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Lord of the Rings: The Voice of Isengard Expansion
Expansion of:
The Lord of the Rings: The Card Game
60m - 60m
1 - 2 Players
Ages 14+
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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cardiner
Much harder than previous expansions and cycles, lost and had to recraft the deck Loved the more expanded story and end of the adventure closure flavour text Altho Time and Card draw punish felt annoying at first the completion of first adventure were much more satisfying than any previous quest as it actually presented challenge and we really had to corporate to complete 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
jax900
Scenarios: - The Fords of Isen - rather solid scenario, be it not very distinctive one. Despite 'Time X' and punishing cards in hand mechanics. These both work fine (I grew to like them) even if they are not quite justified thematically (except for Time 5 on stage 1). - To Catch an Orc - ambigious feelings. It seems VERY hard at first. And frustrating instead of challengingly enjoyable (just like some Heirs of Númenor scenarios). But it looks like you can tame the beast after a couple of plays... and possibly get some fun... - Into Fangorn - ambigious feelings too. I surely appreciate the general idea, Huorns' abilities and the atmosphere, but the scenario suffers from the fundamental design flaw: it's ridiculously easy when your party starts with low/very low threat level and can generate substantial questing power quickly. Then you just race through stages 1 and 2 never worrying about slow-moving and slow-reacting Huorns and their powerful abilities. All their potential to create an exciting and gripping struggle is not fulfilled... :(