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Lord of the Rings: Escape from Mount Gram
Expansion of:
Lord of the Rings: The Lost Realm 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
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Family and Children
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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
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Thies
Quest: Another big thematic win for this cycle. A second (after Escape from Dol Goldur in the Core) prison break quest, and this one nails the theme. You start alone in your cell and have to find and gather up your items, allies and other heroes before making the final break. The only criticism is that the quest seems a bit too easy, but I don’t mind that because every cycle should have a mix of difficulty and the theme and mechanics of this are so spot on. Player Cards: The new Rossiel hero is as innovative as the quest, playing off of victory display shenanigans. Unfortunately I don’t play these niche heroes as often because they require decks and strategy to be tailored to them and can’t easily be assimilated into existing builds. The other cards feature some good support for Rossiel and a useful side quest. Tactics is again for me the big winner with powerful Ent cards (aren’t they all). 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 (misses the sweet spot only by being a bit too easy) and a 7 for the cards.
sirale
Felt MUCH easier than first instalment of the cycle, notwithstanding only 1 official DL difference. It's not bad to take a laid back stroll every once in a while.
wkover
Bonus points for a goofy old-school prison break. Though I had to replace a hero just for this scenario, since my mono-red team typically doesn't even have enough Willpower to stop eating taffy. The other players were unfazed, though. Anyway, this was a nice change of pace. More story and character than usual, even if the difficulty is lower than advertized. Though there's a chance that people are making the setup even easier than it should be, due to the order in which Capture and When Revealed effects are resolved. See [url=https://boardgamegeek.com/thread/1920517/setup-warning-captured-heroes-and-prison-cellquest]this thread[/url] for details. Certain rules could have also been more explicit, such as whether players get one more resource and card after setup, as per usual. But overall, all was well.