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Inside Up Games | Earth | Board Game | Ages 13+ | 1-5 Players | 45-90 Minutes Playing Time

£9.995£19.99Clearance
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If you don’t have access to internet, play the game with the photo cards. Take 8 cards and put them face up (questions down) on the table. Each round, one player (starting with the oldest player) is the quizmaster, who asks but can’t answer the questions. The quizmaster will automatically receive 2 cards at the end of each round. In the second round the next oldest player is quizmaster, et cetera. The App is very good, provides a ready opponent day or night and takes most of the effort out of book-keeping. Most importantly, it provides an unfolding story as the landscape is revealed around you as you take your hesitant steps forward. Then as you Explore you reveal locations to Search and NPCs to Interact with. Further, what may not be immediately apparent, is if you replay a scenario it will provide a different landscape. This also applies if you buy any of the boxed expansions, either just figures or the two full sized sets Shadowed Paths and Spreading War the app will add new figures, tiles and terrain features into the existing campaigns. The key events in a scenario will still be present but locations, enemies, items and NPCs wil be re-arranged. This dramatically improves replayability. The Board Is Set, The Pieces Are Moving. We Come To It At Last, The Great Battle Of Our Time This expansion, Spreading War, adds a new game play without increasing complexity. The new enemies and objectives that players must navigate to succeed provided an interesting new challenge. The game also introduces new heroes, each with unique abilities and strengths, adding to the game’s replay-ability. The game is considered by most to be ‘mid-weight’ in complexity, the majority of this is due to the way the abilities on the cards work and the iconography used. The actual game play is pretty straight forward and this expansion does nothing to spoil this. The expansion rulebook is well-written and easy to follow, making it accessible to both new and experienced players. Replay-ability Also you play The Lord of the Rings: Journeys in Middle Earth in a legacy-like campaign of up to 15 scenarios and it’s going to be difficult to get the same players around the table every time. So, relax and take charge of the whole thing yourself and pit your party against the powers of the App. It’s not that hard as the App takes care of a lot of the logistics and you can concentrate on using cunning combinations of card skills and items.

Veteran players of MoM will sympathise with me when I mention the continuous chore of organising the minis and the bases provided by the game. Unfortunately, for whatever reason still unknown to this day, it is an ongoing struggle to keep the minis served in their bases, so much so, many resort to gluing the minis in. It appears FFG have finally fixed this by providing minis that have the bases moulded to the figure, meaning gone are the days of fiddling abut trying to get a little spur of plastic into an obnoxiously small hole on a base! In my eyes, this is a massive win, so thought it noteworthy for this review. Final Thoughts – Lord of the Rings: Journeys in Middle-earth The Pillars of the Earth might sound familiar to you, because it’s based on the Ken Follett novel. This is a Euro-style worker placement game, set in a fictional medieval city. Players contribute towards building a marvellous cathedral, over six rounds. You don’t need to have read the book to enjoy this, though. The Pillars of the Earth is a wonderful game in its own right, full of fascinating decisions.The app is beautifully designed, with every little aspect being thought of. The theme runs throughout, with atmospheric music being used to provide theme to the actual game itself, while the UI and use of the app was easy and pleasant to get along with. I would go as far to say that this app smashes the Mansions of Madness (MoM) app out the water. The MoM app is good, but this takes all the bad bits and spits them out, leaving a superb app and one that most will get on fairly easily with. Pillars follows the same structure each round. Players start by paying for and drafting cards. Craftsfolk cost coins, and they tend to convert goods into points or coins. Meanwhile, you pay for materials themselves using a pool of workers. After that, your three Master Builders get placed in a bag and get drawn blind, one at a time. If your Builder gets pulled out, you can place it on a vacant action spot in traditional worker placement fashion. That takes me onto the artwork of the game. IT. IS. BEAUTIFUL! You can guarantee that being an FFG game that the artwork will at least be of a pleasant standard, but this game blows me away. The artwork found across the cards, the tiles and on other elements of the game is simply stunning. So much work has gone into this game to give players a little bit of eye-candy and the artists certainly haven’t disappointed in that department. The Miniatures

Cards have designated costs (between 2-10) in workers. You have 12 workers to spend every round. Frugal choices could result in you drafting multiple cards. Of your 12, seven are individual, small workers. One is larger, representing five workers. Don’t overlook this. No change gets given for that large worker! In The Pillars of the Earth, two to four players take on the role of rival builders. Your aim? Contribute materials towards the erection (no giggling) of Kingsbridge’s sumptuous cathedral. Worker placement stands at the pulpit, but an assortment of mechanisms emerge from the foundations. Pillars lasts for six rounds, and each occurs in a formulaic, structured manner. First, let me say, I love this game. I first read The Lord of the Rings over half a century ago and I’ve been enthralled by the lore of Elves and Orcs and Hobbits ever since. This game then transports me through its beautifully created map tiles, the artwork of the character cards, the superb sculpts of the miniatures themselves and the evocative text of the companion App into a truly Tolkienesque world. Here I can tread the forest trails and delve the dark dungeons as I make my own journey with my fellowship companions. Even The Smallest Person Can Change The Course Of The Future The other action that can be undervalued is Sprint. Most of the scenarios are fairly tight on time and you’ll need a few Sprints here and there plus split party multi-tasking to get all your goals achieved. Similarily I found the Pathfinder rôle to be very useful is moving your party about. In my games I switched Bilbo from the suggested assignment of Burglar to Pathfinder in the later stages. Each Judge has a specific skill. These are illustrated on the card and include survival and diplomacy. Some encounter cards will provide you with knowledge in one of these areas. These cards are then stored in the team area. When knowledge of a particular type is required you can either spend one of the collected encounters, if you have any, or lose one health from the appropriate judge or two health from a different judge. Another new skill is the PSI skill of Judge Anderson. PSI allows you to add encounter cards to the row, the way you do depends on the game mode you are playing. Final Thoughts on Judge Dredd: The Cursed Earth

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It’s always an interesting dynamic with each action as you don’t want to give Gaia too much either. When I was low on soil, I kept thinking ‘is there any other way for me to get soil without giving Gaia soil?’. And when your engine is good, you normally can.

Greco-Persian Wars is a wargame for two players. One player controls the Greeks, gathered around the Athenians, and the other controls the Persians, fighting for the hegemony of the eastern Mediterranean. Through all five expeditions, each player aims to control more cities than their opponent. Play continues until either the Perps get to the Max Normal location, all your judges die, in-which case you lose, or your judge meeple moves onto the final card and the judges win, finding Max Normal before the Perps.

Photo Cards

Phase II is the headline event: worker placement. Everyone puts their three Master Builder pawns into a draw-bag. The first player reveals a pawn. The owner of this Master Builder places this pawn wherever they want. These locations gain you resources, extra Craftsmen, getting cosy with King Stephen, and more. The crux of a round in Pillars is getting materials to maximise output from your Craftsmen. You can’t hoard more than five resources at the end of a round. Your decisions now have a lasting impact on later rounds, none more so than your finances. Money, it would seem, truly is the root of all evil… The game time is achievable on a couple of scenarios, but most games take closer to 90 minutes. As far as age range goes, I would say 10+ is well suited… However, as the heroes work together, with a little guidance from an older/more experienced player I would say 6+ works well.

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