of bold investigators to confront the profane being who dwells just beyond these passages. But even working together, will they be able to destroy these unnatural and deadly gates without themselves striking a terrible bargain with the Lurker at the Threshold?
The Lurker at the Threshold is an expansion for the Arkham Horror board game by Fantasy Flight Games. This expansion features 1 Herald Sheet, 18 new Gate markers, 110 new Ancient One cards, and 56 new Investigator cards, including new items, new spells, Relationship cards, and horrific Dark Pacts made with the powers beyond.
- Brand: Fantasy Flight
- Interests: Cooperative Games, Role Playing, Horror, Mystery
SKU: 9781589947146
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Customer Reviews Of This Game
Average Rating
The best expansion since King in Yellow, and in contention with that worthy release for best ever. (By comparison to King in Yellow, Lurker is slightly less perfectly thematic, but somewhat tighter and more elegant mechanically.)
The focus of the expansion is a herald of magic and gateways, and in service to that, the new spells and replacement gate tokens are top notch (the new items are the best, as a set, since Dunwich), and the Mythos cards introduce the concept of Mythos phases that don't get the Big Bad closer to waking, but instead open multiple gates at high-risk unstable locations. The small Relationship deck is fun as well, so the small-size Investigator cards are almost universally worthwhile and well crafted.
As far as the large-sized Ancient One cards are concerned, the Mythos cards add the worthwhile multiple-gate mechanic, and if the Herald is used, its large-size Reckoning deck is good, thematic stuff, alternately rewarding magic use and devil's dealing on some occasions, but then punishing it severely on others (any player making a pact will hope to turn the surge of power to their advantage in a bid for team victory before the Horrible Consequences come raining down and result in Big Bad triumph.)
The remaining large-size Ancient One cards (in-town encounters and Other World encounters) are the only arguable weak point in the set. While far from bad, they aren't as tightly evocative as the King in Yellow set, and if anything they come across as fundamentally unnecessary - I'd rather have had a bigger Reckoning deck or more double-gate Mythos cards (or some other creative weird-gate Mythos cards, or new Mythos cards opening gates on the Dunwich and Innsmouth boards).
When that's the worst problem I can find, however, the set is doing well. Absolutely worth acquiring. If youexpansions couple of expansions for Arkham, ever, Lurker should be one of those few.
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