The Lord of the Rings: Journeys in Middle-Earth

2019 · Eventyr

The Lord of the Rings: Journeys in Middle-Earth

Players take on heroic characters exploring Tolkien's Middle-earth in a fully cooperative, app-driven campaign. Each session is a single scenario in a larger narrative where players travel through revealed map locations, face scripted enemies controlled by the companion app, and make choices that affect future adventures. Characters develop and gain gear and abilities between scenarios, and the app manages story events, enemy behavior, and map discovery to create dynamic, branching campaigns for one to five players.

Spillere
1–5 best 2
Spilletid
60–120 min
Alder
14+
Kompleksitet
2,7 / 5
7,6 på Ludoyafra 1 099,00 krKampBasert på en romanKampanje / Drevet av kampkortKooperativt spillSolo / solitærspill

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7,6/10

fra 101 anmeldelser på Ludoya

  • Moro9,0
  • Interaksjon6,0
  • Gjenspillbarhet8,0
  • Originalitet8,5
  • Utseende8,5
  • Tilgjengelighet8,5
  • Vic Granell8,0

    Very grindy in our first play, but quite immersive app-driven story

  • gcasasf10,0

    I absolutely love this dungeon crawler game.

  • Daniel Vidal de la Rubia8,0

    Little replayability: although the game gives the illusion that the result of the actions has an impact on the following missions, if you play again changing the decisions you realize that the only thing that will change is the text, but the missions are almost identical. Little thematic (although it is supposed to be their category): during the game the heroes will waste time playing with children, and walking goats... Listening to the sound of a goldfinch in a tree gives you experience points, but solving a ancient riddle found in some runes of an abandoned temple just a little encouragement. The app works very well. It manages a lot of the bureaucracy but still feels like a board game. --- Poca rejugabilidad: aunque el juego da una ilusión de que el resultado de las acciones tiene impacto en las siguiente misiones, si vuelves a jugar cambiando las decisiones te das cuenta que lo único que cambiará es el texto, pero las misiones son casi idénticas. Poco temático (aunque se supone que es su categoría): durante la partida los héroes van a perder el tiempo jugando con niños, y paseando cabras... Escuchar el sonido de un jilguero en un árbol te proporciona puntos de experiencia, pero resolver un antiguo acertijo encontrado en unas runas de un templo abandonado solamente un poco de ánimo. La aplicación funciona muy bien. Gestiona mucha de la burocracia pero se sigue sintiendo un juego de mesa.

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Regelspørsmål

Besvart fra regelboka av Ludoyas regelassistent.

How many actions does my hero get on their turn — can I split them between heroes?

Each hero takes their own turn and gets 2 actions on their turn; you cannot split those actions between different heroes (page 6).

If I move into an unrevealed space, do I have to spend an action to reveal tokens?

No — when you enter an unrevealed space you reveal its token(s) as part of Travel/Explore; revealing is not a separate action (page 6).

How do skill tests work — what counts as successes and can I spend Inspiration to change Fate results?

You resolve tests by revealing skill cards and counting the success icons shown; you may spend Inspiration to convert Fate results as described in the test rules (page 10).

When I attack, which stat do I use and how does range affect the attack?

Use the attack’s specified item or hero stat (and any ranged icons on the item) to perform the attack test; range icons determine whether a target is valid, then apply hits and modifiers and enter results into the app (pages 7, 11).

During the Shadow Phase, what do enemies do if they can’t reach any hero — do they still attack?

In the Shadow Phase enemies activate by moving toward and targeting heroes, then attack if they are in range; if they can’t reach a hero they follow their movement/no‑target behavior and do not make an attack unless in range (page 8).

How are Damage and Fear resolved — can I test to cancel them and what is last‑stand?

Resolve Damage and Fear by revealing the appropriate cards and applying their effects; many entries allow stat tests to negate damage or Fear, and characters have last‑stand limits that determine survivability when taking fatal damage (page 12).

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