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Bridge of Sighs

By Ben Cort (Gelband) · added 9 May 2017

Download — 83 MB

My verdict

4.0
Background story
5.0
Visual experience
4.0
Overall experience
4.33
Average

What readers say

4.11
18 votes since 2017

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83 MB
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Comments

elisabet · 2017-12-18

Would it be possible to upload the adventures in psd ?, I want to translate them into Spanish (a friend knows English, I do not). But I'm a graphic designer and I could lay out the adventure to send to a professional printing company.

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Court · 2018-01-11

One of my favorite memories in AH:LCG is from this adventure, so thank you for making it and making it available. I was kind of new to the game when I ran it, so if you are as well, make sure you read up on 'Aloof' first, and if the Agenda deck (or act Deck) doesn't specify if the townsfolk have Aloof, assume they don't have Aloof. I played this a bit wrong but it didn't matter much in my particular experience. Anyway, great job on this.

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Mick · 2021-02-05

I did the same thing!!

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Jeffrey · 2018-02-01

This was a fun mission, but a little story light. Also, the non-violent path to victory seems next to impossible for anyone except ultra-clue hungry yellow characters.

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Tony R · 2018-02-19

I had trouble playing this with 3 investigators. It didn't seem possible to get the relic at the end, because there were not enough clues .

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Billy · 2018-03-13

I think some of the people you meet at the locations need the 'Townsfolk' trait adding. An enjoyable scenario though!

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Milos Tziotas · 2019-02-25

I did not understand Living Id's health being set at 5* while he cannot be beaten while his strength is written as '-' . Does this mean infinite strength, you always suffer 2 horror? This was how I interpreted it. It was fun but kind of easy.

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kosterix · 2019-07-08

required: Striking Fear, Ancient Evils, Chilling Cold, The Midnight Masks, Locked doors... what are these??

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Laszlo Mozsik · 2020-05-09

Core set treachery.

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Almouse · 2021-03-07

We played this mission with 4 investigators as part of a NotZ+side missions run. Sadly I think this was our least favourite mission of the group -- several aspects felt incomplete, leading to ambiguous rules in several places. I will be very heavy on spoilers in this description:

Several of the townsfolk don't have the townsfolk keyword... are they actually townsfolk? Several of the locations in the town don't have the town keyword... are they actually in the town? One of the enemies just has a completely empty traits+text box. The townsfolk have no mechanic in place that removes them from the game when they die -- arguably the best solution is to kill them and wait for them to respawn so that you don't have to deal with their effects. We chose to play without this, as it felt against the rules as intended (later text says "if you killed the townsfolk..." but they are not Victory so they don't go into the display for this), but this meant that our primary guardian had zero enemies to attack as the encounter cards include none. Several of the townsfolk have 0/0 damage/horror, meaning you may as well have them follow you around everywhere.

With 4 investigators, the map doesn't actually have enough clues to achieve either of the victories. Luckily the scenario card (tokens) does allow for this, but this meant that in order to get the win we were intentionally triggering empty skill tests in order to try and draw the desired tokens.

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Triton · 2021-04-17

The art is great but we didn't like the mechanics. Narrative is okay but could be used a little bit better. Plus it's almost impossible to "succeed" completely as we don't know what will be the "actual" objective of the scenario at the beginning :/

Not enough clues in the game and not enough (real) narrative clues to understand what we have to do exactly for the alternate winning condition.

It has a good theme and good visuals but sadly we couldn't find much joy in the end and felt frustrated to realize we simply cannot win in the middle of the game.

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How did your investigators fare?

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