Wednesday, July 14, 2021

Lord of the Rings - The Confrontation rocks

 While I got rid of Reiner Knizia’s Lord of the Rings (the cooperative one) and haven’t missed it, I have kept his Lord of the Rings: The Confrontation and can’t see myself ever getting rid of it.


I have never enjoyed Stratego. That’s on me, not Stratego. I just don’t have the patience for it. The play is too drawn out and meticulous for me. And I like Go and Chess!

But I really like LotR-Confrontation and Alex Randolph’s Geisters. Apparently, I need a smaller board! And, while I have played a _lot_ more Geister, I think LotR-Confrontation is the stronger game.

The basic concept of the game is that the light player is trying to get Frodo and the One Ring to Mount Doom and the dark player is trying to catch Frodo. So, it’s the FedEx delivery from Hell.

And, yes, it uses the Stratego mechanic that you can see what your pieces are but your opponent can’t. Shhhhh… It’s a secret.

So why does it rock?

First of all, the board is ridiculously tight. At the start of the game, every part of the board except the middle row is packed. The conflict and the mind games get going right from the start. The older I get, the more significant I think this is. The game cuts straight to the knife fight in a phone booth and that’s where the fun is.

Second, every single piece has a special power and it’s a different special power for each piece. The way that they interact is a huge part of the mind game’s that define the game. 

Third, it’s a great example of asymmetrical conflict. Not only do the two sides have different goals, they have different strengths that compliment different styles. The light is a scalpel to the dark’s hammer.  Doing well with one side doesn’t mean you can do the same with the other.

In short, there isn’t just one good design choice in LotR-Confrontation. There are bunch of them. 

I commented that one of the reasons I got rid of Knizia’s cooperative LotR game that it abstracted things to the point where it wasn’t fun and was hard to follow. Confrontation can be accused of being pretty abstract but, mechanically, it all fits together super well. The game mechanics make sense. (Okay, I also think the design choices fit thematically but I can see how someone can argue with me about that)

I don’t actually have the deluxe version of the game, just the original one. And I’m nowhere near playing it out to the point where I’d need another set of characters. (I’m hoping someone has made a conversion kit since I like the compact size of the original game if I reach that point)

I am a big fan of River Knizia and many of his best games are built around a single, solid concept. Lord of the Rings: The Confrontation, though, is built around a bunch of them.






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