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Lord of the Rings: The Wastes of Eriador
Expansion of:
Lord of the Rings: The Lost Realm Expansion
60m - 60m
1 - 2 Players
Ages 12+
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
Others
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Bags
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Sleeves
Sapphire Sleeves
Paladin Sleeves
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Bayushi Sezaru
The fifth cycle of expansions continues adding more awesomeness to Lord of the Rings LCG, in form of new heroes, cards for the decks, and new quests. The Wastes of Eriador contains a bunch of new cards for the players decks like the new spirit Merry, or the great damage soaker Raven-winged Helm. The scenario itself is very innovative (with the alternance between night and day), challenging, and quite good.
Thies
Quest: A very clever design with a few innovations such as an alternating day/night card with different effects depending on which side is up. Also quite difficult due to the night effects, surges (and other extra reveals) and nasty treacheries. The difficulty itself is fine with me - I think each cycle should have a range of challenges. However, many of the effects of this really bog you down by slowing progress so it can take many rounds (and a lot of playtime) to finish. Losses can be fast and brutal, wins slow and frustrating if ultimately satisfying. Player Cards: Spirit Merry is great — probably the best threat reduction to date and a way to stay in secrecy possibly the entire game. At least half of the other cards are top shelf too, particularly Honor Guard and Raven-winged Helm for tactics. Well worth getting for the cards. Ratings: If I were to rate any expansions to this game in the context of board/card games as a whole, they'd get an 8,9 or 10 because they are part of a game that I give a 10 to overall. However, on a separate scale within just this game system, I'd give this an 8 for the quest (can be a bit of a grind) and a 9 for the cards.
KingHeinrich
Nice quest. Pushes your threat control, your combat and your questing but not all at once. Night/day mechanic is really nice. Quest hard during the day and fend off wolves and wargs at night. I think this is a quest that has staying power.