Wednesday, August 3, 2011

Worth Hunting For: "The Hunters" Is A Hard-to-find The Lord Of The Rings TCG Set!



The Good: Easy to learn, Good image quality, Fun to play, Rarity
The Bad: Problematic collectibility issues (foils offer nothing new), Impossible to make complete set from boosters decks.
The Basics: Despite a printing error in the common set, "The Hunters" endures as one of the most valuable The Lord Of The Rings Trading Card Game sets!


As The Lord Of The Rings Trading Card Game neared its inevitable end with the collapse of the product from the end of the movies (new material does seem to be the lifeblood of merchandising), Decipher, Inc., which was producing the cards, began to limit their production runs. In the long term, this has the effect of increasing the value of the later sets which also happens from the fact that these cards are not reprinted or repackaged in any other products. The set where the lack of supply began to be truly noticeable was "The Hunters."

Fans of The Lord Of The Rings TCG picked up "The Hunters," the fourth full "second edition" set of cards and the start of the "Hunters" block to try mixing their game up with things like new versions of the primary heroes and a new sense of threat from the villains of Middle Earth who were hunting them.


Basics/Set Composition

"The Hunters" set was the fifteenth set of The Lord Of The Rings Trading Card Game cards created by Decipher. Envisioned as a game played by two to four people, players created decks of cards utilizing their own version of the Fellowship and prepared to seed the adventure path with obstacles to thwart other players' Fellowship. For those unfamiliar with the concept, CCGs (or TCGs) are basically a late-teen oriented product designed to capitalize on the youthful desire to play with the acknowledged maturity of the target audience. The result is something that is a midpoint between the freedom and creativity of action-figure free play and the structured rules and rigidity of a board game.

Players might prefer that I describe the game instead as a strategy game that is like a Role-playing game with cards. The break here is that the characters, artifacts, and scenarios are all already conceived by others. The original concept was to find a way to make play socially acceptable for an older audience and it generally worked.

"Hunters" is a 221-card set focusing on characters, location, artifacts, villains and scenarios presented in the The Lord Of The Rings films. Released following the debut of the Extended Edition of The Return Of The King on DVD and a bit of a hiatus from producing new sets, this card set utilizes material from all three films, presenting a well-rounded playing environment from Middle Earth. The set consists of 60 common cards, 60 uncommon cards, 60 rare cards and 14 starter deck exclusive cards spread through two different starter decks, with the most popular characters being presented as rare cards. This provides a sense of balance and allows different character traits to be exploited among the various versions. As well, there are twenty-seven foil reprint cards of the most popular rare cards, which receive additional exposure as Legends and Legends Masterworks foil cards.

The 194 card non-foil set features 2 One Ring, 9 Dwarven, 17 Elven, 12 Gandalf, 15 Gollum, 18 Gondor, 23 Men, 26 Orc, 22 Rohan, 12 Shire, 26 Uruk-Hai, and 6 Wraith Affiliation cards, and 8 Site cards. These are generally broken down evenly between Fellowship (your cards you play with) and Minion (cards you set upon your opponent) cards. Within the various affiliations, there are: 2 One Ring (unique cards representing the powerful One Ring and are governed by special rules), 2 Artifact (unique items found on Middle Earth, in this case, the Mirror Of Galadriel and the Gift Of The Evenstar), 36 Companion (cards depicting primary characters and those who may join your customized Fellowship, like Eomer and Gandalf), 34 Condition (cards illustrating long-term changes to Middle Earth that remain in play more than one turn, like the Chamber of Records and the establishment of an Orkish Camp), 30 Event (cards depicting temporary effects on players, like it being Later Than You Think or hobbits having a Second Breakfast), 7 Follower (supporting people who aid the Fellowship, but do not join it, like a Hobbiton Brewer or Dinedal), 59 Minion (cards depicting villains used to obstruct your opponent, like a Sentry Uruk or Gollum), 18 Possession (cards depicting objects used to enhance the natural strength or endurance of a character, like a Great Axe or Elven Bow), and 8 Site (cards depicting locations in Middle Earth, they form the "board" for the game).

This set continues the game with a very broad sense of the Middle Earth universe as characterized by The Lord Of The Rings films. The booster pack boxes are comprised of thirty-six packs per box with eleven cards per pack. The eleven cards are portioned out with seven common, three uncommon, and one rare or foil card. A foil card replaces a rare in approximately five packs. The foils are simply reprints of the standard rare cards; there are no cards that are uniquely foils in this set.


Playability

At its most basic level, this is a board game where one constructs the board and pieces out of a selection of cards. The purpose of the game is to survive to the end of the ninth site in the Adventure Path, which (theoretically) indicates the end of the Ring Bearer's quest. The basic idea is to assemble a sixty card deck, lay out the board (Adventure Path) and play against an opponent. The deck is evenly split between Fellowship and Shadow cards, so players ought to have a hand that allows them to play and attempt to thwart their opponent at any given time.

This game uses a "payment" system where cards have a cost. The rulebook recommends something like poker chips or glass beads to establish the twilight pool and wound indicators and I've found small poker chips (not included) work very well for this.

Sites form the board for the game, known as the Adventure Path. Sites are seeded in accordance to the rules of bidding (all of this is clearly established in the rulebook, which is available in the starter decks). The rulebook clearly defines what each deck must possess in terms of numbers of the card types. But basically, one starts by laying out a board, determining which player goes first, then setting them off through a Fellowship Phase (wherein the current player adds any characters they can and moves to the next site), Shadow Phase (Shadow players seed Minions to set against the current player's Fellowship), Maneuver Phase, Archery Phase (archers fire and it becomes the first chance to try to take out enemies), Assignment Phase (villains target Fellowship Companions), Skirmish (they actually battle) and then Regroup.

This is a fairly complex trading card game, but it represents a level of gaming sophistication designed to appeal to younger adults and actually challenge them, which is a decent idea given the complexity of Middle Earth. The problem, of course, is that most people who would be most stimulated by this game do not have the time or effort/interest to learn to play it. As a result, the mid-teens that basically run the CCG players world seem to have had mixed impressions about this game. Many players seem to enjoy that cards have a "cost" to them, adding a sense of risk to playing many of the better cards.

It takes a great deal of time and energy to learn the game, but once one has played a few hands of it, it is a pretty easy concept for an adult to master and the challenge becomes assembling a strong fellowship and accompanying minion deck and being creative (and lucky) about how the cards from one's hand are used.

Rules/Rule Changes

The rulebook for this game is forty pages long; it's not so much the function of a review to rehash all that as it is to evaluate it. The rules are fairly clear and the game basically follows the same format at laid out in the rulebooks that were updated in "Bloodlines" (reviewed here!).

As well, there is a new mechanic in "The Hunters;" appropriately enough entitle "Hunters." This mechanic is described in the rulebooks, but it basically boils down to a quicker way to pursue Fellowship characters and keep Shadow cards in play.

Highlights

Players, collectors and fans of The Lord Of The Rings franchise will appreciate the image quality of the characters and scenarios from the films. "The Hunters" set features a great deal of the principle cast of "The Lord Of The Rings," like Legolas, Smeagol, and all four hobbits. The set also features Gollum, Trolls and all sorts of Uruk-hai! This set powerfully fleshes out the diverse characters and scenarios in Middle Earth and it does so with larger images than many other trading card game cards have. While I usually go with a Minion as my highlight, there is a powerful Fellowship Companion who finally gets a chance to shine in "The Hunters!"

The highlight is 15R38 Treebeard, Enraged Shepard. The Ent leader makes his appearance and he is powerful. With a cost of only five Twilight Tokens, the player gets a Companion that has a fair shot of taking on a Troll or a whole bunch of little annoying minions. As well, Treebeard represents the best chance most Fellowship players have of not being overwhelmed by Sauron or the Balrog if an opponent plays either of those!


Collectibility

Rares are evenly distributed in the booster packs, making only one of each of the two starter decks necessary for those collecting a master set, as the starter decks each have a many cards that cannot be found in the booster packs.

Beyond that, die-hard, obsessive collectors who want the thrill of collecting can collect the Legends and Legends Masterworks foils. These are eighteen and then nine foil reprints of the most popular characters. The problem here, though, is that they picked the eighteen and then the nine are foil reprints of the foil reprints with an alternate "O" numbering, so essentially the most valuable foils (Legends Masterwork, which are on average only one per box) are also the most reprinted rares within "The Hunters" set. As well, it is somewhat disappointing that if Decipher is going to bother to alter its annoying tradition of making foil reprints of each and every single card (yea for that!) that they would not follow a late "Star Trek Second Edition" model and make a few cards that are unique to the foil set, perhaps previewing the subsequent series.

This set also seems to have been VERY shortprinted, enhancing its overall value. Despite this there were a few printing errors, most notably the numbering for a Shire card (No Visitors) putting it right in the middle of the Uruk-Hai run. Outside that, it's a very solid set.


Overview

"The Hunters" is a very cool set of gaming cards and offers one of the most fun adventure scenarios in the Middle Earth world. It might take quite a bit to track down the cards to assemble a set, but this is one with enduring playability and collectibility, setting it apart from many CCGs!

This set culls material from the The Lord Of The Rings Extended Edition Trilogy, reviewed here!

This set was preceded by the Deluxe Draft Boxes (reviewed here!) and followed by "The Wraith Collection" (reviewed here!).

This is a set of The Lord Of The Rings gaming cards I occasionally get in stock. For my current inventory, click here!

7/10

For other card reviews, please visit my index page by clicking here!

© 2011, 2009, 2008 W.L. Swarts. May not be reprinted without permission.
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