*This pre-release review was written 2 weeks before
the game was released.
By: David
Akers
DeckTech Founder
We
all have moments in time sealed in our heart, those unfading few
seconds that, when reduced to the simple facts, don't add up to
more than a facial expression, a feeling, or a kind word shared.
Yet they leave an indelible impression on us and shape us in unknown
ways.
These emotional imprints, like signet-sealed wax, create highlighted
memories we can look back on and remember, perhaps just a little
more clearly than others. But more than that, these memories sleep
gently, waiting to magically transport us back to that moment in
time. Sometimes all it takes is a familiar voice or song, or a particular
scent or situation, and all of those memories rush back and are
once again clear as crystal.
I suppose it is our mind's way of making sure we don't forget
those things in life that are really important to us.
By now you are probably wondering what any of this has to do with
the Lord of the Rings card game. I'll tie it all together in a second
but I suppose you're right, I should begin by mentioning how great
the card design, graphics and images are or how well the game plays.
The cards are very attractive. The layout is simple to learn and
read, and the images are striking, and in many cases beautiful.
Each affiliation has its own card styling making it easy to tell
what belongs to each. The shadow characters images are truly gruesome
and the free peoples appropriately noble, timid or fierce. Even
the card back captures a sense of the magical Tolkien universe as
the Elvin language glows, taunting you to speculate its true meaning.
As good as the cards are though, they are not why the Lord of the
Rings card game will be great.
The game play is conceptually very simple. During your turn you
are the free people. Your responsibility is to form your fellowship
and move the One Ring as far as you can on its way to destruction.
On your opponent's turn you are the shadow people. As the shadow
people, you are driven to thwart the free people (now your opponent),
and kill or corrupt the ring bearer. You alternate turns until one
of you kills or corrupts the ring bearer or completes the quest
by getting the ring bearer to the final location.
That's really all there is to it, but fear not; inside this simple
struggle you can expect to find advanced strategies and sophisticated
mechanics that add a refreshing depth to the game. In fact, in a
world full of ever increasing cookie-cutter kiddy card games, Decipher
has taken the path less chosen.
Some game mechanics such as the twilight pool are amazingly simple
at first but mysteriously show subtle shades of complexity as you
continue to play the game. Others, like moving down the adventure
path, add elements of risk and deception. To be fair, there are
elements that some gamers will have to get use to, tokens for example.
The game seems to swim in them: twilight tokens, damage tokens,
burden tokens and a token to represent your fellowship on the adventure
path. Coming from a game like Star Wars CCG, where all you need
is a deck with sleeves, the idea of needing thirty or more tokens
to play seems odd.
Having said that, once you get used to them it really isn't a
problem. In fact, most Star Wars CCG players will probably be glad
that the extra space in their tournament box contains tokens rather
than a second deck. You only need one deck to play competitive Lord
of the Rings.
While I am comparing Lord of the Rings to Star Wars CCG, let me
highlight a similarity. One of the ways to hurt your opponent in
Star Wars CCG has always been battle damage. Likewise, in Lord of
the Rings you can put a Star Wars-like beat down on your opponent.
If you do it right, and catch your opponent napping, you can win
the game on the spot by overwhelming the ring bearer. Of course
it's not that easy to do, but nothing worth doing usually is.
All in all, the game is a great deal of fun to play and the pace
is pretty fast once you get used to it. The designers seemed to
want people to play certain themes and made them strong enough to
do so competitively. Themes like Orc-Swarm, Elvin-Archers or Corruption
add a lot of variety to the game and will give core gamers a good
choice of different strategies without making winning or loosing
a tournament all about deck match-ups. As good as the game play
is, though, it isn't the reason the Lord of the Rings card game
will be great.
When I first heard Decipher obtained the rights to produce the
card game based on the motion picture version of Lord of the Rings,
I like many Tolkien fans was both elated and apprehensive. I suppose
whenever someone attempts to translate a novel into an alternate
medium, the fans will always wonder if somehow in the translation
the magical qualities of the original will be lost.
Justifiably, I was concerned about both the game and the movie.
But when I talked to Kyle and learned he wanted to show me the game,
I was more than a little excited to see it. It wasn't until I finished
my first full game of Lord of the Rings that my concerns began to
disappear.
Then in my second game, something unexpected happened. During
my opponent's turn she added Sam, Frodo's faithful friend, to her
fellowship that already consisted of Frodo carrying the One Ring
and Aragorn. Then with her fellowship of three, she moved.
I smiled. I knew I had her just where I wanted. I was playing
Orc-Swarm and by that time I had managed to draw into 7 Orcs, weapons
or events. It was time. Carefully, I subtracted twilight tokens
as I gathered my Orc army around her pitiful band of three. The
matchup was my four Orcs against Aragorn, Frodo and Sam. Aragorn
was a good match for one of the Scimitar wielding Orcs, but poor
Sam and Frodo were no match against the other three.
She could only assign Sam and Frodo to one Orc each, leaving the
last Orc to attack whomever I chose. She tried multiple match-ups
to no avail. All the Orcs were powerful enough that any two would
overwhelm the ring bearer, thus giving me the victory. Since she
had no way to prevent me from overwhelming Frodo she had to concede
the game.
Then it happened. A faint whisper, no more than a whimper quietly
stirred.
She realized that Sam's game text allowed him to take the One
Ring from Frodo in the event that his master died. So she removed
the One Ring from the still Frodo and gave it to his little hobbit
friend, Sam. Then, in that brief second, I imagined I heard the
squeaky small voice of the shaken hobbit, and it all came back to
me.
"Frodo, Mr. Frodo!" he called. "Don't leave me here alone! It's
your Sam calling.."
In that brief moment I remembered how courageous Sam was when
he took the One Ring from Frodo's body after Shelob attacked them.
I remembered how this hobbit, little in stature and size, even by
hobbit standards, proved himself to be great in spirit and nobility.
To be honest, it caught me off guard and all I could do was laugh
and smile. I didn't even care that my plan to win the game didn't
work. I just had to smile as Sam and Aragorn continued on without
Frodo. That was the moment I knew that Lord of the Rings card game
was going to be great.
Decipher has forged no ordinary game, it will transport you magically
into the universe of the Lord of the Rings. Like a familiar song
or voice that will draw out those treasured memories, the Lord of
the Rings card game will make Tolkien's world alive to you once
again.
If you have not read the Lord of the Rings you are really missing
out on one of the worlds most wonderful stories. You should read
it, or listen to it on audio.
I don't think the game is perfect and I'm sure that some will
find problems I missed. I only played four games after all, so I
still have much to discover, but I'm looking forward to it.
The game took me, for just a little while, to a place far away,
a place where I laughed and smiled. That is all I really want in
a card game, and that is why it will be great.
David Akers
DeckTech Founder
www.decktech.net
for the players, by the players
david@decktech.net