Lord of the Rings: Duel (new official variant of 7WD), thoughts?

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Bron Ander Haltern
Posts: 2
Joined: 24 February 2018, 14:22

Lord of the Rings: Duel (new official variant of 7WD), thoughts?

Post by Bron Ander Haltern »

So, "Lord of the Rings: Duel for Middle-Earth" was released recently.

One way to describe it would be "a remix of 7 Wonders: Duel with both expansions, but with wonders themselves removed" (since landmarks have more of a "Pantheon gods" than "base game wonders" feel to them), which is somewhat amusing.

I'm curious what are the opinions of seasoned 7WD players on this new version? Mostly curious not about general impressions (that's what all Toms Vasels are for), but about specifics, observations about a particular aspect, maybe even deep-dives... Although I do understand that the answer might be "Dude, the game was released a week ago. Let me play 100 games and next year I'll offer some insights." :)


But perhaps one specific question, for a good start: do you feel fortresses are particularly strong? Or perhaps just situational? Asking because I've read a few comments here and there referring to them as "crazy strong" or something, someone said something to the effect that only extra turns are more important. Sure, they might be "strong", but how strong are they in relation to other aspects?


Anyway, I'll be happy to read whatever players better than me have to say! :)
Last edited by Bron Ander Haltern on 17 January 2025, 16:04, edited 1 time in total.
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PotionSeller
Posts: 12
Joined: 18 September 2016, 15:34

Re: LOTR: Duel (new variant of 7 Wonders: Duel), thoughts?

Post by PotionSeller »

I recently picked up the game and have played 4 times. (Sauron player won all four, but that's not a balance issue; the games were close and the cards came out just right).

I consider myself a seasoned 7WD player (mostly base game).

Thus far, I am impressed by the lack of "script" in the game. This might very well change after more play-throughs, but the early draft of grey resource cards (they have a different thematic name) is less devastating because each icon costs 1 gold regardless of opponent tableau. Although you certainly want to draft some early on, you are not tied to certain drafts to make up for it. It also means later cards are more affordable, which keeps the opponent thinking.

Faction tokens offer the greatest opportunity for imbalance. Analogous to Science symbols in 7WD, collecting two grants a power while collecting three unique also grants a power (albeit once per game). The powers themselves aren't imbalanced, but the difficulty in getting them can hurt the other player.

I don't find the Strongholds to be imbalanced; you can see what's coming as in 7WD with the added perk that none of them offer take-another-turn. In fact, it's less likely to get a second immediate turn in this game, which helps the balance.

Paying attention to a physical map adds a new dimension that I enjoy. It distracts from the (sometimes scripted) puzzle of, "if I draft this, you draft that." Same goes for the ring track; it's just more engaging than the 7WD military track.

I can't say for sure which version I like better, but so far I lean towards LOTR. Could be recency bias.
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SatanDaddy
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Joined: 15 April 2020, 15:38

Re: LOTR: Duel (new variant of 7 Wonders: Duel), thoughts?

Post by SatanDaddy »

After far too many games of 7WD with both expansions, I do like the LOTR Duel implementation. It reduces the math dramatically which makes it easier for new players (less overhead) and the Landmarks as a market with both players seeing what is available and what is potentially beneficial is interesting. I like it better than the draft of wonders with 7WD.

I will likely always go back to 7WD and both expansions as my usual play but it will be fun to bring out LOTR Duel out occassionally.

Is it releasing on to BGA too?
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