War of the Ring: The Card Game

2022 · Fantasy

War of the Ring: The Card Game

Players form two teams, the Shadow and the Free Peoples, each controlling faction-specific decks that reflect different strengths and weaknesses. Turns involve playing cards for characters, armies, items, and events to advance the Fellowship along its Path or to attack and defend strongholds on a shifting Battleground. The Free Peoples attempt to complete a perilous quest to destroy the Ring while holding territory against enemy incursions; Shadow players pursue rapid assaults or gradual corruption of the Ring-bearer to derail the quest. Games support up to four players in cooperative team play and emphasize card-driven conflict and strategic coordination.

Players
2–4 best 4
Playing time
90–120 min
Age
13+
Complexity
3 / 5
8 on Ludoyafrom $29.99Card GameNovel-basedCard Play Conflict ResolutionTeam-Based GameHand Management

On Ludoya's tables

Full stats in Ludoya
269
Plays logged
355
Players
2h 26m
Average play
159
In collections
12
On wishlists

8.0/10

from 46 Ludoya reviews

  • Fun8.0
  • Interaction10.0
  • Replayability6.0
  • Uniqueness10.0
  • Looks10.0
  • Accessibility6.0
Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When can I activate or reactivate a battleground or path? Can a path be activated more than once?

Battlegrounds and paths are normally activated in the Location step by the starting player (place the card face up and resolve its activation text); battlegrounds can be activated or reactivated from a scoring area and have their activation text resolved again, while only one path can be active at a time and a specific path card cannot be activated more than once in the game (paths replaced by card text still resolve the replaced path’s combat immediately). (pp.8–9)

If I pass during the Action step, can I act later, and what is the carryover limit?

You may pass and later take an action on a subsequent turn provided the Action step hasn’t ended; you are only allowed to pass when your hand size is less than or equal to your carryover limit or less than each enemy player, and every player’s starting carryover limit is 2 (the carryover limit is the maximum hand you may have at the end of the Action step). (p.10)

Do I have to cycle a card when I play a card, and what if I want to play my last card in hand?

Every time you play a card you must immediately cycle a different card from your hand; if you wish to play the last card in your hand you must forsake a card instead because you have no other card to cycle. (p.10)

Can I play an item onto a wielder in reserve and will the item move with the wielder?

Items are played onto a specified wielder and the wielder must generally already be in play, but an item’s own game text can create exceptions; when a wielder moves from reserve to a path or battleground, any items with that wielder move with it, and items are cycled or eliminated along with their wielder. (pp.11,15)

How does path combat resolve — what cancels what and what happens to surviving cards?

Path combat counts attacking (skull) icons, cancels skulls first with defense icons on the path itself, then the Free Peoples must eliminate cards from the path to cancel any remaining skulls until none remain or they run out of cards; any leftover Free Peoples cards are cycled and all Shadow attackers are eliminated at the end of the path combat. (pp.14–15)

How does battleground combat treat leadership icons and reactivated battlegrounds’ defense icons?

Leadership icons count only if the character has an army of the same faction on that battleground (an army can support only one character), and when a battleground is reactivated from an opponent’s scoring area the battleground’s shield icons are ignored during combat resolution even though the attackers/defenders and activation text still apply. (p.16)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.