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The Lord of the Rings: Journeys in Middle-earth
60m - 120m
1 - 5 Players
Ages 14+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Deck building/Pool building refers to a collection of related mechanisms. Players have a personal pool, or collection, of cards or tokens, that provide different actions and/or resources. A subset of those cards/tokens are randomly drawn each turn.
Deck / Pool Building
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Fantasy
110.00
€
30 day low:
Out of stock
Search for:
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
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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AirB0urn3
Very much have enjoyed. Lacking in a few areas, but clearly expansions will fill it in. Tons of content in core box.
aaj94
Campaign writing is lousy. The missions (we played through chapter 5) are repetitive and uninteresting. Some missions that jump in to shake things up are laughably boring (chapter 4 deduction mission). The app is just...dumber than a GM. This is a bad RPG because I don't have enough agency over my decisions, and making decisions in keeping with my character harms my progress through the story. Leveling up the character takes forever -- we've received one equipment upgrade after five sessions of play, and it's a marginal upgrade. I'm sure more are coming, but I don't care to waste more time on it to find out. Starter equipment feels pointless. Forums say that half the fun is designing a fellowship that will make it through the campaign, but I've already wasted 12+ hours trying out the game. Why would I start over and play the same boring missions again? The game essentially had one chance to hook me -- starter equipment ought to be good enough to experience the game. As a board game, I don't see the thrill of flipping cards. Maybe it's better than a dice chucker, but I don't play the dice chuckers either. I'm pretty far off from an Ameritrash gamer. I hate that I can get three successes on a stat I'm weakest in (what should be a pretty high-drama moment), and instead, the stupid app saddles me with 4 unblockable damage that kills me. I fail the last stand, and game over. Blech! Give me agency! The more I think about this game the more frustrated I get. It wasn't my copy -- if I'd dropped 80 bucks on this thing, I'd be livid. I had fun because of the people I tried it with -- we are 100% done with it, though.
Andy Parsons
Over many years and many different adventure games I have said that if the playing time is greater than an hour then I’d rather be playing an RPG. What RPGs offer that boardgames haven’t is both a sense of the possibilities of a situation being limited only by the group’s imagination, and the chance to assume and develop a personality. Journeys in Middle-Earth doesn’t represent a breakthrough on either of those aspects. Indeed, in many ways it is a very conventional adventure boardgame, with a heavy emphasis on exploration and fighting enemies. Episodes of doing those things are strung together by a narrative thread, but it isn’t very strong. When Journeys tries to break the mould with an episode at an inn with a deductive element, it’s gears grind and it’s mimicry of an RPG seems weakest. Having said all that, I have to confess to playing Journeys for several hours straight and enjoying the experience. FFG has been producing adventure games for a long time and that experience shows. The little action decks unique to each character differentiate them nicely and provide a simple way of randomising results. The scouting that allows some actions to be prepared and the odds of succeeding to be tilted is pretty neat. The app does a good job of removing the bookkeeping and of throwing surprises and enemies in your path. The game plays very smoothly, leaving the players to puzzle out the tactical dilemmas and achieve the heroic feats (or die trying) that are the meat of this game. The miniatures are nicely done and the artwork is decent. A little more variation in the terrain (many of the tiles are just plain, open ground) would have been welcome. The box is a least a third larger than it needed to be.