I love Arkham Horror and would put it in my Top 5 games of all time. Curse of the Dark Pharaoh means well but falls short of the mark. There are too many unclear issues to resolve (confusing encounters, misprints, etc.) and a lot of awkward parts (scrambling to find pieces, looking for investigators not in the game. etc.). Some elements could have been treated differently - like making the Exhibit Items Unique Items instead. It seems that this was more of a fan-created expansion than an official product. But for all its short-comings, it is still playable. As an AH-fan, I would recommend it but I would rank it at the bottom of the expansions produced.
Two ways to play: Visiting and Permanent Exhibits. The Visiting method is supposed to highlight the expansion by removing all the basic encounters and alternating Mythos cards every otehr round. I didn't feel it showcased it too much so I will stick with the Permanent Exhibit when I play with it in the future. I also need to try the Herald version available to print from FFG's webpage. I think they will helop correct some of the unbalances between teh Exhibit and Unique Item deck.
A decent expansion for Carcassonne that adds 3 modules.
Castles are the best of the bunch allowing you to leech more points from others hard work at the cost of giving up a quick 4-point city. I'd give it a 9.
Bridges function fine but don't see a whole lot of use. Bridging a gap to continue a road seems less useful for roads that see too many tiles already. I'd give it a 7.
The Bazaar was forgettable. Auctioning was just cumbersome and doesn't seem to mesh well with the Abby or those who draw a tile at the end of their turn instead of the beginning. The random interruption also slowed us down. I'd give it a 5.
Own The Princes of Florence Module (01/13/2010) Own the Notre Dame Module (09/29/2010) Own the Louis XIV Module (05/20/2011) Own the In the Year of the Dragon Modules (05/20/2011) Own the Witch's Brew Modules (08/13/2012)