|
22nd August 2023 It's a Tuesday evening and we're round Simon's for an evening of games and diversions. War of the Ring: The Card Game is a bit of a mouthful it's also as the name may suggest a card game version of the War of the Ring board game. Will this game show its quality or will it be a stinker? What's in a game? Cards: Unsurprisingly, there's quite a few cards in the game and broadly speaking, they are broken down into 2 types, Faction cards and Location cards. Faction cards: These represent a mixture of personalities (such as Sam), items (such as Sting), armies and even events from the story. Most cards have some elements from the list below.
Finally, each card will have a relevant, recognisable illustration of its subject matter that takes up the top half of the card. There are quite a lot of faction cards (120 to be exact.) which in total constitute 4 decks of 30 cards each. 2 decks for each of the game's 2 opposing forces (The Free Peoples & The Shadow.). Each of the 4 decks is further subdivided into factions.
Location cards: These oversized cards are also broken down into 2 types; Battlegrounds and Paths.
Tokens: Round card tokens of varying sizes are used in the game.
Average best sums up the component quality for War of the Ring: The Card Game, which means the cards and tokens are all of a acceptable quality, nothing bad here but nothing to write home (or blog) about really. Unless the components are abused, they should be fine. However; very good best sums up the quality and style of the artwork used. Fairly colourful, yet moody and evocative of middle-earth, it presents recognisable subjects to anyone familiar with Lord of the Rings. If I were to be a harsh though, I would say that the art style looks a little 'samey' and similar to art found on a lot of other Lord of the Rings games and merchandising related to the film trilogy (Although characters look nothing like their cinematic counterparts.) but I'm not sure that it's a bad thing, - it just gives it a consistent presentation will probably appeal to fans of the films and ultimately, I can't fault the presentation. There's quite a lot of iconography used throughout the game for factions, different flavours of combat and also types of cards, etc. On top of this, a lot of information is provided via text on the card and the rulebook has a glossary on how the wording works. Players will probably find themselves referring to the glossary a few times early on but it's not a deal-breaker and I'm probably making it sound a lot worse than it is. Note: The description here is for the 4-player version of the game (Called the trilogy scenario.). 2 & 3 player count games have slightly different rules. How's it play? Setup Location cards:
Some rules Before going on to explain how the game plays, it might be an idea to explain some a few of the rules regarding faction cards, specifically, cycling, elimination & forsaking.
Right, with that out of the way, let's continue. On to play During the game, battleground and path cards will become activated. The 2 opposing sides then vie to 'win' the locations through combat (which earns VPs). This is done by players putting characters, armies and the like into play at those locations to achieve this. The game is played over a number of rounds and each round follows a specific turn order where players from opposing sides take alternating turns. A round contains the following steps. Location step: The first player activates location cards.
Actions include:
Draw step: The Free Peoples players draw 3 cards while the Shadow players draw 4! Those cheating bad guys!
Endgame Provided the game does not end during the victory check step (It's generally unlikely the game will end this way.), then it will end when combat on the 9th and final path card has been resolved. Each side scores as per follows:
Points are tallied, highest score wins. In the case of a tie, the Shadow side wins! Definitely cheating bad guys! Overall
War of the Ring: The Card Game feels very appropriate thematically. As with the books, the gameplay is split between the large events and battles while the fellowship makes it's way to Mount Doom through its paths. It's also quite challenging and at it's heart, this is a auctioning/bidding game. The cards with their attack and defence values represent bids, winning the auction means winning the battle and the card is the prize. Where it gets interesting through, is in the mechanics going on around it. Players are constantly forced into making difficult, meaningful decisions - every time a cards is played, another must be cycled. Players will need to continually assess which cards they can discard and since every card is good, it's not easy. Battles compound this, every card a player contributes to an attack will be gone from the game afterwards; more hard decisions to make! Even defending cards will invariably be eliminated. This also has the consequence of making the 'pass' action actually a powerful move. It might seem counterintuitive but the earlier a player can choose pass, the better it is for them. In many games passing means a player is out the running. Here it means a player can potentially sit back and watch what their opponents are committing to a combat before they have to do so themselves. Another element to consider is teamwork. Each deck will have its own strengths and weaknesses. Team mates will need to try and coordinate their actions to exploit their strengths and mitigate their vulnerabilities. There is no secret communication at the table here and chat is open so everyone can hear it. Anything said to a teammate is heard by all. I guess it means communication between allies will be limited to meaningful eyebrow waggles. Players must also balance the need to win current conflicts but also retain cards for future battles as over time their options are whittled away. Knowing what to keep for what comes later can be a real game changer. E.g., no matter how powerful a personality is, if can't be played on the current or upcoming path cards, its usefulness becomes somewhat limited. This ties in with a criticism I have: There were several times during the game where I felt I just could not counter or match the cards played by an opposing player. I'm not sure if this was down to my opponent(s) knowing the game better and knowing what to keep in hand or sometimes luck playing a bit too much of a role. Either way it made for a bit of a frustrating experience. This definitely seems like a game that needs several playthroughs in order to grasp the nuances. Additionally; we played the game 4-player and the general consensus seems to be that this is the best player count for it. There's a lot of direct interaction and conflict between players in this game and some people will find that stressful or off putting which means they probably won't get on with this game but if you do like that sort of thing, then here's a lot to like in War of the Ring: The Card Game and it's definitely work a look. Especially if you've got 3 reliable friends who will play it with you several times.
0 Comments
2nd May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club for a game of Long Shot: The Dice Game. What's in a game?
Component quality throughout Long Shot: The Dice Game is good. While not actually horse-shaped, the horse tokens are chunky, made of wood and feel satisfyingly weighty to handle. The dice are plastic and not wooden (Which is always my preference.), they still feel solid and well made, additionally their icons are not printed and are shaped in relief. Since this is a roll-and-write game, many of the components such as the player boards and horse cards can be written on. They are sturdy as you would expect. As is the race track board. The game also makes good use of bright solid colour, everything is brash, colourful and eye catching. There's also a definite humorous element to the cartoony artwork and illustrations that matches the game's luck-driven light gameplay. The game's iconography is a bit of a mixed bag. The player board is a busy looking affair with lots of stuff presented to the player and definitely can feel a little intimidating. However, in practice, it's not that bad. Much of the information is conveyed through numbers/colours. There are a handful of icons but for the most part they are easily understood after a round or two. How's it play? Setup
On to play Money counts in large amounts. Long Shot: The Dice Game is all about winning the most cash, this is done not just by players only betting on the winning horses but also 'manipulating' the outcome of the race. Long Shot: The Dice Game sort of has a traditional turn order but since players get to act in all other players' turns, it's only relevant for rolling the dice which is done by the active player. Each turn basically has 2 phases.
Endgame Once the third horse has crossed the finishing line and been placed on it's finishing spot, the end game is triggered, the current round is completed and the game then goes to scoring or winnings. There are numerous ways to accumulate cash.
Cash is tallied, highest value wins. Overall
With it's colourful presentation, Long Shot: The Dice Game fits its theme well. Players will be putting bets on horses, then watching and hoping those horses win. While there are various ways to accumulate cash (Buying horse that win! Getting sets and completing concession lines.). Probably the single biggest method for gaining money is betting. There's more to it of course, since players will also have the opportunity to influence the outcome at least to some degree. This means they need to balance their actions between betting and other options. The game provides various avenues to achieving this. Chief amongst these I think, is the secondary movement bar. A player can pick a horse bet on early and heavily, then spend actions marking its number off other horses' secondary bars. This means that the picked horse will move more often when other horses do so. Players can also cross off lines on their concession grid to move horses (Or gain other benefits.). Using helmets in conjunction with the no bet line can provide an alternative way to score big wins on bets. Players can spread their bets and hope to get bets several top 3 finishing horses. and getting helmets for horses is useful here. It allows players to bid on horses right up until their on the finish line and the finishing order is more apparent. One last thing to mention is the odds, the lower numbered horses on the inside of the track have to move less to pass the finish line, this is reflected in the odds, which are shorter for these horses. The number 8 horse (The titular ling shot.) pays out more or less twice as much as the number 1 horse for finishing in the top 3. The provides some asymmetrical opportunities for players and real risk-and-reward mechanics to choose from. While actions other than betting will probably pay out less, it's unwise to ignore them. They are still a source of money, useful benefits and influence over the game. There's also a higher level of play going on; all information is open and it's possible to try and anticipate what other players are trying to achieve. If it seems like another player is betting heavily on a horse for example, other players may also bet on that horse to 'piggy-back' off its success. Long Shot: The Dice Game is a fairly light game that is easily understood and accessible with a theme most people will find relatable. Although, it has to be said that luck and dice rolls can play a big part here; which to be fair, feel appropriate for a game about betting on horse racing. I'm sure that the gambling theme and luck driven gameplay wont appeal to everyone but treat the game as just some fun and not to be taken too seriously (Much like actual gambling I would suppose.), then you'll probably have a good time. I found it to be a lightweight but enjoyable experience. |
AuthorI play, I paint. Categories
All
Archives
February 2026
|