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Reply: The Lord of the Rings: The Card Game:: General:: Re: which nightmare quests do you consider a real gain?


Thread: The Lord of the Rings: The Card Game:: Rules:: Sacked Heros

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by Bodasafa

Can Heroes "Sacked" from the "Break of Day" Hobbit Saga Quest gain and spend resources? "Trough Sack" does not say you can't collect resoures. Are Heroes "characters" as is when the card says "Attach sack to the "character with the highest printed hit points"?

Thread: The Lord of the Rings: The Card Game:: General:: Cards that could have been better...

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by TrueLolzor

This article is an expression of my sadness for missed opportunities that could actually have been a valid deck picks.

I'll only list extremes in this article.



Summary: Well, this is just plain bad. This card expects us to pay loads of resources just for little top of the deck rearrange + drawing of 1 card. There is little to no use for this card in any deck at all, even if you have nothing to replace it with.
Salvation: Card cost should have been set to 0-1(or even exhaustion of Lore character/hero) and X in the card text tied to something else, like number of Lore heroes you control, or else. Even then, card would be optional, but at least considerable.



Summary: Should I even say something? A waste of a slot in your deck.
Salvation: Lowering the cost to 0 and/or boosting threat reduction to -2 would be most straightforward solution which would give it some potential. Upping the cost to 3~ and lowering the threat of attached location to 0 would be another pseudo-decent solution.



Summary: 1 willpower at the cost of 2 SPIRIT resources? No, thanks. By the way, Dunedain Quest suffers the same fate, but at least it's from rich Leadership sphere.
Salvation: Reducing cost to 1. As simple as that.



Summary: This card contains one of the worst game design flaws - being tied to a very specific element of the ENCOUNTER deck. And cards is very limited on without it (requires a dwarf, requires it to exhaust, can only target the active location). And with all those limits, it still costs you a resource.
Salvation: Just make it less restricted and more reliable. Like, dropping this location trait thingy, so it can exhaust any character to place the progress, but if you exhaust a Dwarf, you get additional progress.



Summary: While being so simple, it's so situational for the given cost. It targets only one player, it costs 3, it assumes you're gonna fail at questing, and it will sit in your hand for long before you'll have a real reason to play it. In most of the cases it's just better to build willpower to quest instead of canceling the threat from failing it.
Salvation: This one is extremely tough, I see no immediate solution to make it worth a slot in a leadership deck. Lowering a cost to 2 would be a nice touch.



Summary: Another case of the worst game design, this ally costs a lot and brings nothing but Power in the Earth action in the quests outside of the Khazad cycle.
Salvation: Simply making him the location version of Ithilien Tracker would solve the issue.



Summary: And here we go again. There is a few of Mountain location appearances outside of the Khazad-dum. Tying card to a location trait will most certainly make sure this card is never seen.
Salvation: Increasing cost to 1, making it unique and removing the location trait requirement.



Summary: It requires you a lot of copies, it requires you to kill stuff, and it negates itself when you actually utilize it's bonus. Oh, and it destroys your resource token supply if you actually attempt to use it.
Salvation: The card should be reworked completely. I would make it a response attachment, which gives attached hero bonus attack when an enemy is destroyed without attached hero participating.



Summary: A failed attempt to complement the secrecy pool. Hardly usable and too random, does not rewards you enough if you can actually pull the effect.
Salvation: Should have been simply a 2 cost card with Secrecy 2 keyword.

Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Sacked Heros

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by AdmiralACF

Bodasafa wrote:

Can Heroes "Sacked" from the "Break of Day" Hobbit Saga Quest gain and spend resources? "Trough Sack" does not say you can't collect resoures.

Yes, they can still gain and spend resources.

Bodasafa wrote:

Are Heroes "characters" as is when the card says "Attach sack to the "character with the highest printed hit points"?

Yes, heroes are always characters.

Reply: The Lord of the Rings: The Card Game:: Sessions:: Re: Shortest game ever?

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by AdmiralACF

It is a cooperative game, so if you forget something important like traveling, there's no reason you can't correct that oversight later, especially if doing so doesn't change anything that would have happened later. In any case, even seasoned vets of this game forget things from time to time and get steamrolled, so just shuffle up and try again! :)

Dimebag Challenge - April '14 Plays

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by B.A. Campbell

Well, I did it again. I acquired at least one new game this month during Funagain Games' Warehouse Sale. On top of that, I pledged for at least one game on Kickstarter. In a slightly less shameful turn of events, I obtained several games for review on Entropy and NerdSpan, so at least they're for a good cause and didn't dig into my personal budget too much. One of those sets of reviews has already gone up (my review of Storyteller Cards and preview of Storyteller Cards Fantasy), while the other two either just arrived or are still in transit.

EDIT: And between the time I started making this list (May 1) and when it was posted, I went to Barnes and Noble and bought Flash Point: Fire Rescue on 50% off clearance! Oh, I am so bad!

From April 1 to April 30, I logged 13 total plays, broken down as follows:

Board Game Title / Current Plays / Plays Needed

Archipelago: Solo Expansion: 2 plays
Previous stats:3 / 7
Current stats:5 / 5
On Entropy, I started a monthly series of in-character session reports followed by critical takes on the games played (see Space Alert for example). Archipelago was one of the games I definitely wanted to include, because I think its simulation elements create a brilliant, if politically complicated, narrative. The session I recorded was one of the long scenarios, Pope Hull. The goal was to end the game with the maximum number of contented workers, which meant a back-and-forth between actions that increase population and actions that decrease rebellion. I believe I focused too much on decreasing rebellion, and ended up with a population of 38 and rebellion of 0, for a silver ranking. I followed this up with a quick play of the Barbe Bleue scenario (collect fish), but after a while it became clear I had no chance of winning it in 6 or 7 rounds, so I abandoned the game early.

Arkham Horror: 3 plays
Previous stats:10 / 5
Current stats:13 / 2
Well, it took a while, but I think I'm converted. This was a game I was seriously considering selling, the main impediment being that I had bought several of the large expansions and hardly touched them...I felt I needed to give them a decent shake before selling the game. I'm glad I did. These last few plays, I approached the game with the specific goal to minimize the elements that were making it unsuitable, for me, as a solitaire game: the table space, the length of setup and overall playtime, and the inability to play a single investigator (I normally don't mind this, but this game has too many fiddly modifiers to track). Luckily, I've had some breakthroughs recently with my OCD that was preventing me from discarding the inserts this game came with, which meant that I was splitting the cards needed just for the base game (which had grown due to expansions) across 4 boxes, unnecessarily inflating setup time to an hour or more. Out the inserts went, and I was able to reorganize it all into 2 boxes; setup is now a more comfortable 20-30 minutes. Second issue, space. I realized that if I rotated the board 90 degrees, it would still fit on my table, only overhanging it by about an inch on each side, meanwhile freeing up half of the table for the Ancient One and Investigator sheets (which previously had to be kept on a side table). Finally, I experimented with a few simple 1-investigator variants and found one that works. In my most recent play, I timed my efforts: 150 minutes, including setup and teardown, and much more enjoyable and immersive now that I'm playing a single investigator. Maybe next month, I will finally try one of the expansion boards!

Bruges: 1 play
Previous stats:3 / 7
Current stats:4 / 6
I didn't really record any details for this play, which occurred at the start of the month. All I know is that I beat H with a score of 51-41, most likely because I focused on canal-building more than she did. One thing I wish this game came with was a reference for which characters appear on which color cards, so you could have at least some way to go after specific professions or abilities, however unlikely, when drawing cards.

Castaways: 2 plays
Previous stats:2 / 8
Current stats:4 / 6
Another one for the Entropy session reports, and will probably appear next month. First, I tried a solo variant I was toying with where the fire is constantly and automatically lit unless the weather is stormy. Unfortunately, it did not address the core problems of the 1-character game for me. I then tried playing 3 castaways as though I were playing a 3-player game, with each "player" acting as selfishly as possible. It was a blast! This was my first attempt at playing multiple sides of a multiplayer competitive game, but I think it worked here, as long as I played each character as though they were a complete sociopath. It pretty much confirmed my earlier suspicion that this game is at its best when played as a cutthroat competitive game in which it is occasionally necessary to work together. I am still unimpressed with how the story elements work, but that's another topic.

Farkle: 1 play
Not Included in Challenge
This push-your-luck dice game was a surprisingly good stocking stuffer from my game-oblivious in-laws. I like Yahtzee, and reading through the rules, I liked the push-your-luck aspect (after you score dice, you can keep rolling, but as soon as you are unable to score anything, you lose all the points you made that round). In play, I felt like the push-your-luck element was a bit muted by the 500 point minimum, which makes it a non-decision most of the time, so I am thinking of house-ruling that out the next time we play. If nothing else, some more dice to access in case of emergency!

Galaxy Defenders: 4 plays
Previous stats:4 / 6
Current stats:8 / 2
Restarted the campaign again. I have this thing where I can't start something, walk away from it, then start back up again later, and that's what happened here. Not that I minded continuing to play the easier missions. I'm working on a set of House Rules for a Gentler, Quicker Invasion (WIP) to make the game line up more with my personal preferences in terms of difficulty and total play time.

Legacy: The Testament of Duke de Crecy: 2 plays
Previous stats:3 / 7
Current stats:5 / 5
Working on a solo variant that is closer to the 2-player game. I find it odd that there are 2 included solitaire variants in the game, but neither of them feels much like the multiplayer game, whereas this variant took seconds to cook up and feels so much closer. My first play was the standard variant, confirming my initial suspicion that there was too much blocking going on; the second was my variant. So much more freedom, but you still need to worry about the "opponent" stealing your action spaces, titles, mansions etc. Glad this worked out, since the multiplayer game is a favorite but the included solo variants weren't cutting it for me.

The Lord of the Rings: The Card Game: 1 play
Challenge Already Met
Since I nominated The Black Riders for Best Solitaire Expansion in the 1-Player Awards, I figured I'd better play it! Got to play the first scenario. Will have to rebuild my decks for more spirit; the Hide tests in this scenario are HARSH, and the final escape to the ferry (which can only be moved to if it's the only location in the staging area) is a tough nut to crack unless you have a lot of questing power. I recorded this play for Entropy, but I think I will go with a different scenario/playthrough for my session report.

Onirim: 1 play
Previous stats:18 / 3
Current stats:19 / 2
The first game I recorded for an Entropy session report. Like Lord of the Rings, I think I will go for a different play for my final session. This one was nothing special. I used all the included expansion modules and got some bad luck, but I did eventually get all 4 towers out...too bad I ran out of blue and green moons early in the deck, so I ended the game with 2 doors still to find.

Pay Dirt: 1 play
Previous stats:1 / 9
Current stats:2 / 8
A 2-player online game with my mom using the VASSAL module I made of the print-and-play. I had a huge advantage throughout the game because my mom made an early mistake, letting me buy Betsy Pretty for only $2k. Betsy gives you a discount on auctions for personnel, so I was able to purchase all the other discount-granting personnel as well, giving me a money advantage and a full worker force by midgame. I ended up winning 20-16.

Resident Evil Deck Building Game: Mercenaries: 1 play
Previous stats:12 / 6
Current stats:13 / 5
Played this one with my wife. We used the Mercenaries mode starting decks to accelerate the game. I played Rebecca, H played Wesker. My strategy focused on buying a couple of Boundless Battlefields early on to trim the fat from my deck, then minimize the amount of weapons I bought so that I could make the most of Tear Gas. H tried to go Big Money, but it was too slow compared to my strategy, and I won 26-8. I think I am starting to understand how to selectively buy and use Actions, which I previously considered almost useless. We've agreed to try playing with only 8 instead of 12 non-basic cards in the offer next time, because it's too much for H to take in.

Space Alert: 2 play
Previous stats:17 / 9
Current stats:19 / 7
My first session report and critical take posted to Entropy! Check them out: Session Report: Space Alert and Space Alert: A Critical Take. It was also my first play of a board game (or any game, for that matter) recorded on YouTube: Space Alert Mission 2 Playlist. This session was really fun, made even more so by the fact that I recorded it during a power outage! I will laugh in the face of anybody who says Space Alert isn't a good solo game.

Space Sheep!: 11 plays
Previous stats:0 / 10
Current stats:11 / -1
A new game purchase this month. At least I was able to meet the challenge relatively quickly! I was intrigued when I saw Rahdo run through this one. Based on Space Alert, real-time solo games are a subgenre I really enjoy, but I would never have given the game a second thought based on the silly cover art. Once I saw his play, I felt that it would be a safe purchase for me, since it ticks most of the boxes for what I like in a solo game: puzzle-like atmosphere, small table space, quick setup, quick playtime, quick teardown, and real-time to boot. The price was a sticking point, though, until I saw it on Funagain for $15. I wish this used a soundtrack, like Space Alert, which would be more immersive but would probably require an app to work properly. Aside from that, it was a worthwhile buy that should offer lots of variability in the future.

We're almost at the midpoint of the year, and there are still a lot of games that haven't met the challenge. Starting next month, I am going to try focusing on one game at a time, just playing that game until it meets the challenge, then moving on. Perhaps I'll start with Resident Evil, since it's so close, then some games that are sorely lacking in plays, like The Swarm.

Games that have met the challenge:
SOS Titanic (January)
The Lord of the Rings: The Card Game (February)
Space Sheep! (April)

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by familygaming

Nice write-up, and I agreed with some of your early picks, but all the cards you dislike because they are specific to mountains, well...

Having come from years of Magic play, and be a person who loves deck-building, I really like that LOTR TCG allows and even necessitates constant building and re-building decks. Mountain specific cards would be bad if you only built one deck and tried to blow through all scenarios, but for someone like me who likes building decks for quests, these mountain cards are great!

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by TrueLolzor

My problem with those cards is that they are practically dead outside of the mountain quests. I have some CCG background too, and I love the deck-building elements of most card game. LOTR LCG has a lot of limitations and sometimes I feel like the game dictates me how to build the deck. And being tied to an encounter card trait is worst kind of impairment to me.

Examples of some bad early enemy trait dependances were also Longbeard Orc Slayer and Blade of Gondolin, but they have some uses besides their trait interaction, so I let them slide.

Example of matured trait dependent card is Goblin-cleaver: all it needs is weapon and difference between orc and non-orc is just 1 damage.

Thread: The Lord of the Rings: The Card Game:: General:: Hall of Beorn Card Search now has every card currently released

File: The Lord of the Rings: The Card Game:: Einsteckkarten mit Szenarioregeln

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by SpaceCrusader79

I actually found a half decent use for power in the earth in the dead marshes scenario. I used it to lower the threat of impassable bog to 0 and just let it sit in the staging area, not that it stopped its enter play effect resolving though.

My candidate for this post is Brok Ironfist, average stats, poor ability and very high cost.

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by TrueLolzor

Well, if you don't attach power in the earth to impassable bog - it's still an 1 threat and nothing forces you to travel there.

Brok Ironfist is like a hero under the circumstances of a Dain Ironfoot and he can be utilized outside of his printed ability. Just discard him with Daeron Runes of King Under the Mountain and use To Me O My Kinsfolk to let him help you with his 3 wp and 3 attack when you need it. (or you can even very good tale him for that purpose)

Reply: The Lord of the Rings: The Card Game:: Variants:: Re: Removing (most of) the Luck - Variant

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by javidad

malteh wrote:

Sounds like another "easy mode" to me. Fair enough, but I don't bother with difficulty or luck.

Just have the same feeling.

But thank you for coming with a new variant xD

Reply: The Lord of the Rings: The Card Game:: Variants:: Re: Removing (most of) the Luck - Variant

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by Vladimir17

More like "even easier mode". Having two or three combos or crucial attachments/events ready from the first turn seems too much for me.

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by SpaceCrusader79

TrueLolzor wrote:

Well, if you don't attach power in the earth to impassable bog - it's still an 1 threat and nothing forces you to travel there.


This is true, like a said half decent use, other than that I can't think of any other reason you might want to include this (I only got mirkwood packs and hobbit OHUH).

Reply: The Lord of the Rings: The Card Game:: General:: Re: Hall of Beorn Card Search now has every card currently released

Reply: The Lord of the Rings: The Card Game:: Variants:: Re: Announcing a new expansion: Monty Python and the Holy Grail

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by valerys

This is amazing and I hope you eventually find the time/energy to finish the set. Thanks for adding some...unexpected delight to the card game!!

New Video for The Lord of the Rings: The Card Game

Reply: The Lord of the Rings: The Card Game:: General:: Re: Cards that could have been better...

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by flyingtable83

I would point out that a couple of those cards aren't as bad if you don't have all the cards to choose from (i.e. you haven't collected every card available) AND you are playing some of the specific scenarios. Overall, they might not be the best, but nearly all of the cards in this game are situational.

At the same time, yeah, most of these don't make it in to my decks ever and I mostly have the core, Mirkwood cycle and KD cycle...so lots of dwarves and underground/mountains.

Reply: The Lord of the Rings: The Card Game:: Sessions:: Re: Best ending to Journey Down the Anduin Solo EVER [win]

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by Herbz

Hmm, if I remember correctly there is no questing on 3B. Doesn't matter anyway, he had fun :)
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