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One thing that I really enjoyed about the game is the feeling at the end that you participated in the J.R.R. Tolkien world of Middle Earth books. The ending is different, but you help to achieve victory for the free peoples in your own way. You use your influence throughout the game to unite characters, allies, and factions to help in your fight to rid the world of Sauron. To win you need to either need to: 1)Destroy the One Ring, which may take you a couple of starter decks or a few booster packs to come up with the necessary cards to do this; 2)Come up with enough marshaling points to go to the free council to prove to them that you can rid the world of Sauron and you deserve the support of the council, or; 3)Rid the world of your opponent's wizard! You cannot do this directly, because you and your opponent(s) are actually on the same side and no good wizard would stifle the efforts of a fellow good wizard. But a determined card game player would! You use what are called hazards to hamper your opponents efforts. Hazards could be nasty creatures that are determined to deter your efforts or specific bad events that happen to you as you go about your quest. You gain marshaling points by overcoming these obstacles and bringing characters, factions, and allies together to fight on your side. Each of these are worth marshaling points as well as certain items that you can use in the fight against Sauron. Another thing that I like about this game is that when your characters are injured, they don't just magically heal at the end of your turn like monsters do in Magic: The Gathering. They are inverted to show that they are injured and need healing. And you can't just heal anywhere at anytime where danger may be lurking. (Unless a card you have says that you can). Instead, you have to go to a Haven to heal that wounded Hobbit. One more thing that I liked about the game is the use of random numbers to resolve combat and other things in the game. Random numbers are generated by using 2 six-sided dice or the use of numbers that appear on the lower right hand corner of the cards, though this method is not recommended. Use dice if you can get your hands on some. Lets not forget about corruption! No, politicians are not in the game, I am talking about what led 4 out of the 5 wizards to choose my toothpaste over yours, er I mean to be led astray in the books. This effects the characters that you employ to help you in your efforts. Corruption could even cause you to loose the game if you have your wizard exposed. (Shame on you!) You don't have to reveal to your opponent the wizard that you are playing, but it does give you some advantages. Be very careful if you do, because your opponent will do anything to try to dispose of your wizard card (the wizard that you are playing). It is a good idea to put two different wizards in your deck just in case your opponent plays the one that you so hoped to use. Something to take note of is that the rule book was not written very well. If you are new to the whole collectible card game idea, the book Middle Earth: The Wizards Companion would be a good buy and a good read as it better explains things. I myself have played other CCGs before and still have found that this book helped me a lot more than the basic rulebook. The standard rulebook includes starter, standard and even solitaire rules, but they are better explained in the Middle Earth: The Wizards Companion. If you have not yet tried this game, I highly recommend that you do.
The Wizards Companion also has 10 interesting game scenarios and some basic strategy tips. Included as well is a complete card list, index, errata and clarifications. I would highly recommend this book if you really want to advance your Middle Earth: The Wizards knowledge. Review(s) by Gene Vogel |