Description:
The board : Well it's Middle-Earth, of course. There are a few ports along one edge, but nowhere does the map wrap around in any way. Mountain chains separate some territories. Rivers separate others. Rivers can only be crossed at bridges, which can lead to some interesting choke points on the map. There are six Strongholds on the map. Defenders in these spaces add 1 to their highest die. There are maybe a dozen Sites of Power. More on these later.
The pieces : They're in theme, but it's the basic one unit, 3 units, 5 units breakdown. There are also two extra pieces for your leaders.
Object of game : Whoever has the most p
The board : Well it's Middle-Earth, of course. There are a few ports along one edge, but nowhere does the map wrap around in any way. Mountain chains separate some territories. Rivers separate others. Rivers can only be crossed at bridges, which can lead to some interesting choke points on the map. There are six Strongholds on the map. Defenders in these spaces add 1 to their highest die. There are maybe a dozen Sites of Power. More on these later.
The pieces : They're in theme, but it's the basic one unit, 3 units, 5 units breakdown. There are also two extra pieces for your leaders.
Object of game : Whoever has the most points when the game ends is the winner. Points are given for territories, having all of the territories in a specific country, owning Strongholds, and the play of various cards.
The timer : A ring starts off in the Shire. Every turn it moves one space along a predetermined path. Once it moves past the last territory (The Dead Marshes) then the game is over. There are some territories where a die roll must be made for the Ring to continue. There are cards that can be played to slow it down. This all leads to a variable length game, but one in which everyone has a pretty good guess when it's
about to end.
Territory Card Sets : These are used mostly like standard RISK. The difference (which I like) is that the value of the set is determined by what you've traded in (3 infantry or 3 cavalry, etc.) and it doesn't matter when you do it so later sets are not worth anything extra. I can see where standard RISK needs the escalating values to finally bring an end to the game, but that's needed in Lord of the Rings RISK since it has a timer.
Adventure Cards : These are gained at Sites of Power. They come in three varieties. Events are played immediately and might very well benefit anyone. Missions give you something special for your leaders to do to get extra perks and points. Power Cards are used in a combat to get some extra troops or something similar.
Leaders : You always have one. You MIGHT get two. They don't function all that much like those in Risk 2210 AD. These leaders give a +1 to your highest die in any battle they are leading. They also can be sent to Sites of Power to get Adventure Cards. Also, they can be used to go on Missions.
Redeployment : This is that last move of forces when you end your turn. In this game, you can move from one province to ANY OTHER province you own which you can get to by crossing only your own territories. Thus having one large chunk of connected territories leads to a lot of maneuverability.
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Manufacturer: Parker Brothers
Release date: 1 January 2002
EAN: 0853569158954 UPC: 853569158954
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