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Lord of the Rings: The Nin-in-Eilph
Expansion of:
Lord of the Rings: The Voice of Isengard Expansion
60m - 60m
1 - 2 Players
Ages 12+
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
Other
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Plunder boxes
Marvel: Crisis Protocol
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jax900
Very ambiguous feelings about this one... It can be frustratingly difficult (yet another one in the Ring-maker cycle...), but with proper deck it's quite enjoyable. It's not so easy to come up with a 'proper' deck for this one though... One thing is for sure - climatic scenario with cards and stages' effects capturing almost perfectly a backbreaking journey through the deadly swampland... Yet another scenario - due to its difficulty - making the Ring-maker cycle a potential (but realistic) threat to the love of LOTR Card Game...
Stephan Valkyser
Quite difficult to beat, because you need heavy questing to beat the time pressure while sometimes facing severe attacks. The shadow effects here make chump-blocking very risky.
Thies
Quest: This one can easily turn into a frustrating slog. I'm not generally a big fan of the really location heavy quests like this one that pop up about once per cycle. That and the repetitive loops that can be fallen into can really be frustrating. I do like the deckbuilding challenge this presents, though -- you need lots of location control and don't see many enemies. However at the end, the big boss is really big and best killed quickly. Player Cards: Hero Mablung is the start of the Dunedain archetype that likes to engage enemies and has good resource acceleration in tactics, both of which are a plus. Tactics comes off really well here with two good Silvan cards in Galadhon Archer and Bow of the Galadhrim. Silvans get the above two plus some threat reduction suited to their archetype. Wingfoot provides a great readying effect for rangers. Definitely an above average set. 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 9 to overall. However, on a separate scale within just this game system, I'd give this a 3 for the quest and a 7 for the cards.