| Game
Overview
This
little gem offers all those Lord of the
Rings fans out there a little bit of 2 player
action. These games can be great when you
just can't get a group of friends together
for something bigger.
The game is loosely based on the system
used by Stratego. Each side has 9 units
at its disposal and once placed their identity
will be hidden from the enemy. Only by attacking
a unit will its identity be revealed and
the combat resolved. The game comes with
a mid sized board that is beautifully illustrated
and shows a total of 16 lands. The forces
of good and evil have 6 each and they are
divided in the middle by 4 additional lands
in Moria, The Misty Mountains, The High
Pass and the Gap of Rohan. Each player must
place all of their units in their 6 starting
lands. Each player places 4 units in Mordor
or The Shire (based on which side they are
playing) and the remaining 5 are placed
in each of the 5 remaining lands (1 per
land) on their side of the board. Each side
then takes their sides set of cards. These
consist of combat cards and special power
cards. Play can now begin.
The Confrontation is essentially a game
of bluff and double bluff. Each unit has
a special power that can give them some
type of advantage, or break a standard rule,
if used in the right situation. For example
the Balrog will destroy any unit trying
to pass through Moria if it is waiting in
that land. The Witch King can attack sideways
(not normally alllowed), so surprise attacks
are possible. Legolas instantly defeats
the Flying Nazgul if they do battle. I could
go on but you get the idea.
The aim of the game should be fairly obvious
to LotR fans. If Frodo reaches Mordor then
the game is won for the fellowship. If Frodo
is killed or 3 Sauron units reach The Shire
then the forces of darkness will rule the
day.
On to the combat. When two units clash they
reveal themselves to each other. Next the
character's text is read and this may sometimes
result in an automatic defeat. If this is
not the case then a battle takes place.
Each character has a combat strength clearly
labelled on the unit. Each player must choose
a card from their hand and add this number
to the unit's combat strength. The highest
combat value will defeat the enemy, whilst
a draw results in mutual death. Whenever
a card is played it is discarded and cannot
be used again until all the cards in a player's
hand have been used. When this happens all
the used cards come back into play. The
Power cards are very powerful but the trick
is that several of them can counter the
cards of the enemy. This adds to the bluff
element of the game as players cannot afford
to play their special powers and have them
cancelled out or wasted on a battle they
could have easily won with a lesser card.
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