Last night, I finally got to play Middle Earth: The Wizards. This CCG is set in the Tolkein universe and each player plays one of the five wizards sent to Middle Earth to rally the Free Peoples against Sauron.
The object of the game is to win the support of the Free Peoples to your cause and means of defeating Sauron. There are three ways to do this:
1) Destroy the One Ring
2) Call the Council of the Free People, and have more Marshalling Points than your opponent.
3) Destroy or corrupt your opponent's wizard.
The game is character driven. Your characters go around Middle Earth scavaging items and lore to use in the fight against Sauron. Each character has a different set of stats. The stats are: prowess, body, mind, direct influence, and skills. Prowess determines how well you fight in combat, the higher the number, the better. Body determines how durable the character is, again, higher is better. Mind is how difficult the character is to control. Direct influence is a measure of the character's leadership. Finally, skills determine what kinds of cards the character can play.
The two most important stats are mind and direct influence. Mind determines how much influence is required to bring and keep a character in play. Each player has 20 general influence available to control up to 5 starting characters. The more powerful the character, the more influence that is required to control him. Direct influence allows your characters to control other characters, without dipping into your general influence reserve. The two stats serve to balance all of the characters in the game. Aragorn II who is worth 3 MPs(Marshalling Points) is a 6/9 (prowess/body) warrior/ranger/diplomat, who is required to play certain cards. However, depending on your strategy, is he more useful than Beregond, a 4/8 warrior? Aragorn II has a mind of 9 and 3 DI, where Beregond has a mind of 2, and 0 DI.
At the start of the game, each player picks up to 5 non-wizard characters, with a total mind of 20 or less, and they reveal them simultaneously. Any characters that are duplicated are shuffled back into each player's deck. All characters start out at the haven of Rivendell. Each player draws 8 cards from their play deck.
There are several phases to each turn, they are:
1) Untap Phase - Each unwounded character untaps, and wounded characters may heal, if they are at a haven.
2) Organization Phase - Each player can play one character or wizard to their home site or haven. Characters can store items at havens, or can give items to another character. Characters can also join or leave companies at this time, provided they are at a haven. Each company decides where they are going to move this turn, and this site card is played face down in front of the company.
3) Long Event Phase - Long or permanent events can be played at this time.
4) Movement/Hazard Phase - Companies reveal their new site card, each player draws cards as indicated. The opposing player now plays hazards against the moving player keyed to his site path or the new site (number of hazards playable against a company is 2, or the size of the company, whichever is greater. Hobbits count as 1/2 of a character rounded up). After reaching the new site, the old site card is moved back to the site deck, or discarded (if it has been tapped). Discard to 8 cards after each company moves.
5) Site phase - After all companies have moved, each company determines whether they are going to enter the site, or remain outside the site. If they enter the site, they face any automatic attacks, and then may play cards playable at that site, provided they have a character with actions to use. If any items, factions, or allies are brought into play, the site card is tapped.
6) End phase - Each player may discard one card from their hand, and draws to maximum hand size (8 cards).
The first question you need to ask is, how do I plan on winning the game? Will I go for a win on points, dunking the ring, or defeating the other wizard? Will I opt for strength in numbers, or will I go for small companies that can bring more items into play, but are more vulnerable? Will I bring my wizard into play, when available (unplayed wizards cannot be corrupted or killed, but your wizard is one of your most powerful characters)? Will I attempt to play a theme deck? What type of characters will I play?
Since I feel the characters are the best part of the game, I will go into a little background on all of the races.
Dunadain - Dunadain are more powerful than normal men, but suffer some big drawbacks. First, they are more powerful, with a average prowess of 3.33, and a body of 7.4 (normal men have 3.06 and 7.26 for avg. prowess and body). Their drawback is their high mind when compared to normal men. Plus several of the more powerful characters have a -1 to any corruption check. Aside from Aragorn, Halbarad, and Beretar, all of the Dunadain home sites are in, and around, Gondor. For character classes, the only weak spot for the Dunadain is they only have two sages, each of whom are unlikely to be in play.
Dwarves - Dwarves are stout fighters, very durable (avg. prow/body 3.6/7.26), and most have a bonus when fighting orcs. In comparison to the Dunadain, their mind is both higher and lower. Their best characters have higher minds for the most part than the Dunadain (Aragorn excepted), and their lesser characters have lower minds than the low Dunadain. Unfortunately, they have far fewer skills than the Dunadain. Their homes sites are either the Iron Hills, or the Blue Mountains.
Elves - They are simply put, the best characters in the game, BUT they have very high minds (avg. mind 5.3!) . 10 out of 15 characters have a 5/8 or better for their prowess and body. Glorfindel at 8/9 is the best fighter in the game. The only weak spot for the Elves is their classes, they have 3 scouts, and each of those scouts are unlikely to see much table time, with the exception of Galadriel. Their home sites are scattered around the map, with emphasis on Lorien and Rivendell.
Men - They have no great strong points, and their only bad attribute is poor body on their high prowess characters, and low prowess on their high body characters. They have a good selection of skills available. Their home sites are scattered across the map.
Hobbits - There are only 6 hobbit characters, but they have some very good abilities. Their are each a 1/9 character, but three of them have bonuses to their corruption checks (makes them very good for toting that trinket to the Cracks of Doom). All of them are worth at least 1 MP. But wait, there's more (couldn't resist)! They have the ability to burgle a site. They can avoid a site's automatic attacks by rolling a 5 or more on 2D6 to play an item at the site. If they fail this roll, they must face the automatic attacks alone (translated, one dead hobbit).
The items in the game are very cool, and most of them are taken straight from the books. Each item is carefully weighted by difficulty to bring the item into play, its worth, and the corruption it gives a character. Weaker items are worth less, and are easier to bring into play. Stronger items are worth more, are more difficult to bring into play, and beware of the corruption checks!
The hazards are the other great part of the game. There are three types of hazard, events, creatures, and enhancements/corruption cards. The order in which you play them are important. Just when your opponent feels they have made it to the site unscathed, out comes some nasty opponent, after they have spent all their cancelling, avoiding, and buffing cards. When all else fails, you can corrupt them.
Theme - I think I said it before, this game oozes theme. From the artwork, to the quotes on each card, it just oozes theme.
The only bad part of the game is the movement. In playing the basic game, you go from haven to site, and then site to haven. This slows the game down somewhat, but it does help the newbie by giving him a chance to heal every other turn. The advanced game uses both the basic game movement system (haven to site, site to haven, with the site path as listed on the site card), and introduces region movement. So you can move from Minas Tirith to Mt. Doom without first moving to Lorien. I believe this will speed up the game immensely, because you can cut out approx. 40% of all moves in the game.
Overall: 8
I can definitely see me playing this again and again. The game is well balanced, and fun to play. There is no turn angst, as you are constantly playing cards on each other, and creating themed decks is great.