商品尺寸 | 28.58 x 7.62 x 28.58 cm; 1.3 克 |
---|---|
产品颜色 | 多色 |
Size | 1. Starter Set |
厂商推荐适用年龄 | 3 岁以上 |
材质 | 硬纸板 |
片数 | 1 |
动漫角色 | Lord of the Rings |
是否需要电池 | 不是 |
Fantasy Flight Games 指环王:纸牌游戏,冒险游戏,策略游戏,成人和青少年游戏,14岁以上,1-4人,平均游戏时间30-90分钟
Fantasy Flight Games Lord of the Rings the Card Game Core Set
页面含机器翻译,中文仅供参考,以原文为准
Fantasy Flight Games Lord of the Rings the Card Game Core Set
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- 中土冒险等待着您
- *性游戏
- 30-90 分钟游戏时间
- 1-2 名玩家
- 适合 13 岁及以上儿童
- Adventure in Middle Earth awaits
- Cooperative gameplay
- 30-90 minutes playing time
- 1-2 players
- Ages 13+
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商品描述
The Lord of the Rings 魔戒:纸牌游戏是一款合作型纸牌游戏,可容纳 1-2 个玩家(或最多 4 个玩家,两个核心套装!) 掌控中土最强大的角色和神器。 玩家将选择英雄,收集盟友,获取神器,并协调他们的努力面对中土最危险的凶猛。 通过合作,克服遭遇甲板所造成的障碍,你将在你之前完成任务并赢得胜利! http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=129&esem=1
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ASIN | 1589949811 |
---|---|
用户评分 |
5.0 颗星,最多 5 颗星 |
亚马逊热销商品排名 | 商品里排第49,988名玩具 (查看玩具商品销售排行榜) 商品里排第1,303名纸牌游戏 商品里排第3,658名桌游 |
Amazon.cn上架时间 | 2011年3月16日 |
制造商 | Fantasy Flight Games |
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买家评论
5.0 颗星,最多 5 颗星
5星,共 5 星
2
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此商品在美国亚马逊上最有用的商品评论
美国亚马逊:
4.1 颗星,最多 5 颗星
317 条评论

newdarkages
5.0 颗星,最多 5 颗星
Excellent game.
2012年3月27日 -
已在美国亚马逊上发表尺寸: 1. Starter Set样式: 核心套装已确认购买
The Lord of the Rings: The Card Game is a truly excellent cooperative card game. This is a game in which the mechanics perfectly reinforce the game's theme to genuinely recreate the experience of being a party of heroes struggling to complete a quest. The game is scenario-based, with lots of "Encounter Cards" per scenario, and when combined with customizable player decks, this element makes for lots of replayability. The various components and tokens that come with the cards in the box are very nice-looking, and the graphic design-work put into this package is of very high quality. The artwork on the cards is stunningly beautiful -- so much so that I would recommend buying this game to any devoted Tolkien fan solely for the artwork on the cards. Thankfully, the characters depicted on the cards do not look exactly like the characters from the movies (sometimes, not even close), and it is highly refreshing to finally see a new vision of Tolkien's creations. Furthermore, the adventures and quests which the heroes must complete do not originate from Tolkien's brain, although the locales and creatures do, so those of us who are a bit weary of walking to Mordor to dunk a ring in a volcano now have a few more perilous items added to our to-do lists.
Like many cooperative games, this one can be played with a single player (that's you!). And both solitaire and multiplayer are fun and rewarding experiences -- a two-player game being the most fun for me personally because it is relatively easy to find synergies between the two player decks (a simple example of this would involve one player fielding a Tactics deck with lots of attacking power, while the other player uses Spirit cards to keep the players' threat level low and make progress on the quests). Because of the tension created by the game and the threats coming out of the Encounter Deck, both players will often have to find ways to come to each other's aid, so it never feels like you are just looking out for yourself in a multiplayer game. The game scales fairly well, but playing solitaire is always tricky because you usually do not have enough space in your deck for cards that can effectively counter every individual threat generated by the Encounter Deck. Some of the scenarios, such as "Escape from Dol Guldur," the third and most difficult quest in the core set, were obviously not meant for solo play.
In fact the three scenarios, or quests, included in the core set are all fairly challenging for newer players, but with practice and as one learns the Encounter Deck, they are all very winnable. However, it will soon become apparent that building an effective player deck to counter each Encounter Set will be necessary to winning games, and the experience of crafting your own strategic approach and exploiting card combinations, and then testing your homemade decks against the various scenarios is highly rewarding in itself. There are some player cards in this set that seem a bit overpowered, and utilizing these to their fullest can almost feel like cheating, but it is very possible that as more scenarios appear -- via Adventure Packs -- the designers will find ways to puzzle and frustrate our heroes once again.
One aspect of this game that stirs up quite a bit of debate would be the rules. The game rules contained inside of the ~30-page rule book can be a bit intimidating to new players, especially non-gamers. Each game round has seven phases, and the game as a whole is fairly elegant and nuanced, but as a particular game progresses, players will find each game round goes quicker and becomes fairly streamlined. Further, because it is a cooperative game it is not too difficult to teach because newer players do not have to be familiar with all of its intricacies. And be warned, there are a lot of them. You'll often find yourself wondering if a certain action is legal, or what the effect of an Encounter Card does in a specific situation. Usually, it is best to interpret the text on the cards as literally as possible, but if that does no good, there are plenty of card references and FAQ's available online. But even with these resources, you will still occasionally find yourself in situations in which you just don't know what the correct resolution would be.
This is not necessarily a weakness of the game. The Lord of the Rings: The Card Game is so flavorful and fun that home-brewed rules interpretations do not get in the way of a highly enjoyable game experience, and neither do scenarios that are sometimes either too easy or too difficult to win.
I gave this game a five-star rating, but that does not mean that as a product, this box set does not have some weaknesses, and they are pretty dissappointing at that. For one, as many others have pointed out, there is no convenient way to store the cards in the box. Another huge downer is that the core set does not come with three of each player card (a tournament-legal deck can have as many as three of any one card, and some of these cards you really want to have three of), although that does not mean that there are not enough cards to build a decent deck with. At present, the only way to rectify this situation is to purchase three core sets. Thankfully, Fantasy Flight fixed this problem in all of the expansions released so far: each of them come with three copies of the included player cards. Another downside is the fact that the cards themselves will wear out pretty quickly if you play frequently, so make sure to buy some sleeves and sleeve your beautiful new cards right away. And one last nitpick would be that some of the artwork is recycled in the expansion packs. So far I have only caught two cards that share the same artwork, and hopefully this will not continue to occur as more packs are released.
Downsides aside, The Lord of the Rings: The Card Game is a fun, refreshing, challenging, and beautiful game, and its excellence is the only reason why such small flaws are so disappointing. But all in all, this game is high quality and highly recommended. I know I will be playing it for a long time to come, and I really can't wait for those Adventure Packs I ordered last week to get here.
Like many cooperative games, this one can be played with a single player (that's you!). And both solitaire and multiplayer are fun and rewarding experiences -- a two-player game being the most fun for me personally because it is relatively easy to find synergies between the two player decks (a simple example of this would involve one player fielding a Tactics deck with lots of attacking power, while the other player uses Spirit cards to keep the players' threat level low and make progress on the quests). Because of the tension created by the game and the threats coming out of the Encounter Deck, both players will often have to find ways to come to each other's aid, so it never feels like you are just looking out for yourself in a multiplayer game. The game scales fairly well, but playing solitaire is always tricky because you usually do not have enough space in your deck for cards that can effectively counter every individual threat generated by the Encounter Deck. Some of the scenarios, such as "Escape from Dol Guldur," the third and most difficult quest in the core set, were obviously not meant for solo play.
In fact the three scenarios, or quests, included in the core set are all fairly challenging for newer players, but with practice and as one learns the Encounter Deck, they are all very winnable. However, it will soon become apparent that building an effective player deck to counter each Encounter Set will be necessary to winning games, and the experience of crafting your own strategic approach and exploiting card combinations, and then testing your homemade decks against the various scenarios is highly rewarding in itself. There are some player cards in this set that seem a bit overpowered, and utilizing these to their fullest can almost feel like cheating, but it is very possible that as more scenarios appear -- via Adventure Packs -- the designers will find ways to puzzle and frustrate our heroes once again.
One aspect of this game that stirs up quite a bit of debate would be the rules. The game rules contained inside of the ~30-page rule book can be a bit intimidating to new players, especially non-gamers. Each game round has seven phases, and the game as a whole is fairly elegant and nuanced, but as a particular game progresses, players will find each game round goes quicker and becomes fairly streamlined. Further, because it is a cooperative game it is not too difficult to teach because newer players do not have to be familiar with all of its intricacies. And be warned, there are a lot of them. You'll often find yourself wondering if a certain action is legal, or what the effect of an Encounter Card does in a specific situation. Usually, it is best to interpret the text on the cards as literally as possible, but if that does no good, there are plenty of card references and FAQ's available online. But even with these resources, you will still occasionally find yourself in situations in which you just don't know what the correct resolution would be.
This is not necessarily a weakness of the game. The Lord of the Rings: The Card Game is so flavorful and fun that home-brewed rules interpretations do not get in the way of a highly enjoyable game experience, and neither do scenarios that are sometimes either too easy or too difficult to win.
I gave this game a five-star rating, but that does not mean that as a product, this box set does not have some weaknesses, and they are pretty dissappointing at that. For one, as many others have pointed out, there is no convenient way to store the cards in the box. Another huge downer is that the core set does not come with three of each player card (a tournament-legal deck can have as many as three of any one card, and some of these cards you really want to have three of), although that does not mean that there are not enough cards to build a decent deck with. At present, the only way to rectify this situation is to purchase three core sets. Thankfully, Fantasy Flight fixed this problem in all of the expansions released so far: each of them come with three copies of the included player cards. Another downside is the fact that the cards themselves will wear out pretty quickly if you play frequently, so make sure to buy some sleeves and sleeve your beautiful new cards right away. And one last nitpick would be that some of the artwork is recycled in the expansion packs. So far I have only caught two cards that share the same artwork, and hopefully this will not continue to occur as more packs are released.
Downsides aside, The Lord of the Rings: The Card Game is a fun, refreshing, challenging, and beautiful game, and its excellence is the only reason why such small flaws are so disappointing. But all in all, this game is high quality and highly recommended. I know I will be playing it for a long time to come, and I really can't wait for those Adventure Packs I ordered last week to get here.
10 个人发现此评论有用

Green Level Clearance
5.0 颗星,最多 5 颗星
A Dwarf King and a Quest for the Ages!
2019年4月13日 -
已在美国亚马逊上发表已确认购买
So you've journeyed very far. Went through Mirkwood and the Dead Marshes. Chased Gollum and saved an eagle. And now it's all led to this. Can you get Gollum back to the Elven King's Halls? Prepare for the toughest adventure in the Shadows of Mirkwood cycle. So It's been a while since I wrote one of these for a Lord of the Rings adventure pack. What I do is rate the cards 0 - 5. And then rate the quest too. And disclaimer folks, this is just MY OPINION! I'm not an expert on this game. Haven't ever played any of the cards past the 2nd cycle. But I can give you at least one players perspective. So let's get to the cards:
*Dáin Ironfoot (5) Dain is a leadership dwarf who makes all of your other dwarves more powerful while he is ready. This card is easily a 5! You have to have it if you plan on ever making a dwarf deck. Amazing!
*Dúnedain Signal (2.5) This card is ok. It has the pros of only costing one. And you can pay one to move it to another hero. Issue is it doesn't really do much. Sentinel is only good in a multiplayer game. And it's not even amazing in that. More of a specific build card. It's ok but not great.
*Dawn Take You All (1) The final Leadership card in the pack is a dud honestly. While it might be useful in a corner case, it's not good card. You pay 2 to discard a facedown shadow card. It's fine. Definitely a 'oh crap I can't afford to let a shadow effect resolve' card. This is a trade binder card for sure.
*Eagles of the Misty Mountains (3.5) This card is great. Especially in an eagle deck. Works so well with the other cheaper eagles. Costs a hefty 4 but can get super powerful by late game since every eagle that leaves play gets put s an attachment on him and gives him +1 power and +1 defense!
*Support of the Eagles (1) So you pay 3 for an attachment that lets you add stats for a turn from an eagle to a hero? For 3 cost? Nah....
*West Road Traveller (5) A 2 cost spirit ally that lets you switch out your active location with any other location in the staging area. It's awesome because it lets you get around nasty travel affects. Nice!
*Astonishing Speed (1) Someday Rohan will be good. But not in this cycle. And not this card...
*Mirkwood Runner (3) He's not amazing. But he can be good. Make sure to beef his attack though. Because even though he can ignore defense when attacking alone, a 2 attack doesn't really cut it.
*Rumour from the Earth (5) Perfect for a solo control deck! Free if you don't need it back. And only costs one if you do. Let's you peak at the top of the encounter deck.
*Shadow of the Past (2) I am not a fan of this event. But it does have it's corner cases where it's great.
*Quest (3 for solo 4.5 for co-op) Solo this quest is brutal! Because in the quest one of the players has to guard Gollum. That player takes a 4 threat increase every round! So with two or more players you work at mamaging threat and holding on to Gollum. As one player you better move quick because you will threat out in less than 10 rounds! Still as someone who has beaten it solo, it's tons of fun. And a worthy end to the cycle.
*Overall (5) Between some amazing player cards and a killer quest this is another must have for the game. Two thumbs way up! So what's next in the LOTR LCG? It's time to head into the kingdom of Moria.....
*Dáin Ironfoot (5) Dain is a leadership dwarf who makes all of your other dwarves more powerful while he is ready. This card is easily a 5! You have to have it if you plan on ever making a dwarf deck. Amazing!
*Dúnedain Signal (2.5) This card is ok. It has the pros of only costing one. And you can pay one to move it to another hero. Issue is it doesn't really do much. Sentinel is only good in a multiplayer game. And it's not even amazing in that. More of a specific build card. It's ok but not great.
*Dawn Take You All (1) The final Leadership card in the pack is a dud honestly. While it might be useful in a corner case, it's not good card. You pay 2 to discard a facedown shadow card. It's fine. Definitely a 'oh crap I can't afford to let a shadow effect resolve' card. This is a trade binder card for sure.
*Eagles of the Misty Mountains (3.5) This card is great. Especially in an eagle deck. Works so well with the other cheaper eagles. Costs a hefty 4 but can get super powerful by late game since every eagle that leaves play gets put s an attachment on him and gives him +1 power and +1 defense!
*Support of the Eagles (1) So you pay 3 for an attachment that lets you add stats for a turn from an eagle to a hero? For 3 cost? Nah....
*West Road Traveller (5) A 2 cost spirit ally that lets you switch out your active location with any other location in the staging area. It's awesome because it lets you get around nasty travel affects. Nice!
*Astonishing Speed (1) Someday Rohan will be good. But not in this cycle. And not this card...
*Mirkwood Runner (3) He's not amazing. But he can be good. Make sure to beef his attack though. Because even though he can ignore defense when attacking alone, a 2 attack doesn't really cut it.
*Rumour from the Earth (5) Perfect for a solo control deck! Free if you don't need it back. And only costs one if you do. Let's you peak at the top of the encounter deck.
*Shadow of the Past (2) I am not a fan of this event. But it does have it's corner cases where it's great.
*Quest (3 for solo 4.5 for co-op) Solo this quest is brutal! Because in the quest one of the players has to guard Gollum. That player takes a 4 threat increase every round! So with two or more players you work at mamaging threat and holding on to Gollum. As one player you better move quick because you will threat out in less than 10 rounds! Still as someone who has beaten it solo, it's tons of fun. And a worthy end to the cycle.
*Overall (5) Between some amazing player cards and a killer quest this is another must have for the game. Two thumbs way up! So what's next in the LOTR LCG? It's time to head into the kingdom of Moria.....
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