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Lord of the Rings: The City of Corsairs
Expansion of:
Lord of the Rings: The Sands of Harad
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
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Thies
Quest: A solid finale to a good cycle. It gives you one last chance to sail your fleet, but the meat of the quest is back on land. This or Cobas Haven are probably the most difficult quests of the cycle, but neither reach the peak of difficulty seen in the previous few cycles. That's not necessarily bad, as it means I'll replay this from time to time whereas I'm unlikely to inflict something like Carn Dum on myself very often. Player Cards: After a couple of so-so packs, this is a good one. Tactics Imrahil is a fun hero to build with, having many possible directions to go with combos with his ability. I especially like the allies here: Knight of the White Tower combos well with Imrahil and fits into resource rich Gondor decks; Sulien is a powerful quester; and Guardian of Ithilien is the ally anyone who likes staging area damage has been waiting for to wield the Ranger Bows. 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 overall. However, on a separate scale within just this game system, I'd give this an 8 for the quest and an 8 for the cards.
Bobbymcbobface_
As a mostly solo player, this quest is just annoying much of the time. I enjoy the Sailing mechanic as always, but this quest seems unfair much of the time.
Stephan Valkyser
Very interesting scenario demanding focused deckbuilding while at the same time offering several paths of victory as well as challenging gameplay.