![]() If you lose all your leaders, you get a free one at the end of your turn. They give you a bonus in battle (add 1 to your highest die roll), and they are needed to fulfill objectives. Some are objectives that if you fulfill, give you some benefits.Īnd there are leaders. Some of these are one-time special power cards, and can be played at your conveniece. Some of these cards must be played immediately (and they don't always benefit you). You get to draw one at the end of your turn if during your turn you have captured a special territory. That one of the main differences from regular Risk. ![]() So the good guys and the bad guys need to fight over the territories in the fellowship's path. Whenever the ring stops in a territory controlled by the bad guys, the bad guys can try to capture the ring by rolling 12 with 2 dice (or as low as 10 if certain conditions are met). The fellowship moves after every player's turn, but in some territories, a die needs to be rolled to decide whether it moves or not. It travels from The Shire to Mount Doom, a distance of 18 territories. There is a ring in the game (nice gold coloured, with elven writing, very much like in the movie) representing the fellowship of the ring. In the game we played, the good guys can win by delivering the One Ring to Mount Doom, and the bad guys can win by capturing the Ring. I'm not sure whether there are multiple rulesets. I think there are two versions of this game, and the one we played was the newer and more complex version. We played Risk: Lord of the Rings Trilogy Edition. If you want a Risk variant, get Risk 2210, and if you want a LotR game, get anything else.Han was back in town on a short business trip, and he came to play on. ![]() So overall, you have the same frustrating game of Risk with some out of place, unbalanced injections of LotR-ness. While it may seem unfair to penalize this game for Risk’s general shortcomings, Trilogy Edition is at fault for failing to remedy those problems. In Risk, one player rolls a single die to lose territories to a PacMan army over and over. To be fun, every action should be significant. In Risk, one person loses a single fight to break in to a continent, and the other person steamrollers them in a single turn. To be fun, both players need to be able to win small victories throughout the game. In Risk, you get your 15 new guys and use them like PacMan to gobble up a string of 1-unit territories like the dots of that game. To be fun you need to have important decisions to make. A card that kills two evil guys in Fangorn specifically can’t compete with a card that allows 4 troops to be placed for free at the start of an attack.īesides the academic analysis, the most important (okay, only important) question is how fun it is. That is already an incredibly tweaky way to get a card (Risk 2210’s energy system is far superior), but to make it worse the powers themselves are too erratic. These are earned by having a leader take a Site of Power during the preceding turn. On top of the main game are random power up cards. It’s a bit annoying to have to remember the plus one on each die roll Risk 2210’s version of rolling an 8 sided die as the upgraded roll is much more elegant. But then the game adds Leaders and Strongholds that can “add one to the highest die rolled”. The same three dice versus two dice that win ties mechanic controls the fights. The main game is basically like traditional Risk. Just deal four and tell people to turn in Play Immediately cards for a replacement to save time there. Then the rules inexplicably tell you to take all the Play Immediately cards out of the deck, deal four to everyone, then shuffle them back in. With 60 guys that’s a lot of turns, so placing down 3 at a time is just as good. Then you rotate again and add single guys to places you own. You start by claiming the lands that are traditionally good or evil, which is interesting, then you rotate through everyone and claim un-claimed lands. Setup is extremely long, but can be sped up by bending the rules. On the flip side, the army pieces are well done and (thankfully) don’t require clipping from sprues before your first game. The cards are of a strange, unshuffleable thickness that calls out for an electric shuffler. ![]() Of course, if you are reading this review on CoE, then you are and it will bug you. The map is squished in a disconcerting way, but you may only notice if you are a real LotR fan. The components are slightly below average quality, but serviceable. Risk is generally viewed as a flawed game, and this version does nothing to lessen Risk’s annoyances while managing to add a few more. Trilogy Edition Risk is, sadly, just another game released to cash in on the movie merchandising market. ![]()
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