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Lord of the Rings: Road to Rivendell
Expansion of:
The Lord of the Rings: Khazad-dûm Expansion
60m - 60m
1 - 2 Players
Ages 13+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
14.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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Sleeves
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Bayushi Sezaru
The Lord of the Rings LCG is so good I can't really believe FFG made this (well, after seeing the huge amount of faqs and clarifications I actually believe it was made by them...). The second cycle of expansions adds more awesomeness in form of new heroes, cards for the decks, and new quests. Road to Rivendell has some new interesting player cards, but the scenario itself is one of the less challenging ever: with tuned decks is very easy to get to the end without much trouble...
enzo622
There are a couple shadow effects that can cause Arwen -- whom the heroes are escorting -- to die and there's not much the players can do. Eleanor is crucial for this adventure to cancel treacher cards. In addition, be sure to have Burning Brand, Test of Will, Hasty Stroke, and Dunedain Watcher on hand and then hope for a fortuitous shuffle.
AdmiralACF
This pack is defined by one card: Sleeping Sentry. This treachery card is basically a "cancel or lose" card, and a very poor design decision. At this point in the design of the LOTR LCG, it seemed the designer(s) at the time thought the game would be better with a more random outcome, so several quests have cards with game-ending effects, and Sleeping Sentry is the poster child for this. Thankfully, this design philosophy was abandoned in favor of a more balanced approach. Outside of Sleeping Sentry, this quest is pretty mediocre. The twist in this quest is the Ambush keyword, which causes the enemy with the keyword to make immediate engagement checks with each player. This keyword simply isn't interesting. First of all, if the players' threat is lower than the enemy's engagement cost, the keyword does nothing. If the keyword happens to hit and cause the enemy to engage, it no longer adds its threat to the staging area, making it very easy to quest against this quest. The worst the ambush keyword does is remove the players' opportunity to optionally engage an enemy to get the enemies where they want them to be. While this can be a drawback, the benefit of taking the enemy's threat out of the staging area more than makes up for it, making this a quite easy quest (and perhaps explaining the existence of Sleeping Sentry). I feel the ambush keyword would have been much better if it triggered at the beginning of the encounter phase, which would have the same effect of preventing the players from optionally engaging the enemies while keeping their threat in the staging area through the quest phase. The player cards in the set are a bit lackluster, with only one or two remaining widely used. The hero is Elladan, who is really only good if you have his bother Elrohir, who came in the Redhorn Gate pack, so if you don't have that pack, you don't need this one.