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A Call of Cthulhu Boardgame, Arkham Horror: The Classic Game of Lovercraftian Adventure (Anglais) Jouet – 1 juillet 2005


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Descriptions du produit

Nous sommes en 1926, à l'apogée des Années Folles. Les dandies dansent jusqu'à l'aube dans des clandés enfumés et boivent de l'alcool fourni par la mafia. C'est une période de célébrations pour profiter de la vie et oublier la Grande Guerre. Pourtant une ombre grandit dans la ville d'Arkham. Des entités extraterrestres, les Grands Anciens, se cachent dans le vide au-delà du temps et de l'espace, se contorsionnant aux portails entre les mondes. Ces portails ont commencé à s'ouvrir et doivent être refermés avant que les Grands Anciens ne détruisent notre monde. Seule une poignée d'investigateurs se dresse contre l'Horreur à Arkham. Vont-ils l'emporter ? Horreur à Arkham est un jeu coopératif pour 1 à 8 joueurs (3 à 5 recommandé), qui dure de 2 à 4 heures. Le jeu prend place dans la ville fictive d'Arkham, Massachusetts, rendue célèbre par les écrits de H.P. Lovecraft sur le mythe de Cthulhu.



Détails sur le produit

  • Jouet
  • Editeur : Fantasy Flight Games; Édition : Brdgm (1 juillet 2005)
  • Langue : Anglais
  • ISBN-10: 1589942108
  • ISBN-13: 978-1589942103
  • Dimensions du produit: 7,6 x 29,8 x 29,8 cm
  • Moyenne des commentaires client : 4.5 étoiles sur 5  Voir tous les commentaires (2 commentaires client)
  • Classement des meilleures ventes d'Amazon: 42.493 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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4.5 étoiles sur 5
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1 internautes sur 1 ont trouvé ce commentaire utile  Par Aurelien Bourdon le 12 avril 2010
Achat vérifié
Livraison rapide, colis en parfait état rien a redire.
Jeux en version française.

Très bon jeu quoi que un peu dur à maitriser au début, quand on ne connaît pas.
Beaucoup de règles et une notice bien faite mais assez légère au final et on manque d'informations, je conseille le wiki et le site trictrac pour plus de précisions ainsi que des aides de jeu.
Beau plateau, beaucoup de cartes et d'éléments à ranger, prévoir des boites ou sachets plastiques pour pouvoir s'y retrouver.

Bons points:

-La qualité du jeu et du contenu
-L'ambiance
-Un vrai jeu de coopération
-Le prix est tout à fait raisonnable pour tout le contenu qu'il y a
-De nombreux add-ons disponibles

Mauvais points:

-Beaucoup de règles (livret de jeu vraiment incomplet)
-Partie longue (comptez 4 à 5 heures à 3 joueurs)
-Nécessite une grande table, le plateau est grand et de nombreuses choses à disposer autour
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Désolé, nous n'avons pas réussi à enregistrer votre vote. Veuillez réessayer
0 internautes sur 2 ont trouvé ce commentaire utile  Par Berthaume Charles le 24 décembre 2009
Rien à dire de plus, produit neuf, légèrement abîmé sur le coin (par l'envoi ou l'envoyeur ?). Je suis satisfait :).
Remarque sur ce commentaire Avez-vous trouvé ce commentaire utile ? Oui Non Commentaire en cours d'envoi...
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Désolé, nous n'avons pas réussi à enregistrer votre vote. Veuillez réessayer

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Amazon.com: 297 commentaires
230 internautes sur 234 ont trouvé ce commentaire utile 
Best board game ever made 8 mai 2007
Par Amazon Customer - Publié sur Amazon.com
Durabilité :    Educatif:    Amusant :   
I bought this game when it came out. Since then, i have purchased the Black Pharaoh and Dunwich expansions, and we (a group of 5 of us) easily say this is one of our favorite board games ever. The game assumes that you already know something about Lovecraft and the Cthulu Mythos, although if you don't, it does not mean you can't enjoy the game. It just means you might not really understand why a Hound of Tindalos drives you so insane, or what exactly an Elder Thing is.

The unique aspect of the game is its cooperative play. With 2-8 players (with 4-5 being the sweet spot) you work together to defeat one of many Great Old Ones that are intent on destroying Arkham and possibly the entire world. Each game changes the GOO you fight, and there are multiple investigators to pick from, so you aren't playing the same hero each time either. Add to this mix hundreds of common item cards, unique items, spells, and encounters for dozens of locations, and you have a game with practically unlimited replayability.

The object of the game is to move around the board, either fighting or evading monsters that spawn from gates, while collecting clues and having encounters. You can try to seal the gates and prevent monsters from coming through them, but if you don't act fast enough, the GOO will eventually awaken and it comes down to a final combat that is sometimes impossible to win.

One thing dissenters say about this game is that you have to manage lots of "fiddly" bits. And true, you have a ton of playing pieces to arrange and manage throughout the game: your health, Sanity, clues, cards, skill sliders. But once you get into rhythm of the game it all comes naturally (although it will take around 3-5 games to get used to it).

[...]

Note however, that the game becomes increasingly harder with each expansion you add. As of this writing, The King in Yellow comes out this month, and it is going to add a whole new level of difficulty to an already hard game. But the key to AH is this:

THE FUN IS NOT IN THE WINNING.

It is just in the playing, even if you lose horribly (and you will) it is fun seeing just HOW bad you lose. Sometimes the game seems to be alive and is plotting against your every move.

Ok, that's enough ranting. I can't say enough good things about Arkham Horror. Buy the base game, and then slowly integrate the expansions to keep the options coming. It only gets better.
83 internautes sur 88 ont trouvé ce commentaire utile 
Play the game that hates you and wants to eat your soul! 15 février 2008
Par Scott Richardson - Publié sur Amazon.com
Durabilité :    Educatif:    Amusant :   
Arkham Horror is extraordinarily complex, and can be a very long game, but it's a ton of fun. Investigators search Arkham and the realms beyond for clues, weapons, and other tools to fight the Ancient Ones. What makes it such a great game is that the mechanics make it a constantly-shifting battle. The investigators can have one thing planned, and everyone knows what their part is going to be, and then suddenly a new effect occurs, entirely shifting the dynamics of what's going on in the game. Teamwork, communication between the players, collaboration, and strategic planning are all vital to the group's success.

Another great feature of this game is that it can be played solo--an option I recommend for first-timers, before introducing it to a group. I solo'd the game before introducing it to my game group, and it was very, very helpful. As I mentioned, there are a LOT of mechanics at work in this game, and it helps to play through it a time or two to get used to what's going on. Ultimately, it's great to play with 4-5 people.

The biggest potential drawback for more casual gamers is that it's a very, very long game. 5-6 hours is probably a fairly accurate estimate of how long an actual game will take. However, the game does a pretty solid job of capturing the feel of Lovecraft's works, and for those hours, you'll feel like you're really battling for your life. Each time my game group plays this game, we come away exhausted, but also exhilarated.

I strongly recommend this game for fans of Lovecraft, horror games, and cooperative strategy games in general.
119 internautes sur 130 ont trouvé ce commentaire utile 
An entertaining romp into unspeakable horror (Lose 1 Sanity Point Now) 17 mars 2006
Par Mojo Jojo - Publié sur Amazon.com
Durabilité :    Educatif:    Amusant :   
I liked this game quite a bit. I will say it's only loosely based on Lovecraft's themes. But then again, if it were accurate, it wouldn't be much of a game. TURN ONE: Draw Encounter Card. "Oh, you've run across an unnameable horror. Lose all Sanity points. Go directly to Arkham Asylum. Do not pass go. Do not collect 200 dollars. Do not do anything for the rest of the game."

No, thankfully, it's a little more upbeat.

The game isn't perfect. It's rules, while not actually all that complicated, are easy to get wrong the first one or two times you play. And it takes a little longer to play than I normally like. Also, I almost always use house rules (less Clue tokens to seal a gate, spending less time in the Otherworlds, etc.) But as a sort of fantasy adventure game where the players work against the game, it works pretty well. I enjoy it mostly for its storytelling aspects, and the fact that the game has so many items, characters, and monsters that you'd have to play several times to see them all.

The biggest flaw is a bit of randomness in the gameplay. At times, it can seem like the players are just wandering around, but usually I always feel like I'm working toward something. It's neat having a character with different strengths and weaknesses, and facing a variety of monsters. And each Ancient One affects the basic aspects of gameplay enough to be interesting.

The components are of amazing quality. Thick cardboard chits with full color, great illustrated character and Ancient One sheets. The monster tokens are a bit small, but still nicely illustrated.

A fun game. Not to be taken too seriously, but worthwhile for a bit of weird atmosphere. (NOW LOSE ANOTHER SANITY POINT AND GO BACK TO ARKHAM ASYLUM FOR READING THIS REVIEW THAT MAN WAS NOT MEANT TO KNOW)
20 internautes sur 22 ont trouvé ce commentaire utile 
Good Two Player Cooperative Game 18 juillet 2009
Par Ti - Publié sur Amazon.com
Achat vérifié Durabilité :    Educatif:    Amusant :   
Although there are already several reviews regarding the dynamics of this game, I thought it may be helpful to add some additional information. I purchased this game over a year ago as my gaming friends needed a game that did not place all of us at war against one another. So, I spent a great deal of time trying to find a cooperative game that was not designed for children. This is one of the very few games I found. Since that time, Arkham Horror has remained one of our top games to play. One of the best features of this game is that all players are cooperating on a team for a common goal. Therefore, there are no hurt feelings or frustrations over who is manipulating who or where the influence is, etc. like you might seek in Risk or other kinds of games like that. As it took me a great deal of time to find some cooperative games and they are far and few between, I thought this review would be helpful for those looking for games that create a team environment instead of a competitive environment between friends.

Again, I know that the dynamics and quality of this product have been extensively reviewed so I will briefly write a further comment. The game pieces and quality are great. Yes, there are an extensive amount of pieces especially if you purchase the expansions, and I have purchased several. There are also an extensive amount of rules. The game is fairly complex in the beginning as I think our first game lasted over four hours due to always having to return to the rule book. However, once a person understands the rules the game becomes much easier. This game does have a considerable amount of replay value as I am still playing it over a year later.

In conclusion, I would highly recommend this game for those that want a cooperative experience. I am sure the theme will throw off many people, but the game is an enjoyable experience and has created some tense nights as we have battled the evils attempting to overtake Arkham. Happy Gaming.
18 internautes sur 20 ont trouvé ce commentaire utile 
Elder Signs and Mi-Go and Dark Young, Oh My! 29 octobre 2008
Par William A. Collins - Publié sur Amazon.com
Durabilité :    Educatif:    Amusant :   
Let me first preface this review by saying that I am a great fan of HP Lovecraft, Clark Ashton Smith, Robert E Howard, William Hope Hodgson, Arthur Machen and Lord Dunsany. And, if you didn't know, Arkham Horror is a game based squarely in the world of Lovecraftiana. I just wanted to get that out of the way, so that you know what my bias is. That said, intrinsic and eldritch understanding are not necessary to enjoy this most flavorful of Mythos games. Please visit a wikipedia for more information on these wonderful authors; you might thank me for it later.

This review won't go too far into the mechanics of the game, as I feel that greater reviewers than I have done that very well. Please check out some of those reviews if this one piques your interest. Instead, I am going to give you my feelings on the game after having played it half a dozen times. This review will deal with the base game, and hopefully I will have time to play and review the excellent looking expansions already adorning my cabinetry.

Arkham Horror is a cooperative board game for 1-8 players. It was originally published during the eighties, and this new edition is truly a reworking of that game in every sense of the word (while the original was fun, this one looks like Fantasy Flight Games took twenty years of play testing notes and really did the work right). The players take on the roles of investigators, which are each well-developed characters in the RPG sense of the word with excellent back stories, in the Lovecraftian staple town of Arkham, Massachusetts, during the roaring twenties while something dark and sinister is happening. Of course, it is up to the investigators to, well, investigate the strange goings-on in the town and eventually battle back the other-worldly forces and destroy the Great Old One that is at their crux. The players interact with each other, collect clues, travel through the many districts of Arkham (and beyond!), and have encounters with Mythos beasties. Finally, they may have to actually fight the Great Old One in a winner-take-all end-game battle royale! What more could you want?

Let's take a look at the physicality of what you get for your fifty bones (yeah, it's pricey, but it's most definitely worth it). The box is that nice textured linen. Those always make me feel like the game is classier. I don't know if that really helps the box hold up over time, but it seems like it does. Opening it up, there's tons of thick, four color counters to punch and sort, tons of cards, both large (normal playing card) size and small (think original Ticket to Ride card) size to sort, and character and Great Old One cards. And the behemoth, six-panel board has a nice finish, too. The box has a molded plastic insert that will do fine in storing the myriad components once they are let loose from their cardboard forms, but there won't be a whole lot of room left to spare. I added a small velvet bag to use as a monster cup, and that was pushing it. The artwork is astounding and in very good keeping with the game's artistic gestalt. Fantasy Flight Games does this very, very well, for the most part, and Arkham Horror is no exception. In fact, I think they raised their own bar with this game in particular in reference to Artistic Direction, as everything they put out after this game seemed to me to be a notch higher than games they put out before. Kudos. Every piece of the art, from the box to the manual to the monster tokens to the iconography on the backs of the item cards are all part of a cohesive and consistent whole, which, given the sheer number of different items in this game, is a feat of no small merit. I believe this artistic gravity was achieved in part by re-appropriating the excellent art that was developed over previous years for use in the very good Call of Cthulhu card game. Some people don't like being "sold the same art twice", but it was a very good call by the folks at FFG. It keeps the prices down for us, creates that gestalt, brand gravity, and cohesion, and allows them to make the game maybe a little more profitable than if they had had to consign all new art. So, again, I tip my hat to the folks at FFG for making some excellent decisions regarding the look and feel of this game. It truly is a very well done whole, with every component visually reinforcing each other. Art-wise, every game should be so complete.

Set up is pretty quick and easy once you are familiar with the game, but there is a bit of a steep learning curve before you get to that point. I don't feel that this detracts from the game at all. It's nothing near the level of Axis & Allies or even the C&C games. It's really just separating cards and tokens, drawing character cards and setting them up with the little skill sliders (a very neat component of the game) and money and items, selecting the Great Old One for tonight's game, and putting your character pawns on the their starting location as delineated by the character card. You then add clue tokens to those locations on the board that need them, and you are pretty much done. I store the different loose components in plastic baggies, but I would bet that putting them in a little plastic divider box would speed things up. There are some excellent card tuck boxes on the web. If you use these, the cards will not fit back in the insert in the game box, and I found that it's easier for me to use the insert in the box and then quickly separate the cards before play. You may find differently and I recommend that you at least try those tuck boxes...they are really neat. In any case, the set up is pretty quick and then everyone should be ready to play. I would think that 15-20 minutes might be an average set up time, and given that this is a set up for a 3 hour game, it's not too bad, and that's why I say that this is a *relatively* quick set up.

Play is broken apart into phases: Upkeep, Movement, Arkham Encounters, Other World Encounters, and Mythos.

Play begins with a Mythos phase and then goes into upkeep, so that the Investigators have something to do during that first round. The Upkeep phase is the bookkeeping phase, allowing everyone to refresh their cards (if they were "tapped" last round), perform upkeep actions that might be on your character card or skill cards, and to move your character's skill sliders. A character's skills (as opposed to skill cards, which you can get throughout the game to augment your character) are set into three sets of converse pairs. For example, Speed is paired with Sneak, Fight is paired with Will, and Luck is paired with Lore. The pairs of skills have inverse ratios such that moving your skill slider to a higher Fight score means that you are choosing to have a lower Will score. If you want to be faster, you are going to be less sneaky, etc. You also have another attribute called Focus, and that score determines how many total spaces you can move your sliders during upkeep. If you have a Focus score of more than one, you can split the allowable spaces between different pairs of skills, moving more than one skill slider if you wish. Since you are able to do this every upkeep, it really feels like you are steeling your character's reserve after deciding on a particular plan of action, and deciding on those plans of actions is what really drives the interaction of the players. Being a cooperative game, anything that facilitates player interaction is a good thing, and Arkham Horror has it in spades.

The next phase is the Movement Phase, in which the investigators in Arkham move about and fight or evade any monsters in their new location, and then Investigators in any Other Worlds move, too, either to their second Other World space or back to Arkham. Other Worlds are places like R'lyeh or Carcosa, and you get their by attempting to close a gate (see below).

The next phase is the Arkham Encounter Phase. Depending on where you investigator is, you will be on a street (between locations) or on a location. If you are in a street, nothing occurs. If you are on a location, then there is either a gate on the location or there isn't. If there's no gate, you shuffle that particular location's deck and draw a card and resolve it; sometimes it will help your character out with some cash or a spell, and sometimes it will spawn a monster on you or drain your sanity! If there's a gate on the location, you have to go through the gate and go to the other world on the gate token, or you have to try to close the already explored gate (someone has already gone through it and returned).

After Arkham Encounters are resolved, the next Phase is Other World Encounters. In this phase you simply draw Other World Encounter cards until you get one that has a border color that is allowable by your Other World and then resolve it. Like Arkham Encounters, these can be good or bad.

The final phase is the Mythos Phase. This is the phase where all the Mythos things happen, and it starts by drawing a Mythos card. It tells you where a new gate opens and to spawn a monster. If there's already a gate at that location, then there is a monster surge and monsters pour out of every other gate! If there isn't a gate already there, you draw a new gate token and put it down on the location, the GOO's doom track advances (when it gets to the end, you have to fight the GOO in the endgame!), you put down a new clue token in the location on the mythos card, you move monsters, and you activate any Mythos activity denoted by the Mythos card. That's a lot of stuff for one card to do, but it's not as bad as it seems. Of particular interest here is the monster movement. Monsters all have their own sets of stats and movement details. The Mythos card will say which monsters move, as delineated by a symbol on the card, like a crescent or a circle. All monsters with that symbol move. Here's the neat part, though. All Arkham locations are connected by a series of lines black and white triangles. The Mythos card will have a black and white section on the bottom, with symbols in the two sections. So, the crescent might be in the black box and the circle in the white box. This means that crescent symbol monsters follow the white arrows and circle monsters follow the black. It is a really neat way to have monsters move by themselves. Elegant, really, and gives you the feeling that monsters are really roaming with some sort of plan that man was not meant to know.

The main drive of the game is to get through the gates and return to close them. Closing them is good, but sealing them is far, far better. You need five clue tokens or an elder sign item to seal a gate, but you can close it with a difficult skill check. If you are able to seal it, no more gates can ever open on that location, and the sealed gate counts towards your total needed to win the game (this number of total needed to win is based on number of players). Closed or sealed, you get to keep the gate marker as a gate token, which can be useful later in the game. In my experience, the best bet at winning the game is to get everyone together to seal gates. Sometimes that means that some people collect items while one person goes through the gate, so that as soon as the gate explorer comes back, everyone is waiting to give him items (or an elder sign) to help seal the gate.

I've played a half dozen times now, and despite the length of the game and the sometimes off-putting horror theme, it has become a fast favorite of my gaming group, which is comprised of twenty and thirty-somethings with an equal mix of men and women.

I love the game, even when putting my Lovecraft-bias aside, and will play anytime anyone wants to. I especially love the fact that the characters are so individual and malleable during play; it's almost like playing Call of Cthulhu (the RPG). This makes the game highly re-playable, as well.

In fact, I think that it is a testament to Fantasy Flight Games' character that they paid so much obvious respect to Lovecraft and his Mythos with this game. They clearly went out of their way to make this game truly Mythos-worthy, which is not an easy thing to do. Sure, they could have just put together some new artwork and pumped out the same old game, but they didn't. It makes sense to lose sanity in Lovecraft's world, and Arkham Horror will help you lose it. There is, very much so, a keen sense of unknowable, alien machinations in this game, and it is a pretty slim chance that the investigators have to help push back the darkness, until the next game. And that is really what Lovecraft's stories were about. They were about people, out of their comfort zones, oftentimes against their will, thrust into horrible circumstances, finding a way to hold things back just one more day, so that the rest of the world never has to know...Arkham Horror does that.

If you love cooperative games, heavy, thoughtful themes, and have a penchant for the eldritch, do yourself a favor and pick up a copy of Arkham Horror and invite a few friends over. You'll thank me for it.

Five by Five, B!

w.
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