Quote

"There are some things that it is better to begin than to refuse, even though the end may be dark." - Aragorn,The Two Towers

Monday, March 14, 2022

Quest 004(r): The Oath

Opening Thoughts

The Oath is designed to be a possible first-quest if your initial purchase was the Two-Player Limited Edition Starter. I'm interested to see how it plays with that in mind while also testing the new hero decks.

Oh, you'll notice the formatting looks a bit different for the quest number. It's been stated a few times by Fantasy Flight Games staff that not all original Lord of the Rings: the Card Game products will be re-released. I could either follow the original quest numbers and have these put in their proper Print on Demand spots or re-do the numbering for these revised releases, since the campaign element does add a unique twist. I've opted for re-numbering and will update the tile of the core set posts to match.

The Decks

My goal for both quests in The Dark of Mirkwood is to try out all four hero decks in their initial 50-card configuration without swapping in any of the optional cards included in the packs. I have a hunch that Dwarves and Elves are going to be the strongest decks and will be pairing each with one of the human-tribe decks. Up first will be Dwarves of Durin and Defenders of Gondor!

The Quest

Setup

existing campaign card additions
Lingering Venom is added to the encounter deck.
Mendor's support added to each player deck.
Valor attached to Boromir and Dain Ironfoot.

new campaign card additions
Stalking Goblin added to the encounter deck.
The Secret of Leadership attached to Bifur
The Might of Tactics added to Boromir

additional setup
The Eves of Mirkwood added to the staging area
Goblin Troop set aside
Gondor set as player 1 and Mendor added to their cards in play
Gondor hand: Visionary Leadership and a few allies makes this hand a 'yes'
Dwarf hand: A few dwarf allies, to hopefully get me drawing an extra card starting round 2

Round 1

Gondor gets a Defender of Ramas down and a Valiant Sword added to Prince Imrahil. Dwarf gets down and Erebor Record Keeper and an Ered Nimras Prospector. Discarded from deck: Hidden Cache (score!), Erebor Hammersmith, Miner of the Iron Hills. Two resources added to Dain's pool. Play We are Not Idle, exhausting Erebor Record Keeper to add another resource to Dain and draw a card. Play Longbeard Elder.

Quest for 12. Look the top of the Encounter deck and it is not a location, so questing reduced to 11. Reveal: Spiders of Mirkwood, Stalking Goblin. Four progress put on the quest and The Eves of Mirkwood made the active location.

Gondor engages the Spiders of Mirkwood (resource added to Mablung) and Dwarf engage Stalking Goblin. Goblin Sniper pulled out of the encounter deck (thanks to Stalking Goblin) and added to the staging area. Shadow cards dealt. Spiders attack and Defender of Ramas defends. No shadow effect & the defender lives. Stalking Goblin attacks and Prospector defends. No shadow effect and the prospector takes one damage. Boromir and Mablung defeat the Spider (thanks to Valor) and Dain defeats the Stalking Goblin (also thanks to Valor). Damage put on Mendor and Longbeard Elder due to the Goblin Sniper.

Ready and raise threat.

Round 2

Healing Herbs attached to Bifur and Dori put into play. 

Questing for 15. Look at the top card of the encounter deck and it is not a location, so questing reduced to 14. Reveal: Surprising Speed, which get surge and doom 1 due to no enemies being returned to the staging area. Reveal: Goblin Runners (surge), Great Spider, Caught in a Web (attach to Mablung). The Eves of Mirkwood is explored and Stage 1 is completed. Each player draws a card, thanks to  Mendor. Add Forest Gate and Goblin Trail to the staging area. Travel to Forest Gate and Dwarves draws two cards (including Miner of the Iron Hills)

Dwarves engage Goblin Runners and Gondor engages Great Spider (exhausting Mablung but also getting him a resource). Shadow cards dealt. Goblin Runners attack and Dori defend, taking two damage. Would have had to discard an ally if I risked letting it go undefended and having Dori take the damage (which I almost did). Great Spider attacks and Defender defends, taking no damage. Dain takes out the Goblin Runner and Boromir takes out the Great Spider. Goblin Sniper deals one damage to Dain and one to Boromir. 

Ready (spending two of Mablung's resources for him), raise, and onward

Round 3

Gondor puts down Gandalf, defeating the Goblin Sniper. Dwarves puts a Thror's Map on Ori then plays a Miner of the Iron Hills, discard the Caught in a Web on Mablung.

Quest for 20. Top encounter card is not a location, so reduce to 19. Reveal: Lingering Venom. Choose to deal two damage each to Dain and Boromir. Surge. Reveal: Abandoned Camp, Obsidian Arrows (deal two damage to Bifur). Forest Gate is explored and 10 progress is placed on the quest. Thror's Map is discarded to make Goblin Trail the active location. 

Ready and raise! (and discard Gandalf)

Round 4

Gondor puts down an Errand Rider, uses it to move resource, and puts down Citadel Custodian. Dwarves plays A Very Good Tale, exhausting Miner of the Iron Hill and Dori. All discard cards are allies, including two copies of Ered Luin Miner! They both go into play as well as Gloin and Ered Nmrais Prospector. Three more cards are discarded, including another Ered Luin Miner (which goes into play). A Very Good Tale is chosen to shuffle back into the deck. Healing Herbs goes on Bifur, then is discard and he is exhausted to heal all damage on Dain. 


Quest for 17. Top encounter card is not a location, so questing goes down to 16. Reveal: Goblin Runners (surge),  Forest Gate, Wild Wargs. Goblin Trail is cleared, clearing the location. Advance to Stage 3. Each player draws a card (Thanks, Mendor). Goblin Troop is added to the staging area and Goblintown Scavangers is added. Travel to Forest Gate and Gondor draws two cards.

Gondor optionally engages Goblin Troop (one resource for Mablung) and Dwarves optionally engages Goblin Runners. Wild Wargs engages Gondor. Top card of the encounter deck is discarded and it is not a goblin (it's a location! ha). Goblintown Scavangers engage Dwarves. Shadow cards are dealt.

Now it's time to survive combat and push for the win.

Goblin Troop attacks and Citadel Custodian defends, dying valiantly. Prince Imrahil readies. Wild Wargs attacks and Defenders of Ramas take no damage. Goblin Runners attack and an Ered Luin Miner defends. The Runners return to the staging area (Surprising Speed shadow effect). Goblintown Scavangers attack and another Ered Luin Minder defends, taking no damage. One damage is dealt to the other Ered Luin Miner due to the Great Spider shadow effect. Prince Imrahil, Boromir, and Mendor take out the Goblin Troop. Mablung does one damage to the Wild Wargs. Dain takes out the Goblintown Scavangers.

Ready & raise!

Round 5

Dwarves puts down a Gandalf, destroying the Goblin Runners. Nothing really worthwhile to play for Gondor that will help for this final questing push.

Quest for 35. Look at the top card of the encounter deck one last time, with the Longbeard Elder's ability, and it is an actual location this time and one progress goes on the Forest Gate. Reveal: Spider Den, Goblins Are Upon You. Both teams put a Goblin Runners from the discard pile into play engaged with them. Forest Gate is cleared! Stage 3 is cleared! Victory!!

Final Score: 111 (40 for rounds completed, 36 threat + 3 hero damage for Gondor, 30 threat + 2 hero damage for Dwarves, -3 for the victory display).

Campaign Resolution: Only 4 rounds completed, so no burden added to the campaign pool. 

Parting Thoughts

The Oath felt like an appropriate initial quest for players with decent decks. It was tougher than Passage through Mirkwood but lower than Journey Down the Anduin, which is exactly where I think it was designed to be in terms of difficulty. 

The decks performed well, with Dwarves going on a crazy ally explosion. Gondor has a bit of this capability as well but it did not play out that way this game. Still, plenty of combat power in the starting Gondor heroes allowing Dwarves to quest hard while Gondor dealt with the bigger threats.

Really fun night of gaming. I'll speak more about these quests in the hero decks in a separate post down the line.

Tuesday, February 8, 2022

Quest 003(r): Escape From Dol Guldur

Opening Thoughts

By my fifth attempt of this quest, I was feeling pretty frustrated. I had just recently made a post proclaiming that the campaign boon additions helped even out some of the rough edges of this quest and yet I was still struggling with it. Not much else to say, but I'll return back to this topic after the break...

The Decks

My goal for the final two attempts was to do two-handed with two-sphere decks that used the opposite combinations from the ones in the player guide. But Lore did not have as many cards that I wanted to splash as it had high-cost cards with good effects. The final decision was to use the Lore deck from the core and then build a tri-sphere deck.

Heroes
Aragorn
Eowyn
Legolas

Allies
Faramir x1
Snowbourn Scout x3
Silverlode Archer x3
Guard of the Citadel x3
Wandering Took x3
Gondorian Spearman x3
Veteran Axehand x3
Gandalf x3

Attachments
Celebrian's Stone x3
Steward of Gondor x3
Unexpected Courage x3
Horn of Gondor x2
Blade of Gondolin x2

Events
Valiant Sacrifice x3
Sneak Attack x3
Dwarven Tomb x3
A Test of Will x3
Feint x3


The Quest

Setup

Valor on Glorfindel and Legolas. Beravor is captured! Appointed by Fate on Aragorn. Bad starting hands that mulligan into worse hands. Hopefully the setup is easy.

Gandalf's Map is guarded by: Necromancer's Grasp

Dungeon Torch is guarded by: Driven by Shadow, which surges into Caught In a Web (attaches to Aragorn)

Shadow Key is guarded by: Enchanted Stream

Okay, that's a pretty good start. Only one thing in the staging area and it's a location (and not the worst one out there). 

Round 1

Miner of the Iron Hills goes down, getting Caught in a Web off of Aragorn. Eowyn claims Gandalf's Map, putting Mendor back into play. 

Start off questing for 10. Aragorn spends a resource to ready. Reveal: Necromancer's Pass, King Spider. Each team pitches a card to Eowyn and gets five progress on the quest. Lore then discards two cards traveling to Necromancer's Pass.

The King Spider engages Lore and Denethor defends. No damage. Legolas, with Valor on, takes out the King Spider and completes Necromancer's Pass.

Round 2

Gandalf comes down for the Leadership/Tactics/Spirit team (LTS) and draws them three cards. I quest with Eowyn and Gandalf for eight, revealing the Reach and Under the Shadow. 8 will vs 4 threat, putting 4 on the quest and advancing to stage 2. Each team gets a card from Mendor, then the group travels to the Enchanted Stream.

Round 3

Celbrian's Stone goes on Aragorn and Henamarth Riversong comes down. Henamarth shows a King Spider coming up as the next card. I quest with Aragorn and Eowyn for a total of 8, then spend a resource to ready Aragorn. Reveal: King Spider, Cavern Guardian. The Enchanted Stream is completed and four progress goes on the quest. Beravor is rescued and the Nazgul enters the staging area.

Lore takes on the King Spider, LTS optionally takes on the Nazgul, and Lore gets the Cavern Guardian. Feint is played on the Nazgul. Denethor defends against the King Spider, taking no damage. Beravor defends against the Cavern Guardian, taking no damage. Glorfindel, with Valor, defeats the King Spider. Aragorn and Legolas get three damage on the Nazgul.

Round 4

LTS plays another Gandalf, getting four more damage on the Nazgul. Lore plays Lorien's Wealth to draw three cards, then puts a Protector of Lorien on Beravor. Henamarth shows a Necromancer's Pass coming up. Gandalf, Eowyn, Aragorn, and Beravor quest for 14. Aragorn spends a resource to ready. Reveal: Necromancer's Pass and Endless Caverns, which surges into Caught in a Web (attaches to Aragorn). One card is pitched to Eowyn. Lore raises their threat by four to attach the Dungeon Torch and Shadow key to Glorfindel. Quest advances to stage 3. LTS discards two cards to travel to Necromancer's Pass. 

The Nazgul attacks and Aragorn defends. No shadow effect. The Cavern Guardian attacks and the Miner of the Iron Hills defends, taking one damage. Glorfiendel defeats the Guardian. Legolas and Mendor defeat the Nazgul, clearing Necromancer's Pass. 

Round 5

Lore gets Gelowine down. Aragorn is still exhausted, but a Steward of Gondor goes on him and exhausts for resources. Questing all in for 14. Reveal: Dol Guldor Orcs (damage goes on Denethor) and Lingering Venom, which is negated by A Test of Will. Lingering Venom surges into Dungeon Jailer.14 v 4 puts more than enough progress on the stage and the scenario is won!

Resolution

Mendor joins the campaign pool. Each team has Valor and Mendor's Support. Lingering Venom is the only burden I accumulated. 

Score: 117 (both teams had 36 threat, a total of 5 hero damage, four rounds, and nothing in the victory display).

Parting Thoughts

So I do feel the campaign addition does take away the rough edges of this quest. Lord of the Rings is the type of game where a 25% win rate is acceptable for a harder quest. Escape from Dol Guldur can still beat you right off the bat with a bad set-up, but 'picking' (depending on how the last quest went) your captured hero + having extra resources and extra damage goes a long way towards evening out the playing field. Still, the final quest of the Core box retains its original purpose: teaching you that this game can just be flat out brutal.

Wednesday, February 2, 2022

Quest 003(r): Escape From Dol Guldur FAILURE

Opening Thoughts

Not every failed attempt is going to get it's own post, but this one was special. Escape from Dol Guldur is something I have always viewed as a horrible inclusion in the core set. It is one of the most difficult quests, with an unpredictable handicap in the beginning (loosing a random hero) and a three card staging area possibly loosing you the game right away. So the test with this first playthrough was: does the campaign smooth some of the rough edges of this quest and make it a better part of the core experience? Let's find out...

The Deck

The top deck in the RingsDB Hall of Fame is Back to Basics - A Killer Deck Using Cards From 1 Core Set by Xanalor. When building the deck, Xanalor felt a 44 card build was the most appropriate with the cards provided in the original core box (1s and 2s of the best cards). With 3x of every card for every sphere in the revised core, I decided to fill out the build with six additions:

Henamarth Riversong x1
Steward of Gondor x1
Unexpected Courage x2
A Test of Will x1
Sneak Attack x1

So here is a 50 card version of the Back to Basics deck:

Hero
Beravor
Eowyn
Theodred

Allies
Beorn x1
Erebor Hammersmith x2
Faramir x2
Gandalf x3
Gleowine x2
Guard of the Citadel 3
Henamarth Riversong x2
Miner of the Iron Hills x2
Northern Tracker x2
Snowbourn Scout x3

Attachments
Forest Snare x2
Steward of Gondor x3
Unexpected Courage x3

Event
A Test of Will x3
Dwarven Tomb x1
For Gondor! x1
Hasty Stroke x2
Lore of Imladris x3
Sneak Attack x3
Stand and Fight x3
The Galadhrim's Greeting x2
Will of the West x2

The Quest

Setup

I decided to pick Beravor as the prisoner because Leadership is pretty important to how this deck functions. I do assign the keeper of Valor randomly and it is Beravor, so both of those cards go upside-down. Mendor goes upside-down due to the campaign set up. Appointed by Fate goes on Theodred (since he can help get resources onto others).

Gandalf's Map: guarded by Dol Guldur Orcs (when revealed effect does nothing!)

Dungeon Tourch: guarded by Great Forest Web

Shadow Key: guarded by The Necromancer's Reach (when revealed effect also does nothing!)

My opening hand is about as good as it can get: Steward of Gondor, Gandalf, Sneak Attack, Faramir. Nothing too special for the other spheres, but I am not letting go of this.

Round 1

Steward of Gondor goes on Theodred and is activated immediately. Snowborn scout goes down, putting one progress on Great Forest web. 

At the start of the Quest Phase, I sneak attack Gandalf and deal lethal damage to the Dol Guldur Orcs. Then I raise my threat by two to attach Gandalf's Map to Eowyn, allowing Mendor to be freed (with one damage). Eowyn, Mendor, and Gandalf quest for 9. Reveal: Dungeon Jailer. I put six progress on the quest, return Gandalf to hand, and exhaust Theodred to travel to Great Forest Web.

I'm going to leave the Dungeon Jailer in the staging area. I don't expect to fail questing and I only have one ally down to chump with not a lot of attack ready.

Round 2

I get Gandalf down again, putting four damage on the Jailer, then quest for five. Reveal: Caught in a Web, which goes on Theodred. I'm able to progress through the Great Forest Web and complete stage 1, readying Mendor and getting me a card.  

Dungeon Jailer is optionally engaged and the Scout is thrown in front of it, dying quickly. Gandalf then finishes off the Jailer before heading to the discard pile himself.

Round 3

Faramir comes down. I commit Eowyn and Mendor to the quest for 5. Reveal: Hummerhorns. Hopefully another Gandalf surfaces soon! I exhaust Faramir to add +2 willpower, getting 6 progress on the quest and Beravor back with one damage and adding the Nazgul to the staging area. I exhaust Beravor to draw two cards.

Round 4 

Beravor is exhausted to draw two cards, then I commit 6 to the quest. Reveal: King Spider. I pitch a card to Eowyn, then use Stand and Fight for X=1 to get a Snowborn Scout in play. Failed questing & raise my threat by 1. 

The King Spider engages me and destroys the Scout.

Round 5

Gleowine goes down Unexpected Courage goes on Beravor. I exhaust Beravor to draw two cards, then unexhaust her with Unexpected Courage.

Questing for eight this time, I reveal an Endless Caverns which surges into a Dungeon Jailer. Faramir is exhausted and a card is pitched to Eowyn to raise my willpower by 5 and get five progress on the quest.

I travel to the Endless Caverns, then sneak in a Guard of the Citadel who is destroyed by the King Spider. 

Round 6

Beravor draws some cards and readies, then I go in for 8, revealing a Cavern Guardian. I pitch a card to Eowyn to break even. 

The Guardian and the Dungeon Jailer engage me. Dungeon Jailer is undefedned and gets Dol Guldur Orcs as it's shadow card, giving it +3 attack. I choose to sacrifice Beravor.Guardian is undefended but does not get a buff and I put the two damage on Theodred. The Spider is defended by Faramir who takes 1 damage.

Round 7

Unexpected Courage goes on Theodred and I quest for 6. No way to get out of this without loosing both heroes. I have made poor life decisions.

Parting Thoughts

This was a much better and more satisfying way to loose to Dol Guldur: Some sub-optimal decisions and flips that did not work out in my favor. That is how I expect most losses to occur for a higher-difficulty scenario. There was not at all a feeling of auto-loss. So, in my opinion, the inclusion of the campaign element does a tremendous amount to redeem Escape from Dol Guldur's inclusion in the core box.

Tuesday, February 1, 2022

Quest 002(r): Journey Along the Anduin

Opening Thoughts

Journey Along the Anduin is my favorite quest in the core box. It gives a better picture of the difficulty level that the average quest has in the remainder of the game. It's also a quest you need to go into with a plan (after your first attempt): How am I going to deal with that Hill Troll?

Re-joining on my journeys is Awkward Aragorn. This guy took hold of my heart in the Goodwill toy bin years back. My kids often ask me why I never take him out of his package. The reason is that it is easy to just plop the container down at the edge of the table. But I agree that it would be fun to put his accessories on him. So break free, awkward little buddy...


The Decks

Now that I tried out a few of the mono-sphere decks (which is just shuffling everything up), I wanted to see how the suggested dual-sphere decks play. These can be found on page 27 of the "Learn to Play" guide in the revised core. Each of the decks includes what I would consider the strongest cards from their spheres (A Test of Will, Steward of Gondor, Feint) and look balanced. Both look like they will do questing, defending, and fighting just fine. When playing two-handed, you can set up both decks to do everything well or have each deck really lean into a strength (such as questing or combat). The second method can backfire if that deck is forced to do an activity it is not focused on (such as taking on a tough enemy).

Here are the decklists for those with older collections:

Leadership & Spirit Deck
Heroes
Aragorn
Theodred
Eowyn

Allies
Gandalf x3
Faramir x2
Guard of the Citadel x3
Longbeard Orc Slayer x2
Silverlode Archer x2
Snowborn Scout x3
Son of Arnor x2
Lorien Guide x3
Northern Tracker x2
Wandering Took x3

Events
Grim Resolve x2
Sneak Attack x3
Valiant Sacrifice x3
A Test of Will x3
Dwarvent Tomb x2
Stand and Fight x2
The Galadhrim's Greeting x2

Attachments
Celebrian's Stone x3
Steward of Gondor x3
Unexpected Courage x3

Lore & Tactics Deck
Heroes
Beravor
Denethor
Legolas

Allies
Gandalf x3
Gleowine x3
Henamarth Riversong x3
Daughter of Nimrodel x3
Erebor Hammersmith x3
Miner of the Iron Hills x3
Gondorian Spearman x3
Veteran Axehand x2

Events
Radagast's Cunning x3
Secret Paths x3
Blade Mastery x3
Feint x3
Quick Strike x3

Attachments
Forest Snare x2
Protector of Lorien x3
Horn of Gondor x3
Blade of Gondolin x3

The Quest

Setup

Looking at the campaign card, I really want to boon (Valor) and really, absolutely do not want the burden (Scarred). I know from experience that Escape from Dol Guldur is going to be a rough ride. Gaining an extra threat for each of my chump blockers will add up super quick. So I know going in that one goal is to try and not lose anyone to a hill troll.

My starting hand for Lore/Tactics has a feint. I'm not ecstatic about the rest, but I need to see that card about a Hill Troll. Spirit/Leadership gets me a Steward of Gondor (one of the most powerful cards in the game), a Sneak Attack (another top card), and a few allies. Easy keep for that one.

Initial set up gets me two enemies (Dol Guldur Beastmaster and Wargs) plus the Hill Troll. Not a staging area I'm crazy about.

Round 1

Lore/Tactics (LT) draws Mendor's Support, which is fantastic to see. I think this is going to let me get the troll in one shot, which is exactly the type of play I need to avoid that burden. 

Steward goes on Aragorn, each team gets an ally down, and then I quest for seven. Flip: Evil Storm (no affect) and Driven by Shadow). Nothing extra added to the staging area is very good for what I am hoping this round to me. I pitch a card to Eowyn to match the eight total threat.

LT takes on the Wargs and Spirit Leadership (SL) takes on the Troll. LT targets the Hill Troll with Feint. Henamarth Riversong is declared as a defender against the Wargs, who take him out before retreating to the staging area. Mendor's Support is played and Mendor, Legolas, Aragon, Theodred, and a Guardian of the Citadel go in at the Troll for lethal. The un-revealed shadow was the Lingering Venom burden which is now in the discard. Very happy about how that round went.

Copies of Valor go on Legolas and Aragorn, who I expect to be the primary attackers for both teams.

Round 2

A few more allies down, including Farimir for the SL team. An all-star guy I'm excited to see now that my goal is to push hard with questing. Horn of Gondor goes on Legolas. Not sure about that play. Maybe Eowyn is a better target?

Initially questing for 10 (with Farimir held back to add another 5). The goal is for LT to take out the Wargs and possibly draw some cards with Beravor. Reveals: Treacherous Fog (no effect) and Necromancer's Grasp. You hate to see it. Fortunately everyone on SL has two or more hitpoints and lives. LT looses Riversong 2.0. Willpower is still 9 and I pitch a card to Eowyn, getting 6 points on the quest. I could put Farmir in, but this board state looks like it will allow me to take out the Chieftain.

LT engages the Chieftain and SL takes on the Wargs. Denethor defends against the Chieftain, who has two shadow cards with no effect. The Wargs go after Farimir. I'm going to switch around my plan to get the Chieftain within Quick Strike range for Legolas and remove the Wargs, who can be a pain. Blade Mastery goes on Beravor, who attacks the Chieftain alongside a Miner of the Iron Hills and gets three damage down. Legolas one-shots the Wargs, advancing the quest. Each player draws a card thanks to Mendor. I miss-remembered that enemies returned to the staging area for stage 2 and I am glad to see that is not the case. We'll take out that Chieftain real soon.

Round 3

IA Test of Will and Radagast's Cunning are in hand now, so the plan is to conserve resources and keep these up. Team SL gets another Guard of the Citadel down. 

Questing for 12 to start with, with Faramir held back again. Aragorn gets Theodred's questing resource and uses it to ready. Three reveals this time: Necromancer's Pass, Dol Guldur orcs (Aragorn takes the damage), Gladden Fields. I use Faramir to add +5 willpower and get 9 on the quest. I could use Eowyn & Radagast's Cunning to get three more on, but I miscalculated and would need to get five more to put it within Legolas' range. 

Travel to Gladden Fields. Team SL optionally engages the Dol Guldur Orcs. A Longbard Orc Slayer is sneak-attacked in to deal one damage to both Orc enemies. The Longbeard blocks the Orcs, taking one damage. Aragorn blocks the Chieftain, taking one damage. Legolas takes out the Orcs, putting two progress on the active location. Denethor and the Miner of the Iron Hills take out the Chieftain. Longbeard goes back into hand.

Raise threat by two each (Gladden Fields) and ready.

Round 4

Team LT gets down a second Miner and a Gondorian Spearman. Beravor gives Team SL two extra cards. Snowbourn Scout, Lorien Guide, and Lonbeard Orc Slayer go down. The Scout's resource complete The Gladden Fields.

Reveals: Pursued by Shadow (which gets negated by A Test of Will), Misty Mountain Goblins, Pursued by Shadow. LT raises threat by 5 and SL raises threat by 3. A card is pitched to Eoywn to complete stage 2. Mendor readies and we each get a card.

Now I need to reveal two cards per player, defeat all enemies, and we are done. Team SL gets a Wolf Rider, which surges into Necromancer's Pass, and a Massing at Night which reveals an Evil Storm and a Storm of Crows. The Evil Storm deals lethal damage to Aragorn, Faramir, Snowbourn Scout, a Guard of the Citadel, and the Gondorian Spearman. The Crows surge into Enchanted Stream. Team LT gets the Brown Lands and Banks of Anduin. 

LT optionally takes the Wolf Rider. Then SL gets the Crows and LT gets the Misty Mountain Goblins. Crows go undefended and put one damage on Theodred. Goblins go undefended and put two damage on Beravor, Wolfs are defended by Denethor and do no damage. Mendor takes out the Crows, Legolas takes out the Goblins, and the two Miner's take out the Wolf Rider. Quest complete!

Resolution


No copies of Scarred obtained! With the amount of cards dealt that final round, I was dreading flipping another Hill Troll into the staging area. I did a peek afterwards and it was almost at the bottom of the encounter deck.

Whoever has the most damage is the prisoner in Escape Dol Guldur. I am going to use a modified version of the Back to Basics deck that utilizes one core. That uses Beravor and Theodred, both of who have three damage on them. I'll do some randomization on who gets Valor and then who gets taken prisoner. 

Score: 117 (36 threat and 5 hero damage for LT, 36 threat and 5 hero damage for SL, 30 for three completed rounds, 12 for Deadagorn, -7 for the victory display). 

Parting Thoughts

That was a blast. It's been a while since I've taken on "The Hill Troll Quest." As the medium quest of the core, it has ways to really throw a wrench in your best-laid plans (the Lore/Tactics deck had a 'flip two cards' turn into six cards!). Times like those really emphasize my preference to play it through. Even though a ton of cards were in the staging area, I only ended up with three enemies and all were very manageable. Moments like those also show why I am not following the +1 threat and dead heroes rules for the campaign. Heroes are a resource. At the end of a quest, it may be the best choice to take some heavy undefended attacks, put the damage on questing heroes, then finish off the baddies with whoever is still left. But I concede this is not thematic (unless you head-cannon that they 'fainted'). 

Friday, January 28, 2022

Quest 001(r): Passage Through Mirkwood

Opening Thoughts

Time to start out with the easiest-rated quest in the Lord of the Rings: The Card Game catalogue. And I am thankful for it. Between the last blog post I wrote in 2017 and now, I have only gotten in a few games of LotR so there are a lot of cobwebs in my knowledge of how to play effectively. Being an easy scenario also lets me use sub-optimal decks (see below). I like to play around with options and not always use the best deck. That is not a luxury some of the harder scenarios afford. 

The Decks

I decided to start off playing two-handed with some of the single-sphere decks that came in the core. Similar to the original core set, you just shuffle up all of one sphere in the box, add to Gandalf's, and you're off. The original, 30 card versions of these were pretty bad, with Tactics being terrible and frustrating to new players. Would adding 17 cards to fill out playsets make a big difference? Sure, you're getting three copies of Unexpected Courage, but you are also getting three copies of Power in the Earth (man that card is the worst). 

Since the next quest will be with the duel-sphere decks in the rulebook, I picked two spheres that are not combined in those decks and ones that focus on what they do well: Spirit and Tactics. 

The Quest

Setup

Starting hands are okay for tactics and foul for Spirit (two Power in the Earth). And that is after taking a mulligan after a bad initial draw (which is much better in hindsight)

The inclusion of Mendor for the Campaign is a powerful one. +1 will for question or +1 attack for fighting, possibly both plus an extra card when you complete a quest stage. I heartily approve of this inclusion for an introductory product.

Forest Spider & Old Forest start in the staging area.

Round 1

I get a Lothlorian Guide and a Gondorian Spearman down for some early chump blocking. The guide will come in handy once I have an active location. If they live. 

I put the Spirit Squadron on questing and hold Team Tactics back for fighting. Eleanor and the guide stay up for needed cancellation/blocking.

Questing for 6*

Reveal: Chieftan Ufthar and Necromancer's Pass. Ouch. Thread of 8. I pitch a card to raise Eowyn's willpower, but still have to turn the dials up by one.

A few more cards are pitched to travel to the Necromancer's Pass, but then I use Strength of Will + Eleanor to complete it.

Team Tactics grabs the Forest Spider out of the staging area and they offer up the Spearman. No shadow, but still no more Spearman. The rest of the team makes short work of the Spider and, thanks to Legolas, gets a few progress on the quest.

Ready, raise, and off to Round 2.

*A tip I use for questing is to gather a stack of progress tokens equal to my willpower, adding or subtracting based on what happens during staging.

Round 2

Team Tactics gets a second Spearman down and Spirit Squadron revives the defeated Spearman.

Similar questing strategy as last round, going in for seven questing this time. Reveals are a Forest Spider & Necromancer's Grasp. Eleanor says 'nope' and instead we get Dol Guldur Orcs who will do two damage to Dunhere. Even on will v. threat, so one is pitched to Eowyn to get something on the quest.

Travel to the Old Forest Road, readying Mendor. Team Tactics then takes both enemies (one optional engagement and one normal). Legolas does a Quick Strike against the orcs, getting some  progress on the active location. The Forest Spider takes out the Spearman and is then taken out by the rest of the team.

Ready, raise, go.

Round 3

Spirit Squadron picks up another Lothlorian Guide and I quest for 7, completing the Old Forest thanks to the guides. Ungoliant's Spawn drops my total questing to three. Eleanor takes care of Caught in a Web but replaces it with Driven by Shadow. 7 threat vs 3 will, pitching 1 to make it 7 v 4. Just enough to make it so Team Tactics will take on both enemies. Am I going to lose at Passage Through Mirkwood? Humbling!

The revived Spearman blocks the Spawn and I play two copies of Swift Strike, getting five early damage in. Gimli blocks the Chieftain, but pain only makes him stronger.  Then Mendor, Thalin, and Legolas remove the spider (for now)

Round 4

Being close to the end of this quest, and with an empty staging area, I commit Mendor as well. Ends up 8 v 4 and we are able to get through stage 1. Mendor readies and both hands get a card.

Team Spirit takes some Dul Guldur Orcs, just to let Tactics take down the Chieftain. Gimili defends against the Chieftain. Risky, but Spirit has a Fortune or Fate in hand and the means to pay for it the next turn. No shadow, so the ploy paid off and Gimli has entered Beast Mode. I also play my third Swift Strike to get the party started. Spirit gets the first shadow effect of the night, forcing an attachment discard. But, oops, I don't have one down. Shucks. Blade Mastery is played in Legolas and the team hits the Chieftain for lethal. This also defeats stage two of the quest (thanks, Legolas) and gets each hand a card. "Don't Leave the Path" is randomly selected as our stage 3 and Uggy S. is back in the staging area.

Round 5

Unexpected Courage on Eleanor and I think we're just not questing this round. Ha! A reveal of Necromancer's Reach and Black Forest Bats makes that an excellent decision. 5 v 0, raising threat and then having Team Tactics take on the Spawn and Spirit Squadron get the bats.

Thalin blocks the Spawn, no shadow, and lives. Huh. I actually wanted him to die so I could revive him, ready, with Fortune or Fate. Oh well. I still think this will work.

Spirit Squadron defends their attacks with no casualties.

Legolas, Mendor, and 'roided out Gimli are able to pull of exact damage to take out the Spawn.

Resolution:

Mendor's Support x2 and Lingering Venom are added to the campaign pool.

Final score was 132 (39 threat + 4 hero damage for Spirit, 43 threat plus 10 damage for Gimli, 40 for rounds completed, -4 victory points in the display). I don't care about the score myself, but you can beat this and feel great. 



Parting Thoughts

And old, familiar journey. This used to be a big deck-testing scenario for people, but I think other options were found later on. I was always a fan of the stand-alone The Old Forest scenario and would usually go to that when I wanted to mess around with a new deck.

Being the easiest scenario does not mean you can let your guard down. I had a true 'uh oh' moment during round three. Being untuned decks, the allies were just not there when I needed them and I really needed a steady supply of blockers.

Now a note about campaign mode: I love the boons and burdens of the campaign that were present in the Saga boxes. I am not a fan of the penalty for switching out heroes. Campaigns are designed to be long and a little permanent threat here and there adds up quickly (especially for decks that want to lay low and quest). The penalty also goes against the spirit of deckbuilding. More than any other deck-based game I've played, Lord of the Rings is a puzzle game where you need to work out the right combination to win. There are one-size-fits-all decks out there, but that would just bore me quickly. So the penalty will be house-ruled out in my campaigns. 

Revised Core Blog

 


And we are back, baby!

Four+ years of hiatus and then a revised core box calls me back from my self-imposed exile to once again show the world how many mistakes I can make in playing one card game.

Last time, the goal was to build or use unique decks to conquer every quest released up to that point. I didn't quite make it to the end (stopping with a few Sands of Harad adventures in drafts), but I did prove to myself that this game is fully capable of being beaten with a solo player piloting a single deck. 

For the revised go-around, the single-deck restrictions and the need to try unique decks most times is off the table. I'll bring whatever feels right for the moment.

And this adventure is also starting at square one. Once I get my new components punched out and organized, it will be time to face down the Flies and Spiders of Mirkwood. New posts will usually come out as new content arrives from FFG.

Revised Core Review

Let's talk about this box. You know how it's exciting for dresses to have pockets? Well it is just as exciting (and surprising) when and FFG core set has good storage. Marvel Champions started out with this type of plastic mold and I'm assuming the revised Arkham Horror core is the same. I am a huge fan. Now what I want to see is how FFG handles cycles moving forward. Marvel Champions releases hero packs and small-boxed encounter expansions with no natural storage. The latest Arkham cycle featured a disposable box of player cards and a well-built box, with storage, for the encounters. There is one two adventure pack and four hero packs coming in the near future for Lord of the Rings to get people started. After that, I hope we can look forward to a release cycle and packaging style similar to Arkham.

Content, the Good: I am holding in my hands three copies of each player card and eight copies of Gandalf. Fantastic, all-star move from FFG. This is what established players were wanting for most of the game's life. While the price tag reflects the increase, new players can pick up a single core and not feel they are missing out by not having a second (or a third...). We also have the inclusion of a campaign structure, featuring the boons and burdens that come with that. The three core scenarios already followed a linear storyline, but this adds more of a thematic element to it.

Content, the Bad: Escape from Dol Guldur is back. The "why would you expose brand new players to this massacre" quest. Now, I have not given the quest a fair shake with the new campaign structure. Looking ahead, I can see that the designers have attempted to ease up the difficulty a bit (maybe? we'll see how many burdens I have by that point). I am curious to see if this has a real effect on first impressions for the many players who will pick this revised core off the shelf.

Time to punch out these counters, sleeve up these cards, and begin my journey once again!




Friday, December 15, 2017

The End (for now?)

I find myself in a position where several "lifestyle" games are fighting for my limited time & attention. And I want to enjoy each one at it's own pace, without any sense of rush or just getting to a point of completion. A few of those games are experiencing a bit of a downsizing in my life to allow me to enjoy them in more of a focused manner. For Lord of the Rings: the Card Game, that means ending this blog for the foreseeable future.

This game takes a long time for me to play. I'm not sure what it is, but my mental processor slows to a snail's pace while deckbuilding. Then I attempt a quest, fail horribly, and build again. That by itself takes long enough. Blogging about it (as short and mistake ridden as the posts are) adds another huge chunk to the time commitment.

Have I moved on from the game? Nope. My monthly (ha) subscription is still active and I am biting at the chomp to get Folco Boffin to the table. I am simply taking another long, indeterminate pause in chronicling my experiences with the game.

Lord of the Rings: the Card Game is a blast. We have a fun, challenging game with beautiful artwork and a creative design team. I look forward to the continued adventures in paper and digital mediums over the upcoming years.

See you around the community!