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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.
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