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Subject: Shadow Hunters Expansion - The More, the Mysteriouser...? rss

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Fractal Energy
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~ SHADOW HUNTERS EXPANSION ~



Gameplay Information:
4-8 Players
Ages 10 - Adult
Playing Time: 30 Minutes

This'll be my first review of an expansion, and as such I don't think it needs the same depth of gameplay, etc. as the review of the base game would. So I'm just going to talk about the things I look at when it comes to expansions.

What's In It?

This expansion comes with 10 new Characters, 1 revised Bob, 2 revised Hermit cards, and 2 revised White cards, all in a small little box. The 10 new Characters are one new one for each HP level of Character (4 Neutrals, 3 Hunters, 3 Shadows). The revised Bob allows for use of Bob in any number of player games. The revised Hermit and White cards are just text changes to reflect the addition of new characters.

I'll go through the new characters and give you my opinions of them.

Neutrals:



Agnes (8 HP) - She wins if the player to her right wins. Her special power allows her to, once per game, switch this condition to the player on her left. I think Agnes is a great replacement for Allie. It also keeps it interesting because her win condition depends on who she's sitting next to, so she has incentive to potentially be only on one team, or to switch sides at some point after figuring something out.

Bryan (10 HP) - He wins if he kills someone with HP of 13+. If he kills someone with 12- HP, he must immediately reveal himself. Bryan is also a good substitute for Bob, who is a less liked character in my gamer group. His win condition is kind of odd, but definitely gives him incentive to move the fighting along and also makes use of the HP based Hermit cards.

Catherine (11 HP) - She wins if she's the first to die OR is one of the last two people alive at the end of the game. Her special is she can heal herself 1 damage per turn. I really like Catherine. Being the first to die isn't easy, and being one of the last two alive at the end is also very fun. It means you have to be switching teams often to watch your own hide and make sure the hunters and shadows are balanced in numbers until the very end.

David (13 HP) - He wins if he collects 3 or more specific White Equipment. His special lets him take 1 equipment from the discard pile. Another item collector, I'm not a big fan of David, but his win condition is definitely very doable.


Hunters:



Ellen (10 HP) - Her special lets her negate anyone else's special ability for the rest of the game. This is one of the most powerful moves for the Hunters and can be a great boon if used against the Werewolf or Wight, for example. Great power as long as it doesn't negate the wrong person

Fuka (12 HP) - Her special is basically the med kit. She can take someone's health marker to 7 damage. This can be good if you find the Shadow early on, or it could also serve as a small heal for yourself.

Gregor (14 HP) - Resembling a Ghostbuster, his special allows him to be immune to all damage for one round. Not my favorite Hunter. His power is sort of okay, but it mostly just buys him some time. It can be useful, though, but not my favorite.


Shadows:



Ultra Soul (11 HP) - His power allows him to blast someone standing at the Underworld Gate for 3 damage. This can be used multiple times. A very devilish and fun character, the Murder Ray is awesome to terrorize people who land on the Underworld Gate. Too often, though, Ultra Soul is killed before revealing/getting a chance to use it.

Valkyrie (13 HP) - Her power lets her use the D4 to attack instead of having to do |D6-D4|. Not the best of the Shadows, but the Shadows are strong enough as it is. She basically can't miss, which isn't a bad thing.

Wight (14 HP) - His power allows him to take an additional number of turns equal to the number of dead characters. I love the Wight. If you can manage to survive long enough without revealing, you can get two or three extra turns, which can be DESTRUCTIVE. One of my favorite new characters.

How Does It Affect The Game?

The only deal here is that you want to make sure you only have 1 character from each HP set in your potential deck, so that you don't end up with the three shadows with the highest HP and the three hunters with the lowest HP, for example. So there's some additional setup time, involving randomizing the cards you're drawing from each set and whatnot. I basically separate the cards into three face down rows (neutral, hunter, shadow), and each row has the HP duets next to each other. Then I have someone pick Right or Left 10 times to pick which of the two is going to go in, then I separate that new deck of HP-sorted 10 cards and have someone randomly pick the correct number of neutrals, shadows, and hunters needed.

The new characters add a lot of variance and more guesswork to the game, and they're really great fun. I can't imagine playing this game WITHOUT them. It keeps you on your toes trying to guess from even more possibilities. It's a great addition to the gameplay.

How Much Is It?

The box says it's $10, and I got my copy for $8.50, which I think is a steal. Even though it's only a few cards, it's really not very expensive and it does add a lot to the gameplay!

Is It Worth It?

Yes.
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I highly recommend the purchase of the expansion along with the base game, just because I can't imagine playing Shadow Hunters without the addition character variation. It adds lots more replayability to the base game and gives you more chances to be a cool character instead of a boring one like Allie or something
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Michael Stachiw
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thanks i completely forgot about this expansion. gotta bump this to the top of my wishlist for future gamenights.
 
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Brian Modreski
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Shadow Hunters Expansion Kit » Forums » Reviews
Re: Shadow Hunters Expansion - The More, the Mysteriouser...?
Just for the record, you don't have to insure only one of each letter in the mix. We've always ignored that and had fun games anyway
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Fractal Energy
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StormKnight wrote:
Just for the record, you don't have to insure only one of each letter in the mix. We've always ignored that and had fun games anyway


Yes, this is true. I think soon I'm just going to encourage them to just mix it up, but for the sake of attempting to maintain HP balance, some people might want to do that annoying sorting business
 
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Cyril Ronseaux
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sstrunks5555 wrote:
StormKnight wrote:
Just for the record, you don't have to insure only one of each letter in the mix. We've always ignored that and had fun games anyway


Yes, this is true. I think soon I'm just going to encourage them to just mix it up, but for the sake of attempting to maintain HP balance, some people might want to do that annoying sorting business


The game is NOT balanced. Even with the core set, depending on which neutrals are out hunters may well be at high advantage.
Already when you play at less than 8 characters you might have 13-14 vs 10-12, it doesn't stop the game to be fun, we even had a few games where low hp team won... because neutrals are spice up the game here, they can totally change the way a game is played.

So don't worry about having balanced HP, just play... the faster you play, the faster you can play another one and forget about that "unbalancing" you see.

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Greg Wilson
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We don't like Bob or David (the item-collectors) so what we did was to sort the cards into pairs as follows and secretly pick one of each pair.

Emi/Ellen, Franklin/Fu-Ka, George/Gregor
Unknown/Ultra Soul, Vampire/Valkyrie, Werewolf/Wight
Allie/Agnes, Bryan/Daniel, Charles/Catherine

That gives a deck of three Hunters, three Shadows, three Neutrals, with nobody sharing the same HP marker. From there, you can just make up the play deck as normal.

I agree the game doesn't break if you just randomise fully, but it seems neater to us this way. Besides, Wight plus Werewolf would be nasty.
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