geek
Recently Viewed
Hot Games
Dominion
Agricola
Axis & Allies Anniversary Edition
Titan
Pirate King
Battlestar Galactica
Le Havre
Race for the Galaxy
Pandemic
Settlers of Catan, The
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Space Alert
Ghost Stories
Puerto Rico
Red November
Municipium
Arkham Horror
Power Grid
Twilight Struggle
Through the Ages: A Story of Civilization
Carcassonne
Race for the Galaxy: The Gathering Storm
Formula D
Last Night on Earth: The Zombie Game
Chicago Express
Stone Age
War of the Ring
Risk
A Touch of Evil, The Supernatural Game
Wasabi!
Tigris & Euphrates
World of WarCraft Miniatures Game
Apples to Apples
Galaxy Trucker
Ticket to Ride
Descent: Journeys in the Dark
Kingsburg
Twilight Imperium 3rd Edition
StarCraft: The Board Game
Monsterpocalypse
BattleLore
Bakugan Battle Brawlers
Scrabble
Age of Empires III: The Age of Discovery
Snow Tails
Caylus
After the Flood
Munchkin Quest
Playing Gods: The Board Game of Divine Domination
Carcassonne - The Catapult
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
8
1 Posts
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
John Farrell
flag
Avatar
05060708
The Terrors of the Tomb is a Runebound Challenge Card expansion, meaning that it is green, yellow, blue and red cards that you shuffle into your challenge decks. It is one of the earlier expansions and is closely related to the Rise of the Dragon Lords storyline.

The terrors of the tomb are of course the undead, so that's what you get in this deck. Undead always have a hint of horror about them, so it can be fun to make an expansion like this. The green encounters start quite tame - Rotting Hounds are just undead dogs, and the Ceremonial Skeleton barely puts up a fight as you rob him of his jewelry. The Knight Beset By Sorrow is a very nice card - when you rescue him from the shades of the dead he will give his life to save you. Such a lot of theme for such a small amount of text.

As the challenges become more dangerous, so too do the cards become more interesting. The Children of the Maggot is a particular stomach-turner as anyone injured my them is eaten alive, and if you're quick you can become the leader of the Horde of Ghouls yourself.

The blue cards are lots of fun as they're able to have strong special effects without being restricted to being dragon lords. The Medusa, the Death Knight, the Legion of the Dead, the Runestorm, all are formidable opponents with cool powers and pictures. The red cards are something of an anti-climax, I think.

I notice that the red cards in this expansion are the mirror image of the red cards in the Dark Forest expansion - the Unliving Rune compared to the Living Rune, and the Skeleton of Margath compared to the Heart of Margath. I don't see what is gained by the symmetry, but there it is.

The events and encounters in this deck are nothing special, but they do fit the deck's theme. In fact, three of them are very similar - "A Hero of Old Awakens". A hero comes to life and acts to protect you from other heroes. Some of the other cards fit in well with the necromancer Vorakesh from the base game. Indeed, Vorakesh is mentioned by name on one of the cards.

This deck fits the "Rise of the Dragon Lords" scenario very nicely, but that of course makes it not very useful for integration with The Island of Dread or Sands of Al-Kalim or even Scepter of Kyros. You can't have everything.

What FFG has provided here is a nice expansion which fits very sweetly with the campaign from the base game. There is some consideration for player interaction, but not too much, and some very interesting and thematic cards.
 
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.