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Author Topic: Middle Earth Quest - A Quickie Review  (Read 276 times)
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maskmanjoe
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« on: September 27, 2009, 03:21:20 AM »

Maskmanjoe's Quickie Review of Middle Earth Quest
Cooperative game of good versus evil where efficient card management, action and resource allocation may mean the eventual end of the One Ring or of Middle Earth.

A deep malice is slowly creeping across Middle Earth. Hidden in the shadows of Mordor, he constantly seeks out his lost ring of power, the One Ring. A malign corruption is also spreading across the land, and one by one, the leaders of the Free Peoples fall to his will. A great army of orcs is forming in the far North, among the desolate ruins of Gundabad and Angmar and sinister men are marching across the desserts of the East, all holding up the banner of the dark power long thought dead. Sauron has returned.

Middle Earth Quest brings to the table the story leading up to the formation of the Fellowship of the Ring. Sauron aims to play plot cards that further his sinister plans (represented by story markers), with the desire to race across the game's story track and be the first to reach the finale and win. The Heroes aim to control these plot cards and to stop their advancement long enough for their story marker to reach the finale. In order to do this, the Heroes run around the board collecting favor tokens to force Sauron to discard his plot cards, while Sauron places obstacles and plays powerful effect cards to hinder the Heroes from doing just that. A wonderful asymmetric gameplay of card management (for heroes) and resource and action allocation (for Sauron). Both sides aim to control each other, but the means are very different. MEQ also features an interesting and simple diceless combat mechanic that gives a lot of control to the players but still allows some degree of luck.

MEQ successfully combines some features of standard rpg with euro-style card mechanics into a fun cooperative game with a well-incorporated theme, excellently detailed figures and a challenging gameplay to master. Several mechanics feel very similar to another FFG title, Arkham Horror, but MEQ stands solid on its own and the experience is entirely different. Replayability may not be high but card expansions later on can most certainly improve this. And regardless of the amount of various game components, this is a relatively easy game to learn and even easier to play.

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My quickie reviews are called likewise since I tend to write something short and quick to read. My goal: build enough curiosity to pull any reader to at least reading more about the things I review. There are people out there who are virtuosos with reviews; I leave it up to them to wow you readers with the details. As long as I pique your interest even slightly then I am a happy reviewer Smiley Cheers!
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Gaebril
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« Reply #1 on: September 28, 2009, 03:55:27 PM »

The combat mechanic is pretty CCG-like (not really euro). I'd say it's similar to Dungeon Twister or Rage (CCG). Well, more like Rage Across Las Vegas (CCG), but who's counting. It's cool how your combat deck is integrated into your movement and life, which overall makes the cardplay amazing in this game. Infinite combo FTW!

The rest of the game (for the Heroes) is pretty much a streamlined version of Arkham Horror. Which can be good or bad depending on what you liked (or disliked) about AH, I dunno. It's similar, yes, but it's still a very well done game.

Would like to try the Sauron side, as it looks like an entirely different game.
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maskmanjoe
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« Reply #2 on: September 30, 2009, 12:48:08 PM »

It's cool how your combat deck is integrated into your movement and life, which overall makes the cardplay amazing in this game. Infinite combo FTW!

Gaebril found an infinite combo right away for one of the heroes that didnt require him to expend Strength. Ang daya!  Angry
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