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Ring_of_Gyges

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  1. I've never had it come up and be an issue. In small games it tends not to come up, when I've tried the game with lots of players it has either still not come up, or come up late enough that the +15 minute delay takes it past the rescue point. I've thought about including it in the initial shuffle of the deck, but the risk would be that it comes up very early and eats the crew before anyone has a chance to find an aqualung. I like the sound of placing it on the top of second deck, I'll have to try that out. It does seem a shame that it doesn't come up very frequently.
  2. Hilarious. I played with my regular group of 8 and had a great time. The sub breaks *incredibly* fast, but gets fixed equally fast. One result is someone usually has a good item for whatever crisis is most pressing. We ended up with the sub sinking, but it was a very near thing. Scales very well IMO.
  3. We're talking about the 3yo - 5yo range here? I think it would be a dicey thing. A lot of the game is about prioritizing which of a half dozen crises you're going to work on which will require a fair amount of focus and attention. If they can sit and focus for 40 minutes they'll do fine. Take your best guess as to how fidgety they are. The actual mechanics are pretty simple, if they do well with other board games I wouldn't worry about that. The difficulty is very easily adjustable as well, the goal is to survive for X minutes until resuce arrives, but you could adjust X to be whatever number makes for a good close game for the kids.
  4. Controlling multiple gnomes really is the answer. The first time I played I controlled 3 gnomes by myself to teach myself the rules and had a blast. Second time was the wife and I with 2 gnomes each and also had a great experience.
  5. It can run pretty fast even with big games. I've got a regular game night which usually sees about 7 people, and we go through a game in ~1 hour. We're all gamer types and pretty familiar with the game which speeds it up, but I've never felt like I'm waiting forever for my turn. The down time can be used to plan what you're going to do, and actual execution of a turn is very fast once you've decided what you're doing.
  6. Is a Super Crisis Card a type of Crisis Card? We had two possibile interpretations in a game last night: "Yes, it's a crisis card, a super one!" or "No, a "crisis card" is one type of card, a "super crisis card" is another." Any official word on which interpretation is correct? The reason it matters is that Boomer's once per game ability applies when "resolving a skill check on a Crisis Card".
  7. Well, replacing the figures with fruits and vegetables is always an option to help keep them straight.
  8. The guys with giant plums are Rohan, the guys with spiky armor on the horses are Gondor, and guys with hoods are Northmen. They're different shapes folks, it's not hard.
  9. I didn't have any difficulty at all distinguishing between the different good nations and different evil nations. They're really, really, different. Yes, they're the same color, but they're different *shapes*, meaning I can distinguish between them the same I can tell the difference between a tomato and a fire truck. The guys with bows are *elves*, the short guys with beards are *dwarves*, the elephant is harad, the Troll isn't, etc... It's honestly no problem at all.
  10. Well ****. I've been playing that wrong for a *long* time. Somehow I read that restriction into the first bullet point of "movement restrictions", but you're both right, it isn't there. I'm suddenly much more proud of my Shadow victories....
  11. Joram said: Well, I played a 2 player game where the dwarves of Erabor stormed the Black Gate, and fought their way into Mordor. So they see use even in some 2 players. The Dwarves also become very important if the Shadow player goes for the "DEW line", the clump of 5 VP's adjacent to each other that make up Dale, Erebor, and the Woodland Realm. Good doesn't start with much to hold it and a quick push from the Easterlings and Dol Godur can frequently take the full line (or at leat 3VP worth of it).
  12. The game has two threads running through it. On one hand the Fellowship is moving towards Mordor and is difficult to catch and stop (near impossible if they move slowly enough). On the other hand Sauron's military juggernaut is rolling over the free people nations and dominating Middle Earth. The difficulty for the Good player is moving the Fellowship slowly enough that they don't get caught, but fast enough that they destroy the Ring before Sauron conquers the world. The difficulty for the Evil player is devoting enough resources to the Hunt so that the Fellowship has to move slow, but not so many that the war effort flounders. The reason I mention this is that the Fellowship isn't much of a player, it's more a timer that the Good player can move slowly if the war is going well or push if the war is going badly. The real action is in managing the war. If you want to break up the good and evil sides to accomodate more players you can do it pretty easily (there are some rules for it as well), but it would be on the level of nations (i.e. I run the Dwarves and Gondor, you run the Elves and Rohan) rather than the war vs. the Fellowship.
  13. In the base game an army may only move once per turn (i.e. you can't spend two dice to move the same army twice). Is that also true of the expansion games (the Rohan and Gondor games)? I can't find anything in the FAQ or Battles of the War of the Ring Rulebook to suggest that an army can't be moved as many times as the controlling player has dice to spend. Is there something I'm missing in the rules, or can armies really move that quickly?
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