April 2023 retrospective

Hey everybody,
April is already over, and so it’s time once more to take a look back at the month and see what has been going on in my little corner of the internet. At least it seems to have been a bit more exciting than the month of March, which was a bit of a washout thanks to all the germs that were doing the rounds – although I was tragically struck down with some kind of bug over Easter, which then seemed to turn into some kind of sinus infection. We’re hopefully out of the woods now, of course, but I think overall the month has been pretty good! 

My gaming had taken a little dip at one point, I think due to generally not feeling that great, but I’ve begun to get some classics to the table once again, including A Touch of Evil and Runebound!

Gaming!

I love playing this game. One of the best things about it, for me, is how it allows you to kinda role-play the game without the need for any kind of in-built timer forcing you to keep an eye on the clock. There are a couple of timing mechanisms, of course, but generally speaking you can just go around the board, playing the game, and enjoying the theme, without the need to worry about getting from x to y in a certain time, or whatever. I do understand, though, that some people tend not to like those sorts of meandering games, and along with the mystery card, The Hour is Late, the first web villain for the game, the Delion Dryad, brought a couple more ways to ensure the game is kept moving along at a pace.

I haven’t played with the Dryad for a very long time, indeed my boardgamegeek stats tell me it’s almost ten years since I played against her. While that isn’t perhaps a surprise, as the game in general went unplayed for so long until I got it back to the table last autumn, I am nevertheless eternally surprised at how long ago some of these games were last played.

The Dryad is an interesting villain, and you can read more about that here. I had expanded the game quite a bit, all told, also using stuff from Hero Pack One and the Allies supplement. The Allies is one of those web exclusive card packs where you have to pretty much pay a premium to get if you live outside of the US; I think when I last looked at this, I was paying around £40 to get a dozen cards and the rest was shipping. But A Touch of Evil is one of my all-time favourite games, so I didn’t really mind it at the time, of course! I think these days I am a bit more circumspect, of course – there are new card supplements that I want to get, but again, shelling out £40+ for a dozen cards, or whatever it is, isn’t really top of my priority list!

The game, though, was a lot of fun, and I enjoyed playing it a lot. The Scarlet Shadow hero (from Hero Pack One) has the very interesting effect of having to take a Cunning test if he ends up in town, or else he loses investigation (the currency of the game). It’s all very thematic, of course, with him being a highwayman, and it led to some very interesting game decisions because he couldn’t always cross the town safely.

In the final showdown, most of the elders turned out to be evil and I was lucky to get both Lord and Lady Hanbrook on my side. Sophie had actually joined the villain, though, and made things a bit more difficult, but I was able to prevail thanks to some lucky dice rolls and a couple of flammable torches, which I suppose I used to set the Dryad on fire. That’ll learn her…

Runebound

I have also had a game of Runebound this month, using a couple of the small card expansions as well. I have actually talked about this game on the blog, but I just want to reiterate how much fun it can be when you play a magic user and are able to tool them up for magical combat. It’s also wonderfully thematic to play a game called Runebound and use magical runes when you’re playing!

I have noticed that I have procrastinated a lot over playing bigger board games like these of late. Given the choice, I’d much prefer to go for one of the living card games (heh, I’d much prefer to go for Marvel Champions, let’s be honest). It’s a bit daft, as well, because I think there is an expectation that a big board game is going to take a long time to play, plus set-up and clear-up time, whereas my game with A Touch of Evil didn’t really take that long at all. I suppose there’s also the fact that I used to take ages playing these games, because I had the time and the inclination, whereas nowadays it’s a case of just trying to find the time to fit in a quick scamper around Terrinoth, or whatever!

I’ve talked about this before, I think, as well, but the other thing at play here seems to be a slight unwillingness to deviate from my 10×10 list, as I feel like I have to play something from that list of games back in January for it to “count”. It’s funny really, because this is precisely the situation I wanted to avoid, but I’ve ended up in a place where I only want to play a game so that I can get that closer to my goal, and not because I’m in the mood for playing a game, if that makes sense?

I think I need to have a word with myself! 

Lord of the Rings

At any rate, I’ve been able to tally up a few more games for the 10×10 challenge, and have in fact reached my second goal on that list, with Lord of the Rings LCG now seeing ten games from me this year. After recently having been playing the Ringmaker quests, a cycle that broke me back in the day, I have found myself a little more tentative with coming back to this game, however I have now made it, so will probably continue with my various cycle play-throughs but at a more relaxed pace. Overall, though, I’ve played 41 games since the start of the year – so I’m ahead of schedule if you think that we’re only a third of the way through the year, but I’ve played more than a third of the games on the plan!

Marvel Champions continues to see play as well, even though I had reached my goal of ten games for that back in February. Indeed, my current tally for the game is 28 plays this year, which I find quite funny. It’s such a good game though, and with it being quite new to me still, I’m finding that it’s difficult to grow tired of it just yet. Marvel Champions was the game I played to mark my blog’s ninth birthday the other week, using the Quicksilver and Scarlet Witch decks. There’s always so much to enjoy about this game, I am forever impressed with how it plays.

To help increase that excitement, we finally had the announcement this month of the next campaign box, NeXt Evolution, which will bring X-Force to the game, starting with Cable and Domino. We’ve also now had a preview for Psylocke, who is our second Psionic hero and her deck looks like it could be very exciting indeed, so I’m looking forward to getting my hands on all of that, from the late summer onwards! I think it’s very safe to say that it’s an exciting time for Marvel Champions, still!

Necromunda has seen a new Law & Misrule campaign begin, of course, with my Delaque vs James’ Venator Gang. Game one was a crushing blow for the House of Shadow, so we now need to figure out the next scenario while (hopefully!) my Delaque can survive it! Much like Marvel Champions, we’ve also had new stuff come out for Necromunda this month, principally the second part of the Succession Campaign, The Vaults of Temenos. I keep meaning to write a blog on the lore of this campaign, because it has been really quite amazing so far. I’ll have to try harder on that front! The book has got some very interesting narrative scenarios, anyway, which I might possibly purloin across for our campaign, even though we’re not doing anything in the Ash Wastes. We shall see!

Gaming!

Let’s move on to the hobby side of things now, then, and see how April has been going on that front. The short answer is, pretty damn well! I think I talked about this in a previous blog, but I’ve decided to give the White Dwarf “hobby bingo” a try, and see if it will work to help focus me on getting some projects done throughout the year. I know I have my 2023 resolutions, and we’ll get to them in a bit, but I would like to see if I could churn out some more units as the year goes on. I’ve adapted the White Dwarf grid, because a lot of the options I would just never do (how many lords of war do people generally paint in a year?!) so have a more personalised, achievable grid to work from.

In April, then, I have added three more squares to this grid, getting ten more Delaque fighters fully painted (mainly the Prospects and weird gribblies), then five Flesh Tearer assault marines as I embark upon a Space Marines army, and finally the three Canoptek Wraiths that I have had waiting for paint easily for the last five years.

I’m really pleased with the Delaque, as it has given me quite a lot of options ready to go, even if most of them aren’t in the starting gang. However, I did fall prey to the temptation of the weapons upgrade pack back in the day, so a lot of these fighters are built with improbably-expensive weapons, meaning I’m unlikely to be able to use them in the current campaign. That has actually required more building, so I have a couple more to paint up for the campaign soon! Luckily, I had more Delaque from the Hive War box, so have a lot of bodies to draw from to build my gangers.

The Space Marines force is a very slow-grow style of thing, and while my initial thoughts had been to get it ready for 10th edition in the summer, I’m now thinking of it more as a project for the year, so I don’t think it’s something that will be playable before Christmas. But you never know. Expect more to come on this topic in time!

Finally, the Wraiths are another of my Hobby Goals for 2023 that I can now check off! I’m actually doing really well insofar as those goals are concerned, getting the Crisis Suits and some Hellions finished up fairly quickly. I still have the Promethium Forge, five more Hellions, the Sisters’ Exorcist tank, and generally more Zone Mortalis scenery, but I think it’s still a solid start. Feels a bit like I’m at a proper checkpoint here, the more I’m thinking about it! Well, I guess we’re one-third through the year, so it makes sense to take some stock.

I’ve been tentatively starting to plan the approach to the Exorcist tank, after recently getting more in the mood for painting my Sisters again. While the infantry all have quite light grey armour, I’m thinking I might go for something a bit different for the vehicles, which might help to make them stand out while also tying-in with the rest of the force. Well, I’m sure having a massive pipe-organ missile-launcher on top of the vehicle will help it to stand out, of course! I’ve been thinking about it after building up three Paragon Warsuits, which I had bought as part of the Imperium magazine (saving quite a bit of money in the process!) I was thinking the warsuit would perhaps be of a different grey to the power armour that the Sisters themselves wear, so was considering a base of Dark Reaper rather than Mechanicus Standard Grey. I’m not sure yet, because it might be a really bad idea on the whole. I suppose we’ll see! The other thing, of course, would be go to very light for the tanks, but then I’ve not seen a nice looking pale grey tank, so It could be a terrible idea…

However, I want to try to finish the Promethium Forge before anything else on the list, because that is almost done, it’s just been floundering a bit for the last couple of months!

Lord of the Rings: mission accomplished

Hey everybody,
Much like my post from a couple of months ago, I’m here today to celebrate having made it to 10 games of Lord of the Rings LCG, marking the second of my 10×10 goals as complete. I think I’d almost made it with this game for a while, but just couldn’t seem to bring myself to play the game. However, I’ve now clocked up my tenth play, and so thought I’d share with you some rambling thoughts, as per usual!

Lord of the Rings

Trouble in Tharbad

Following on from the last game in the Ringmaker cycle, The Three Trials, I think I was growing weary of this game once more, because of the preponderance of “gotcha!” moments. I know I’ve probably had this whinge before, but the game is no fun if there is simply no chance of beating it. If I know I’m unable to win from the get-go, why would I ever waste my time? Even when you know something awful is coming, the forced effects throughout the scenarios can mean there is very little you can do to plan ahead, as you’re just swept up in the torment of it all.

However, Trouble in Tharbad is a bit different. The Time X mechanic is still front and centre, but this scenario takes the very intriguing idea of playing with your threat level; instead of placing progress on the quest, instead you lower your threat. The Time counters do reduce your threat elimination level by 10, however, meaning you need to make sure you quest like the wind before you’re eliminated at 40 rather than the usual 50.

It’s a bit like many other scenarios, in that you’re basically trying to race away from an enemy mob at your back, and in this instance you’re trying to make it to the river crossing in time. This is represented by a location card that needs an unholy amount of progress, and can only be attempted once the quest has been achieved – the upside here, though, is that your threat will be starting from 0, albeit with plenty of effects that will raise that. It’s a really interesting quest that I would tentatively say I’d play again! I think it’s just a very interesting mechanic, playing with the threat like that, and one that I thought was very intriguing to see work.

For my next game, I’m going straight to the last cycle of the game! It’s been almost a year since I first played the Shadow in the East quests, and at least one of the decks I was using for those games has now morphed into something else, but I thought it would still be fun to see how I get on as I take a look at the final scenarios for the game.

Lord of the Rings

Wrath and Ruin

I really like this one. After learning the terrible truth about the mastermind behind the goings-on during our time in the profane temple to Sauron, the heroes have returned to Dorwinion to regroup, only to be pursued there by Thane Ulchor and his Easterlings! What follows is a scenario reminiscent of earlier quests, with the heroes battling to control locations in order to advance. The basic premise of this quest is therefore quite simple – as a location leaves play as explored, it comes to the players instead of going into the encounter deck. If there are more locations under the players’ control than there are in the staging area, then the players are winning.

However, so much is layered on top of this, with cards that can bring locations back into the staging area, or cards (like Ulchor himself) who can add more locations to the staging area as soon as a location leaves play. It really is quite representative of that tug-of-war style of play. We have the Easterling Raiders encounter set in here once again, which I really like in principle, but is tough to play against as it adds treachery cards to enemies as attachments, buffing those enemies (who are no pushover, to begin with!) 

Locations are also immune to player card effects, meaning that no amount of trickery is going to help here. The only thing that I felt gave me a bit of an edge was Legolas’ ability to add progress to the quest when he successfully slays an enemy – and there are plenty of them here! There was no early-game Light of Valinor to get double duty out of Glorfindel, either, so I was basically playing this as properly as it comes! Still, I was able to scratch a victory and so the next game will see me heading off to the City of Ulfast. 


I’m pretty sure I’m going to keep playing this game throughout the year. If nothing else, I’m mid-way through three cycle playthroughs, as well as possibly still playing the Fellowship Saga. I doubt if I’m going to clock up as many miles with this as I have with Marvel Champions, though, which is interesting in some respects because I do generally think of Lord of the Rings as “my favourite game”. I think the issue I have with it is just how difficult it got to play – especially if you don’t start to house-rule things to make it more palatable. I know I could deck-build for each scenario and play through it possibly quite well, but I like to have a deck ready to go for the whole event, and don’t really have the time for deck-building as much as I used to!

I think I currently have six decks built for Lord of the Rings, and I have been thinking I might disassemble everything when I’ve finished playing through these cycles, and have a fresh start. Some of those decks had been built years ago, and while they work really well, they have hampered subsequent decks because a lot of the good cards were already taken, etc. So I am pondering whether to just wipe the slate clean. I definitely want to keep going with Angmar Awakened, and I think I want to do the same with the Ringmaker, so I suppose it makes sense to just plod along for now.

Anyway, I’m rambling, so it’s time to shut up! There’s plenty more Lord of the Rings blogs on their way as the year goes ever on, though!

A Quiet Week

Hey everybody,
It’s been a bit of a quiet week for me this last week, despite having had such high hopes for playing lots of games! I was under the weather for most of the week too (I lost my voice entirely on Thursday), but fortunately that seems to be receding into the background now. I had three evenings to myself this week, and so had planned for some serious gaming, but in the end I only managed to play a couple of things at the start of the week! Of course, it’s always exciting when you can play a big game like Arkham Horror, but still, I had hoped for more!

A Quiet Week

My love of Marvel Champions has continued unabated recently, as I picked up some more packs from the most recent X-Men wave. I have no idea who this Mojo is, but I’ve been reading some good things about the scenario pack, so decided almost on a whim to pick it up. I’d wanted Phoenix for a while as well, so finally added her to the collection too. I’ve now got Phoenix and Colossus sleeved up, as well as Quicksilver, so I have quite a few more mutant heroes to try out in due course. I’m very tempted to pick up Wolverine next time I’m at the games shop as well, although I really should be a bit more circumspect as there is just so much of this game that I still haven’t played yet!

A Quiet Week

I think in my last post, I mentioned playing Lord of the Rings LCG once again, and have started on the Ringmaker cycle. The first pack in that cycle, The Dunland Trap, is where the wheels really came off for me when I was buying and playing this game way back in 2014, and I was so disenchanted by the game at that point that I stopped playing it anywhere near so regularly (although of course I continued to buy it all). Consequently, this cycle feels really new to me. Well, I did actually play The Dunland Trap again yesterday, and my goodness me, it was dull. I can see where it is just brutal, and demoralising, but playing two-handed I was able to deal with most of the encounter deck well enough, until we got to the final stage. The Dunlending chief came out and engaged me, and I was able to throw enough spare allies under that bus that my heroes were safe. (In the final stage, if a hero leaves play, we lose). However, the chief cannot leave play, but the quest has no quest points – you’re basically forced to wait out a 10-turn timer to see if you win. In the meantime, my heroes had killed the chief at least four times over, and I just grew bored with it and decided to abandon the game. The first time I’ve ever done this, and I can’t say I feel that great about it! But whereas the game had, up to that point, been quite exciting, the tension was just wiped away entirely by the boredom of this mechanical situation I was in. Such a disappointment.

I’ve read that the next pack, The Three Trials, is as difficult, then the quests become easier, so I am interested to see how that all plays out!

Anyway. What else has been going on?

Andor

I’ve started to watch Andor again, picking up from where I left off last October or November. I had watched up to episode 6 at the time, but life just overtook me, and I was just not in the mood, really, to pick it up again. Well, I watched episode 7 and was pleasantly on the hook once more, so I’m looking forward to getting through this season soon! I have lots more to say about this, for sure, but I think what appeals to me the most here is how much like Star Wars it feels, from back in the 90s almost. Indeed, I think there’s almost the tone of a West End Games supplement to part of the adventure, and I really love it!

A Quiet Week

While watching, I finally started to build up the terrain from Into the Dark. I’ve actually come to really like this stuff, too. It doesn’t always go together smoothly, but then I don’t really think I’ve bought it to play Kill Team with, after all. I haven’t glued everything together, of course, but I have found it really enjoyable to put together various “structures” that will serve to make a board, if that makes sense? I’m keeping it modular, though, so I can change things up if need be. I had initially decided to buy the box because of the Boarding Actions thing for regular 40k, planning to get another one and then I should theoretically have enough terrain for that. However, both the subsequent boxes have sold out well before I was in a position to buy them, so I have soured a little on this idea now. Of course, there’s still the fourth box on the horizon, so I might yet pick that up in the fullness of time. It’s a shame, though, as I did like the look of the Arbites box!

I’ll hopefully have a blog on Boarding Actions coming up soon, because I’ve been looking into that side of things lately and it has definitely appealed to me!

A Quiet Week

In terms of checking-in on my goals for the month, I have actually been hard at work on the Promethium Forge terrain kit, trying to get a good start there. I hadn’t expected to finish this in February, of course, but I am nevertheless pleased with how it’s been going so far! I have had a lot of back-and-forth with myself on how to actually have it set up: the “official” kit is the tank and chimney piece with a central surround, very similar to the “official” Galvanic Magnavent, however I went for the “alternate” build from the back of the box, which shows the piece as being much wider, as I thought it would be more imposing that way. However, when built in this way, the legs are positioned differently to allow for the skull crane to sit on one end of the gantry; when I built it, I put the legs on the ends thinking it would provide more support. Bah! So I’ve been working on a solution but I’m not very happy with it at the moment. Never mind – I just need to progress with the painting now, and hope for the best!

I’ve also been through my terrain box and have sorted all of the panels out for the kit, so I have the right number of ladders, panels and hanging bits for it. In doing so, I realised that I’d not actually painted any of them for the Ferratonic Incinerator back in the day, so I now have those to get through as well! Ah well, at least when this is all finished, I’ll have three good-looking terrain pieces to play games over!

Back to Middle Earth

I have recently been yearning for more Lord of the Rings LCG in my life, I think perhaps since I achieved the ten games of Marvel Champions last week. Don’t get me wrong, I’m still planning to play more of that game soon, as well, but I’ve kinda found myself focusing on the next game to get to ten with.

There is a lot of Lord of the Rings LCG that I actually haven’t played, with at least three full cycles that are completely new to me. I’ve had it since release, of course, I’ve just not actually played it. Having so many scenarios available for the older game, you’d think that the choice would really inspire me, but I do find myself thinking that I really ought to play some of these cycles in order. I talked about this kind of thing last year, but even though the “campaign” in Lord of the Rings is barely present, I find it difficult to even think about playing some scenarios out of the context of their cycle.

However, as I said, far too much of this game has been going unplayed, and I think I need a new approach to it. I am still invested in my efforts with the Angmar Awakened cycle, so I’m planning to finish that up before too long, and I’ve also got the Vengeance of Mordor cycle waiting for me, which I’m somewhat thinking will be treated as much of a campaign.

Lord of the Rings

But when I think back to my history playing this game, I wouldn’t keep to strictly the same heroes/deck as I played the new adventure packs; I would cheerfully swap out entire decks while having my play-through. I have also really enjoyed the game by using a single deck against just two or three scenarios in a sort of mini-campaign, cherry-picking my favourites from a cycle to go up against again. I liked playing it that way, and I think that it worked really well for me at the time. Interestingly, that is kinda what I’m doing now with Marvel Champions, although I’m not exactly playing the campaign itself, I am nevertheless using any old hero combo as I go up against the villains.

I’ve had two games with Lord of the Rings LCG recently that have been sort of along these lines – I took Boromir and Faramir decks through The Long Dark, which was a lot more difficult than I remembered, and Aragorn and Faramir then went through The Fords of Isen, although I’ve since thought I might replace Aragorn in that deck with Elrohir, which should make for an interesting deck-pairing for the future.

Lord of the Rings

The Ringmaker cycle was where the magic seemed to stop for me, unfortunately, and so while I’ve played up to The Dunland Trap, pretty much everything thereafter is uncharted territory. I did used to play true solo though, and so now that I’m playing two-handed I think I should fare much better. I’m therefore excited to investigate further into the cycle, and see what I’ve been missing out on for all these years, but I also think that these decks could well be swapped around as I go. I think I’ve got about 7 decks built up for the game so far, so I have plenty of variety to keep things fresh on that front, as well.

In short, I’m once more really enjoying myself in Tolkien’s land. I’m looking forward to trying out some of the “new” quests while also potentially taking these decks through some of the older scenarios, too. I’m already thinking of minor tweaks to the decks, too, which will make things even more interesting as we go. I’m really looking forward to it, anyway!

Lord of the Rings

Angmar Awakened – out of the dungeon, into the Ettenmoors

Hey everybody,
After more than two months, I’m once again back with the Angmar Awakened cycle! Back in November, I started this with The Wastes of Eriador, having played through The Lost Realm deluxe box back at the end of 2020! It’s definitely taking me a while to get through this, but I’m pressing on! I played the second pack, Escape from Mount Gram, at the start of December, so I’m currently doing well at one pack per month!

Escape from Mount Gram

At the end of the last adventure, the heroes were taken captive by the goblins, and Escape from Mount Gram sees us running around in the dungeons, trying to get our stuff and flee. There is a fairly annoying mechanic that starts the pack by shuffling all of the stuff, including allies and two heroes per player, into a sort of side-deck, meaning that we start the game with just one hero and a deck of event cards. Encounter cards often have the Capture mechanic, which draws cards from this set-aside deck under them and, when those cards leave play, such as by defeating enemies or exploring locations, we get to draw those cards as normal. Some effects will actually allow us to put cards into play for free, which is nice!

Escape from Mount Gram

Thematically, it works wonderfully, as it simulates the helpless/abandoned feeling of being lost in the dungeons and trying to regroup really well. However, it’s just that tiny bit soul-crushing as we start from so far behind, it’s like an uphill struggle right from the off. In addition, of course, players can’t team up until the second quest stage, so you really are on your own. It’s a little bit like Foundations of Stone from the Dwarrowdelf cycle in that respect.

Escape from Mount Gram

To win, you have to flee via the Southern Gate, which is quite the task because you can’t travel to that location until the quest has got the max number of progress tokens on it, so it’s very prescriptive in that respect. But it was quite enjoyable – just a bit hectic, and not one that I think I would rush to play again!

Across the Ettenmoors

Once we’ve escaped the dungeons, we then race Across the Ettenmoors, a wild place where Giants and Trolls abound. This one was a very interesting quest, as it is basically side quest heaven. Due to the fact that I was playing a team that includes Thurindir, and both my decks have quite a few side quests in as well, towards the end of the game I was questing for something like 20+ easily, Thurindir himself contributing well over half of that due to the 10 or so side quests in the victory display!

Across the Ettenmoors

There are a lot of enemies in this one, plus a lot of quite horrible treacheries, though I was surprised that it didn’t feel quite so bad as you’d think. Yes, there are massive Giant enemies to contend with, but as luck would have it, I was able to either discard them as shadow cards, or else deal with them on my own terms by keeping my threat low enough throughout!

I think Across the Ettenmoors is ranked as the easiest quest of the cycle, in the official literature at least. But like I say, it could be pretty horrific if you’re stuck with a bunch of giants and trolls looming over you. During my game, I was stuck with drawing a lot of player cards that interacted with locations, yet barely any locations were coming up. I always find these things interesting, because people will tell you that x quest is easy, or y quest is difficult, but without the right cards in your hand, x quest could be impossible! 

On that note, I believe I have an extremely difficult one coming up over the horizon. The Battle of Carn Dûm gets a lot of bad press for being one of the hardest quests in the game, but I still have another quest to get through before I’m there, so I can try to build myself up for that one. 

In the meantime, I continue to be quite impressed by how my decks are performing. The combination this time around has led to some very powerful turns where fairly significant enemies are crushed in one blow, and locations never seem to linger for longer than a turn or two. It’ll be interesting to see how I fare when the time comes – hopefully it won’t be too long before I will be able to draw this particular cycle to a close!!

LCG campaigns

If you’ve been keeping up with my blog of late, you’ll have seen a massive increase in my playing The Lord of the Rings LCG of late, including finally getting round to playing the saga expansions. Very exciting stuff, I’m sure you’ll agree! I’m also roughly halfway through playing the Edge of the Earth campaign for Arkham Horror LCG and, having got this far, earlier in the week I finally set about using all of the experience gained to upgrade my decks. Playing both of these games almost side by side has got me thinking a lot about the differences between the two, and I’ve found myself really disappointed with the older game.

I think it mainly comes down to the campaign experience, really. Lord of the Rings was never really designed to have that kind of campaign feel, after all – the monthly adventure packs were of course designed to have a cohesive narrative to them, which only increased during the life of the game. That’s all well and good in terms of the encounter deck, of course, but when it comes to our player decks, they’re pretty much what we want them to be, and some folks do play “progression style” and only use the cards released up to the pack they’re playing, which is pretty much how I think we all played back in the day! But there’s no real sense of progression in terms of your deck, in the same way that we get in Arkham.

In Lord of the Rings, you can play earlier quests with cards from later in the game’s life, and have a comparatively easy time of it all. The core set still has some phenomenal stuff that you won’t find surpassed from later on, but the reverse is also true, and later cards do really help to smooth things out that just weren’t possible early in the game’s history.

In Arkham Horror, however, the player cards are designed from the start to level-up and improve as you make progress through the campaign. I think I spent a couple of hours the other night going through my collection to buff Patrice and Trish, and I found it actually really exciting, finding the upgrades that I could get, or exchanging some cards for others. It’s an obvious point, really, but it’s just great to have that aspect of the game built-in.

Interestingly, it also means that the game is quite accessible, because you can have a deck with clear avenues for levelling-up as you can just buy the higher-tier versions of cards that you started with, but also it allows for people who want to make some narrative choices with their decks as they play, and get really granular as to what they swap out and in. We’ve seen this most clearly with the five Investigator decks that came out a while ago now, where those decks came with higher-tier versions of the basic cards that really telegraphed how to upgrade the deck. There is the possibility for upgrading by increments, and spending your XP over a wide variety of cards by just taking them up a single notch, or you can go heavily in and invest it in the top-tier versions of just a couple of cards. I’ve done it both ways, and find the options are always quite fascinating really.

For my current duo, I approached the task by looking at the level 2 and level 3 cards first, thinking I’d go for a middling split, so have been able to upgrade quite a few things throughout each deck. Of course, it’s also a great point to see what is and isn’t working well for you in the deck, and to try and make the most of things by ditching the “filler” cards for something more usable. Of course, some element of filler might be needed, due to the way the game works – you might want to keep certain cards, not for their actual effects, but rather for their icons. 

The task of levelling up a deck can sometimes feel quite daunting, and playing Edge of the Earth isn’t the first time I’ve left it a couple of games before spending my XP because of that. Sometimes it can be a case of too much choice, and you don’t know where to start. However, you’ll always have that trajectory of levelling up the existing cards to guide you. In contrast, when I’ve come to make some tweaks to my Lord of the Rings decks before now, it really is a daunting prospect because you are faced with the entirety of the card pool to try and figure something out! I actually organise my cards for Lord of the Rings by set release, as well (rather than by type, as with Arkham), so trying to find a certain effect or something can be quite arduous! There isn’t really the same option of having a stronger/better version of an existing card either, although sometimes you might see cards where they have a bigger effect than one that you already have, such as giving a character +3 attack instead of +1 attack, but you have access to everything from the start. So for example, in my Eowyn/Theodred/Merry deck I have had the Rohan pump cards in there from the very beginning.

Now, Lord of the Rings does have boons and burdens in campaign mode, which are cards that get added to the encounter deck, or to the player decks, and carry over between games once you have earned them. So while you don’t get the option to have better versions of cards in your deck, you do get the chance to add some fairly useful cards to your deck over time. Of course, this is balanced by having to also include horrible cards as time goes on, as well (although Gildor Inglorion does get added to the encounter deck, which is always nice to see him). So we have recurring cards throughout, which we very rarely see in Arkham (the only example that springs to my mind in this vein is The Harbinger from The Forgotten Age, which I think pops up twice after its initial appearance). 

Of course, ultimately they’re different games and therefore they work differently. Lord of the Rings works perfectly well playing it as it was originally released, just building a deck and working through each of the adventure packs in a cycle. Many people do prefer to build a deck to tackle a specific scenario, and while I don’t do that per se, I am aware that there are some scenarios that I would never attempt with an all-purpose deck. FFG have now started to add boons and burdens to the re-released stuff, such as the core set and Angmar Awakened boxes, to make them all into a campaign in the manner of the Saga expansions. I’m not sure they needed this, if truth be told, but I think there is that kind of shift for a lot of games to make a joined-up experience and try to get people more invested. I’m a little baffled by the fact that Marvel Champions does this, because it strikes me as being entirely on-theme for you to be able to battle the villains in a one-shot kind of way. I don’t have any experience of the Marvel campaign system though, so can’t comment more fully just yet!

It does make me wonder if anything would be lost by playing the Saga expansions, which introduced this concept, in non-campaign mode. I wonder if the boons that you earn make the scenarios playable, and not having them makes it nigh-on impossible to win.

I have definitely rambled on far longer than I thought I would about this, so I should probably try to draw this to a close now! I think I definitely prefer the Arkham system for its clearly delineated path for progression, both in terms of the encounters that you face and also the player decks and the whole levelling-up process. However, the campaign system can also get really clunky, and sometimes it can feel very difficult to keep track of exactly what is going on, especially as you go through a campaign and you need to recall what happened earlier on. Lord of the Rings as a game is just wonderful, if incredibly difficult, although I must say I have had a whole new appreciation for the game since I stepped away from true solo and embraced two-handed. The game tells a really beautiful story and, while it can often get a bit complex as well in terms of what exactly is going on, oftentimes the scenarios are designed really well, and really draw you in as a result. The only thing it falls down on, really, is how it attempts to implement the whole campaign thing, but aside from the Sagas, I haven’t really felt the absence of a campaign system before now. It’s funny how playing the Saga stuff has made me see all of this, really!

However, most of this is only an issue when you look at stuff from later in each game’s life. When you look at the Shadows of Mirkwood cycle for Lord of the Rings, it tells an overarching story (following Aragorn’s rescue of Gollum from Mordor) without any kind of complicated system of adding and/or removing cards as you go. The most complicated aspect is having to disassemble the encounter decks if you need to re-use some card sets across different scenarios (although personally I just bought five core sets, so have more than enough!) This model is broadly true for each cycle in Lord of the Rings, although the narrative of the game becomes more dense as we move through the various expansions, often leading to complicated set ups.

Arkham Horror, by contrast, sees us adding cards to our deck that we have “earned” right from the core set, with the infamous Lita Chandler, and the first cycle, The Dunwich Legacy, does play around with this as we rescue characters, and gain esoteric formulae etc. Later cycles do become quite complicated – I’m thinking of the Innsmouth Conspiracy, which flip-flops between the present and the past, so requires us to remove and add cards based on whether we’re going back in time. Sometimes you might only earn a card for a single scenario, which feels a bit redundant overall. However, it does intrigue me that it took six full cycles before the game realised that a monthly pack release schedule is not what this game is about, and it serves the game much better to produce a big box of the campaign that has all of this stuff that we can just mix and match across the various strands of play. While I’m currently not all that sure if the Edge of the Earth campaign is all that fun for me, I can nevertheless see that this is how Arkham should have been, right from the start.

It’s funny, though, that they’re now trying to retrofit Lord of the Rings expansions with a campaign mode as well, as they release these boxes in a similar manner. I suppose it’s a symptom of the rise in popularity of these sort of legacy-style games, where we as gamers need to have those links, and have story choices that matter. Unfortunately, we don’t get to make story choices in Lord of the Rings, we just play the scenario that is given to us. Many times in Arkham Horror, we can actually choose when to end a scenario by resigning without actually having completed our investigation. There are real decisions in campaigns like Path to Carcosa, which influence the path that we take through the eight scenarios. It is glorious, but it’s also a lot of book-keeping and can become very clunky in some campaigns.

In a perfect world, then, I think I would have the Arkham-style player deck progression, with the early, story-driven scenarios of Lord of the Rings, and try to just forget about campaigns and boons or burdens.

But that’s just me!

A Knife in the Dark

Hey everybody,
I am now the furthest into the Saga that I have ever been! It’s only been, what, almost a decade since they came out? Having tried a couple of times with the Lord of the Rings LCG saga, though, I am finally committed to trying, at least, to make it through!

After evading the Black Riders and managing to get out of the Shire to Bree, we arrive at The Prancing Pony and immediately there is trouble afoot. This scenario is actually a nice balance somehow, as each of the three quest stages brings in something very different, meaning there is a definite sense of moving through the quest. We start the game with Bill Ferny in the staging area, an enemy with 3 threat that we cannot optionally engage. The Prancing Pony has the benefit of allowing the first player to put an ally card from their hand into play for free, but when it is explored we need to discard from the encounter deck until we find two enemies, and engage them. Ouch!

The second stage is the journey through Midgewater, where enemies cannot attack, take damage, or be engaged. With six quest points, the Midgewater location card can be an absolute pain to deal with, especially if you are turning over a lot of enemies. (There are a lot of treachery cards in this one, so it should never be completely insurmountable, but even so!) The quest itself, however, has us shuffling in one of the out-of-play Ring Wraith cards into the deck, a theme that runs through the whole encounter.

When we get to the third stage, Weathertop, not only does the Witch-King get added to the staging area, but every Nazgul enemy from the encounter deck and discard pile – potentially four Ring Wraiths, and a further two Black Riders. We don’t win the scenario until all Nazgul enemies are defeated, so this can be a huge pain!

Now, whether it was due to my excellent playing, whether the decks that I’m using are just good against this scenario, or maybe I was forgetting some rules, but I managed to defeat this on my first play through today. Don’t get me wrong, it was tough, especially when I was turning over treachery cards that were reducing my hero stats to 0, or killing folks with 0 willpower, or whatever else was going on! My strategy was to ignore Bill, and progress as quickly as possible through the game, but after the first scenario in the saga, I was wary of those Ring Wraiths and so was raising my threat or whatever else I had to do to avoid putting too many in there. My threat was managed pretty well though, with enough reduction that I don’t think it was a huge problem, overall. Again, maybe the decks I’m playing are just well-suited for this scenario?

I didn’t have the right spread of cards this time, so it didn’t feel quite like the well-oiled machine I had in the first scenario, where I almost felt like I was just playing one big deck with six heroes, they played together so well!

Once again, Aragorn was in full-on beast mode, as I had him with the necklace attachment that gives him +2 willpower and gives an extra resource, then I slapped Unexpected Courage on him so he could basically take part in each stage of the game. Legolas wasn’t quite the MVP he was last time, though armed with a Rivendell Blade he was giving enemies -2 defence when he attacked, which came in handy at the end against the Witch-King. I had Eowyn with a golden shield, meaning she could defend for 5, which almost nullified any single enemy’s attacks – a Shieldmaiden, indeed! However, I am seeing a couple of areas where I could make some tweaks to the decks, in particular I think the fact I have Frodo collecting Fellowship resources to almost no end makes me want to include more neutral cards to give him stuff to do.

As I said last time, I’m not scoring this “officially”, but I did end the game with 6VPs in the victory display, so that was good!

Next up, we have the Flight to the Ford scenario, where we have to struggle to get the now-stabbed Frodo to Rivendell. Should be interesting!

Lord of the Rings LCG Custom Scenario Kits

Hey everybody,
I’m still on this massive Middle Earth kick at the minute, and have been delving through my LCG collection to look at all of the stuff that I have for the game. Among the masses of standalone scenarios and nightmare decks, I also have two of these custom scenario kits – Fantasy Flight produced four in total, with the first pair themed around Mirkwood and the next around Moria. They’re a bit odd, I’m not going to lie, but they’re also an interesting addition to the game.

LotR custom scenarios

A custom scenario kit is basically a bunch of encounter cards that gives you the opportunity to build a scenario to play. In the two that I have, there are cards mostly from early in the game’s run, but which have been shuffled around to create fourteen groups of five cards, as opposed to the encounter sets that we are familiar with. They have also been subtly changed, as the format for these kits is a little different to the more regular game. See, custom scenario kits originally came about for Gen Con 2018, and were designed to give Lord of the Rings LCG a competitive variant. In this way, you build an encounter deck and give it to your opponent, who then has to beat it quicker than you beat their encounter deck. So it isn’t a huge difference, as you’re still sitting down to play against an encounter deck rather than a person, but as a way of introducing a competitive variant of the game, I think it works pretty well.

The way you build a deck can largely be influenced by the quest card structure. To begin, there is a single quest card – 1A – to which you can then choose 2A and 3A to add to it. There are three copies of each in the kit, so you can create a number of variations on this. You then need to pick 35 encounter cards to make up the encounter deck. As I said above, instead of encounter sets there are numbered groups of five cards each, and the “quick start” rules allow you to pick seven of these sets to make up the deck. However, the encounter cards also have a cost on the bottom, and in the advanced rules you get 21 points to build the deck. There are some caveats though, in that you need a minimum of ten locations, ten enemies and ten treacheries, so if you’re building this for an opponent, you can’t front-load it with all the worst cards.

LotR custom scenarios

There are two sets, The Wizard’s Quest and The Woodland Realm, and the encounter sets from each are fully cross-compatible. I’m not sure, as I don’t have them, but I don’t believe the two Mirkwood sets are meant to be compatible with the Moria sets. While you can’t combine the quest cards, you can combine the encounter cards to create a massive pool of 28 sets of five cards to create your 35-card scenario.

These kits are designed to encourage competitive play, as the rules insert says, but cooperative play isn’t restricted here. While a lot of the encounter cards reference “your opponent” when choices have to be made, for example, the rules state that the first player in co-op must make that choice, going with the worst possible outcome for the group. I believe a lot of people use these things to deck-test, which is interesting, but otherwise they don’t seem to have a great deal of love, which seems a shame. Even though they’re mostly reprints of cards that have been changed up a bit, I still find them quite interesting and when time allows, I think I’ll be giving them a try with the co-op rules!

LotR custom scenarios

One of the reasons that I find them so interesting is because they basically fulfil one of my earliest crazy ideas for this game – mixing up the encounter sets. I think it was while we were still in the Shadows of Mirkwood mode, when I was playing and finding the game difficult in true solo, I used to think about taking some of my “favourite” encounter cards and building a quest out of them. I can’t really remember how this Frankenstein’s Monster of an encounter would look, in fact I think this was very much in the vein of shower thoughts, but I nevertheless used to wonder how it would work to take some of the sets that are challenging without the kind of “auto-lose” sets and see how I get on. I might yet do that with some of the stuff from Against the Shadow, which I know is quite fun to play around with. I don’t really know the other cycles well enough to try it, sadly!

Of course, all of that assumes I’ll have the time to spare for such hybrid gaming, given that I want to try to get through both the Angmar Awakened cycle, and the Saga boxes!

A Shadow of the Past

After more than seven years, I have finally embarked once more on the Saga play-through for Lord of the Rings LCG!

The last time I played A Shadow of the Past was Spring 2015, and I seem to recall that I didn’t particularly enjoy the experience. The scenario involves the heroes, along with Frodo Baggins, trying to evade the Black Riders as they make for Bucklebury Ferry. There are five Nazgûl in the encounter deck, and a slew of locations. The objective is to explore the Ferry location, but you cannot travel there if there are any locations in play, so it makes sense to have a whole host of locations in the deck.

I very nearly reached location-lock early on, but managed to remember that Legolas can add progress to the quest, and as I also had him riding Arod, he was able to make some effort to also clear those locations in the staging area. It became an exercise in keeping my threat low, though, as I tried everything I could to engage the Nazgûl on my own terms.

Fellowship

Thanks to the decks that I am using, there’s a lot of Ranged and Sentinel, which meant a lot of the time, combat was a pretty straightforward affair. The deck headed by Aragorn could basically support the deck headed by Eowyn, meaning it felt very much like I was playing one huge deck! In fact, the heroes duplicate spheres across both, so it kinda is one big deck! I think this is the first time that I have really experienced that, and it really did feel like one big Fellowship!

I’m sincerely hoping that things continue in this vein, anyway! I wouldn’t say that it was easy, but it was certainly easier this time around. I did start the game with 2 resources per hero, but otherwise played without any of the house rules I mentioned the other day. Whether I end up resorting to house ruling certain things as we go along will remain to be seen, though!!

So. I explored two locations worth 1VP each, but I don’t really want to go in to the whole scoring thing, as scoring in Lord of the Rings is very convoluted, involving adding up your end threat, remembering how many turns you played, and totting up the starting threat for any dead heroes. So I’m going to leave it as a final score of 2VP for now.

Lord of the House Rules

This is a post that I’ve been ruminating on for quite a while now. I’m not the sort of gamer who normally goes in for house rules, they always struck me as a bit dirty, somehow! I mean, I like to play games within the confines of the rules that come in the box (or book), and stick to the “official” way to play stuff. I find that this is the way that the game had been designed and balanced, so deviating from this can cause chaos. In terms of 40k, this becomes a fairly difficult undertaking, given just how much there is to track between the FAQs and errata, but with more regular board and card games, such things can be much easier to deal with. I recently printed off the FAQ for Runebound, and the entire game line (five big boxes, twenty-four card packs) is just four pages. Kinda tells you something about game design in the early 2000s, doesn’t it?

FAQs are one thing, but I have forever drawn the line at trying to alter a game myself. Or so I thought. For a very long time, I was playing The Lord of the Rings LCG incorrectly, but some of my accidental alterations to the game, it turns out, are variants adopted by many folks. Indeed, the game is widely agreed to be quite difficult to play, especially considering the game’s theme attracts many narrative or thematic players like myself. So I have begun to do a bit of research into this phenomenon, and I’ve actually been trying out some suggestions from the global community!

One of the official suggestions for learning the game is to leave out shadow cards, something that I was doing for years, but which I would not think to do anymore. Aside from the fact that they’re quite an important part of combat, with a lot of player cards that interact with them, shadow cards are also quite a useful way to thin out the encounter deck – I know it’s all random chance, but I would much prefer to see a hill troll as a shadow card than have to deal with it normally!!

Lord of the Rings LCG

The game also has an easy mode, which removes some of the encounter cards, and also allows heroes to start with two resources instead of one. Now, I recently tried this, and had Steward of Gondor in my opening hand, meaning Boromir was just a powerhouse. I don’t think that’s necessarily a bad thing, because while the game is designed and balanced around its actual rule book, the variant is official, and it was just dumb luck. It’s equally possible to play the game as-is, yet draw Light of Valinor in your opening hand, allowing for Glorfindel to become a beast straightaway.

I think I’m a fan of starting with two resources, then!

Taking myself as the only player, even when playing two-handed, and so only revealing one encounter card per turn is, I feel, too easy. On reflection, I avoided a lot of location-lock while questing for around 12 points per turn, meaning it became really quite easy after a while. I did wonder if this was perhaps due to the fact I was playing The Hunt for Gollum, a scenario that I am very familiar with, but in all honesty, I don’t really think so. A lot of the difficulty around this game comes, I think, from how the encounters can snowball right from the off, and it takes the heroes time to build up. Encounter cards on an individual basis are not normally so terrifying, so playing in this way definitely felt a bit like the heroes ganging-up on the encounter set! Not a fan of this.

Lord of the Rings LCG

The next variation is something I’ve seen referred to around the web as “enjoyable mode”, which allows you to pick one card per hero to be in your opening hand. The cards you select must share a sphere with that hero. It sounds good, and in some of the discussions that I’ve seen around the internet, it does make sense: for example, a hero goes on the road prepared for what might come up, so of course they would come with a sword or an axe. Some variants take this further by limiting the cost of that attachment to cards costing 0, 1, or 2 resources. This makes some sense, and I do like the narrative idea behind it. However, in the game that I tried it, I decided that the attachment had to be a physical thing, not a title or whatever, which meant that it seemed to swing quite wildly as to what was useful and what wasn’t. Having Eowyn’s special horse and Celebrian’s Stone meant that I had two heroes questing for 8 between them, which seemed to be too powerful. Not entirely sure on this one yet.

Lord of the Rings LCG

In a similar vein, something I’ve thought about for a while is getting to start the game with a single ally in play, expanding the party and giving you more flexibility in the opening rounds. The reason for this is mainly due to the fact that I have played so many games where I have had a bad start and just couldn’t claw my way back from it. Even when playing Passage Through Mirkwood, the tutorial scenario! I understand that having three heroes allows you to quest, defend, then attack, so in theory you should be able to do everything required in the game from the get-go, but in practice it so rarely works out that way! There is the possibility of getting to start with a powerful ally which has been balanced to not be able to come out until turn 4+ normally, but I think without trying to abuse this, it could give the game just enough of an uplift that it isn’t a kerb-stomp straight off the bat. When I tried it, I specifically picked allies that wouldn’t be a massive benefit, but they had to be unique, named allies. It turned out to be pretty good, I thought, though it does feel a bit dirty to have 4-cost Elfhelm out right at the start, so I’m still debating this one with myself.

Much like the attachment thing, I think it could be a case of limiting this to starting the game with one card per player, rather than one per hero. Or even one card per party? Hm.

There are some very peculiar ideas out there as well. I saw something that suggested discarding multiple copies of the same location, which does kinda make sense for some places, it has always been thematically the case that you have multiple areas of the same place to explore, as some places are vast. It’s an unfortunate aspect of the rules that you can be location-locked with two or three copies of the same card up there taunting you! But I suppose the game isn’t meant to be easy, really.

So far, all of these things have been fairly straightforward things, which don’t really break the main rules of the game. Now, something that I’ve never really liked about the rules is the way enemies attack. Normally in the sequence of things, you need to defend against enemy attacks before you can attack, and this holds true whether you optionally engage that enemy, or if the enemy engaged you because of your threat level. It breaks the theme for me, to a point, where you have an enemy up there in the staging area, you shout a challenge and rush up to engage him, axes or swords swinging, but he can then strike first. As the game grew, there are cards that allow you to bypass the engagement, meaning you can straight up wallop an enemy still in the staging area, and there’s at least one card that allows you to fight before the enemy, but these still annoy me to some extent, because you’re relying on a card spot within your deck to do something that should be a rule.

I’ve read ideas to get around this where defenders, if they survive, can then attack back against the enemy, which isn’t bad really. The possibility to attack first does seem pretty strong, especially if you’re attacking en masse, but the only mitigation that I can think of for this basically makes everyone into Dúnhere – I do like the idea of a single hero being able to attack the enemy first when an optional engagement happens, then the fight is resolved as normal, but it does seem like you’re basically giving every hero Dúnhere’s specific ability. Even tacking-on a resource cost to it doesn’t help, in my mind.

Lord of the Rings LCG

One idea that I had come up with years ago, although I never tried it out, was to have almost a simultaneous fight, where you engage an enemy, declare “fighters”, and then everybody gets to go at it; the enemy damage is spread out as evenly as possible (but prioritises the highest-cost hero), and everyone can then have at the enemy card. It sounds like it would be way overpowered, but in reality, you might only have a couple of combat characters, alongside your couple of questing characters, so some enemies are still going to be difficult to shift, yet will still quite easily see off some allies, and even some heroes!

I never tried it, but now that I’ve come to write it up here, it’s got me thinking…

There are a number of other ideas out there that allow sentinel characters to not exhaust to defend, for instance, or ranged characters able to shoot into the staging area, which is another intriguing twist to things. I think these are principally variants for playing true solo (one deck to rule them all), but it’s an interesting idea that you could perhaps nominate one hero among your fellowship who doesn’t exhaust to do one thing, a bit like Light of Valinor but you could also apply it to defending or attacking in a single combat.

For the time being, though, I’ve settled on trying to have characters who survive an enemy attack as a defender can then deal their damage to an enemy, then the party can attack back as they see fit.

Lord of the Rings LCG

In short, I’d like the game to be not necessarily easier, but I’d just like to stand a chance against it, you know? Far too often, I’ve pulled early cards that have made it impossible to win, and even late game I’ve been sent back to the Stone Age with board wipes and similar. I’ve considered trying to maybe stack the top of the encounter deck so that I’m not starting from even further behind, or having at least one free pass where I just don’t reveal cards for the first quest phase. But all of that feels like it might interfere too much. The game is meant to feel like you’re playing against an actual player, and the purpose of Nightmare Decks was at first to simulate that player tuning their deck in the same way that us players do. However, with the encounter deck “able to play” powerful cards like hill troll on turn one, while us poor souls need to save up at least 3-4 rounds for our powerful cards does mean that we’re starting from behind, all the time.

I do love this game, I really do, but I’d like to be able to play it and enjoy it, not go through all the set-up just to then put my balls in a vice for a couple of minutes, then realise that I’ve lost regardless!

I think I’m going to adopt the 2 starting resources option in all my games going forward, and maybe I’ll sprinkle some other stuff into the game from time to time, as well…