Just four cards, but they really improve the game. No longer can you easily guess which colors your opponents need. It almost seems like the designer had a better idea for scoring that he was able to add with these cards.
Not sure this will work well with the Expert culling variant I prefer. Also, I'm not crazy about the Locking mechanism or effects. I could be done expanding this game, unless the next expansion works well with Expert culling (and adds some more corrupted Quiddity!)
I would say that if you've played Runewars a couple times and like it enough to keep playing, you should get this expansion. The new cards are great, and I also really like using the more powerful cities. I am not sure the commanders are worth the trouble though. Nothing here changes the game too much, but the added variety is great to have.
Some of the base game expansion elements are great, while one or two are just OK. Overall, they make the game much less scripted and I will always use the expansion unless teaching someone new!
The great ones: Gladriel: In the base game, killing off Gandalf at the first opportunity is practically a non-choice. With Gladriel, you have some more options.
New Witch King: I like having this alternate Witch King that you can bring into play to harass the Fellowship without activating everybody, I do wish there was some way to switch him over to the fighty Witch King later in the game, though. This would also follow the books' narrative nicely.
Ents: It is nice to have these as figures on the board, as it adds a lot of interest to the action around the Fangorn/Orthanic region.
Dunlendings: These give Sauron something to do rather than just bang on Rohan for a while then get creamed by the Ents.
The good ones: Siege Towers: Give a little more options around siege combat, and a place to spend musters that might otherwise be wasted.
OK: Smeagol: Not really sure what he adds to gameplay. It is nice for the fellowship to have that extra harmless tile in the bag (kinda balanced by the new Witch King). I think his main purpose is to mix up the Fellowship and prevent the FP player from following the same companion strategy every time. His guide ability is strong, and if the SP can't kill him, will likely save the FP a turn on their trek to Mt. Doom (but if the SP does kill him, get a nice reward - the card that lets them redo a tile draw).
Corsairs: Move too slowly to be of much use. I wish there was a card or two that would shoot them up the coast so that you could use them to dump a bunch of Southrons in the Shire. UPDATE: I have to upgrade my opinion of the Corsairs after my last game. I planted one in Umbar and one in Dol Amoroth, and they were very helpful in helping me quickly shuttle Southron reinforcements into Gondor. They are a bit of an investment to get into place, but once established they are nice to have. Still wish they moved faster or there was a card like Ciridain's ships that would teleport them along the coast.
The stand-alone battle games are decent. They are a nice, more tactical version of the WotR combat system. However, for that type of tactical game there are others I prefer. I would rate the battle games a 7 (could possibly go to 8 with more plays).