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Lord of the Rings: The Hills of Emyn Muil

Hills of Emyn Muil

Hills of Emyn Muil

The Hills of Emyn Muil is the fourth adventure in the Shadows of Mirkwood series of adventure packs which expand The Lord of the Rings: The Card Game. The story pits the heroes exploring these barren and dangerous hills, avoiding pitfalls, and continuing their quest to track down the creature Gollum.

This expansion is unique in many ways. In terms of the number of players, it is probably more difficult, the more players are present, which is something of a rarity. The quest features only one card, and this requiring only one progress token to complete, with the adventure rather based around exploring locations and collecting a certain number of victory points. It has a difficulty rating of 4, putting it on a par with “Journey Down The Anduin” from the original set, and the first expansion The Hunt for Gollum. However, if players have been playing the adventure packs in sequence, with the extra cards they should much more easily be able to tailor their hands to suit the job in hand, and as such I found this quest much easier than “Journey Down The Anduin”, for example. Nevertheless, that alone can’t be used as criticism, and indeed the lighter difficulty comes as a pleasant refrain from the challenges of the previous adventures.

Still, the most common complaint about this adventure is that it is seemingly monotone. Depending on what sort of player you are, this scenario might feel extremely barren and uninteresting, but on the other hand if you managed to read The Lord of the Rings without skipping over the endless songs and descriptions of walking through the landscape, it might be far more up your alley. Despite being location-heavy, some of the larger enemies from the core set are present, as is a new enemy whose attack strength increases according to the number of locations present, and in particular there are some extremely exasperating Treachery cards to keep you on your toes and prevent this adventure being a walkover. Yet by way of design the adventure throws its ‘big guns’ at you in the opening volley, and if you survive the first few rounds you might find yourself having an army of allies standing around with little to do by the eventual end.

One of my biggest criticisms of the adventure packs thus far has focused on the player cards, which were often released in an entirely pointless order. By this stage, however, if you’ve been buying the packs in order, most of the cards start to come into their own, and the ones in this set offer a pretty good selection, including a few which are obviously useful to this scenario. The hero in this pack is “Brand, son of Bain”, a character similar in stats to Legolas, but whose ability is very coop oriented, a nice addition for people not playing the game solo. The Tactics sphere gets another pair of eagle cards, Spirit continues in a Rohan vein and gets their song card (resource generator), Lore has an extremely powerful ally, whilst Leadership gets… well, arguably the most useless card in the game so far. By and large though, the cards make excellent additions and can prove very useful for this scenario in particular.

As one of the easier expansions, it’s somehow a shame that this adventure wasn’t earlier on the list. Whilst some might find it dull, if it doesn’t bother you that the enemies are very sparse, it offers a nice break and a bit of variety, without being a complete walk in the woods. The design is a little flawed in that it tends to start off hard and gradually get easier, and the lack of any progression in the storyline leaves exploring the locations relatively monotonous, but these factors are arguably made up for by the usefulness of the included player cards.

Lord of the Rings: A Journey to Rhosgobel

A Journey to Rhosgobel

A Journey to Rhosgobel

If you’re playing the Shadows of Mirkwood series of adventure packs in order, A Journey to Rhosgobel is the third stage, coming after the brutal Conflict at the Carrock. The story has our heroes encounter a wounded eagle, which needs taking to see Radagast at Rhosgobel to be treated with the medicinal herb Athelas before it is too late.

The second adventure pack to feature an ally in the enemy deck, A Journey to Rhosgobel revolves around the eagle character Wilyador, who unlike Grimbeorn from Conflict at the Carrock, joins the players immediately and swaps ownership each turn. With 20 hit points he certainly seems a tough cookie, but he also weakens at the end of every round, a nice mechanic which puts pressure on the players and forces them to attempt to complete the quest quickly, rather than hanging back and building up their forces. There are relatively few new enemies in this set, but a handful of dangerous Treachery cards which can have devastating effects.

This scenario is definitely a breath of fresh air, with a very specific mission which thematically fits rather nicely. Nevertheless it is still a bit of a mixed bag. The most common complaint is that this mission is, moreso than normal, extremely dependent on the luck of the draw. Healing Wilyador essentially relies on finding Athelas cards mixed in the enemy deck. Whilst there are a few locations which can help, the proportion of these cards is still very small. I haven’t played it solo, but I can imagine that only drawing one card from the deck would make it even more difficult. The scenario has a difficulty rating of 6, which puts it marginally easier than Dol Guldur and Conflict at the Carrock, but I would argue that the rating depends entirely on how the cards fall. A good shuffle, and you can find all the healing cards you need for Wilyador in the first few rounds; a bad shuffle, and he’ll die long before you find a single one, and there’s virtually nothing you can do about it.

In terms of the player cards, this set offers a fairly decent selection. The hero in this pack is Prince Imharil (Leadership), a character very similar to Aragon both in terms of stats and ability, and overall a useful alternative, if perhaps fairly bland. There’s no song in this pack, rather a neutral ally, Radagast, who collects his own resources which can be spent on bringing creature allies into the game, or healing ones already there. If you’ve been playing these adventures in sequence, there are also a few more cards here which will make some of the earlier inclusions more useful, such as the two cards which allow you to look through the top X cards in your deck for an eagle or Rohan card from The Hunt for Gollum adventure pack.

Overall this is a decent expansion pack, which adds some useful cards to the player decks, and offers a unique adventure with some nice mechanics that add tension, and force the players to consider their moves carefully. Unfortunately, it’s rather more luck-dependent than previous adventures, and could probably have had more playtesting and a little tweaking to hit the note. This is one of those adventures where players will find themselves honing a deck specifically to the case in hand, and may even then still fail because they cannot find an Athelas card, or too many Treachery cards appear in a bunch. If the luck of the draw is one of the things that put you off this Lord of the Rings card game, it might be worth skipping over this particular pack.

The Lord of the Rings: The Card Game

Lord of the Rings: Living Card Game

Lord of the Rings: Living Card Game

Dieser Eintrag ist auch auf Deutsch verfügbar.

If you’re interested in cooperative games, Lord of the Rings: LCG is an involving card-based game designed for 2 players, but also playable solo or with up to four. This core set includes all you need for two players to get started, with three adventures of increasing difficulty for the players to overcome. The term ‘living card game’ basically means that the story continues in various expansion sets, so this game has plenty of longevity if you enjoy it.

For those not familiar with this type of game, the fundamentals are fairly simple. Each player chooses up to 3 heroes to play with from a selection, and builds themselves a deck out of the appropriate cards (preset decks are suggested for the first time out). During the game, the heroes generate ‘resources’ with which to pay for bringing cards from their decks into the game, such as extra allies to fight with, weapons and armour for their heroes, or beneficial event cards. Meanwhile, the adventure also comprises a deck of cards, which contains enemies for the heroes to fight, locations for them to explore, and nasty events which can bring tears to their eyes. In each round, players may gain resources, pay for cards from their hands, tackle the adventure, travel to a new location, parry attacks from enemies, and retaliate.

Der Herr der Ringe: Das Kartenspiel

Der Herr der Ringe: Das Kartenspiel

Der Herr der Ringe: Das Kartenspiel

This post is also available in English.

Wenn man sich für kooperative Spiele interessiert, bietet das kartenbasierte Der Herr der Ringe: Das Kartenspiel ein bestechendes Erlebnis für zwei Spieler, welches sich auch allein oder zu viert spielen lässt. Im diesem Grundspiel findet man alles nötige, um sich zu zweit durch drei Abenteuer steigender Schwierigkeiten durchkämpfen zu können. Im Grunde genommen heißt die Bezeichnung „Living Card Game“, dass die Geschichte durch eine Vielzahl an Erweiterungspaketen fortgeführt wird, und somit bietet das Spiel einen anhaltenden Spielspaß.

Auch für die, die mit dieser Art von Spiel nicht vertraut sind, bleiben die Grundlagen relativ einfach. Jeder Spieler wählt von einer Auswahl bis zu drei Helden aus, und stellt sich aus den dazugehörigen Karten ein Deck zusammen, mit dem er spielen möchte. Eine Anzahl vorgefertigter Decks sind für das erste Spiel empfohlen. Während des Spiels erzeugen die Helden Ressourcen, anhand von denen man die weiteren Karten ins Spiel bringen kann. Diese bestehen aus Kampfeinheiten, Waffen und Ausrüstungsteilen für die Helden, sowie nützliche Ereigniskarten. Dagegen verfügt das Abenteuer selbst über ein eigenes Deck, welches die Hindernisse und Gefahren für die Spieler darstellen: Feindliche Truppen zu bekämpfen, Ortschaften zu erkunden, sowie fiese Ereigniskarten, die den Spielern teilweise Tränen in die Augen treiben. Jede Runde darf der Spieler Ressourcen erzeugen, damit Karten aus seiner Hand ausspielen, sich dem Abenteuer stellen, zu einem neuen Ort reisen, die Angriffe des Feindes wehren und deren Truppen auch selber angreifen.

Exorcising Hitler: The Occupation and Denazification of Germany

exorcisinghitlerThe period in German history following the Second World War is probably one of the most neglected in terms of popular history, far overshadowed by the war itself and frequently overlooked as a mere footnote to the origins of the Cold War. Yet the fascinating question remains as to why the peace following the First World War contributed to the beginnings of the Second, whilst the policies following the latter led to one of the longest periods of peace on the continent.

How the victors handled their policy of ‘unconditional surrender’, and what this entailed for occupied Germany, is the subject of Frederick Taylor’s book. His book covers the final stages of the war, as the Allied and Soviet forces prepared to attack and occupy Germany proper. Military actions only play a background role in the narrative, Taylor focussing only on interactions with the civilians, including the atrocities most severely carried out on the Eastern Front, as well as retaliatory attacks by Nazi fanatics and so called ‘Werwolf’ units.

Where this book shines is in Taylor’s ability to compare and contrast the widely differing policies and practices of the occupying forces. Despite the complexity of the subject, the book highlights the differences between those directing policy and those governing forces on the ground, between those espousing punitive policies and those wishing to see a rapidly rehabilitated Germany, and between the Soviet, American, British and French zones. It becomes clear just how much of a challenge the question of denazification posed to the victors, which ostensibly remained an inflexible goal of all parties. The totalitarian nature of the Nazi Party meant that virtually no one had remained completely aloof of the system, leaving policy planners the major task of separating hardline Nazis from ‘career Nazis’, ‘muss Nazis’ or fellow travellers. Taylor treats each of the occupying zones separately, and looks at the systems put in place and measures their successes and failures, not just in terms of raw numbers weeding out devout Nazis, but also the impact of these policies on the German population, and to what extent these changes were lasting.

Unfortunately, this book has one major failing, and that lies in its title. Subtitled “The Occupation and Denazification of Germany”, there feels to be rather too much of the former and not enough of the latter to justify the name. Taylor does spend a lot of time dealing with the occupiers’ attempts to remove Nazis themselves from positions of influence in German society, but there is little to nothing on their own and subsequent German policies as regards dealing with Nazism as an ideology. There is surprisingly little on areas such as education, the media and law, or even such mundane things as the renaming of streets or the treatment of the swastika are left out. Even the Psychological Warfare Division responsible for Allied propaganda goes unmentioned in the index (albeit some of their actions are covered). Aside from this, it is also disappointing that there are virtually no comparisons to occupation and denazification policies in other countries after the Second World War, e.g. Austria or France, or similar ‘purification’ actions during other periods (Taylor mentions the de-Ba’athification policy of the Iraq War a few times, without making any direct allusions). However given the scope of the book, the omission can be understood. Finally as another commenter pointed out, it seems that someone working for the publisher decided that the book would sell better with HITLER written in large letters across the front, which is at once no doubt true, but all the same bitterly depressing.

For all this, Exorcising Hitler is an extremely well-written and well-researched account of immediate post-war Germany. No apologist, Taylor points out appalling conditions in Western POW camps, engineered through pure legal sophistry, the mass rapes and atrocities in the East, and the sufferings of refugees and ‘displaced persons’ driven from their territories and turned back from others. A potentially bewildering subject, Taylor takes the issue of denazification apart and analyses each policy and practical element in turn, comparing and contrasting the different approaches, and examining the successes and failures of the post-war occupation. The book’s epilogue ties the whole together with an excellent summary of the reactions to and effects of these policies in post-war Germany right through to the present day.

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