* So what exactly is this game?
The Lord of the Rings: The Card game is the latest LCG (Living Card Game), to be released by the publisher Fantasy Flight Games, as of April 20th, 2011. This game can be played by up to 2-4 players cooperatively, but also makes for a satisfying solitaire experience if you don't have any friends handy, would like to experiment with deck construction, or simply opt to play alone. This product is the very first release in this exciting new series, and represents the base game that will be required to play any of the future expansions currently planned for development and release on an approximately monthly basis.
NOTE: If you are planning on playing this game exclusively alone, you should keep in mind that only the first of the three scenarios included within this box set is generally considered by the fanbase to be properly balanced for one player, and that from my personal experience, I think that this game seems to provide the best balance between challenge and sheer entertainment value when played with two players. With each player beyond the first, the general consensus seems to be that the game becomes less difficult overall, although it nevertheless remains a challenge throughout.
* What does this Core set come with?
The Lord of the Rings LCG Core set comes with 226 cards, separated into three different types of decks:
1) The Player Decks (of which there are four included in this Core set), are composed of a total of 116 cards from 4 different "Spheres of Influence," or factions (think colors of Mana, a la Magic: the Gathering). Also included are 4 copies of one Character card not belonging to any specific "Sphere" or faction, and when put together, 29 "Sphere" cards + 1 neutral card = 30 cards in each of the 4 pre-constructed Player Decks. These decks, regardless of "Sphere," are all composed of Allies (supporting characters), Attachments (weapons, items, or character enhancements), and Events (one-time effects and interrupts). These, along with 12 unique Hero cards (3 per Sphere), make up the pool of cards that players can draw from and use to construct any deck they would like to design to play in whatever game scenario they decide to pit themselves against. Each of the different Spheres of Influence can be mixed or matched with one another at each player's preference, and each Sphere of Influence has its own strong and weak points, working most effectively when paired with other Spheres that complement its strengths and compensate for its weaknesses. The four Spheres and some (not all), of their strong points are: Tactics (focused on offensive combat, damage avoidance and assisting other players with their own attacks), Leadership (with a focus on defensive combat, protecting other players, character buffs and resource generation), Spirit (focused on location exploration, cancellation effects, quest completion and Threat reduction), and Lore (with a focus on healing, card draw, Enemy control and Threat mitigation).
2) The Encounter Decks, which represent the "opponent" mechanism that the players are set against in each scenario, are made up of a total of 84 cards divided among several different card types, namely Enemies (monsters and evil characters), Treacheries (instant, punishing effects), and Locations (cards that have detrimental effects until discarded through the process of exploration). These cards are all grouped into seven different themed "Encounter Sets," for example, "Orcs of Dol Guldur," or "Spiders of Mirkwood." For each of the three playable scenarios that are included within the Core set, a different combination of these Encounter Sets is specified to be used to compose each quest's unique Encounter Deck. To illustrate this concept, while players do not encounter any "Spiders of Mirkwood" cards in the Journey Down the Anduin scenario, they will face them in the Passage Through Mirkwood quest, whereas cards from the "Orcs of Dol Guldur" Encounter Set will see use in both of these scenarios. I think that this is a very imaginative way to make each individual scenario a distinct, unique experience that nevertheless fits with all of the others. Though all three quests are initially set up in a very precise, specific way at the start of each game, there is always an unpredictable element in regard to which Encounter cards will be drawn and revealed for the players to contend with (and when), during each game. Additionally, during combat, each Enemy is dealt a card at random from the Encounter Deck which, when revealed, may have no effect whatsoever (if the players are lucky), but nevertheless has a fair chance to either somehow empower the Enemy or otherwise harm the players. This "shadow effect" can take a variety of forms, but often significantly bolsters an Enemy's attack strength or either triggers some other undesirable effect that could result in an unfavorable, unpredicted, punishing outcome and potentially turn the tide of the game against the players. This element of unpredictability adds a level of strategy to the game that I find extraordinarily engaging, and prevents combat and gameplay from ever becoming stale, predictable or overly simple, making sure that the players treat even the weakest adversaries at times with great caution, lest they be unpleasantly surprised and suffer unexpected losses or other adverse effects.
3) The Quest Decks (of which there are three included in this Core set), are composed of a total of 10 double-sided, sequential cards that lead the players through each of the three unique scenarios and specify different events that occur in each of the different phases of every quest. For example, upon completion of the first phase of a scenario and immediately revealing the next quest card in sequence, this new card may require the players to search the Encounter Deck and put a particular Enemy or Location into play, or instead introduce an unfavorable modification to the normal game rules until that quest phase is completed. Each new quest card also specifies novel objectives for continuing to progress toward eventually winning the scenario, and the final card of every Quest Deck always explains the unique conditions of victory for that game (which can sometimes vary even within the same scenario, due to branching paths of progression).
Additionally, every Core set also comes with a multitude of high quality cardboard tokens to represent 1) damage inflicted upon Characters and Enemies, 2) progress made toward completing quests or exploring locations, and 3) the resources available to every player's Heroes, which are used to play Allies, Events, and Attachments that match that Heroes' Sphere of Influence icon (or neutral cards). Further, this set includes one large "First Player Token" to signify which player acts first in each phase (which rotates clockwise after every full game round has passed), and also comes with two very handsome "Threat Dials" for players to keep track of their current level of "Threat" in a more dignified way than simply writing numbers on a piece of paper or tediously changing numbers on a pair of dice. This concept of "Threat" serves a variety of different purposes in the game, and although it primarily exists as something that players cannot help but to accumulate, it is a value that they nevertheless strive to reduce and minimize. First and foremost, during any scenario, if a player's Threat level ever reaches a certain value (50), that player is immediately eliminated from the game. Secondly, this unique mechanic also determines whether players have the option of choosing if and when to engage opposing Enemies in combat, or if they will instead have battle forced upon them, whether they are prepared to handle the onslaught or not. For example, if players want to bide their time to better outfit their Characters before contending with any Enemies, they may want to delay combat for several rounds while they prepare; however, if their Threat climbs high enough, they will be left with no choice but to confront their foes immediately, as each Enemy has an "engagement threshold" for attacking the players that, when met, means it is forced to enter combat with the offending player as soon as possible. Finally, as a third function, keeping track of Threat also serves to give the players a "score" upon winning a scenario so that they can attempt to either compare their performance between successive plays of the same quest, or the relative efficacy of different decks at completing the same scenario.
* So what does the game actually play like?
At the beginning of every game, each player selects 1-3 Heroes, and then constructs a deck of 50 or more cards made up of the Attachments, Allies and Event cards of their choice corresponding to the Sphere of Influence icons that match those of the Heroes that they decided to use. Every Hero has a different starting level of Threat that is added to its controller's Threat Dial at the beginning of each game, and this usually means that the player that selected the strongest Heroes to play with also begins with the highest level of Threat; as a result, this player must typically contend with the most attention and harassment from the Encounter Deck, which can be painfully unmerciful at times.
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