![]() ![]() In a 2- or 3-player game, the winner is almost always determined by points being awarded to each player once the Ring reaches Mount Doom. The addition of a defined end point to the game is helpful in preventing a long and drawn out game of back-and-forth nonsense the down-side of the defined end point is that the player who gets the last turn through random chance will likely be the winner by points only. The game ends when the Ring reaches the end of its path (the Mount Doom territory) and rolls higher than a 3 to move directly into the Cracks of Doom. One key difference is that the game itself is randomly time-limited by the Ring moving along the Fellowship's path at the end of each player's turn, its rate determined by dice rolls. Other than being located in strategically important areas, there is nothing else unique about Ports (except when certain adventure cards affect Ports). This is like going from Brazil to North Africa or Alaska to Kamchatka, and works exactly like moving (attacking or fortifying through) any other 2 territories. ![]() Forodwaith is only connected to 1 other Port whereas Minhiriath is connected to 3 other Ports. Most port are connected to only the nearest other ports. Ports (5 different territories on the Western edge of the map) can quickly take you from North to South or vice versa. When defending with a leader in a stronghold, add a total of +2 to your highest die rolled in this case, if your opponent is attacking without a leader, it might be in your best interest to roll only one defense die (you won't be able to kill more than one enemy unit per roll, but you will have a strong advantage in the percentage of victories (rolling anything 4 or higher cannot be beat by an attacker without a leader). Leader hunting is a very basic but very effective strategy for crippling an opponent in the very first round (it is always advisable to start both leaders in a stronghold). Any player who loses all their leaders are allowed to place a new leader on any of their territories at the end of their next turn. The adventure cards can only be earned with a leader. The leaders add a defensive and offensive combat bonus add +1 to your highest die roll when attacking or defending with a territory that contains a leader. Leaders (3 shield-shaped pieces per team) are incredibly essential to the success of any team. When defending from a stronghold, the defender adds +1 to their highest die roll. At the start of each turn, place one extra army unit in each of your strongholds in addition to your regular reinforcements. Strongholds (marked with Gold icons on the board), provide a defensive bonus and a reinforcement increase to their owners. These are called "Adventure cards", and like the "Territory cards" in standard Risk, they cannot be traded. The gameplay of Risk: Lord of the Rings Trilogy edition is similar to the original Risk, but there are additional cards (earned by entering "Sites of Power" with a leader piece) that give missions for leader pieces to accomplish, provide special bonuses, or cause "special events" to occur. a Good army.The box contains: a rules manual, a map on a cardboard board, depicting the northwest area of Middle-earth at the end of the Third Age, playing pieces-two light-colored sets containing Elven Archers, Riders of Rohan, Eagles, and elven-style leader shields for good armies, and two dark-colored sets containing Orcs, Dark Riders, Cave-trolls, and orcish leader shields for evil armies and, finally, a pewter replica of the One Ring. Plus, there are differences to playing an Evil army vs. You don’t get omnipotent, specialized Commanders, but you do get a Leader who adds punch to your combat, and who is essential to gaining victory points. The game takes us back to the “flatland” of Risk – but there is a deck of surprise (“Adventure”) cards that serve as motivators to take big gambles and not just sit and build up border forces around a region (continent). There is a turn limit, but it changes as players use certain power cards. Risk Lord of the Rings is somewhere in between. And you play against a five-turn limit, so players are encouraged to take major gambles. This game is a total blast, and full of surprises. Plus you havea choice of five Commanders, each of which uses 8-sided dice, employs special powers via a separate card deck, etc. Risk 2210AD is like Risk the way the Fantastic Four would play it: you’ve got three dimensions, with undersea and lunar territories creating leaks, holes and backdoors all through your empires. Plenty of fun, even if two-dimensional – and no time or turn limit. Original Risk takes place in “flatland” where you build up massive border forces, and slog around hurling dice for three hours. ![]()
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