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Lord of the Rings: The Blood of Gondor
Expansion of:
Lord of the Rings: Heirs of Numenor 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
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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Marvel: Crisis Protocol
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AlexanderVanhulsel
Ok quest. Hidden card mechanic is cool, but can be hard if unlucky. Starts off very difficult (I had 18 distant threat turn 1 once in a 2-player game), but the curve smoothens out nicely at the end. Wins/losses: 1/2
jax900
Wow, hidden cards mechanics gave me thrills and excitement I have not experienced for many expansions now... This is most likely the best - most innovative, fresh, satisfying (and working readily in reality, not only on paper) - mechanics in the Against the Shadow cycle. This mechanics can be volatile sometimes and things can escalate in the blink of an eye with it, but still, it provides interesting choices, ample room for planning/calculation, risk management, tension and... fun! And the thematic connection is great too - sinister enemies and dangers gather in shadows around our heroes (and allies), only to strike at the appropriate time... These perils can be picked up one by one, in chunks or ignored until the critical mass is reached and they attack themselves in one big effort (or even earlier being fed up with Lying in Wait :) ). EDIT: I have a reservation - a bit too much depends on the beginning. If it's successful - you should _rather_ win (after a longish game), if not - you have no hope. Thus the scenario is, sadly, slightly too capricious and wobbly :-( -- Among player cards: 2 notable ones (Anborn, Poisoned Stakes) for trap decks. I like it ;)
bigf00t
Acquired as part of large bundle for $100 in Gottacon 2015 Auction New in shrink Sold as part of bundle on BGG for $120