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Lord of the Rings: The Battle of Carn Dûm
Expansion of:
Lord of the Rings: The Lost Realm Expansion
30m - 90m
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
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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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Marvel: Crisis Protocol
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jax900
Ridiculously hard. One of the toughest scenarios in the game. Only the best of the best decks stand a chance here. Half a point down for the lack of creativity - it really is just combat, combat and more combat... Spiced up by endless shadow cards, I'll give it that, but straightforward otherwise. Side quests from the encounter deck do basically nothing...
Thies
Quest: The reputation of this quest precedes it. Anyone who does a bit of reading on this game should be well aware that it is considered the most difficult quest, possibly excepting the last couple of the final cycle and maybe a PoD. And it lives up to its hype. Is this a good thing? I’d say yes. Just as the game needs a quest per cycle that’s on the easy side to allow casual play and deck building experimentation it also needs its big bad challenges to test the mettle of the strongest decks you can build. Is it fun? Obviously not for casual play, but by the time you’re this deep into the game you should at least appreciate a good challenge. Player Cards: Hero Amarthiùl is a linchpin of many Dunedain decks. There are a couple of cards like Favor of the Valar that have very important functions in certain decks. And a number of others are situationally interesting. Not the greatest pack but solid. 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 (with the caveat that it’s more challenging than fun) and a 7 for the cards.
Teamjimby
Really cool quest design, although at it's release it is probably the hardest quest in the game. So far I'm about 1 for 30, so maybe it's too hard. Player cards explore some new ideas, but are generally underwhelming.