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Lord of the Rings: The Sands of Harad
Expansion of:
The Lord of the Rings: The Card Game
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
29.00
€
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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Plunder boxes
Marvel: Crisis Protocol
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Helikoputtrik
Escape from Umbar: Nice scenario. Pretty straight forward. Dessert crossing: A race against the clock done in a new way. I really like how the "temperature" mechanism continually increases the danger each round. Long arm of Mordor: A nice twist on the concept of starting with a reduced amount of heroes. Introduces a good sense of urgency because you want to complete quest stages to put your heroes back in play. In all, a really solid deluxe expansion. The player card are for petty specific decks though. But that is to be expected by now.
AlexanderVanhulsel
Escape from Umbar: Very cool concept; simple but effective and even a little bit stressful (in a positive sense). Wins/losses: 2/1 Desert crossing: not the most original quest, but a very decent one. Introduces a kind of timer which punishes slow decks. Wins/losses: 2/2 The long arm of Mordor: another cool concept, in which your heroes are not around at first because they are recovering from their near-death. No "escape from dol guldur" though, because you can win them back slowly and you choose yourself which of the heroes comes back first. Makes you realise how heavily some decks depend on their heroes! Not so fun for decks that heavily rely on their heroes to pull off some combo's. Wins/losses: 1/3
creator1113
Haradrim Cycle -The Mumakil -Race Across Harad - ordered FFG -Beneath the Sands - ordered FFG -The Black Serpent - ordered FFG -The Dungeons of Cirith Gurat - ordered FFG -The Crossings of Poros - ordered