LotR plays in a seven phase turn, which sounds long, but is very streamlined once you are familiar with the sequence. The turn starts with the Resource, followed by the Planning phase. The two are essentially one big phase, Resource starts with each hero getting one Resource token and each player drawing one additional card into their hand. So far, so good. Planning then lets players spend their hero's resource tokens to put cards from their hand into play. As I mentioned last post, the cards you can play are either Allies, Attachments or Events. A key choice you make here is whether or not to get more characters into play early in the game or to save your resource tokens for later to afford more expensive cards.
Following is the Planning phase where your heroes and characters make progress on the current quest. They do this by Exhausting (placing the card on its side) and once all players have decided who to Commit or not, they total up the Wisdom of all these characters. To make progress, this total has to exceed the Threat total of the Enemy and Location cards in the staging area. Sounds straightforward right? Well kind of. Before you calculate the final Threat total from the staging area, one card per player is drawn from the Encounter deck, possibly adding to the Threat total. Either way, the total Wisdom and Threat is compared and any difference is converted into progress tokens on the quest (higher Wisdom) or added to each players Threat meter (higher Threat.) Something to remember though is that characters who Quest will not be able to do anything else in the turn (such as attack or defend.)
The next two stages help players remove Threat from the staging area. The Travel phase lets the players make a Location card the active area, removing its Threat from the staging area. The downside of this is that while there is an Active Location, players won't make any progress on the Quest until it is dealt with.
The Bight Patrol will engage Players with a Threat above 5, which
would be almost everyone. The Marsh Adder, Threat 40, will only attack
the strongest players when things are very serious!
Ah, Faramir, one of my favourite cards. Helps others Quest with his
ability, good at defending and can take a bit of a beating!
So there's the game turn in a nutshell. Hopefully I've conveyed that, above all else, LotR is a risk management game, where every decision you make has an unknown element to it. Have I dedicated enough characters to Quest this turn? Do I go to this Location or try and progress the Quest? Do I play lots of Ally cards to get more characters in play or do I play Attachment cards and have a small group of really powerful characters. Making the correct choices is fundamental to success.
There are lots of occasions, however, where you'll be faced with some awful luck, and draw the one card you had hoped to avoid. One of the mechanics I enjoy most about LotR, is that each phase has a point where players can act, either by playing an Event card or making use of a special ability. As a result, you always have the opportunity to act or react (assuming you have said card or ability) to an unexpected enemy or effect; too many enemies in play? Play a snare card to stop them attacking. Too many location cards? Play a scout character to help explore it.
Don't want to deal with a specific Location card? Attach this to lower it's threat!
Finally, a word or two on the difficulty level. Common practice at the moment is for designers to make cooperative and solo games as difficult as they possibly can be. The reasoning being, if difficulty is set too easy, gamers won't stick with the game long term. With LotR, you could be forgiven for thinking that the game is monstrously hard. Now that is true to an extent, but to understand the game properly, we have to return to an earlier point I made. The core box set is a great little game in it's own right, but it is, in essence, one long introduction to the full Lord of the Rings card game. The aim of the core box is to teach you how the different spheres behave and point you in the right direction when building your own deck.
In case you haven't picked up on it yet, I love Lord of the Rings: the Card Game. The designers have managed to get the balance of risk, choice and luck just right and I enjoy the mental exercise of trying out different combinations of cards. Next time I'll try and put up a report on an actual playthrough of the game. I'm trying to come up with a way of doing that without it simply being a long post with lots of pictures with cards. Until then. . .
Sounds like the game could be fun!
ReplyDeleteYeah, it's an absolute blast!
DeleteThanks for the reviews on this. I have the core game, Khazad Dum and all the adventure decks up to The Long Dark but I have to admit I find the game really hard to get into and I suffer the problem when having so many cards to choose from of what to put in the deck.
ReplyDeleteDo you try to build a deck that will take on all adventures or do you chop and change to suit the particular adventure? If you didn't mind putting up some deck lists that would be much appreciated!
Thanks! Just to be clear, I am by no way an experienced card gamer, but enjoy the challenge. The game plays quickly enough to try a quest two or three times a session, that gives you a better idea of what works than simply playing through once.
DeleteI try and build one or two decks that work over multiple quests, but haven't gotten to the point where I have a "master" deck that can take on everything the game throws at you.
Lastly, I try and theme a deck to make use of as many abilities as possible i.e. base a deck on either one or two spheres, or maybe on a Rohan theme. I don't have the Khazad Dum expansion, but there are some great cards in there if you build a Dwarf deck (Dain Ironfoot, Zigil Miner and Grim Resolve looks pretty powerful.)
I'll get some more details up in the near future. Thanks for the interest!